Black Market Plaza
“Where Nothing Is Illegal Because Nothing Is Legal”
“Here, you can buy anything. Your morality, your future, your
soul—all negotiable, all priced fairly.”
—Anonymous merchant
Quick Reference
| Attribute | Details |
|---|---|
| Location | Murky Chasm, Beta Fragment Surface |
| Region | The Murk |
| Type | Black market, illegal commerce hub |
| Size | 2-hectare open plaza + surrounding structures |
| Population | 30-50 merchants + 100-200 daily customers |
| Controlled By | Black Sky Cartel |
| Rot Status | Stage 1-2 (moderate exposure, manageable) |
| Established | ~270 S. (17 years ago) when Cartel took control |
Black Market
Plaza - Where Nothing Is Illegal
Table of Contents
- Overview
- Location and Access
- Market Layout
- Goods and Services
- The Cartel’s Rules
- Notable Merchants
- Quest Connection
- Economics and Trade
- Safety and Etiquette
- Related Topics
Overview
Black Market Plaza is the primary commercial center of Murky Chasm—a permanent open-air market where anything can be bought if you have coin, connections, or leverage. Located on Beta Fragment’s relatively stable surface, the plaza functions as the Aetherium’s largest hub for illegal trade: stolen artifacts, forged documents, forbidden texts, contraband weapons, Rot-Shards, and occasionally slaves (rare, expensive, morally abhorrent).
The market operates under a paradoxical system: nothing is technically legal (there are no laws in the Chasm), yet everything is regulated (the Black Sky Cartel enforces strict order). Violence is forbidden (bad for business), theft is punished by “falling” (off the edge), cheating is tolerated if clever (but only if clever). The result is orderly chaos—a functioning marketplace where criminals conduct business with surprising professionalism.
Thirty to fifty permanent merchants maintain stalls and shops around the plaza, paying protection fees to the Cartel in exchange for security and dispute resolution. Customers range from desperate refugees seeking forged documents to wealthy collectors acquiring pre-Shattering artifacts to alchemists like Kael Greythorn purchasing Rot specimens for research.
The atmosphere is surreal: haggling over stolen holy texts, examining weapons while Cartel enforcers watch, purchasing corruption samples in broad daylight. Everything happens openly because there’s no authority to hide from. The only law is Cartel law: don’t disrupt commerce, don’t kill customers, pay your fees. Follow these rules and you can trade anything. Break them and you take a long fall into infinite void.
Location and Access
Position in Murky Chasm
Fragment: Beta Fragment (eastern, smaller)
Elevation: Surface level (High Span, safest area)
Coordinates: Central plaza, easily accessible
Visibility: - Visible from Middle Web (one level down) - Colorful awnings landmark - Audible (market noise carries) - Well-known (everyone knows where it is)
Reaching the Plaza
From High Span (Chasm upper level): - Cross any major bridge to Beta Fragment - Follow signs (surprisingly helpful) - Market visible from 100m away - Walk time: 5-10 minutes from any Chasm entrance
From Middle Web (one level down): - Ascend via rope ladders or pulley system - Multiple access points - 15-minute climb - Delivery routes (for goods transport)
From Outside Murky Chasm: - Airship to Chasm (various routes) - Navigate to Beta Fragment - Ask directions (everyone helpful—customers are good)
Access Restrictions
Official Policy: Open to all
Practical Limitations: - Must have coin or tradeable goods - Cartel watches newcomers (assess threat) - Known troublemakers denied entry (rare) - Constellation Clergy unwelcome (will be harassed)
Market Layout
Central Plaza (Main Market)
Size: 2 hectares (200m × 100m roughly)
Surface: Paved stone (pre-Chasm, maintained)
Features: - Open-air (covered walkways on edges) - 30-40 temporary stalls (daily merchants) - 10-15 permanent shops (established businesses) - Central fountain (non-functional, meeting point) - Guard posts (Cartel enforcers, 4 positions)
Organization: - No fixed layout (merchants choose spots) - High-traffic areas more expensive (Cartel charges premium) - Specialty clusters (weapons together, texts together, etc.) - Chaos that somehow works
Permanent Shops (Perimeter)
Stone Buildings (10-15 structures): - Pre-existing structures (Chasm buildings) - Converted to shops - More secure (walls, doors, locks) - Established businesses - Higher prices (overhead costs)
Types: - Artifact dealers (pre-Shattering goods) - Weapon merchants (quality arms) - Document forgers (identities, permits) - Alchemical supplies - Information brokers
Surrounding Areas
Warehouse District (southeast): - Storage for bulk goods - Heavily guarded (Cartel warehouses) - Smuggler operations - Not open to public
Meeting Alleys (north edge): - Private deal locations - No Cartel oversight (officially) - High-value trades - Dangerous (no protection)
