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Neighborhoods

Started by MoonHunter Jun 3, 2004 71 posts Locked

  1. Perlroth Avenue

    #41
    Perlroth was a family name of one of the founding families of the rebuilt city. The Avenue was originally one long driveway from the old city to their mansion. It was lined with long drooping willows that provided shade for all who traveled it. A fire, two wars, and some reversals of fortunes later, the area around the driveway (and the mansion and the fields) is now a neighborhood of nicer city homes, shops, and cafes (which the area is known for... which all stems for one of the Mrs. Perlroths famous hospitality). The avenue and all the various streets off the avenue (and parallel to the avenue) are lined with the long drooping willows. The shade is a welcome relief to the heat of the city.
  2. Silver Star Campus

    #42
    Just outside the capital city, on one of the nearby hills, is The Campus. The city is growing out to catch up to it.

    The Campus is the center of the The Order of Silver Stars. The Silver Stars are the premire healing organization in the world. They possess powerful healing magics and tangible medical skills. For centuries, they have been healing the sick and injured. They are not attached to any diety, nor do they have an apparent agenda other than to relieve suffering in the world. They are here to make the world a better place. They have centers around the world, in every city, many towns, and the occasional village. But it is the Campus that is their primary training facility.

    A good sized wall, just over a man's height, surrounds the Campus. The Campus itself is nearly a fourth the size of the City Proper. Inside is contained several multistory buildings (for teaching, administation, dormatories for trainees, apartments for senior members on campus), a meditation temple, two huge gyms (physical fitness and a pacifistic
    unarmed self defense art is quite important to the Stars) and the Central Center, where the council oversees the various centers around the world. There is also a large parklike area which has exercise trails, more restful gardens, and gazebos.

    There is a hospital center inside the city. Stars commute to the city daily to staff it.

    All the buildings are big, tall, and angular, in a style from past ages. There is little in the way of external decorations. That would not be in keeping with the Silver Star's austerity.

    The Central Center is a constant center of activity. Messangers, envoys from government and religions, and a huge number of stars travel in and out of it every day. The central rotunda is one of the few artistic areas in the Campus. Decorated in a minimalist style, the cavernous room is where everyone waits. On a raised platform is a large glass sphere with a silver star inside, which illuminates the entire room. On the walls are simple portraits of notable stars. The floor is plain polished marble.


    An associated link
    http://www.strolen.com/forums/viewtopic.php?p=25703#25703
  3. Bridges District

    #43
    The Bridges district is one of the last districts developed in the city. The city grew around its fifteen steep hills, deep ravines, a two "lakes" (which are sink holes that occasionally fill in with water). Some enterprising people took to living on these hills, making steep stairs their paths. Sometime early on, related families on two opposing hills linked their places with a long rope bridge, creating the first of the bridges that the district has been named. Soon dozens of bridges linked various stairway streets and the number of houses dug into the sides of the hills exploded. Now the Bridges District is completely filled with homes and businesses, linked with cat walks, stairs, bridges, knotted ropes, basket systems, and children who are quite adept at running on rooftops, down cables, and bouncing off buildings. For those that are on foot and in good shape, cutting through the Bridges district can halve the time it takes to cross the city.
  4. Keya d'Rex

    #44
    It seems odd to a number of travellers that several towns and cities along The Marches have small neighborhoods with the same name. Odder still is that most of these "neighborhoods" have very similar looks and shops. Some of them are called d'Rex, some Keya, some Keya d'Rex. It has a Kelchen ring to it, but it is not Kelchen, but there are not many Kelchen speakers in these parts...(see Kelchen - insert a foreign country that had holdings in this area a long time ago. They were awarded these far away and foreign lands via a peace treaty, but never did much with them. They attempted to civilize this frontier with little success. They have either lost the territory to someone else's conquest or traded the territory away for considerations with other countries.)

    The name is Kelchen in origin. It comes from the phrase "The Royal Majesty's Most Beautiful Road". One of the few things the Kelchen did was to link all the various town and villages (now cities and towns) of their territory with one long road. In some areas, the road was little more than a trail, while in others it is actually paved between cities. It was always paved in the towns and villages. This road used to be the most important in the region, but new town centers and new needs have minimized its impact.

    Each Keya d'Rex neighborhood there is a single long main street... an older business district. If not the "central section" of the city or town, it is normally not too far from it. There is usually buildings one block in either direction that are considered part of it. In each of these neighborhoods there is an inn/ tavern, a general store (or a building that used to be a general store), a theater (usually associated with the inn/ tavern), one or two small chapels/ temples, and a messenger's guild post. Depending on the size of the neighborhood, there will be a few other common businesses along the street. In the one block on either side of the street there will be older homes of a distinctive style (For those that care it is a neo-classical look that was extremely popular in Kelchen at the time mixed with the local styles).

    These neighborhoods used to be the center of their respective places, but a hundred or so years of grown and development (as well as new countries owning the various regions of the Marches) has robbed them of that.
  5. The Broken Ground

    #45
    The City Fathers decided decades ago to build a Grand Temple. The Faiths gave their blessing. Taxes were raised. Land was purchased and dedicated. Then supplies began to be procured. People poured in to do the work.

    Broken Ground is the neighborhood around the construction site. The foundation and under chambers were finished eight years ago. Walls and windows are being created. Broken Ground is where the people who work on the Grand Temple live. This is a neighborhood of glasssmith, artistic stonesmiths as well as masons (with a mason lodge), carpenters, barrel makers, diggers, priests, and other professionals. There is lodging permanent and temporary, inns, and despite the religious tone of the area, a few places of merriment. There are craft shops of skilled workers. There are storage sheds for materials. There is gaol, which is the home for the permanent crew of roadmen constantly fixing the road to and from Broken Ground, with occasionally other roads being fixed (even the road to and from the quarry).

    There is a constant hum of activity here during the day. The ringing of forges making things, the hiss of glassworks, the sound of chipping and polishing stone, all rise a constant symphony of work to the glory of The Faiths.

    At night, the neighborhood pretty much rolls up the boardwalks. Given the long days and heavy work here, most people have little time or energy to do anything but fun. If it was not for faire days, which are held in the plaza next to the foundation, the work would never stop.

    The Headman of this neighborhood is The Architect. He is a man of medium height, weight, and color and of Middling years. However, he has a strong and booming voice and a sharp mind with an edge towards organization. He may not of been the great designer, but he is the one who will make sure the grand vision will be complete. He not only organizes the Grand Temple's construction, he is the defacto leader of all the people involved.
  6. Grey District

    #46
    Not that long ago, a pack of Gargoyles returned to a place of spawning. When they returned, things had changed. Nestled in the rocky hills was a city of some strategic and economic importance. The Gargoyles were slightly perturbed with these interlopers sitting on their holy ground, though they did provide some taller places to perch. So the Gargoyles decided on a compromise, they would take a small nesting area, that the natives had already walled off, and leave the rest for the fleshy things. It has only been a few decades, the new eggs will hatch in just a few more.

