The core setting has been updated. The page on the Lifestream has been tweaked with the section on the Planar Crossroads to be more in line with each other. Also brought the new Domains for the Halfling deities into line with standard Pathfinder domains. No change in page count or page number.
Situated at the headwaters of the Sanguine River in the plains between Chevengrad and Monsordithim is a small town known variously as Tradesville, Haggletown, Market-town and Tradeport. To the Feldarin it is known as Bartertherim or Caltathim (to hearken back to ancient Calta). But everyone calls it Bartertown due to its intense trade seasons. The actual town is small, only a fortified keep with a small Feldarin garrison and a few dozen permanent structures. When the Trade Days come, however, the town swells to many times its normal size.
Trade Days happen three times a year, at the spring and fall equinox and at the summer solstice. During the winter, the rivers ice up making travel difficult, and there is little material available for trade. Diehard merchants still come at the winter solstice too, for what they call the Little Fair, but it’s more a time of negotiations, with little actual trade. As early as a month before the a Trade Day, advance teams begin setting up camps and jockeying for the best locations. This soon expands into an enormous caravan and tent city. Two weeks before a Trade Day, goods start arriving to supply the merchants. The week before a Trade Day is a bustling, chaotic reverie of trade. This all culminates on Trade Day with a solemn ceremony to mark the solstice or equinox. Within days, everyone has left and the town returns to its smaller, normal size.
Besides the Keep, the relatively few permanent structures include the river docks on the Sanguine River, the stables and the warehouses. A few government buildings exist in an attempt to bring order to the trading orgy, but the 'feast or famine' nature of the trade quickly overwhelms the government officials as the huge quantities of trade goods change hands. Barges and ships ply the rivers and canals, bringing goods from as far as Yujung and Pahal. Trade has only recently begun to pick up, as society in general recovers from The Weeping. Merchants have been taking advantage of the lack of government interference to avoid tariffs, and often bring their own security forces.
Trade isn't just physical items, as sometimes deals are brokered in the spring to set values for foodstuff and other trade items to be traded at the summer or fall markets. Services are also available for hire such as mercenaries and entertainers. All manner of goods are for sale. Due to an almost unlimited number of buyers and sellers, this is an excellent opportunity for adventurers to trade their loot for other items at competitive prices. However, the trick to this is that very few use cash; it’s mostly barter and contract, which makes bypassing the Feldarin tariffs much easier.
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