A1 - A12 High Quarter
The Elite District of Verbobonc City
The High Quarter of Verbobonc City is an exclusive enclave that epitomizes luxury and security. Named for both its elevated social status and its physical elevation on a small hill at the city's center, this district is home to the wealthy and influential. Its unique geographical and societal positioning sets it apart from the rest of Verbobonc, making it a coveted area for the city's elite.
Key Features
- Elevation and Location: Positioned 20-30 feet above the rest of the city, offering both a literal and metaphorical elevation of status.
- Architectural Excellence: Buildings in the High Quarter showcase exceptional craftsmanship, featuring grand gardens, statues, and marble staircases.
- Exclusive Atmosphere: The district maintains a pristine environment, free from the common clutter, beggars, and street vendors seen in other parts of the city.
- Enhanced Security: Vigil Wardens of Verbobonc patrols ensure safety at all hours, with heightened security measures in place both day and night. Each patrol is augmented by a Billet of the Church of St Cuthbert, ensuring not just the enforcement of city law but also the laws and practices of the church.
Lifestyle and Community
- Narrow yet Clean Streets: Despite the limited space due to the hill's constraints, streets remain immaculately maintained.
- Wealth and Prestige: Residents are among the city's most affluent, enjoying a level of luxury and privacy unmatched elsewhere.
- Security and Surveillance: A constant watch by the city patrols, coupled with the presence of Billets of St. Cuthbert, underscores the area's importance to Verbobonc's social fabric.
Architecture & Atmosphere
Key visual notes for your descriptions:
- Architectural Excellence: Tall facades faced in pale stone, carved lintels, balconies with wrought-iron railings, and statuary niches looking out over the streets.
- Gardens & Vistas: Terraced gardens, formal hedges, and carefully placed trees create private retreats and controlled lines of sight. At the very center, Castle Greyfist and the Monastery of the Reverent Brothers anchor the skyline.
- Soundscape: No hawker cries here; instead, soft conversation behind shutters, distant fountain splash, the clink of armored patrols, and the occasional carriage.
Table Etiquette & Behavior:
- Servants move briskly but quietly.
- Nobles and wealthy merchants expect deference and distance from strangers.
- Any PCs in muddy armor or lowborn dress stand out at once.
“If thou canst hear thine own boots on the stones, thou art in the High Quarter.” — Anonymous Warden
Law, Justice & Security in the High Quarter
Security here is intentionally visible:
- Vigil Wardens of Verbobonc patrol in pairs or small squads, armor burnished, cloaks clean.
- Each patrol is joined by a Billet of St. Cuthbert, enforcing both civic law and Cuthbertine morality—perfect for spot checks, detect evil, or stern lectures about “proper conduct” in front of temples or manors.
Practical DM guidance:
- Low Justice in the High Quarter is ruthless: pickpockets, brawlers, and loud drunkards are dealt with swiftly and mostly out of sight.
- High Justice (for nobles, major crimes, or political matters) almost always involves Castle Greyfist or the Council of Lords, not street-level scenes.
Use the presence of Wardens and Billets to:
- Make PCs think twice before starting trouble.
- Provide lawful quest hooks (investigations, escorts, “quietly watching” a particular manor).
- Show that Verbobonc’s elite feel safe because power is physically standing on their street corners.
Castle Greyfist & The Monastery of the Reverent Brothers
Though statted elsewhere, both sites define the feel of the High Quarter.
V1–3: Castle Greyfist, Citadel of the Viscount
Just uphill from the manors stands Castle Greyfist, the rectangular, elven-designed citadel of the Viscount. Its slender towers and arched bridges between buildings create airy courtyards and framed garden vistas—an architectural echo of the city’s earlier elven masters, now seat of human power.
From nearly any street in the High Quarter, PCs can glimpse:
- A distant tower crown with banners,
- A stone bridge between spires,
- Or an inner garden wall topped with statues.