    The Grey District was a walled off inner district of the prosperous city. It several guild halls, two smitheries and glass works with tall chimniesm and held a temple with a clock tower. The Stone Gargoyles swooped down and killed all those on the street one night, and took to killing those in houses whos windows spilled out light onto the street. During the day, the few survivors scurried their way out of the district. Those who made much in the way of noise as they scurried were attacked. Humans outside the walls were left unharmed. (Except if they made an exceptional amount of noise, then the gargoyles often swooped down and attacked).

    After several attempts to repulse the Gargoyles (who are nearly immune to magic, have rock hard skin, and superhuman strength and speed), it was decided to cordon off the area. Laws were also passed about how much noise one could make in the adjacent districts. The district wall was painted with a gray stripe, similar to the one that marked plague.

    Of course some people would not leave the district. Those Grey People as they were called never went out at night and blacked out all windows so they would not shine light at night. They are a quiet folk, realizing that a good deal of noise will bring sudden death from the ever observant Gargoyles. They have a language of gestures they will use for most things. Soon the poor and a few others trickled back into the district. While not as prosperous as it once was, it is a living district once again.

    One thing the peoples of the city have noticed, that night time theiving has drop significantly. The Gargoyles seem to be "picking off" the transgressors no matter where they are in the city.

    My favorite Gargoyles
    http://www.strolen.com/forums/viewtopic.php?p=32393#32393
  7. Bridge Shadow

    #47
    The city has some great bridges, awsome works that span the large and gentle river that flows through the city. To prevent the river from overflowing, the river bed was dredged and the river sides were given steep deep banks. Decades after the project began, the city was safe from flooding.

    In the shadow of the bridges, the poor and destitute hudled. They climbed down the steep sides of the new riversides. They used the workman's and dock stairs to reach the river side. Their tiny shanties slowly built up the side of the river, kept from the view of good folk by the steep walls. (You could only see them from the other side... but since rich people do not live near the river... due to the occasional smell... nobody of importance complains about it).

    Over the years the shanties were reenforced with left over bridge and bank material. They became real buildings built into the side of the banks, rather than tents and crude sheds. Bridgeshadow started off poor, but has gained in wealth and solidness. Businesses are here, but mostly questionable businesses. A few taverns, a couple of pawn shops and money lenders, rooms of ill-repute, places where questionable vices can be satisfied, and a theater or two. In short, it is the place where all the "bad things" in the city can be found.
  8. The Mound District

    #48
    This is the city district that has The Field.
    http://www.strolen.com/forums/viewtopic.php?p=30531#30531

    This district was originally outside the Old City Wall, but will be well within the new city wall, when it is complete. The Field's Mound is one of the tallest structures in the city (four stories), so it is visible from almost every part of the city. The district was actually built up around the mound.

    The district has a larger road passing through it, not far from the Mound. It has four inns within shouting distance of the Mound, and three more in its boundries. These cater to people coming too and from the Field (some teams and actors travel upto a week for The Game), as well as general travellers. There is a new theater (built along the lines of The Globe). Since it holds fewer people and can have plays at night, it does not compete with The Field. There are a couple of taverns, one brewery (two of the taverns are tied houses), a bakery (specializing in sweets), a weaver shop (who makes blankets and flags), and a blacksmith/ farrier (for tourney day shoing). The homes of the district will often fly penants on event days, adding to the colorful feel. The Family that runs The Field, built up most of the houses in the district, so they can make their tennants fly the flags.
  9. Kepus District

    #49
    This little quarter of the city is a quiet one. It is where the "other people" live, those who do not have enough numbers to "take over" a given district in the city like The Orcen or The Chinese. It is a quiet district where many languages can be heard. There are several small temples and shrines here, to Gods or cults less worshiped. The shop signs and windows have two, sometimes three languages on them... often relying on pictoglyphs. There are even schools and academies teaching in odd languages or odd skills. There is a modest building where a small indoor market is held most days, the stalls catering to their local ethnic and racial groups (very few non-humans live here.... it is mostly small groups of humans from other lands).

    The unspoken rule is live with each other or else. This district has had "punitive" actions taken against it before, as the city would rather these people not be here or if they are here, to "fit in" better. So the city council is looking for excuses to purge or annex the district.

    The Locals provide most of their own services, lamp lighting and fire brigades. The locals work together to keep the peace, rather than counting on the Watch (which normally ignores them). So peoples who are "at odds" in the world at large often work together here. If the peace is kept, there will be no reason for the Watch OR the city council to poke into their business.

    Note 1: There are more windows here than in the rest of the city. Glass craft is a true artform in other lands, and those glass crafter shops are here. They give the locals a discount to help beautify their homes.

    Note 2: Given the windows, this district uses clay and wax food in the windows to show the menu. This is a characteristic found only in this district... though many have commented upon it and might use it in their normal restraunt.
  10. The Arcade District

    #50
    The Arcade is a long narrow entertainment district. It has three levels, the lower level which was the old creek bed (which now has the stairways leading down to it in a number of places) and the upper street level where the two boardwalk/ trails paralell to the old creekbed are filled with stalls and the occasional storefront/ theater. Sometimes there are tarps roofing over the second level in places. In places there is a third level, were a raised sidewalk and bridgewalks connect stalls and businesses on the upper levels to each other. It is a narrow pace, filled with a riot of people, color, smoke, and entertainment.

    (Note there are no open fires allowed here. The locals will literally jump anyone with an open flame, so all the lighting is glow lights and lamps. )

    Years ago, the Arcadey creek was one of those waterways that the area built itself up around. There were two major streets that parallelled it (a short distance to the creek). Along the old creekway there were paths along the upper banks.

    The Arcadey creek would occasionally become stagnent (creating quite a stink of unpalitable water) and occasionally flood the surrounding area. The city fathers decided to "fix the creek" (the first water control project since imperial times). They dug a deeper channel for the creek, lining it with stone. They built many small bridges, almost one every block to connect the two sides of the district easily. There was much civic pride when they completed the water project. The council decided to take on the rest of the water ways. After a while, they decided to redirect all the waterways out of the city. This left the only completed waterway, the Arcadey Creek dry and abandoned.

    The area in and around the creek became a sort of no-man's land, as it was not covered by anyone's charter from the crown - a perpetual someone else's problem. People discovered that they could play cards and dice on the creek and the Watch could not touch them. Players discovered that the ban on theater/ plays in the city did not pertain to areas unchartered... i.e. around the creek... so many troupes set up stages here. The street performers which were recently outlawed joined the players. The Arcade district began to take form.

    Some people sit up tables in the creek to play cards and dice. People would sit upon the rocky banks and watch performers (primative stadium sitting. Better performers and perfomances had rough seats installed across from their stages.

