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Perelinn has many names. It is called the Beautiful, the
Resplendent, the Jewel of Kar-thone; Birthplace of the Empire, the Cradle
of Dreams, the Fortress of Peace. The City. Home of the Emperor, who is
the King of Kings, Ard Rig, and Dragon of the Free Peoples.
Fabled Perelinn, whom the dwarves cherish and the elves adore. She is
unique among the works of mortals, for only here did the mastercrafters of
three races work their magic in harmony. Only here, and never again.
Perelinn is the oldest City in the Empire, and some would argue on Talanu.
(Purists point out the Mellik was built on the ruins of a Kaeron city, but
as no one can pinpoint how long a lapse there was in between settlements,
they are largely ignored.) In its long life, it has endured much - civil
war, battling avatars, fire, famine, disease; siege by demons, devils AND
armies of undead.
What is more, Perelinn is no mere City. She is alive, so watch your step!
That's not to say that there aren't dangers around here. There are parts
of her where she's in a very bad mood herself. What with escaped
monsters, ghosts, thieves, mad wizards … dangers lurk around every
corner!
Yessir, for only a mere 5 starters I can fill you in on all the secrets,
and for a lyre I'm at your service for the day.
Tondal the Knowledgeable
Exterior, Columba's All Night Delivery Emporium
The City of Perelinn was founded in roughly 10 ER, though record keeping
at that time was spotty at best. It is here that First Emperor Daran and
his people finally ended their years of wandering, and it is here that the
Accords of Kar-thone were signed. Those historic documents laid the
foundation, both literally and figuratively, for what was to become the
greatest City in the land. As a monument to their desire for cooperation
and harmony in their newborn world, the craftsmen of the Saedhe, Kharolan
and Human peoples worked together to build the Fortress of Peace. What
resulted was, and is, truly unique.
The Spirit of the Living City
More than anything else, what sets Perelinn apart from other cities is the
fact that she is ALIVE. When the foundations of the City were laid,
powerful magicks were woven into the stones and the earth beneath them.
The City became aware, a sentient, guarding presence that her citizens
have grown to love, and her enemies have learned to fear.
Most who live in Perelinn never experience more of their City's true
essence than her comforting aura, which reinforces their sense of
well-being, and makes them feel truly at home. It also serves as a guiding
force, so no native born citizen of Perelinn will ever become lost in her
streets, even in the middle of the fiercest blizzard. They might also
experience the occasional bit of coincidental luck, (such as finding their
shop door is inexplicably unlocked just as they realize that they have
lost their keys).
[Game effect: Native-born citizens of Perelinn have the Intuit
Direction feat for free, and gain a +1 morale bonus on all rolls, while
within the City walls. Other effects, like the minor coincidence described
above, are used at the DM's discretion.]
The Emperor and his closest advisors, however, have the power to call
forth even greater might from their living City. In times of direst need,
she can take steps to protect her Imperial charges. In the past, she has
spawned creatures of rock from her walls and cobbled streets. She has
shaken a building to its very foundations, leaving everything else nearby
unharmed. She has even swallowed villains whole, leaving nothing behind.
Unfortunately, like all living things, the City has its weaknesses.
Only the most powerful have been able to exploit them, but when they have
been successful the results have been devastating. In one such case, the
evil god Ballok was able to temporarily drive the City insane. She reacted
quickly, and was able to section off the "wound" in such a way that the
dementia became localized. A group of adventurers was able to eventually
set the matter straight, but what they found within the Holy Quarter was
truly horrifying.
City Government
The City IS the center of the Empire, but as she can at times have a
population in the hundreds of thousands, it is a monumental task to deal
with even local issues. To that end, Emperor Mathonwy the Shrewd set up a
separate government for the administration of City affairs in 389 ER. This
government was charged with seeing to the well-being of the populace by
regulating trade, providing a police force, and maintaining the soundness
of public buildings.
This organization, known as the Imperial Department of Works, is housed
in the massive Jester's Court, located in the Palace District on the Way
of the Sphinx. From this central office, the mundane affairs of the
day-to-day world are directed by Master Nuada Argatlam, Lord of the Silver
Arm. One would be tempted to say he rules the City with an iron fist, but
that would unwise.
The City government, while undoubtedly effective, is painfully
bureaucratic. The people of the City loath dealing with its officials.