The Scales (west side): - Dispute resolution location - Cartel arbitrators settle conflicts - Public rulings (examples made) - Avoid if possible
Goods and Services
Common Goods
Food and Supplies: - Preserved foods (various quality) - Clean water (premium price) - Rope, tools, climbing gear - Clothing (mostly used) - Lanterns, oil, light sources
Weapons (illegal elsewhere): - Swords, daggers, axes (quality varies) - Crossbows, bows (ranged weapons) - Poisons (various lethality) - Armor (leather to metal, some stolen)
Documents: - Forged identities (50-200 Aether-Coins) - Travel permits (fake but convincing) - Letters of introduction - Blank official forms
Rare and Valuable
Rot-Shards: - Crystallized corruption (alchemical value) - Stage 1-3 specimens - Prices: 100-500 Aether-Coins (purity dependent) - Primary buyers: Alchemists, researchers - Sellers: Deep Tangle scavengers
Stolen Artifacts: - Pre-Shattering technology (rare, expensive) - Religious relics (Clergy would kill for these) - Art and jewelry (wealthy collectors) - Prices: 500-5000 Aether-Coins
Forbidden Texts: - Banned books (heretical, dangerous) - Pre-Shattering science (lost knowledge) - Rot research (illegal, valuable) - Magical grimoires (genuine and fake) - Prices: 200-2000 Aether-Coins
Illegal Services
Assassination Contracts: - Negotiated privately (not public stalls) - Prices: 500-5000 Aether-Coins (target dependent) - Cartel doesn’t officially allow (but knows) - Completion rate: High
Information Brokering: - Secrets for sale (political, personal, criminal) - Prices: 50-1000 Aether-Coins - Reliability: Variable (verify independently) - Merchants: Specialists in rumors
Smuggling Services: - Transport illegal goods (to settlements) - Bypass customs and inspections - Prices: 10-30% of cargo value - Risk: High (if caught, you’re alone)
Morally Abhorrent
Slaves (very rare): - Human trafficking (universally condemned) - Prices: 1000-5000 Aether-Coins - Sellers: Worst criminals - Cartel position: Officially banned, unofficially tolerates - Buyers: Desperate labor needs, depravity
The Cartel’s Rules
Three Iron Laws
1. No Violence in the Plaza: - Definition: Physical harm to customers, merchants - Punishment: Immediate execution (“falling”) - Enforcement: Swift, brutal, public - Exception: Self-defense (must be clear)
2. Pay Your Fees: - Merchants: 10% of daily sales (Cartel protection) - Warehouse users: Monthly rent - Dispute resolution: 50 Aether-Coins per case - Non-payment: Expulsion, beatings, death
3. Don’t Interfere with Commerce: - Definition: Actions that disrupt trade - Examples: Theft (from merchants), destruction, false alarms - Punishment: Variable (theft = fall, disruption = beating) - Philosophy: Commerce is sacred
Gray Areas (Tolerated)
Cheating: - Allowed if clever (fake goods, inflated prices) - Customer responsibility (examine purchases) - If caught: Social shame, not legal punishment - Reputation matters (repeat cheaters get no business)
Private Violence: - In alleys outside plaza: Not Cartel’s problem - Settle scores elsewhere - Bodies disposed quietly - Unspoken understanding
Moral Questions: - Cartel doesn’t judge goods (slaves, poisons, anything) - Morality is individual - Market is amoral (transactions only)
Notable Merchants
Grim the Fence
Location: Permanent shop, northwest corner
Specialty: Stolen artifacts
Reputation: Honest (paradox, but true)
Deals: - Pre-Shattering tech (extensive collection) - No questions asked (buys and sells) - Fair prices (high but not exploitative) - Connected (can find anything)
Personality: Gruff, professional, surprisingly ethical
The Veiled Woman
Location: Central stall (moves daily)
Specialty: Forbidden texts
Reputation: Mysterious, knowledgeable
Deals: - Banned books (incredible selection) - Can acquire specific titles (for price) - Knows content (has read everything) - Discretion absolute (never reveals buyers)
Identity: Unknown (speculation endless)
Rakis the Shard-Seller
Location: East side permanent shop
Specialty: Rot-Shards and specimens
Reputation: Dangerous, reliable
Deals: - Stage 1-3 Rot-Shards (quality specimens) - Living corrupted creatures (contained) - Custom requests (will find anything) - Primary supplier to Kael Greythorn
Personality: Corrupted (Stage 2), morbidly cheerful
The Coinmaster
Location: Central fountain (visible, accessible)
Specialty: Information brokering
Reputation: Expensive, accurate
Deals: - Secrets (political, criminal, personal) - Rumors (verified and raw) - Introductions (to anyone, for price) - Never wrong (reputation stake)
Personality: Calculating, emotionless
Quest Connection
The Black Market Deal
Role: Central location for Black Market Deal quest
Quest Start: > You enter the Black Market Plaza—a chaotic maze of stalls selling everything from stolen artifacts to forbidden texts. A hooded figure approaches you. > > “You look capable. I need someone to acquire… sensitive goods. The Cartel’s watching too closely for me to do it myself. Interested?”