    *note: This is where the phrase rocking or rock'n comes from. To people in this area, sitting on the rocks is to sit and watch a badly produced play or public display. So if you tell someone you are not sitting on the rocks, you are not going to watch this bad performance/ situation/ hysterical situation. The term, "He's Rock'n", means he is lying/ bluffing... usually badly or he is trying to be something he is not... usually badly.

    Certain areas of the creek bed were roofed over. Some of these roofts are fabric/ tarps... others are flimsy but bridges (which usually have stalls built over them). These were normally around stages, but other areas have them too. There are new fronts on the buildings (facing the old creek bed) and stall built up against walls. The old trails have been built up with wooden boardwalks. The area has grown and grown again, with food stalls, some restaraunts, exhibits of the strange/ bizzare/ mystical, and one mission trying to save the various lost souls here.

    The stalls and small stages hawk wares and food. Some have carnival like games of skill and chance. Pinball/ pachinco ball games are popular. There is a nightly knife and dart throwing contest in one of the local pubs. Performers take up certain stages or stroll through the crowd for tips. Various theater troupes put on performances through out the day and night. There are still dens, where card players gather... drinking and playing.

    Some enterprising souls have built upwards... building wooden sidewalks above the ground level. There are stalls on the roofs of the buildings (or doors have been put in to a second story wall). There are new footbridges connecting the topwalks on each side of the creek bed.

    Eventually the new area was granted a charter as an "entertainment" section that can not be closed down in except in times of plague, despite the cries of various religious and guild leaders.
  11. SkyReach

    #51
    In the south quadrant of the city, there are tall towers comprised mostly of long wood built upon the squarish buildings normally found in the city. They are a good fifty or sixty feet tall, with some anchored to one to three story buildings below. On these tall towers of wood live the BirdFolk and other flying peoples. Their towers are tall, light, and topped with small roofs. These towers are light and designed to sway, but if they do break they are so light that there will be little damage below. Off the towers the various folks hang colorful streamers and flags. In addition to general decoration, the flags are used to mark "addresses", neighborhoods, and "pathways". The "people" live in "tents" of sorts strung between the rails and struts of the towers. Since all the various skyfolks have little in the way of personal possessions, there is little weight in these towers. The only heavy rooms are the few skyfolk temples there. They are not much more than larger and heavier canvas tents with a few built in alters and braziers.

    There is a large hoop that marks the gate to and from this quarter. it is manned at most times. There is a token drop there, so comings and goings can be measured and a district ledger kept. All the skyfolks are supposed to fly through the gate when they leave their quarter, so they can be in compliance with city law.

    The skyfolks descend to the ground for the various other services they need.
  12. Embassy Quarter

    #52
    The Embassy Quarter is a unique section of the town.

    The wall surrounding it is nearly larger than the city wall. There is a special road that leads from a main gate to this quarter's gate. That special road has almost no side streets, and the backs of buildings face it. It is the private road for embassy staff. There are Guardsmen at the city wall and at the two embassy quarter gates. It is nearly an armed city within the city.

    This large outer wall also has a thick blue line and some arcane runes to keep spells from travelling out. It also has a Purple Line, a royal demarcation, showing the limits of The Law. Nobody just "cuts through" this section.

    In this walled off area, foreign dignitaries can rule a small section of the quarter as if it is their own country. Admittedly these little annexes are just within the walls of their compound, but within those walls they rule.

    Each of the Countries that trade with the Kingdom has an embassy here. Since these countries do not always trust each other, each embassy has some fairly sturdy walls (often patrolled) seperating them from the others. At the gates of their compounds are often "border" guards, who often treat the entrace as if they were borders.

    Inside the compound walls, it is like you step into another country. Except for when climate prohibits, the architecture is always based upon that country. Each compound has an appropriate mansion and outbuildings for one of the status of the envoy to the country. There may be some farming here as well, in an attempt to grown "local foods". Here they may have slaves, small contingents of warriors, or practice foul magics, or do their blood rights, for here... they are soverigns.

    Navigation inside the Embassy Quarter is tricky, as it seems to be nothing but big walls are large gates. It is only the decorations of said walls that help define what is behind them. Once you cross into the embassy quarter (or into one of the compounds) you are no longer covered by The Law. You are at the mercy of their law. And if you were inside uninvited or not an envoy of a country, you may be considered a spy (and to be interrogated and killed in the most painful fashions imaginable).
  13. Quagmire Quarters

    #53
    Somewhere towards the mountains, something subterranian tunneled after some prey. In the process of the hunt, it collapses an underground waterway. Water then found a new way.

    Later.....

    In the city, the two large eastern quarters changed. The soil became damp for reasons beyond divination. Larger buildings began to slide slowly into the earth. It was a decades long process. People simply adapted.

    It was mere handspans at first. Few buildings toppled, most slid into the soft ground fairly evenly. New wooden boardwalk sidewalks butted up to newly raised doorways. Walls were thickly plastered to keep out the moisture. Soon doors were added to the second stories, with stairways leading to the boardwalks. First story windows and doors were bricked over, to keep the mud from sloshing inside. Every building in the district now has a basement that was once the first/ ground floor. Third and fourth stories were added. Bridges were built connecting family buildings. In some places there are second tier walkways, some two stories above the muck level. After two generations of sliding, some enterprising people build tile lined tunnels to cross the streets at the original ground level.

    The sinking has created a new profession... Muckmen. The Muckmen wear small barrels on their feet, allowing them to move across the muck without sinking. Muckmen are messengers, builders, tunnelers, and any other job involving moving things across the muck.
  14. Asrolith

    #54
    The Asrolith is a small plaza that predates the town or city here. While originally a field, it is now a paved plaza. The Main Temple for the town is facing the Asrogeto as the priests frequently use its unique features.

    The Asrolith is made up of four sets of standing stones of various heights.

    In the center is the Asrodish, a round flat stone nearly two paces across and a half pace high. Dozens of lines are scratched into it, each with glyphs from a pre-imperial tongues native to the area, imperial lettering, and the occasional odd note. The Asrodish will also act as a sundial.

    The Prime Ring is actually marked by stones and odd colors of paving stones between them. The first ring of upright stones has 24 tapered round pilars of grey stone two to three strides tall. The Ring is a good fourty strides of radius. They denote the 12 zones of the zodiac. Sixteen of the stones are linked in sets of two, with an H like arrangement. (Contrary to popular belief, these are not benches.) The four signs at the equinoxes and solstices are not linked. On many of these stones there are angled corresponding to a number of odd things in the sky. A few have odd holes drilled through them, whos purpose only those of scholarly astrological knowledge might guess.

    The Pedi Ring is the next, a mere forty three strides across is made up of 12 upright stones centered upon each zodiac, following the course of the sun through the stars.

    The Sece Ring is fifty strides across and made up of 23 upright stones of various heights. Each of these has a number of mystical glyphs (each one corresponding to the prime magical glyphs known to magi). Most of these stones have the odd line and drilled holes. They also have places for torches/ candles to be kept.

