Market Row

Stalls run three storeys up a spiral ramp inside a converted silo, under a ticker crown you can read from blocks away.

The silo

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.

Kind
Safe hub
Who runs it
Nominally nobody. All three factions keep vendor fronts, and the Counting House clears the floor
Combat
None
Landmark
Exchange Tower and the Ticker Crown
Loop station
A lit station
Sound
Ticker clatter and vendor barks

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.

Up the ramp

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.

The Counting House floor

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.

Scar Plaza

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.

Handspan

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.

The shade market

In the north quarter's permanent shade, and it sells lamps.

The Ration Queue

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.

Three peaks a day

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.

Market Row, of itself

On the walls

Settlement is five percent. Processing is applied at settlement.

The clearing rail on the market floor

FIVE PERCENT OF WHAT

The underside of the ramp

WE PAY RENT ON A SHADOW

The shade quarter

Nothing painted.

Things left.

The kerb at Scar Plaza Nobody has ever tagged it.

Buying and selling

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.

On the ramp

  • A Municipals sergeant, who will tell you that the moment a scanner chirps a case stops being his, and that until then it is a stolen bike.
  • A listing broker on the ramp, who sees a Legend as a spread to be quoted.
  • Vendors from all three factions work the same ramp, a few stalls apart.