Quest Elements: - Hooded contact offers heist job (steal Rot-Shards from Cartel warehouse) - Player negotiates payment (skill checks affect reward) - Heist involves stealth, combat, or clever planning - Return to contact in plaza for payment - Moral complexity: Stealing from criminals, but still stealing
Outcomes: - Success: Payment, reputation (criminal circles) - Failure: Cartel anger, potential consequences - Betray contact: Alternative rewards, different enemies
Economics and Trade
Market Volume
Daily Transactions: 500-1000 deals
Total Daily Value: 10,000-30,000 Aether-Coins
Cartel Revenue: 1,000-3,000 Aether-Coins (fees)
Scale: Largest illegal market in Aetherium
Price Factors
Supply and Demand: - Rare goods expensive (obvious) - Bulk discounts (large purchases) - Seasonal variation (travel conditions affect supply)
Risk Premium: - Illegal everywhere: +50-100% markup - Dangerous acquisition: Additional premium - Cartel cut: 10% built into prices
Quality: - Genuine artifacts: High price - Forgeries: Cheaper (buyer beware) - Verification: Pay experts or gamble
Currency
Aether-Coin (standard): - Universal acceptance - Trusted value - Preferred medium
Barter: - Common (goods for goods) - Negotiation heavy - Value subjective
Favors: - High-value currency (do this, get that) - Reputation-based - Risky (enforcement difficult)
Safety and Etiquette
Staying Safe
Do: - Keep coin hidden (show only when buying) - Examine goods carefully (forgeries common) - Negotiate firmly but respectfully - Watch belongings (pickpockets exist) - Respect Cartel enforcers (don’t provoke)
Don’t: - Flash wealth (robbery target) - Insult merchants (bad reputation) - Cause scenes (violence forbidden) - Cheat poorly (if caught, consequences) - Ignore Cartel instructions (suicide)
Negotiation Culture
Haggling Expected: - Initial prices always high (15-30% markup) - Negotiate down (expected, enjoyable) - Walk away (effective tactic) - Final price: ~70-85% of asking
Respect: - Merchants appreciate shrewd buyers - Don’t insult goods (critique is fine) - Accept refusal (their right) - Pay agreed price (honor matters)
Danger Zones
Meeting Alleys: - Private deals = no protection - Bring backup - Verify identity - Exit strategy planned
After Dark: - Market closes (mostly) - Cartel presence reduced - Crime increases (theft, assault) - Avoid unless necessary
Related Topics
- Murky Chasm - Parent location
- Black Sky Cartel - Controllers and enforcers
- Vex Shadowhand - Cartel leader (distant but present)
- Alchemist Kael Greythorn - Regular customer (Rot specimens)
- The Archivists - Buy forbidden texts
- Sky-Guild - Pragmatically trade here (officially deny)
Location Status: Active (thriving illegal
market)
Designer Notes: Morally complex location where illegal
≠ evil, and pragmatic commerce serves desperate needs
“Is it wrong to trade forbidden knowledge if that knowledge saves
lives? Is it evil to sell weapons if those weapons defend innocents? The
market doesn’t judge. It just facilitates. You decide what’s
right.”
—Market philosophy