    The Asrolith is the most accurate keeper of time and compository of astrological knowledge anywhere in the world. The Ancients who built it did a wonderous job, showing an understanding that exceeds much of todays knowledge.
  15. A'Cotery

    #55
    In more magical areas, not all the citizens are full sized and landwellers. In worlds where pixies, nixies, gnomes, lepracauns, faeries and other fey, batkin, catkins, and ratkins, all exist, there will often be Cote Neighborhoods in the city.

    These Neighborhoods are usually in large alleyways. Along the walls, there are "boxes" or Cotes stacked up. Each one will have an entry (usually a small round door) and a porch. Each box/ cote will range in size from a shoebox to a large bread box (suitable for 11-12 inch humanoids). The larger boxes cost more. They are either status symbols for smaller folks or requirement for larger ones (like cat and rat kins). The traditional arrangement is a level or three of large boxes, boxes then grow smaller as they advance up the wall until they reach the middle, where they start to be larger. Then there will be two to three rows of large "penthouse" boxes at the very top (usually where there will be sunlight in the alley).

    The ground of the alleyway has the atmosphere of a market or faire. Here items and food appropriate to the size of the "neighborhood" are sold, usually by people of the same size. (The items are sometimes made by crafters of the small size OR by bigfolk and sold through their agents here). Since half the people in a cotery are nocturnal, the market goes on all hours of the day and night.

    If is often illegal for BigFolk to enter said alleys, to avoid accidentally assaulting WeeFolk.
  16. The Street of Enigmatic Philosophy

    #56
    Note- this name was taken wholesale from the Nexus Project on ExaltedWiki, though the concept is not the same.

    The Street of Enigmatic Philosophy is one of the ancient, winding, streets built during Hartacon's pre-Resurgent period, immediately following the collapse of the 1st Tritanion Dynasty.
    Like all of these most ancient category of Hartacon's streets, the Street of Enigmatic Philosophy is narrow, winding, and paved with stone (during the Resurgence, the fiscal-conservative Ministers who advised the Kings of the 2nd Tritanion Dynasty did away with the practice of paving, and now most streets are packed earth). It ascends the low Hill of Daipherion, and merges with the Way of Nine Arches (which then leads to the Pyramid of the Phoenix). It is lined on both sides by low stone houses in the Resurgence style, built of brick and faced in dignified, unmarked marble; these houses are built extremely close together, so that there is very little in the way of alleys. As it was once an official neighborhood district of Hartacon (it has since been combined with the large District of Temples), it's beginning, where it branches from the Promenade of Atron, features a traditional neighborhood-arch bearing it's motto from it's previous incarnation as an official district- "Aris aet uraephel i, uraephel aeonigghat", meaning, in Old High Mysian, "Those who dwell here, dwell most holy". The street is extremely quiet at all times, and almost always deserted, and the narrowness of it causes the shadows of it's buildings to make it very cool, even during the hottest months of the Mysian summer.
    In the ancient days, the Street of Enigmatic Philosophy was the home of the famous Curalon Encirdralia Hartaconoi, the Hartacon Philosopher's Brotherhood, who, originally having been separate geniuses who met and formed a pact, moved into the neighborhood (which had originally been homes for priests) and there held long sessions of philosophical discussion and publication. Debates in the midst of the quiet street where held almost daily. Frequently, the Brotherhood would invite Magi and lesser acolytes from the further up in the District of Temples to join in. However, the Stymphalian Heresy, which became popular during the upheavals of the Resurgence, took root in the Brotherhood, and most were burned at the Pyramid of the Phoenix during the Stymphalian Heresy Trials. During the Stymphalian Riots (after the Trials), Magi, accompanied by temple guards, went to the Street of Enigmatic Philosophy to find that the remaining Philosophers were gathering a wild mob of heretic fanatics. The following slaughter left the Street of Enigmatic Philosophy a bloody charnel-house, with only the solemn marble houses to gaze over the wreckage.
    The Street has since been cleaned and scrubbed many times, but it's sad marble homes and ancient gardens have never been resettled. Residents of Hartacon will tell you that the street is cursed; most avoid it like a plague. Even the shadowy agents of the Thief God rarely use the Street, save when intimidation is necessary. Periodically, Magi from the Pyramid of the Phoenix and from the Great Temple of the Aeons come to the Street to attempt to excorcise and put to rest the spirits who dwell there. The exception to the rule is the House of Arndaggha, the first left-hand house on the row, next to the neighborhood arch, which is known far and wide among the promiscuous adolescents and decadent adults of Hartacon as a place to go for carnal trysts.
  17. Harland

    #57
    There has been a city on this site for centuries. Cultures/ societies have come and gone, but the city site remains as it is a crossroads. Those gone by have left their marks upon the city. The city has grown and fallen numerous times. The last time, it was nearly destroyed, yet a few pieces remain.

    The Empire of the East had taken this city as its farthest border. The Lands of the West, waging war, took this city and a few farther East, enhancing their own borders. The wars were brutal and left little of the cities and very few people.

    Harland is all that remains of the city before, other than the remaining pieces of the defensive wall. The survivors of the sacking of the city a generation or two ago took to this area, and their descendents are still here. The neighborhood is not marked by walls, but by a change from the Western style buildings. The buildings here are square and flat roofed. They are of the local tannish stone without plaster. The streets are crushed pavestones and quite crooked. If the streets and neighborhood were just stone, this neighborhood would be quite boring and colorless. As it is, the neighborhood is filled with color and sound.

    Those of Harland (the name of the city before the sacking), protect themselves from the hot sun with brightly colored awnings and similarly colored billowing curtains. The flat roofs support tents and other awning. Those street side awning protect those hawking their family's craftwares. Since the language of Harland is the Musical sounding Qua'tan language, vendors hawking their wares sound like singers in an opera to the others int he city. The general babble in the street adds to the chorus. (The people of Harland are gregarious and loud among their family and their own kind). Women in house courtyards and roofs actually sing while doing their chores. This all adds to a festival like atmosphere to the dour neighbors in the city. Since the cooking of spiced meats and rices is a common family craft under those street awnings, it even smells like a festival here.
  18. Misty Streets

    #58
    The Misty Streets are a good sized triangular area of the city.Here is one of the places the Ethereal - Fae Realm slammed into the Material Realm a few decades ago. It is an interface, a borderland between the two realms. The area now has official borders, a continuous line of silver arcane runes (the size of a handspan) along the roadways and sidewalks (and occasional walls).


    The Mist Streets hold all the advantages and disadvantages of both realms. If you walk the wrong paths too far, you will find yourself in the other realm. (though if you are careful you can see the line of runes you will pass over). Given the uncertainty here, all the "good folks" have moved far from the Misty Streets. This leaves those of marginal status and those on the fringes of either realm.

