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[[File:DnD_desert_campaign_-_Zar.jpg||right||280px]]
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__TOC__
+
 
  
 
== '''Cast''' ==
 
== '''Cast''' ==
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Agi d8; Smt d4; Spt d8; Str d6; Vig d6<br/>
 
Agi d8; Smt d4; Spt d8; Str d6; Vig d6<br/>
  
Pace 6; Cha +2; Parry 10; Tough 7(1)<br/>
+
Pace 6; Cha +2; Parry 8; Tough 7(1)<br/>
  
 
Skills-<br/>
 
Skills-<br/>
Fighting d10, Notice d6, Persuasion d8, Stealth d6, Streetwise d4, Taunt d6<br/>
+
Fighting d8, Notice d6, Persuasion d8, Stealth d6, Streetwise d4, Taunt d6<br/>
  
 
Hindrances-<br/>
 
Hindrances-<br/>
Line 27: Line 27:
 
• 14 Winds style (Florentine): Fighting +1 vs single weapon and no shield. Gang up bonus reduced by 1 against you. <br/>
 
• 14 Winds style (Florentine): Fighting +1 vs single weapon and no shield. Gang up bonus reduced by 1 against you. <br/>
 
'The 14 winds distract attackers and obfuscate the true strike but beware the strong wall that prevents the flowing wind' -Master Hazm al-Hamed<br/>
 
'The 14 winds distract attackers and obfuscate the true strike but beware the strong wall that prevents the flowing wind' -Master Hazm al-Hamed<br/>
• Footwork of the Shifting Sands (Acrobat): +2 when performing Acrobatic maneuvers and Agility Tricks. +1 Parry. <br/>
 
  
 
Equipment-<br/>
 
Equipment-<br/>
Silk wrapped spear (dmg: Str+d6; Parry +1, Reach 1, Two Hands), Light leather armor (Armor +1), Heirloom necklace (worn but hidden under shirt), colorful silk clothing, bedroll, water skin, rations. <br/>
+
Spear (dmg: Str+d6; Parry +1, Reach 1, Two Hands), Light leather armor (Armor +1), Heirloom necklace (worn but hidden under shirt), travel worn and ratty (once colorful but now dull) silk clothing, bedroll, leaky water skin, dwindling rations. <br/>
  
 
Special: Heirloom Necklace- Healing power d8, 10pp/day<br/>
 
Special: Heirloom Necklace- Healing power d8, 10pp/day<br/>
  
Money and Wealth-<br/>
+
Money-<br/>
1000 brass coins <br/>
+
100 brass coins <br/>
The former Hyrkanian Compound in the City of Towers<br/>
 
  
 
Advancement-<br/>
 
Advancement-<br/>
Free Human Edge: Florentine<br/>
+
Free Human Edge: Sweep<br/>
 
From Hindrances: Spt d6->d8, Charismatic<br/>
 
From Hindrances: Spt d6->d8, Charismatic<br/>
 
5xp: Special (Heirloom necklace)<br/>
 
5xp: Special (Heirloom necklace)<br/>
10xp: Professional (Acrobat)<br/>
 
15xp: Fighting d8->d10<br/>
 
17xp: Next advance at 20xp<br/>
 
  
=== Bordan the Knife ===
+
=== Borden ===
[[File:Corin.jpg|right|400px]]
+
'''Attributes'''<br/>
 +
Agility d8, Smarts d6 (+2 for tests of will),Spirit d6 (+2 for tests of will),Strength d10, Vigor d6 <br/>
 +
Charisma 0<br/>
 +
Pace 6"<br/>
 +
Parry 8<br/>
 +
Toughness 6 (+1 armor)<br/>
 +
'''Skills'''<br/>
 +
Fighting d10<br/>
 +
Intimidation d6+2<br/>
 +
Notice d6<br/>
 +
Stealth d6<br/>
 +
Streetwise d6<br/>
 +
Taunt d6+2<br/>
 +
'''Edges'''<br/>
 +
Strong-Willed (human bonus)<br/>
 +
Brawny (free)<br/>
 +
Light Armor Training (free)<br/>
  
