Martira Bay
At a glance
A sprawling coastal city and busy port beneath a central black tower. Guild wealth and Kargatane authority shape its districts.
Known facts
- Aldo suggested asking about vampires at an upscale establishment called the Cosmopolis Club.
- The woman who attacked Rage invited him to join her and “learn his place in Martira Bay.”
- Garen Faulk said that vampires openly rule the city.
- The party emerged through the Mists into the northern warehouse district, where the Weavers’ Guild holds influence.
- Most residents appeared human, with halflings and members of many other peoples mixed through the crowds.
- The eastern guild district appeared wealthy, while a government palace and well occupy a central square.
- A crowd gathered around the well with apparent reverence.
- Kargatane patrols move openly through the streets, and no Eternal Order church was obvious.
- Rats travel along unnaturally straight routes through the city.
- Darian Corvrick, a vampiric Kargat member, presided over a blood rite at the Pale Lantern.
- Three ratlike creatures later attacked the party with coordination and ferocity beyond mundane animals; one was captured alive.
- The attackers were confirmed as wererats serving Alcio “Baron” Metus, the head of the Kargat and ruler of Martira Bay.
- The wererats use the rat-connected house as a gang hideout and recognize at least an outer and second Kargatane circle.
- Residents have begun reporting foul smells from festering houses.
- At least one werebat moves openly enough to heckle street performers before escaping in giant-bat form.
- Kargat headquarters or tunnels may lie beneath the city, according to a conversation overheard at the Gilded Thorn.
- Irik Zal’honan said a contact called Snowmane can be found near the city’s Mist-bound edges and may provide sea passage to Barovia.
- The party returned through the early Mists with an Azalin-faced coin and emerged at the north end of the city.
- The city was bustling by day, but paired guard patrols were more common than on the party’s earlier visit.
- At night, the streets became sparse as residents avoided going out. Rats moved through them in groups of three.
- Guards are hunting someone called Jack after killings in which victims’ legs were taken.
- The River Dancer, a gambling and entertainment ship captained by Snowmane, is docked here.
- A curfew patrol attempted to apprehend the party after dusk.
- The Rat House has become a dangerous lead in the leg-taking killings: Boneless, chanting, and a merged rat-swarm creature emerged there.
History with the party
- Session 1: Mentioned by Aldo and by Rage’s attacker; not yet visited.
- Session 3: Garen Faulk confirmed that vampires rule there.
- Session 8: The party arrived with Black Lily, investigated the rats, researched at Faith’s Library, and prepared to meet a Kargatane master at the Pale Lantern.
- Session 9: The party met Vidic and Darian, attended the Pale Lantern’s blood rite, attempted to burn the lounge, and survived an alley ambush by three ratlike attackers.
- Session 10: The party exposed the attackers as wererats serving Baron Metus, returned aboard the Dominance, found the Pale Lantern abandoned, encountered a werebat, and accepted the Castle Avernus expedition at Black Lily’s manor.
- Session 11: The party purchased explosives, stayed at the Gilded Thorn, and departed by coach before Vermoth betrayed them beyond the city.
- Session 14: Irik identified the area near Martira Bay as the place to seek Snowmane and passage through the Mists by sea.
- Session 19: The party returned from Castle Avernus through the Mists and emerged on the north end of Martira Bay.
- Session 20: The party revived Fling, killed Black Lily, learned of the leg-taking murders, and boarded the River Dancer to meet Captain Snowmane.
- Session 21: Snowmane agreed to take the party to Barovia, Siv found a drainage route under the Cosmopolis Club, and an investigation at the Rat House ended in a fight and a rooftop escape from guards.
Current status
The party is hiding on rooftops after a Rat House fight drew the guard response. The River Dancer remains docked while Snowmane prepares to take the group toward Barovia.
Known locations and districts
- Northern warehouse district: Influenced by the Weavers’ Guild.
- Eastern guild district: Visibly wealthy and well maintained.
- Central square: Contains a government palace and a well that attracts reverent crowds.
- Western quarter: Contains the Pale Lantern.
- Southern quarter: Old-money district containing wealthy residences, a guild square, government buildings, and the stables where the expedition departed.
- Faith’s Library
- Last Breath Inn
- Drowned Rat
- Pale Lantern
- Cosmopolis Club
- Black Lily’s Manor
- Gilded Thorn
- River Dancer
- Rat House