    The streets here are often covered in a low ground fog. The nights often have a thick pea soup. The scholars have a reason for it, but nobody really cares. It is just another feature of the neighborhood.

    So here gamblers, entertainers, magic users, and those that wish to be forgotten from both sides intermix. Pixies and Elves will shop in brownstone stores stocked by Human merchants with human goods and the occasional Fae item. The occasional Human will live in a green meadow with Fae land lords. Fae dancers entertain while human barmaids serve drinks to Elven Rangers on a bender; all the while Human Gambers play cards with Trolls and Goblins. The district is an eclectic mix and hard to grasp, as Fae elements are juxtaposed with mundane human ones.
  19. Plaza of the Bell

    #59
    Not far from the Most Noble Compound, just down the street, is a small square plaza. Nothing faces the plaza, only the backs of buildings. In the center of the plaza is The Bell. The large iron Bell is covered by a small slanted roof held up by four pillars. These pillars rest upon a square raised foundation. There are small stairs that lead up to the level of foundation. The foundation also has four strong iron loops towards the edges. If one does not know the two traditions, this arrangement makes no sense.

    First, no one is allowed to do harm to those of Highest/ Imperial rank, those of the Imperial household or those related within two steps of blood. They can take no hand in it. The second tradition is an executioner must be of a higher rank than those he executes. This leads to "issues" when someone tries to harm a member of the Imperial clan or when these members are subversive.

    The Bell resolves these things. The "criminal" is simply laid under the bell, secured by chains to the rings. The bell is then rung. And Rung. And rung. Relays of guards maintain the rhythm. Over the course of a day or three, the person under the bell dies... untouched by human hand. The power of the sound is what kills them. Neatly resolving the issues of those who can not be touched.

    The bell is also rung (once and with nobody chain underneath) to mark certain holidays and special events in the Most Noble Compound.
  20. The Quadrangles

    #60
    In the western part of the city is a large neighborhood. It is this good sized old walled neighborhood that gives the city is reputation for education, wisdom, and enlightenement. It is called The Quadrangles by locals and those of high education.

    The Quadrangles is a set of eight plus one colleges, institutes of higher and focused study. The colleges are all adjacent, filling a large city block, often with alleys or narrow streets between them. They are all built upon the same basic plan, which if you as some of the scholars was based upon early Eiren monastaries. Each is square or slightly retangular three story affairs, with a paved central courtyard. The center of the courtyard has a fountain or some kind of appropriate statuary, and several sets of benches. Each side of a college quadrangle has two to three archways/ short tunnels leading through to the courtyard. Thus the phrase, "Through the arch of knowledge", for learning something. Classes are entered from the courtyard (either directly or from stairways); offices and deliveries are always from the outside.

    The eight colleges are: Letters (literature, history, oratory), Law, Healing, Greater Building (Roads, Huge Walls, large scale things), Dwarvethurgy (metalurgy and mining), Knowlege (mathematics and various physical sciences- such as they are), Thaumatury, Thergical (the basic study of religion ... precursor to higher religious study from various religions),

    The rest of the neighborhood supports the Quadarangles. There is much in the way of inexpensive apartments and housing. There are a number of cafes and food holes (tiny places selling foodstuffs out their front windows/ counters).

    The quarter is filled with book sellers and scroll mongers. Importers, exporters, and bookbinders all have a home home here. In fact, this is the majority of businesses here. There are several libraries which one has to pay to be a member of. Certain library memberships are included in the price of tuition at given college.

    There are a dozen shops of Scribes, Tutors, and researchers. Many a problem can be resolved by simply searching various archives, libraries, and talking with the right scholar. Translators have set up shop here, so you can get papers in any language here. (With the presence of translators and foreigners here, as well as free thinkers/ radical, some say the spys hang out here as well.

    Note: One College, The School of Architecture (Lesser Building), is not in a quadrangle. It is adjacent to the others in a nearby/ adjacent building. The school nearly failed for psychological reasons, it had no arches. With the installation of faux arch leading to doorways, they now seem appropriate and fit in with the colleges.

    There are plans for new colleges, some for certain guilds, in the works. The various organizing groups are working up the funds to buy land and build quadrangles.
  21. Coastside Park

    #61
    Coastside Park -- the ultimate haven away from urban chaos -- was deeded to the people over one hundred years ago out of the prescient notion that the city folk would one day feel overcrowded. The city has spilled over three sets of defensive walls and is now reaching water to water on its hilly sandy peninsula. This foresight proved invaluable.

    Coastside is one of the largest parks ever made by human hands, over 1000 acres of trees, grass, manmade ponds and lakes, and other plants. Most parks capture existing nature. The less than ideal sandy soil and scrubby trees have been augmented by tons of soil and more proper plants.

    Finding the land was the easy part. Someone still had to make grass and trees grow out of sand dunes blasted by harsh oceanside winds. The person to do it was McLaren. He arrived in the city because it was such a crossroads. Given his skills and touch, he had established grass, trees and numerous plants in an environment most thought too barren for lush foliage. He purchased the park with a huge sum he had won in a game of chance.

    The first buildings came with The Midwinter Fair, a sprawling expo and carnival meant to boost the economy and increase tourism. (note their have been lesser fairs since then, but never one like this. The world was invited.) Author's Note: The first fair/ event to increase tourism and the economy was in Genoa in 1320 The City wanted to prove that it had culture -- so a fine-arts museum was built. To prove that outdoor activities could be pursued, horse stables and vast, unlandscaped greens were preserved. And to showcase the exotic and quirky atmosphere of the City and to show how cosmopolitan it was, several theme areas were developed, including a Nihkon garden, an Orcen range, and a small Valdian Hometree.

    The fair succeeded at what it set out to do. An untold number of people visited The City, business boomed and locals found renewed pride in their formerly sand-covered park. Today, the only remnants of that enormous event are the King Arthetian Memorial Museum, the Nihkon Meditation and Tea Garden and the Music Concourse esplanade. What remains today is a testament to the will of the City to preserve a place to play, relax and grow culturally.

    Getting Around: There is a large number of horsedrawn and people drawn cabs that swarm across the park's roads over the weekends, as well as holidays. Durring the week, there never seems to be one around when you need it. There is a stables here and a number of horse trails.

    East Side:
    The Park's main entrance is a Triumph Arch dedicated to the glories of The City, rather than a specific military victory. Following this road west will take one to the city center.

    Conservatory of Flowers: Just down the road from the concourse, towards the east side of the park. Since the fair, locals and visitors have marveled at The Conservatory of Flowers, the oldest glass-and-wood Victorian styled greenhouse in the Western Hemisphere and home to more than 10,000 plants from around the globe. It has been said to be so beautiful that it brought a tear to the Elventi prince's eyes. Located beneath the conservatory dome, the warmest and most humid section of the building, is the conservatory's prized century-old imperial philodendron and a child sized Hometree. The east wing houses the Highland Tropics collection and aquatic plants display (including real lily pads that can hold the weight of a small child), while the west side is dedicated to seasonal flowering plants and educational exhibits (the first, all about plant pollination, features 800 live butterflies that will flit about among the visitors.) There is a slight fee to enter the buildings.

