Melinir is a walled city of about 1,501 people. Humans and demihumans mix in the streets so freely that it seems as if no one even notices the difference. When they interact, everyone treats the others as equals. Melinir is a model frontier city where it seems that no one hates anyone else. Some may be gruff and impolite, but they intend no real malice. Once upon a time the city is divided into six sections. There were no walls separating these districts, but very little overlap between each region's function. The first mayor of Melinir divided the neighborhoods into the residential area, the market, the merchants' quarter, and the warehouse district. Later, the wealthy and famous, who did not wish to live in "cramped quarters," built themselves an exclusive neighborhood in the southeast part of town. Finally, just before Melinir erected its walls, the clerics claimed a section just south of the wealthy borough. But that was then and this is now and with all the new building that has and is going on its become pretty homogenous. The life-blood of Melinir is the trade that moves in and out of the Rift. Melinir is also a business center for the rest of the Rift. Virtually anything produced in Thunder Rift is available in Melinir. The Mayor and influential citizens will never do anything to jeopardize commerce. They eagerly help all merchants resolve their problems quickly and amicably. When trouble arises, the city guards are always available to provide immediate aid. Small wonder, then, that the city centers around the market, and that the market is in the center of the city. To the north and west of the central marketplace lies the main residential section. The houses are not huge, but, for the most part, are larger than houses typical in other towns and cities. The neighborhood is clean, well kept, and well lit. Vandals prevalent in larger cities are not to be found here. In the southeast section of town, wrapping itself around the market, is the mercantile district. Its shops provide nearly anything one could want, from exotic perfumes to common iron nails. Some items, of course, must be imported from outside the Rift, which makes them considerably more expensive. Most, though, can be produced at some location in the canyon. One of the newest buildings in the city would have to be the Adventurer/ Mercenary Guildhall (just north of the Town Hall) it aint bustling yet but they reckon it will be. The temple grounds lie on the southwestern edge of the town, on the rise they call it. The walled security is proof against most intrusion. However, since the grounds are generally open to visitors, stealth in entering is largely unnecessary. Directly north of the temple, three stately manors thrust their towers into the skies. Although the inhabitants do not appear to be too pretentious, they do seem to like their own space. The warehouse district and the docks squat on the waterfront to the southeast. They hold the goods shipped to and from Kleine, Torlynn, and beyond. The warehouses hold nearly everything that must be sold in the market, for the merchants from outside the Rift need to store their wares in a safe place. Jewels, spices, and manifold other trade goods find a temporary home in the warehouses. The founders of Melinir always intended to build walls around their town, for they realized that Thunder Rift is full of creatures who intend no good to humans. On the other hand, they were not eager to limit the size of the city. Thus, they delayed the construction of the walls and left the problem to future generations. Eventually, the citizens elected a mayor who was intimately familiar with the dangers of the surrounding area. He immediately contracted the dwarven stone masons and engineers in the area, and construction on the walls began at once. It took a year and a day, but the masons finished their work in time for the city to defend itself against a gnoll attack. The city has not been again attacked since then, but the citizens remain grateful for the walls that protect them from the dangers of the open lands.