That much negativity has made a large psychic impression on her, and the
effect is rather disheartening. An undoubtedly subconscious and
sympathetic harmonic has sprung up in the area surrounding Court, giving
it an unmistakably dreary and dull atmosphere. As the workers exist in
this environment day in and day out, the gloominess of the City has
apparently had a permanent effect on the majority of them. This
unfortunate and vicious cycle has not gone unnoticed, and they all agree
that something should probably be done about it some day. No one ever
seems to get around to it, though.
The only time the Court seems to have life is during the monthly
Community Leader's meeting. At this time, the various community
representatives convene with Nuada and discuss issues which are important
to them and their people. These meetings are notoriously political and
vicious, and tend to involve lots of screaming about "funding." Community
Leader is an elected position, and thus the speakers are motivated to get
as much money as possible for their constituents. If they do not, they
will most likely not be reelected.
The Divisions of the City Guard, Constabulary and Maintenance all fall
under the authority of the IDW, and house their main offices within the
Jester's Court.
City GuardThe Guards are responsible for the defense of the City
and its surrounding lands. They are more numerous than the Constabulary,
as they patrol the surrounding lands for up to 50 miles in each direction.
They will rarely to turn to adventurers for help with the more difficult
situations, as they have their own spellcasters and experienced warriors
within their ranks.
The City Guard are also responsible for the maintenance of the roads
within 50 miles of the City.
The Captain of the City Guard is Lady Vivianne Temvydd.
Constabulary, The Watch: As the military force that deal with
civic disturbances, this group contains a very diverse mixture of
individuals. They are often called on to deal with crises in all sorts of
terrain, and from all types of foes. They regularly employ adventurers to
deal with the more outlandish of threats, though they themselves keep
wizards and clerics of Lugh and the Dagda on the roster.
They are also responsible for the regular patrols of the City streets.
The Captain of the Watch is Lord Marl Gwyreth.
Maintenance, Street Cleaners, Bag Men: The division of
Maintenance is responsible for the upkeep of City streets and buildings.
They also are tasked with the safety of the sewer systems, and so work
closely with the Watch on this project.
Being a Street Cleaner is a risky business, but it is never a dull one,
as their job gives them access to many of the most influential people of
the City. Many have had their fortunes made because their job gave them
access to the right person at the right time. Sadly, this is the exception
rather than the rule, for the wealthy and powerful tend to avoid
individuals covered in shit, no matter how good their play is.
A secondary function of the division is the controlling of street
vendors and other sorts of non-permanent businesses. To get permission for
these sorts of enterprises, one applies here. It is supposed that this
discourages those who are not truly dedicated to their tasks from even
bothering to apply, thus raising the level of the service available in the
very streets of the City.
The current Boss of Maintenance is Karl Twistingwind, a barbarian of
the Fire Pony tribe from the deserts of Târiq.
The Districts
The City is divided up to two main sections - the Inner Quarters and the
Outer Quarters. She is further divided up into 8 Districts, the largest of
which is divided up into 4 sub-quarters. Each separate district is clearly
partitioned off by its own wall, each with its own name and history, (as
well as graffiti). While each district is unique, all share several common
features.
- All have at least two Constable stations, and all City gates are
manned by a Patrol (4 Constables (3rd lvl warriors with chain shirt,
longsword, shield and crossbow), and 1 Field Commander (6th lvl warrior
with same equipment)). These patrols are sometimes augmented by a 3rd lvl
wizard or cleric.
- All have at least 4 City Guard watch towers, manned by 2 Guardsmen
(3rd lvl warriors with chain shirt, longsword, shield, crossbow and
longbows). The stations also contain a lockbox containing tanglefoot bags,
acid, and alchemist's fire.
- All have at least one Maintenance Shed, guarded by a Patrol of the
Watch.
- Every 200', along any main road, there can be found Flare Stations.
These contain minor magical flares that persons in distress can use to
summon the Watch. Stealing the flares, or using them fraudulently, are
very serious offenses.
The Outer Quarters (Lower Quarters, Poor Man¹s Perelinn)
The Outer Quarters of Perelinn are comprised of the Lake District, the
Giant's District, The Freeman's District, and the Mac Oc.