    Garden of The Bard's Flowers: Designed only fifty years ago by The Mad Playright (who sunk the last of his wealth before his death to make it) to honor the plants and flowers mentioned in the Bard's poems and plays. Obsessed fans can play "name the work" as they pass each of the 150-odd specimens.

    Buffalo Paddock: Small herds of bison have made their stoic presence known since the early yeas, when the park was a free-range zoo of elk, bears, goats and other animals. The Buffalo were sacred animals to the natives of this region that were displaced by Civilized Folk. Keeping the animals here is part of the treaty with the surviving natives. If the animals are not kept, all the land reverts to them, Next to one of the three Lakes.

    Portals of the Past: A front porch standing without a house, reflecting in a still lake below -- that's all that remains of the royal home destroyed in the Great Disaster. It is the only public memorial to the disaster in the City.

    MidLands:
    Academy of Sciences: Found in the Middle of the park, just off the Music Concourse and Pavilion, it is a marvel. Though the building is a touch dated, it was built to look "like something from the future" over one hundred and fifty years ago, it has a distinctive style that other similiar institutions now copy. Insides there are "classes" for low ranking classes, a taxonomy lab, a place of natural history with skeletons and displays of almost every animal known, an observatory, a thaumatury exhibit, and the largest sundial known to man. Once a summer, inventors, tinkers,and mages bring their best and most interesting new toys, tools, and processes for the Academy Fair.

    Music Concourse and Pavilion: At the far end of the concorse is the Pavilion, a large band clamshell, large enough to hold a large band or a play. The concourse has many long walkways, with well manicured grass between them. The summer concert series is sponsored with crown and city funds. The winter concerts are very cold but quite fine. In the spring, the concourse holds a modest sticksword contest.

    King Arthetian Memorial Museum: This classically design building hold one of the worlds largest public collections of art. It occasionally hosts "visiting art embassies" from other nations, that stop here on their way to the capitol. No weapons or sharp objects are allowed here and there is a fee to enter. It is across the concourse from the Academy.

    MidLands West
    Nihkon Mediation and Tea Garden: Many people's favorite part of the park, this was originally built as part of the sprawling Midwinter Fair. It is in the northern and middle western part of the park. Nihkon traders frequent the port and feel part of this odd city. When The Fair occured, they felt indebted enough to the city to create an example of their lands. They built a small temple with several gravel "ponds" where the patterns of existance can be contemplated. This walled in area is an intricate and private complex of paths, ponds and a teahouse features plants native to these foriegn lands. Hidden throughout its five acres are beautiful sculptures and bridges.

    The Golden Archery field lies just north of the newly made golf course. The course is surrounded by tall burns for better viewing and the stopping of the odd shot. The annual competition held here draws people from many places around the world.

    Golf is the newest court fad. The game consists of whacking a small ball across the game field into a small flagged cup. A solid seven hole course has just recently be made of one of the great meadows on the far west side of the park.

    Tennis: A tennis building with three courts is just east of the new Golf Course. This fad has been replaced by the Golf Fad.

    The Keysaren Area is a field where a number of events are held. A description of the Field is found: http://www.strolen.com/forums/viewtopic.php?p=30531#30531 The Keysaren area is a huge version of this field, able to hold large tournaments and affairs.

    Picnic Grounds: There is almost nothing more pleasant than a sunny day picnicking in the park. There are a dozen of small meadows and places that are good for picknicing. There are places with tables and small firepits near the ocean side and far side of the park.

    Ocean Side:
    The Oceanside Park beach is fairly nice area if you want to watch the surf and the occasional sea dragon swimming along the coast. Between the

    Between the sandy beach and the picnic grounds, surrounded by trees is a wind mill. This windmill was "family property" of a trader who came from overseas, but made his home and his family here. He bround the windmill over and had it rebuilt. It still grinds grain and klah to this day.

    Beach Chalet: This two-story building lurks over Ocean Beach and houses some of the best murals in the city. The frescoes were done by Lucare, a famous artist, and portray people of the City in various stages of play. Upstairs, in the bustling pub run by the same family for over eighty years. It is quite upscale and the prices reflect that.
  22. Neighborhoods

    #62
    The Plaza of Tarnished Entertainments

    The Plaza of Tarnished Entertainments is a large, circular plaza, built in the formerly-affluent Saeppellion district of Hartacon, capitol of Mysia. Like most of Saeppellion, the Plaza was constructed during the period of the Aggharvathion Dynasty, the successors of the 2nd dynasty of Tritanion kings, during the flush of funds brought on by the victories against the raiding Dragonfighters of Mount Taris who swept down into western Mysia. Like most Aggharvathion-era streets, it is wide and constructed of packed-earth (the Aggharvathion kings maintained some of the urban-planning practices which had become traditional during the time of the Tritanion Ministers), and lacks the guardian-arch erected on more ancient streets (such as the Street of Enigmatic Philosophy). It is a large, circular Plaza, the end of the Street of Scintillant Forges and the beginning of the Way of Alcnasion, and is lined all the way about with tiered levels of low, post-Resurgence flathouses, arrayed about the Plaza like seats of an amphitheatre. Most of these houses are silent and locked during the day, but during the night become wild and bright with activity; most bear either the eel-marked banner of a house of prostitution or the symbols of a tavern. In the center of the Plaza, there is a large marble dais holding the legs of an unfinished statue. There is a half-carved motto between the feet of these forlorn legs, which now and possibly forever will read "The blood we shed will-".
    Originally bearing the more picturesque title of the Plaza of Heroic Amusements, the Plaza of Tarnished Entertainments was first constructed after the end of the Dragonfighter raids of the post-Resurgence period, when thousands of veterans and refugees flooded Hartacon, fleeing the devastatin and banditry of the western border, which, at that time, was heavily garrisoned but quite chaotic and ungovernable. It was at this time that Isanda XI Aggharvathion, the newly-risen King, decreed that the wounded veterans and battle-hardened warriors who had served their nation in the raids deserved a worthy gift. He decreed that there would be built, in the midst of the new and ritzy district of Saeppellion, which his grandfather had begun, a great plaza, full of merriment and entertainments, where veterans would stay and live forever in bliss. It was, indeed, an ambitious project, but it was finished in those ambitious days, and soon veterans streamed to dwell in the new Plaza.
    But war, especially such vicious war as the raids of the Dragonfighters, brings a strange malaise to those who have seen it. Within the death of King Isanda XI, the Plaza of Heroic Amusements, as well as the Saeppellion district, had fallen into a deep depression, not the least of which was brought on by the battle-shock of the dwellers of that place, and the neighborhood slowly and surely became a sad and desperate place.
    The Plaza of Tarnished Entertainments, as it is now known, is truly a year-round festival. Every night, it is flooded with people, shouts, the giggles and screams of the women of the night who patrol it's alleys and people it's bawdy houses. But the customers of these brothels and these drinking halls have the wild and pitiless light of desperate and broken folk in their eyes, the most beautiful courtesans are scarred and meek, and beneath the layers of gold-leaf and the heavy curtains there are stained and chipped walls of bare brick. Though the Plaza is still a place of entertainment, it is the entertainment of those who can only attempt, but cannot quite manage to, forget the stain of war.
  23. Neighborhoods

    #63
    River Side

    It was some sixty years ago, a great flood on the river caused a lot of damage. The baron ordered masive works to be undertaken, to widen the river's channel above its usual level. The "over-channel" spreads a few hundred yards on both shores of the river. This was to be a sufficient safeguard against any flood.