; Attributes
+
'''Hindrances'''<br/>
: Agility d8
+
Carouser (Minor)<br/>
: Smarts d6 (+2 for tests of will)
+
Loyal (Minor)<br/>
: Spirit d6 (+2 for tests of will)
+
Mercenary (Major)<br/>
: Strength d10
 
: Vigor d6
 
  
:: Charisma 0
+
'''Gear'''<br/>
:: Pace 6"
+
War knife (Str+d6)<br/>
:: Parry 8
+
Tough vest and bracers (+1 armor)<br/>
:: Toughness 7 (1), or 9 (3) against ranged attacks
+
Dice<br/>
 +
Flint and steel<br/>
 +
Pocket knife<br/>
 +
<br/>
 +
~30 brass
  
; Skills
+
===Manu===
: Fighting d10 (+1 with his trusty knife)
+
'''Manu The Ghost'''<br/>
: Intimidation d6+2 (+1 with his iconic gear)
+
<br/>
: Notice d6
+
'''Attributes-'''<br/>
: Stealth d6
+
Agi d8[2]; Smt d4[0]; Spt d6[1]; Str d8[2]; Vig d6[1] [includes +1 advance from character creation]<br/>
: Streetwise d6
+
Pace 6; Cha 0; Parry 7[2+4+1 light armour]; Tough 6[2+3+1 Brawny]<br/>
: Taunt d6+2 (+1 with his iconic gear)
+
'''Skills-'''<br/>
 
+
Climbing d6[2], Fighting d8[3], Stealth d10[5], Healing d4[1], Notice d6[2], Throw d6[2]<br/>
; Edges
+
'''Hindrances-'''<br/>
: Strong-Willed (human bonus)
+
[M] Clueless "Slaves need to know nothing beyond their uses."<br/>
: Berserk
+
[M] Enemy "If the Witch Men Find me I am dead."<br/>
: Brawny (free)
+
'''Edges-'''<br/>
: Light Armor Training (free)
+
[Free] Light Armor Training: Parry +1 when in light or no armor "Slaves need no armour!"<br/>
: Trademark Weapon (his trusty war knife)
+
[Free] Brawny +1 Toughness, 8xStr for Enc. "Regular beatings make you stronger."<br/>
 
+
[Free: Human] Two Fisted "Kill or be killed, all or nothing!"<br/>
; Hindrances
+
[2] Assassin "You slave are a knife in our hands, nothing more."<br/>
: Carouser (Minor)
+
[2] Martial Artist "Anything is a weapon."<br/>
: Loyal (Minor)
+
'''Equipment-'''<br/>
: Mercenary (Major)
+
Daggers [3] (dmg: Str+d4; Range 3/6/12, Rof 1) (3lbs), Rough spun shirt and britches, Heavy wool grey robe (1lb), Heavy leather belt (1lb), Large belt pouch (1lb). <br/>
 
+
Money-<br/>
[[File:Persian_khula-khud_and_shield.jpg|right|400px]]
+
100 brass coins <br/>
; Personal Gear
+
Advancement-<br/>
: Long pike (Str+d8, Reach 2, two hands)
+
From Hindrances: Assassin, Martial Artist Edges<br/>
: Big fat war knife (Str+d6)
+
1 advance on stat die<br/>
: Concealed dagger (Str+d4)
+
<br/>
: Quilted leather vest and bracers (+1 Armor on torso, arms)
+
Current Enc 6 lbs
: Fancy helmet (+1 Armor on head)
 
: Fancy shield (+1 Parry, +2 Armor against ranged attacks)
 
: Honest dice
 
: Flint and steel
 
: Pocket knife
 
: 50 brass
 
 
 
; Other Assets
 
: Semi-domesticated street rat of a servant boy
 
: Cozy rooms above the Silver Serpent tavern
 
: Stubborn camel laden with ~700 brass worth of merchandise
 
 
 
; Experience
 
: XP: 17
 
: Rank: Novice
 
: Advances:
 
# increased Strength to d10
 
# gained Berserk edge
 
# gained Trademark Weapon edge
 
 
 
==== Jorey ====
 
Bordan's resident streetrat-cum-manservant. Mid-teens, lean of face and shifty of demeanor, reasonably well groomed and dressed yet still somehow perpetually scruffy.
 