Natives sometimes refer to the outer section of the City as the Poor
Man's Perelinn, as this is usually all the local farmers get to see. It
is also rather less refined, though no less interesting, than the pampered
splendor of the Inner Quarters. The merchants and businesses that line the
shores of Ynis Glas, and hawk their wares along the lurid streets of the
Mac Oc, tend to cater to the baser instincts of its inhabitants.
Crime is, unfortunately, rather more prevalent in the Outer Quarters
than in other parts of the City. It is particularly troublesome in the
Freeman's District, where the derelict and poor spend their days dreaming
of better things. Oh, and assaulting one another and passers by. As a
result, the Watch Patrols are spaced more regularly here. They are also
much more likely to travel with spellcasters in their ranks, to even out
the odds.
The Lake District: By far the most beautiful District in all of
the Outer Quarters, this is the first sight to greet travelers as they
approach the City overland. It is also the safest and cleanest of the
Lower Quarters. The district takes its name, obviously, from Ynis Glas,
the massive lake upon whose shores Perelinn was founded.
Although the lake is by no means contained within the district, the
majority of the City's shoreline is contained here. The Main Docks and
shipyards of the City also lie here. Unlike other places, the City Docks
are a matter of civic pride, and are relatively safe even at night. The
Dockyards are a bustling metropolis of sailors, vendors, cargo crews,
general travelers, and amused locals. It is estimated that the vast
majority of the Outer Quarter's commerce is conducted in this area. The
affairs of the dry parts of the Lake district are dealt with by Maris
Tevora, a reformed pirate turned politician who was once the proprietor of
the Pirate Lounge line of novelty ships. (It is rumored that he was
brainwashed into selling the business, a charge he vehemently denies). He
walks and talks the jovial pirate part, and spends most of his day pacing
up and down the colorful piers greeting newcomers and welcoming them to
the glory of Perelinn. He is, as they say, good for business, and has,
unsurprisingly, managed to get reelected several times.
Within the lake itself, and so by definition part of the Lake District,
are two self-contained towns - the Galan Mere, and Mannann's Isle.
Galan Mere
The Galan Mere is a community of Merfolk and Nyads. Their ancestors were
befriended by Daran Kar-thone and the original settlers, and Daran offered
a deal. The merfolk agreed to allow them access to the waterways, and the
settlers agreed to protect the merfolk from the increasing number of
magical creatures coming from the north. This gesture on the part of the
powerful adventurer and his army touched the water spirits, and they
immediately asked to swear fealty to the new ruler. They have been
faithful subjects ever since, and do much to insure the defense of
Perelinn's harbors against attack. Thylus Deepcurrent is a Water Genasai
of great renown beneath the waves, is the speaker for the group. He and
his brothers killed the Lurker, an aquatic monstrosity sent by Laekil that
destroyed much of the town.
Mannann's Isle
Mannann's Isle is the largest public temple to the Sea God in the Empire.
Although not technically located within the ocean itself, this massive
complex boasts multiple permanent gates to locations within deep, as well
as to the elemental plane of water. Part of it is shielded by a special
wall of force, providing areas where surface creatures have access to air
and dry land.
The complex is made up of the Temple itself, the living quarters of the
priests, and a small community called Waveside. Waveside inhabitants are
usually pilgrims who are resting after their journey, or who are waiting
for an audience with the Son of the Sea (the high priest of Mannann). It
is a very peaceful place, and City dwellers often come here for a day or
so to simply "relax."
Waveside affairs are dealt with by whomever decides to show up to the
meetings. Strangely enough, someone always goes. The affairs for the
entire island are dealt with by the Church of Mannann or the Son himself
if the issue at stake has direct bearing on the church's domain. The
current Son is Domingo Khavarre, a master seaman and weathersmith.
Places of Interest:
Dome of the Wave This is the High Temple to Mannann, located on
Mannan's Isle. It is constructed, some say, by elemental water that has
been asked to behave by the God himself. Other's maintain that it is
constructed of some weird form of ice. Regardless of the truth, the
shimmering, crystal Dome of the Sea God is a sight to behold. As mentioned
above, within the hold of the temple there are permanent gates to both the
bottom of the ocean, and the plane of Water.