    The river, with intensive fishing done upstream, is not much attractive here... moats filling it with all unpleasantness and filth of the city. With floods being somewhat regular, decent people, especially those with money would never move here. Logically, the poor people built their huts and shacks, creating a poor neighbourhood where the lowest live.

    Every five to seven years, the flood returns. And every time, some poor don't manage to escape, or even forget, the drug addicts and madmen. The huts and everything is washed away, cleaning up the mess that was here... so thinks the average citizen. Indeed, most prefer the way it is. No need to get excited, the Flood will sort them out. Some filth washed away, some more always shows up.

    This Neighbourhood is located on the down-stream part of the river, after the harbour and the few fisheries. The huts are freely strewn on the shores, ironically there is more free space here than in the crowded streets of the city itself. Most decent citizens never get around here, and even the guardsmen are sent here as punishment. Luckily, there is little crime... and not much noise. It seems as if the locals are always waiting for their end.
  24. Beacon's Hill

    #64
    Beacon's Hill is a two and a half century old downtown residential neighborhood situated directly north of the Common and the Public Garden. In size, it is approximately one mile square, bounded by The Old Beacon Street, The New Beacon Street, Cambridge Street and WesternKing Drive. it is filled with redbrick buildings that harken back to an earlier time. In fact most of the buildings reach back to two and a half centuries. (The law requires that new buildings in the area "fit in". These redbrick buildings are not the only ones in the city, but they are the most "proper". They are known for its beautiful doors and door surrounds, brass door knockers, decorative iron work, brick sidewalks, perpetually-burning oil lights, flowering pear trees, window boxes, and hidden gardens.

    Beacon Hill contains a South Slope, a North Slope and a Flat of the Hill. Wayler's Street is the neighborhood's main street and is filled with shops and craftemen. The City House, the center of city and regional power, is at the top of the Hill overlooking The Boston Common. All one needs within walking distance. Wayland Street neatly divides the North slop of the Hill. It has all the basic shops and those catering to those of stature.

    Cambridge Street, just off the Hill, is also the home of the venerable White Hall, The center of Healing Studies for the region.

    A block over is the square three story building that is The First's Library, a public library. The building does have a central courtyard flanked on all sides and two archways, echoing the fine colleges of the East.

    The City House is the top of the hill. A rambling mansion of a noble (Du'Carte) who fell out of favor after the revolution that installed our current noble bloodline, is where the local lords and assembles work on law, taxes, and administration of the region.

    Southside and down is the Commons. The Commons has seen it all, Messiahs to drilling rebel troops, drilling loyalist troops, Master Bards, a Dragon (Guthlag), and hundred of children swimming in its Frog Pond and hundreds of City Folk skating away the winter.

    On the Old Beacon Rd is The Garden: It is one of the oldest botanical gardens in the Land. The 24-acre Public Garden offers Swan Boat rides upon its placid pool. It is known to be one of the most romantic spots in the city.

    The Beacon is south of the hill, down a small peninsula. The Beacon keeps the shipping lanes safe in and out of the harbor.
  25. Hexagon Plaza - A Kerren Neighborhood

    #65
    Kerren: http://www.rpgcitadel.com/guild/index.php?board=26.0
    Specifically check out the Encyclopedia Kernnica for details on gips, hard and soft leather.



    Hexagon Plaza is a "zone" in a cluster, not far from a gate. This is because gips are herded to the plaza and the shortest distance is the best for both creature, handler, and people nearby. The center of the plaza has a corral for gip waiting to be "sheared" (pealed in the common parlance, sheared is the "professional" slang) and those soft (sheared).

    The process itself is fairly simple and quiet, except for the quiet humming of contented gip. A skilled shearer makes little sound besides an occasional thunk and a scrape. Most gips seem to like being sheared, as removing their soft outer shell lightens their burden, and most like the excess skin taken from their joints. In fact, many gips drop eggs they are so happy. They also fart and the fresh skins are "aromatic", so smell does break the gentle quiet humming and soft snuffs and grunts of the gip.

    Unfortunately, it is the rest of the zone that is hot and loud, as well as smelly. If there are traders from other Clusters/ Warrens present, looking for fresh blocks of quality, there can be "spirited" discussions. But in most cases, hide blocks are divided among the crafters. The "Chunk- Chunk -" of the large press cutters (a gip powered guillitine) breaking up blocks to more managable sizes and dimensions. There may be some "quiet" trading involved for quality blocks.

    From there, they are taken to crafting stations, where basic forms are made. After than, they are taken to the roof or out back to a hot first resin bath. Any of the basic five mildly acidic fluids helps clean and prepare the skins. The charcoal fires keep the mixtures warm, if not hot (depending on the end purpose for the skins).

    The smell of the drying first cuts is enough to drive most people from the zone and down wind. This and the other odors are enough to keep most people out of the zone on a peeling day. Strangely enough most dragons seem to like it.

    The soft leathermakers have already cooked their materials the day before. They now apply the mixtures cold to the softleathers, after they have been attatched to frames for stretching. On a windy day, you can see apprentice crafters and children earning credit "flying about", the leather fames acting as sails.

    Even on non-peeling days, it is still a symphony of activity. The whirring sound of pedal powered sand grinders and cutters is punctuated by the the odor of hot (burning) skins. The sound of people and tools is accompanied by the rhythm of the bubbles. The scent of bubbling resins (savory, woodsy, and acidic) fills the air. These sound and smells are supported by the clicking and "brushing" of the softleathermakers clicking ratchets (to pull leather tigher on the frames) and smoothing/ shaping pieces. Those on carry duty shuffle their feet moving completed projects. Laughter comes from those looking at extra goods on their time off.

    Even at the quietest of time the aroma of freshly cut leathers fills the area. Now most people pick up their assigned/ needed goods from the locker (the central supply point). But extra goods or gifts are looked at and credited at the given crafter's shop. And if you are commissioning something special (even if it is an allotted tool like a spear), you will be in the areas. So there are often craftsmen and others in the area at all times.

