The Ticker Crown
The district's moving signature. It starts spinning at 06:00, and by 22:00 the signage is louder than the people.
Stalls run three storeys up a spiral ramp inside a converted silo, under a ticker crown you can read from blocks away.
Mapped The streets and the Loop station are laid out in the build. The market screen is a preview and trading is the game's design.
The Exchange Tower was a grain silo and never stopped being vertical. The market fills its spiral ramp, and the Ticker Crown spins on top.
It is nominally neutral. All three factions run vendor fronts on the ramp. The clearing floor under the ramp belongs to the Counting House, a banking guild older than the registry. Trade here goes through the market in Market Row.
The silo shaft is no-fly, so the ramp stays a climb. The house rule is to fly the silo's skin, up the Ticker Draft on the outside face, and walk its throat. The north quarter has sat in permanent shade since 2081, and the rents reflect it.
The district's moving signature. It starts spinning at 06:00, and by 22:00 the signage is louder than the people.
The clearing floor under the ramp. The Counting House is a pre-Seal banking guild, and it keeps its own arbitration room for commercial disputes that are too big for anywhere else. Its Board has never shown a face.
A Legend lost control three blocks from the Tower and ended the Kindling, as the Turn tells it. The pavement still does not sit quite flat there, no matter how many times it is repaved. An obelisk stands in the plaza, and people leave things at it that they do not explain.
The direct-trade ring under the ramp's second turn. Deals are done by handshake in front of a Counting House witness, because a witness is cheaper than escrow.
In the north quarter's permanent shade, and it sells lamps.
A mural in a service alley beside the plaza, and the only one inside the safe core. It survived because it flatters nobody and names no one. See the murals.
Which turn of the ramp a stall is on says what its owner can afford. There are three trading peaks in a day, and the middle one is when the crews from the Fringe come in to sell.
Everyone's welcome. Everyone pays five percent.
Settlement is five percent. Processing is applied at settlement.
FIVE PERCENT OF WHAT
WE PAY RENT ON A SHADOW
Nothing painted.
Things left.
Partly built The market screen shows your creds and items and previews listings. Buying and selling are the game's design.
Players are meant to trade here for creds, with a cut taken at settlement, and to make direct trades with escrow. A crew recruitment wall stands by the ramp. See currencies for the money and crews for the crews.