The Inn of Gentle Surf This medium sized inn plays home to those
pilgrims and visitors who wish to have a bed and a hot meal while they
wait. Located in Waveside, this is also the primary meeting place for many
local water enthusiast groups. It also attracts its fair share of daring
tourists who manage to get the magic required to get down this far. The
proprietor of is Jedorom Whitefin, a renegade wereshark and devotee of
Mannann.
The Reef This restaurant is relatively exclusive, at least in
terms of land dwellers. It exists in the heart of the Galan Mere, and as
such it is entirely submerged. Only those who can manage to survive
underwater can eat here, but the experience is unique and well worth the
effort.
Giant's District The Giant's District is named so for very
obvious reasons - it is built entirely on a mammoth scale. It is built
this way to accommodate Perelinn's permanent giant population. Comprised
of behemoths of all sorts, the community in Perelinn has become known as a
safe haven for giants who do not "belong" in their homes. (A giant who
would seek out urban accommodations, by definition, does not "fit in.")
The community began several hundred years after the City's founding,
when Emperor Mathonwy spared the life of a group of giant children whose
tribe had massacred a local village. In order to repay their debt, the
children vowed to serve the Emperor until their deaths. The Giant Brigade
of Perelinn soon became famous Empire wide, and eventually began to
attract new applicants.
Over time, the giant's military contribution dwindled considerably, as
the giants who had assembled developed a community of their own. They
still stand ready to defend the City if necessary, however, and their
presence is a great deterrent against invaders. (Creatures who can catch
ballista bolts tend to cow even the most determined siege engineer). The
Giant's District today, however, is filled with artisans, scholars, and
farmers.
There are 138 giants who currently call the District home. Their
community affairs are dealt with by Speaker to the Small Gordiv, a Stone
Giant who is held in high esteem by his peers.
Places of Interest:
Big Moldovar's All-You-Can-Eat Whale Steaks One of the premier
eateries in the Giant's District, this place caters to those with a
serious appetite. None of the "small ones" eat here, though many stop by
to watch. The proprietor is Chef Tathgolus Stoneseat.
The Colossal Little Theater This large amphitheatre is designed
with the large thespian in mind, and has become THE place for the Gigantic
Performing Arts.
Luther's Big and Tall A clothing shop that caters to the giant
who wishes to leave the standard bearskin and human head ensemble behind.
The Mac Oc:
Unfortunately, the Mac Oc is probably the most famous of all Perelinn's
districts. The Emperor, in his wisdom, understands that there are certain
inclinations that exist within all sentient creatures, (at least those
worth a damn), and so chooses to turn a blind eye to the sorts of excess
that are flaunted on the streets of the Mac Oc. Those who wish to have
those tendencies indulged come here, where anything can be had for a
price, and then probably cheaper a block or so down the street.
ANYTHING is available. As long as it does not result in the murder of
an unwilling victim, there is little that is not allowed. One would think
that would make this a very dangerous area, and one would be right. One
would probably be wrong about who is in danger, however. As no one wants
to see the den of lasciviousness that is the Mac Oc taken away from them,
everyone makes sure that there are no reasons for the City government to
intervene. That means that the locals are apt to come down very hard on
those engaged in the few practices that are still outlawed here.
The Mac Oc is represented in City Business by Jade. As far as anyone
knows, there has only ever been one Jade, though there are so many nasty
rumors surrounding the office, everything from vampires to a convoluted
conversion plan by the Church of Lugh, that no one is really sure anymore.
And that's just how Jade likes it…
Places of Interest:
Madam Zorella's Exotic Roma Getaway Quite possible the single most
famous brothel in the Empire, this mammoth complex sprawls over several
acres and caters to all imaginable tastes and special requirements. It has
recently come under fire from a local Roma anti-defamation organization.
The Baths The largest public baths in the City, getting clean is
RARELY the focus of any gathering held here. This is one of the most
indulgent complexes in the City, and can be a pleasant way to spend the
evening, if you have the price.
The Single Pulsing Light A bar that caters to those whose inner
eye has been enhanced through magic or some sort of substance. The dancing
lights and magical displays make this more than your average flophouse.
The Home of Free Men, (Freeman's District): The
Freeman's District is supposedly home to the free spirits of the City, and
from this assumption comes its name. More to the point, it is the home of
the lazy, the desperate, and the insane. People who would rather beg or
steal for a living tend to congregate here, and the feeble are driven here
eventually. The priests of the various good churches come by here on a
daily basis to bring food and healing, but there is only so much that can
be done for so many.