    Now many larger clusters that have good GIP herds will have a zone much like this one. Others might have "out stations" where the shearing and intial boiling is done out of cluster (and usually under Dragon Guard).
  26. Quiet District An Antioch Neighborhood

    #66
    If you travel through the city's main gate, travel down the grand ArchStreet, and turn left, you will eventually reach the wall for the Quiet district. Sometimes known as The Forgotten district.

    The locals called this the quiet district for a century now, mostly because it does nothing to call great attention to itself. This district has homes, shops (usually one and the same) and other guild halls. This area is another of "classic Antioch way."

    The buildings are Neo-Tudor town homes; white stucco with some half-timbering, high-pitched slate roofs, asymmetrical configurations, enclosed entryways, an ornamented chimneys. They are all two stories tall, with shops and workshops selling goods on the lower level, families with apprentices and journeymen living above. A few lots are green and have common wells (not that Antioch water is fit to drink). The roads are a smoothed cobblestone, similar in appearance to the Imperial roads. There are normally sidewalks made of a weak local concrete. Their size and condition often explains the commonness of taxis in the city.

    The exception to the Shop/Home configuration is the Antioch Inns, which seem to be everywhere in the ward. There the owners often live in the house next door. Every business and home has a place for accidental guests to stay. The Streets of Antioch are magical at night, and not in a good way. The StarStone that originally borough people to the Antioch Biome still impregnates the soil here. Tiny crystals of magic are part of life here. At night, upon occasion, an elemental, a spirit of magic, appears. They wander the streets. Normally they just pass through and fade away one bell later. Occasionally damage things in their passing; even more rarely someone is directly harmed. To listen to the natives, it happens every night on every street where walking home from the Inn on the corner can be a harrowing experience. But in reality, it is a uncommon occurence. But the natives consider it an unlucky sign, so they avoid travelling the streets at night when they can.

    Many MagicSmiths live permanently in the Inns here. The locals are not sure if they cause more or less magical disturbances here.

    The quiet district is fairly quiet and calm. Unfortnately for them, the Impressor's acting guild hall is here on Excellera. So there are noises, explosions, magic, inventing and pressing going on at odd times. Luckily this is mostly towards the Wall Line (Excellera paralells), so most of the district is actually quiet. Excellera has four pagesmith shops, who produce all the books in Antioch. Given that each shop has two to four presses going neearly 24 hours a day, that is a good number of books... even dogbounds. Most of the buildings around Excellera St have shifted to crafters who support Impressors. There is also a swarm of carters around here, as Impressors need Klah and sweets at all times.

    There are three ways in and out of Quiet District. One leads to the GreenWay. One leads to the DiPlaza. The Last One leads to the ArchDistrict.
  27. Antioch Order

    #67
    The city is approximately hexagonal, comprised of six "triangles" and a central plaza. The main gate is at the 0600 position (south). The wedges are counted counter clockwise from the main gate. The river runs along the south east wall, the 0400 position.


    0: Wall Line: This runs the entire length around the city.
    http://www.strolen.com/forums/viewtopic.php?p=20959#20959

    7: DiPlaza
    http://www.strolen.com/forums/viewtopic.php?p=22249#22249

    Wedge 1 0600
    Gateway District
    http://www.strolen.com/forums/viewtopic.php?p=21416#21416
    ArchStreet
    http://www.strolen.com/forums/viewtopic.php?p=21472#21472

    Wedge 2 0400
    Dock Ward
    http://www.strolen.com/forums/viewtopic.php?p=21507#21507
    Alley Ward
    http://www.strolen.com/forums/viewtopic.php?p=22544#225443
    Temple Ward
    http://www.strolen.com/forums/viewtopic.php?p=21723#21723

    Wedge 3 0200
    Makers Ward
    http://www.strolen.com/forums/viewtopic.php?p=23020#23020
    Undertown
    http://www.strolen.com/forums/viewtopic.php?p=21977#21977

    Wedge 4 1200
    North Ward
    http://www.strolen.com/forums/viewtopic.php?p=25295#25295

    Wedge 5 1000
    GreenWay District
    http://www.strolen.com/forums/viewtopic.php?p=23551#23551

    Wedge 6 0800
    Quiet Ward
    http://www.strolen.com/forums/viewtopic.php?p=21723#21723
  28. Hy-Pointe

    #68
    Hy-Pointe or "High Point" gets its name for being the highest point of the city. The Pointe is also the name of the signal tower (now in disrepair) that stood on the hill. This watchtower gives a commanding view of the surrounding lands.

    It is a mixed area, businesses and homes. The neighborhood is middling, not rich, nor poor. Most of the businesses on this triangular shaped hill include Hy-Pointe, Hy, or Cloud in their name, so Hy-Pointe Inn, Hy-King's Tavern, Hy-Clayworks, and Cloud Silver Works. The people usually work on the hill at the numerous shops and works.

    The Houses (and other buildings here), are narrow, long, and usually dug into the hill. The streets are straight and paved, the sidewalks are almost all stairs. The local kids make a good penny by carting stuff up and around the hill.
  29. Old Town

    #69
    Old Town is just that, the original village/ town center. The city started as a trade junction between the river and the local region. It expanded as a waystation for river travelers and those who transported goods. The city had humble beginings, but soon blossomed. New docks were built. A new marina/ harbor dug out. New roads were created to service them. The city grew away from Old Town.

    Yet the buildings are still here. The paint is often peeling on the out buildings, but they are still filled with businesses. Old Town continues to live.

    The buildings here along the river are made of brick, accented with wood. They have wood roofs for the most part. While many of them have basements, they are seldomed used. The river has a problem of rising every few years and flooding out the area. That is why the streets in this area are all paved with bricks. The sidewalks are wooded boardwalks and raised a good foot from the street level.

    The buildings also have a great deal of glass in them as well, some of the largest windows many have seen, some a good four feet across and eight feet tall. While windows of this size are found in the rest of the city, this was the first place that windows of this style were made.

    Old Town is mostly filled with places of low repute, drinking, gambling, and the occasionally wenching goes on here. Such things were here to entertain the original stop overs; and have been run out of the rest of the town. There are some shops, some of which are quite exotic, and a messenger's guild stop.

    The North part of Old Town has the old Brick Factory, the source of all the bricks in this region of the Land. Next to it is the glass factory (the two share a common furnace and smoke stack). Here some glass craftsmen from far away set up shop at the begining of the city. They have made the huge windows and marvelous mirrors that have made the city famous.
  30. Re: Neighborhoods

    #70
    This thread is in the process of closing. Please submit any appropriate posts to the Citadel. And remember to link them, if they are not linked to anything else, to the Neighborhoods codex.
  31. Re: Neighborhoods

    #71
    Thread moved to main Citadel.

    Closed only in terms of the forum but very much open for more ideas and submissions!!!

    GO HERE

    http://www.strolen.com/content.php?node=1562

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