: '''Attributes:''' Ag d6, Sm d6, Sp d6, St d4, Vi d4
 
: Charisma 0, Pace 8" (run d10), Parry 5, Toughness 4, +1 boon
 
: '''Skills:''' Fighting d6, Notice d6+2, Persuasion d6, Shooting d4, Stealth d6, Streetwise d6, Taunt d4
 
: '''Hindrances:''' Curious, Illiterate, Young
 
: '''Edges:''' Alertness, Fleet-Footed
 
: '''Gear:''' flute, small mirror, sneaky little knife (Str+d4), sling (4/8/16 Str+d4) and a pocketful of bullets
 
 
 
===Manu the Ghost===
 
 
 
; Attributes
 
: Agi d8[2]; Smt d6[0]; Spt d6[1]; Str d8[2]; Vig d6[1] [includes +1 advance from character creation]
 
: Pace 6; Cha 0; Parry 7[2+4+1 light armour]; Tough 6[2+3+1 Brawny]
 
 
 
; Skills-
 
: Climbing d6[2], Fighting d8[3], Stealth d10[5], Healing d4[1], Notice d6[2], Throw d6[2]
 
 
 
; Hindrances
 
: [M] Clueless "Slaves need to know nothing beyond their uses."
 
: [M] Enemy "If the Witch Men Find me I am dead."
 
 
 
; Edges
 
: [Free] Light Armor Training: Parry +1 when in light or no armor "Slaves need no armour!"
 
: [Free] Brawny +1 Toughness, 8xStr for Enc. "Regular beatings make you stronger."
 
: [Free: Human] Two Fisted "Kill or be killed, all or nothing!"
 
: [2] Assassin "You slave are a knife in our hands, nothing more."
 
: [2] Martial Artist "Anything is a weapon."
 
: [XP] Ambidextrous
 
 
 
; Equipment
 
: Daggers [3] (dmg: Str+d4; Range 3/6/12, Rof 1) (3lbs), Rough spun shirt and britches, Heavy wool grey robe (1lb), Heavy leather belt (1lb), Large belt pouch (1lb).
 
: 1000 brass coins
 
: Current Enc 6 lbs
 
 
 
; Other assets
 
: Embalming House in the good quarter, with Stygian embalmer assistant and fine wardrobe and living quarters. A couple of spare rooms for 'visiting' friends. Some spare brass [1000ish].
 
 
 
; Advancement
 
: From Hindrances: Assassin, Martial Artist Edges
 
: 1 advance on stat die
 
: XP raise smarts to 1d6
 
: XP raise Ambidextrous edge
 
  
 
===Morous===
 
===Morous===
'''Attributes'''<br/>
+
Agility-d6 (1),
Agility d6 (1), Smarts d8 (2), Spirit d8 (2), Strength d4 (0), Vigor d4 (0)
+
Smarts- d8 (2),
 +
Spirit- d8(2),
 +
Strength- d4 (0),
 +
Vigor- d4 (0),
  
Pace 6”, Charisma 0, Toughness 4
+
Pace-6”<br/>
 +
Charisma:0<br/>
 +
Toughness:4<br/>
  
'''Edges'''<br/>
+
'''Edges:'''<br/>
Light armour training - Free Edge ''(N, Ag d6. Your warrior has trained from youth to fight dexterously wearing light (+1 ) or no armour and without a shield. When so equipped they effectively gain +1 to Parry.)''<br/>
+
Light armour training : N, Ag d6. Your warrior has trained from youth to fight dexterously wearing light (+1 ) or no armour and without a shield. When so equipped they effectively gain +1 to Parry. - Free Edge<br/>
Arcane Background (Psionics)<br/>
+
Arcane Background(Psionics)<br/>
Extra Power Points<br/>
+
Human Edge- <br/>
Extra Power (Fear)<br/>
 