At night, this place is the most dangerous area in the City. So many
sad, desperate people lend Her presence a wicked edge in places, which in
turn seems to encourage the proliferation of undead. Almost daily reports
are sent in of everything from ghosts to demiliches, and unfortunately,
more often than not, they are correct. The Patrols here are usually
augmented with both divine and arcane spellcasters. In times of particular
unrest, they are further bolstered with minor magical items such as
potions and scrolls.
The Home of Free Men has no speaker, and as such its inhabitants have
no rights.
Places of Interest:
The Smoking Pit One of the roughest bars in the City, this place is
run by a menacing half-fiend, half-dragon name Gondlegrim. For those to
whom the noble combat of the Arena has no appeal, there is always the lure
of the Infernal Ring, the stage of gladiatorial combat that is housed
within the tavern.
Bread and Water A way station that has been set up on the
outskirts of the district by clerics of Brigitta, this place will always
provide magically summoned food and water to any who need it.
The Den of Thieves This inn makes no attempt to hide who its
most frequent customers are. This is a seedy dive, though much safer than
the Pit. Many illicit deals have been negotiated here, under the watchful
eye of Thibideaux, the proprietor.
The Inner Quarters (Upper Quarters, Heart of the Empire, the
Court)
The splendor and luxury of the Inner Quarters has been the subject of many
sonnets and recitations over the centuries, and justly so. It is the dream
of every child of the Empire to one day see the famed Dragon Palace, walk
down the Royal Sweep, and have tea in the Imperial Zoo with weird
creatures from beyond the reaches of time and space.
Many apparently work very hard to fulfill this dream, for tourism is
one of the main industries in the Heart of the Empire. Those who manage to
resist the more tawdry pleasures of the Outer Quarters are rewarded with
the elegance and tranquility that can be found here. Only the din of the
Walk of Merchants disturbs the atmosphere, but the wealthy know that some
things must be sacrificed in the name of commerce.
The streets of the Court are characterized by their lush vegetation.
The sidewalks are practically overgrown by beautiful trees and bushes,
elegantly trimmed into fantastic shapes. Fresh herbs are also planted
along the walkways, filling the air with a wonderful, relaxing scent.
Every few hundred feet is a sparkling fountain, set to provide a place of
rest and refreshment for those who need it.
Unfortunately, crime is still an issue, even among the wealthy and
elite. There is a mind-bogglingly huge amount of wealth to be had in the
Inner Quarters, and you don't even have to look very hard to find it.
Opulence is the order of the day here, and not all rich people are smart
enough to protect themselves adequately, especially from the magically
specialized sort of thieves that tend to operate in the region. As a
result, the
The Adventurer's Quarter does a steady business in the security trade.
The Art's District: This large area is actually subdivided into 4
subsections, each too small to be declared a district in its own right.
Each quarter, however, speaks for itself in the Leader's Meeting, and both
in financial and sociological terms should be thought of as an independent
area.
Adventurer's Quarter: This section has taken its
name from the fact that it is almost entirely populated with retired
adventurers. It's easy to see why it grew up here. It's handy for the
temples, close to the potions manufacturers, and is next to the City's
Guild headquarters, where some of the finest quality goods in the City are
available.
Today, the quarter contains shops, inns and restaurants that cater to
those in the adventuring trade, as well as the dwellings of these powerful
adventurers. The Speaker of the Quarter is Kendara Morgens, a Paladin of
Tor.
Places of Interest:
The Mysterious Ubiquitous Traveling Magical Shop This place is
mentioned under the category of the Adventurer's Quarter simply because it
appears here more than any other place in the Empire. This shop, filled
with magic items at very low prices, appears and disappears randomly. It
is staffed by two aging former students of the University, Moldri and
Tafu. What started out as a prank has turned into something of a problem,
much to the financial gain of adventurers everywhere. No one knows why
they haven't stopped, or why they charge such low prices, but frankly, no
one cares.
Patir Wulf's Adventurer's Barre This place is obviously more for
the tourists than for the actual adventurers. Think of any horrible
storytale cliché, and this place has it. Patir Wulf is a large, loud
barbarian from the Korac Mountains, who has seen a good idea and has run
with it.