A1: Monastery of the Reverent Brothers (Rao)
The Monastery of the Reverent Brothers of Rao lies between Castle Greyfist and the richest residential block, and visually blends into the castle’s northern wall, as if it were an extension of Greyfist itself.
Key points:
- Dedicated to Rao (Peace, Reason, Serenity).
- Includes the Tower of Reason, the Assembly Hall of the Reverent Brothers, and the Halls of Peace—all places where religious reflection and quiet political dealings mingle.
Use A1 and Castle Greyfist as the spiritual and political poles of the district: Rao’s reason tempering the Viscount’s power.
Social Dynamics & Using the High Quarter in Play
Who lives here?
- High nobility (House Milinous, House Haxx, Sarcina, Velysin, Lakash Quallad’s mercantile dynasty, etc.).
- Wealthy bankers, mint officials, older merchant families.
- Senior clergy attached to Rao and St. Cuthbert, high-ranking advocates, and a handful of artists tied to elite patrons.
How they treat outsiders:
- Respectful, well-dressed visitors with proper introductions are tolerated—sometimes courted.
- Adventurers without ties are seen as useful tools or unpredictable threats, depending on who hires them.
- Beggars, peddlers, and obvious lowfolk are quickly escorted out by Wardens.
“Gold buys thee a house in the High Quarter; bloodline buys thee neighbors who pretend to approve.” — Lakash Quallad, in a rare candid mood
Verbobonc Locations Referenced by Type

“Where the stone climbs, so too does the purse.”
DM Overview
The High Quarter is Verbobonc’s elite residential district, both socially and literally elevated above the rest of the city. Built on a central hill that rises 20–30 feet above surrounding neighborhoods, it houses the wealthiest families, powerful merchants, and key political players of the viscounty.
- The city’s most secure district, constantly patrolled by Vigil Wardens augmented by Billets of St. Cuthbert.
- Architecturally impressive—grand staircases, statues, gardens, and elven-influenced stonework.
- Socially closed—no street vendors, no visible beggars, no casual loitering. Only those with business, invitations, or nerve linger here.
Snapshot of A1–A12 Locations (DM Hook List)
Each of these gets a full article later; for now, use these one-liners as quick hooks and placement reminders.
- A1: Monastery of the Reverent Brothers (Rao) – Holy house of peace and reason nestled against Castle Greyfist; half cloister, half quiet council chamber.
- A2: Verbobonc Mint – Heavily guarded home of the viscounty’s coinage; where gnome craft and human authority meet over anvils and ledgers.
- A3: Tymak Manor – An old noble seat balancing tradition and ambition; ideal for formal dinners, rivalries, and inheritance plots.
- A4: Harvester Theatre Ruins – Once a grand elven theatre, now a ruin of faded frescoes and political ghosts—perfect for clandestine meetings or haunted performances.
- A5: Haxx Manor – Residence of Marakios Willem Haxx, Lord Mayor; a house where city policy, taxes, and private vendettas all cross paths.
- A6: Segemm’s Collectibles – A high-end curiosities house dealing in art, relics, and the sort of “collectibles” that make thieves and wizards both itch.
- A7: Old Temple of St. Cuthbert – The earlier, more austere Cuthbertine temple; a place of stiff-backed faith, old grudges, and deep archives.
- A8: Sarcina Manor – Seat of a powerful household engaged in subtle political maneuvering; ideal for alliances, blackmail, or marriage intrigues.
- A9: Velysin Manor – Home to a family that wears refinement like armor; salons, masked balls, and quiet scandals abound.
- A10: Nicchol’s House of Silk – Elite clothier and fashion house; where nobles go to buy reputation as much as garments.
- A11: Milinous Manor – Seat of House Milinous, whose ambitions stretch well beyond these streets; key to the Noble Ambitions arc.
- A12: Lakash Quallad’s Manor – The polished lair of a merchant-turned-mover, bridging city trade, Kron Hills connections, and deeper plots.

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