The Merchant Hall
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Your progress from the docks is a bit slow, since you do not wish to be seen hurring away after talking to the guards. Nevertheless, you do not run into any more patrols until you get to Tallon Circle. Much like the Forum of classical Rome, this is a large open area flanked by great public buildings. Huge edifices rise on all sides, most of them sheathed in the green marble popular in Tallon.
On the near left stands a large building with a sweeping roofline. It bears the inscription "Turik's Theater" underneath which is written, "Life Mirrors Art".
Beyond that working clockwise around the great circle is the severe and solid Palace of Justice, its tall columns topped with blind and sword-wielding caryatids.
Next is the great Savok Arena. Those of you from the area (mostly Riccoco) can remember tales of when the blood ran red and often upon her deep sands. Now it is but a venue for staged combat, a charade of ancient blood-sports.
Finally to your right is the opulent Merchant Hall, with its many windows like jewels glittering in the sun, but darkened now by night.
The Circle itself is oddly lit by lanterns of lumina on stands or suspended from trees and cornices, which cast a multicolored glow upon the scene.
There is always some activity here, no matter the time of day. Merchants do late-night deals, workers clean, polish and remove the damage of the day, tradesmen and crafters carry on guild business, and errand runners take messages to those whose policies control so many. One thing that stands out above all others is the activity at the Palace of Justice. Constables are entering and leaving at a more than causal pace, sometimes at a run. Most have swords drawn, though none are shouting or blowing whistles.
[EDITED on Mon September 30, 2002 @9:29 AM (PDT)]