Lykoran's Shop of Wonders This place is a pawnshop of sorts,
where adventurers have gone to sell or trade items that they don't need or
want anymore, or the occasional item that they just don't understand.
The Flaming Quarter: It is likewise easy to see why this area has
been given its own name - so that people can avoid it unless they
absolutely have to be there. The Flaming Quarter is home to the local
Alchemist and Potionbrewers community. They are the only such group in
town that has nothing to do with the University, and any Alchemist worth
his salt would sniff disdainfully at you if you even suggested such a
thing to them.
If they still had a nose, that is.
Once part of the Quarter of Guilds, the other leaders soon realized
that, while they definitely needed the services that the Alchemists
provided, they did NOT need the aggravation. Thus, they facilities were
moved, and the brewers were given an entire quarter to themselves.
Vendors do a brisk trade in helmets at the entrances.
Speaker for the Alchemists, and current guild leader, is Balder
Tippingword. He has all of his limbs, and his eyes are able to focus 95%
percent of the time. His "natural good looks" made him the obvious choice
for such a public job.
Places of Interest:
The Incinerator An ironically named water and juice bar in the
middle of this dangerous area, the place is made out of reinforced steel
and is kept cool by Ice Mephitis. It's run by Tismin the Wise, an
ex-alchemist turned practical entrepreneur.
Goldava's Fireproof Cloaks One of many businesses that have
grown up in the area to take advantage of the particular challenges that
come from working and living in this area.
The Quarter of Guilds: This quarter holds the offices and
official meeting halls of the various guilds. Several guilds have a
permanent presence here, but given the volatile nature of business in
Perelinn, there are numerous smaller guilds always forming, dissolving,
and then forming again under new management and a new name.
One of the most useful features of this quarter is the Demonstration
Shops, which are located at the Guild Headquarters. These shops are always
manned by the some of the guild's best crafters, in order to impress
anyone arriving on official business. The goods, all of masterwork
quality, are sold here at very reasonable prices, and for far less hassle
than the Dagda's Square.
The guilds with permanent residences here, and their leaders, are:
Metalworker's - Banni Tormin
Fisherman's - Captain Jessa Morgiia
Leatherworker's - Fingal O'tibius
Glassworker's - Petronia Malania
Jeweler's - Reginald Trombin
Hospitality (Inn and Tavern's) - Golug Bamvir
Performer's - Tagitus Windrider
Banker's and Money Lender's - Krezinde Malwry
Unique Services - Uncle Balooba
The guildmasters take turns representing the area in the Community
Leader's Meeting.
Places of Interest:
The Fool's Leap Tavern
Holy Quarter:
This area of town is, in essence, one stop shopping for any god you can
name, including demigods and newly raised immortals who are trying to get
enough collateral together to play with the big boys. Even the evil gods
have temples here, save Ballok and Laekill, who have both personally
assaulted the City and so have been banned.
This district also houses the Guild of Healers, who have for obvious
reasons chosen to dwell here rather than in the Guild District. The
current Still Small Voice for the healers is Lowanda Towira
The Speaker for the Holy Quarter is Tarma Godwin, a high priest of
Dagda and head of the local temple.
Places of Interest:
The entire place is interesting if you're in to religion. The Pit's of
Sorche are pretty interesting at certain times of the day, even if you're
NOT into that sort of thing.
Campus District: Nowhere is the unique attitude
of Perelinn so clearly displayed than in the thoroughly magical Campus
District, also known as the Scholar's Domain. This area, which is the
favorite destination of visiting children from all over the Empire, is
thoroughly under the control of the students and faculty of the University
Magius. As everyone knows, students are not the most serious of people.
This fact is made even more significant when one takes into account that
the students here are all wizards and sorcerers in training. Their
exuberance can be rather dramatic at times.
The dangers inherent in Drunken Fire Mephit Bowling, however, are more
than made up for by the touches, both whimsical and sentimental, that the
students give to the community. Performers both magical and mundane line
the Juggler's Muse, while vendors of exotic and cheap eats make money hand
over fist from tourists and broke students alike. It is not unusual to see
a student swoop down out of the air to buy some Tethynaran Fishgut
Sausages from a vendor, only to be seen moments later on a street corner,
juggling them via telekinesis while make witty comments to passers-by.
The Campus District is also renowned throughout the Empire for its
involvement in the magical item trade. This arrangement was made possible
years ago, when Speaker Reppert K'Ayle successfully lobbied to legalize
the public sale of the magical items generated by university student
projects. Now, many students pay their way through school in this fashion,
AND are able to get school credit for the long hours they put in.
Speaker Reppert is still the speaker for the Campus District. No one
will let him retire …
Places of Interest:
Tour the Multiverse This amazing public attraction, which is
located on the University Campus, provides magical entertainment for the
masses. If you have the entrance fee, you can be taken on an illusionary
tour through almost any place imaginable, from the Abyss, to Lyrenn, to
Ballok's Crag in the Korac Mountains. Its proprietor is Luha the Ancient,
a Treant.
The Imperial Zoo Creatures from across the world and beyond can
be found stored here in cages both magical and mundane. The staff tries to
keep a continuous supply of new and exotic creatures on display, and often
pay adventurers to bring in specimens. They also will pay an individual
sentient creature very well, in exchange for it placing itself on display
for the public. The Zoo is quite humanitarian, a practice which is
guaranteed by the Saedhe zookeepers, themselves members of the court at
Torioth. The current Keeper is Lord Ki'nitha'sulamnir.
The University Magius The University is the premier academy of
the arcane sciences in the Empire. Many argue that this is due to the fact
that they get all the Imperial grant money, but these people are rarely
heard from again. Tuition is expensive, the entrance requirements are
rigorous, and the drop-out rate is astronomical. Graduates, however, have
their careers assured, and many of the great Archmagi of the past have
come from these halls.
The Wilted Daisy The "Z," as those in the know call it, is THE
premier hangout in the campus district. Be warned. You will not be trusted
if you are over 30, provided that you are a human, or some other life form
who's aging rate is equivalent to that of a human's. Tabitha Doornan, the
proprietress, is an
exotic-dancer-turned-adventurer-Fiana-turned-bar-owner. The kids love her.
The Square of Dana Thanks to speaker Reppert, this place, near
Student Housing on Campus, has become the premier magical item market in
the Empire. Pre-made? Custom made? Holy Blades? You name it, they can
probably get it. And at a reasonable price.
Palace District: The center of the Heart of the
Empire, this is home to the Emperor and his staff. This is where Imperial
policy is made, and where the fate of the land is decided. It is to be
expected, then, that here the opulence and luxury of the other quarters is
dulled by comparison. No noise from the outside reaches beyond the Wall of
Kar-thone, and so the Palace district is filled with nothing but the
sounds of birds and rushing water. The entire ground is a massive topiary
garden, and a stream runs through it as well.
It is also smaller than the other districts, and is in essence
dominated by two huge complexes - the Jester's Court, and the Imperial
Court.
The Jester's Court houses the City government.
As described above, as one approached its confines the sounds of birds
stop, the sunlight begins to fade a bit, and a feeling of quiet apathy
begins to steal over the visitor. Some say that this encourages people to
leave quickly, (which it certainly does), but the effects on City
employees can be devastating.
The Imperial Court is dominated by the Palace,
but also includes military facilities and the Arena. There are also
several estates where visiting dignitaries are housed, as well as the
private dwellings of some of the Empire's wealthiest citizens.
Places of Interest:
The Dragon Palace The pinnacle of modern, magical architecture.
The Imperial Palace, home of the Exalted Lord of the Realm, is crafted
into the shape of a silver and blue dragon, sitting with wings outswept.
Made from White Kierrv, Steel of the good gods, this structure towers 500
stories high. Hundreds of rooms fill the structure from top to bottom,
including the wings. Inside the head itself are the chambers of the
Emperor.
This massive complex is, in essence, a self contained town, with its
own water supply, gardens, magical portals, etc. It is protected by any
number of magical wards and guardians, such as the Great Wyrm Gold Dragon
Atrith'e'shamilon, as well as the Emperor and the City herself.
No one has ever taken the Palace successfully, though it has been the
staging point for several last minute rallies to save the City from utter
destruction.
The Tower of Order This place is the gloomy, if not downright
grim, answer to the magnificence that is the Dragon Palace. It strikes
many as odd that two such completely contrasting structures would occupy
the same serene setting. Most assume that it is done this way so that the
Emperor and his staff can keep a close eye on those who tend the City that
protects them all. These people would be partially correct.
The Oawd Lounge The Obligatory After Work Drink, or the Oawd
(Oh-wowed) Lounge is such an incredibly depressing, morbid place that it
has become a matter of passing celebrity in its own right, if only in the
most psychologically sadistic of circles. Those who feel the weight of
their own existence need only come by this place, which serves the social
lives of the miserable folks who run the City's bureaucracy, to get a
healthy dose of perspective. The drinks are dispensed magically, as the
City planners deemed a bar tender to be unnecessary. There is, however, a
wooden cut-out of one behind the "bar," to give the right "ambience."
The Dragon's Roost The Roost is THE most exclusive gathering
spot in the entire City. It floats above the City, kept aloft through
powerful magic, and this alone makes it a challenge for the average person
to access. Apart from the physical barriers, however, there are definitely
social restrictions as well. On the wealthiest, most powerful, and most
famous of the Empire's citizens are allowed to enter here. If you are
deemed worthy, you will be notified of the fact through a very public
ceremony, (sometimes occurring totally without warning). If you haven't
been notified, don't even bother trying to apply.
Arena of Challenge This gigantic arena and training facility
serves two purposes. First of all, it serves as the location for all
official Imperial Sporting Events such as chariot racing, gladiatorial and
magical duels, etc. Secondly, it affords the armed forces of the kingdom,
as well as adventurers with enough cash, the opportunity to hone their
skills against foes that they would normally not have access to. In a
fashion that is very similar to the Tour the Multiverse complex in the
Campus District, the Arena is equipped with special rooms that can
recreate, through the wonders of illusion, almost any creature imaginable.
The illusions are quite realistic, (i.e. they deal subdual damage at the
worst), and are very popular with the experienced adventuring community at
large.
The Lair of Atrith'e'shamilon This large, ornate cavern located
on the slopes of the hill surrounding the Palace, houses the Champion of
the Empire, Atrith'e'shamilon, the Great Wyrm Gold Dragon. Atrith serves
as chief adviser to the Emperor, and is the sworn defender of the City.
For some, his mere presence is enough to deter wrongdoing. For the rest,
evolution surely takes its course.
The Walk of Merchants: This district is the
commercial heart of the Empire, and is home to the Square of the Dagda,
the largest permanent bazaar in the known world. Aside from the sights and
sounds of the Square, the Walk is also the location of the City's thriving
professional community, with hundreds of craftsentities and artisans to
fulfill any request. Many consider Perelinn second only to Khezek Tor in
the quality of the work it produces.
The Walk houses the Imperial Bank, which is run by priests of the
Dagda. It also has numerous money-lending institutions, which are filled
with financial predators who target the gullible and unwary. Many people
have walked into this District dripping with cash, only to emerge
bewildered and penniless.
Currently, the Community Adviser for the Walk is Krezinde Malwry, one
of the most successful businessmen in the history of the Empire. He has
made money in almost every field imaginable, and some whisper in a few
that he should not have. Malwry heads a sizable organization of his own,
and some worry that his dealings have not always been on the up and up,
though they have certainly always benefited him personally …
Places of Interest:
The Imperial Ban The Imperial bank is a large, imposing marble
building, designed to give all applicants a feeling of insignificance even
before they speak with an assistant. There are no branches of this bank in
the Giant's District.
The Square of the Dagda This large square, decorated on all
sides by towering statues of the Dagda in his aspect as the Watcher of
Currency, is one of the largest open-air markets of its kind. It contains
both permanent and temporary buildings. To get permission to open a stall
here, one must fill out an application at the Maintenance department in
the Jester's Court.
Columba's Delivery Service Columba's All Night Delivery Service
will give it there in whatever time frame you specify, or there's no
charge. They employ trained griffins, much to the chagrin of the local
charioteers. They also utilize message spells, teleportation, etc.,
depending upon the amount of money you are willing to spend.
The Spy School: The Spy School is a recently "declassified"
Imperial Legion "training" facility. It was used to train the Legion at
one time, but the Legionnaires stationed here now spend their time leading
public tours, a job for which they ARE exceedingly qualified.
Ironically, this is also the best place to catch a glimpse of real
government operatives, as they often come by and take a tour simply for
the comic relief.
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