Mentalist - Human Edge<br/>
 
Ritual Magic - 1 advance spent<br/>
 
  
'''Hindrances'''<br/>
+
'''Hindrances:'''<br/>
Corruption: Morally dubious and self-serving, +2 saves versus supernatural horror.<br/>
+
Corruption- morally dubious and self-serving, +2 saves versus supernatural horror. <br/>
Quirk (paranoid): Morous does not much trust other folk, even those closet to him at times. <br/>
 
  
'''Skills (15/15)'''<br/>
+
Skills: (15/15)<br/>
Fighting d4(1)<br/>
+
Fighting,d4(1),
Investigation d8(3)<br/>
+
Investigation, d8(3),
Notice d6 (2)<br/>
+
Notice, d6 (2),
Persuasion d4 (1)<br/>
+
Persuasion, d4 (1),
Psionics d12 (5) - 1 advance spent<br/>
+
Psionics, d10 (5),
Stealth d4 (1)<br/>
+
Stealth,d4(1),
Streetwise d4 (1)<br/>
+
Streetwise, d4(1),
Survival d4 (1)<br/>
+
Survival, d4(1),
Tracking d4 (1)
+
Tracking, d4(1),
 +
Power Points:10<br/>
 +
'''Powers:'''<br/>
 +
-Bolt<br/>
 +
-Mind Reading<br/>
 +
-Elemental Manipulation<br/>
  
'''Powers''' (Power Points: 15)<br/>
+
►►Brainburn: When a psionic character rolls a 1 on his
Bolt<br/>
+
Psionics die (regardless of his Wild Die), he is automatically
Mind Reading<br/>
+
Shaken. On a critical failure, the psi lets out a psychic scream
Elemental Manipulation<br/>
+
that causes him to be Shaken along with all allies in a Large
Boost/Lower Trait - 1 advance spent<br/>
+
Burst Template who fail a Spirit roll. This can cause a wound
 
+
<br/>
►►Brainburn: When a psionic character rolls a 1 on his Psionics die (regardless of his Wild Die), he is automatically Shaken. On a critical failure, the psi lets out a psychic scream that causes him to be Shaken along with all allies in a Large Burst Template who fail a Spirit roll. This can cause a wound.
+
Money:100 brass Pieces<br/>
 
+
Equipment:<br/>
'''Equipment'''<br/>
 
 
Worn Robes, close fitting hood to cover shaved head<br/>
 
Worn Robes, close fitting hood to cover shaved head<br/>
Knife (Str+d4)<br/>
+
Knife, Str+d4<br/>
Staff (Str+d4, Reach 1, Parry +1, 2 hands)<br/>
+
Staff, Str+d4, Reach 1, Parry +1, 2 hands<br/>
Worn book and writing supplies<br/>
+
Worn book and writing supplies <br/>
Backpack<br/>
+
Backpack
Money: 100 brass Pieces
 
 
 
Tower<br/>
 
White Card<br/>
 
 
 
===Valia===
 
  
 +
===Valia<br/>===
 +
<br/>
 
Agility d8,
 
Agility d8,
 
Smarts d6,
 
Smarts d6,
 
Spirit d6,
 
Spirit d6,
strength d6,
+
strength d6<,
Vigor d6
+
Vigor d6<br/>
  
 
Climbing d6+2,
 
Climbing d6+2,
Line 211: Line 162:
 
Lockpicking d8+2,
 
Lockpicking d8+2,
 
Notice d6+2,
 
Notice d6+2,
Persuade (d4)+2,
 
 
Shooting d6,
 
Shooting d6,
 
Stealth d8+2,
 
Stealth d8+2,
Streetwise d6+2
+
Streetwise d6,
 
 
 
Pace 6<br/>
 
Pace 6<br/>
 
Parry 7<br/>
 
Parry 7<br/>
 
Toughness 6<br/>
 
Toughness 6<br/>
Charisma 2<br/>
+
Charisma 0<br/>
 
+
<br/>
Equipment:<br/>
 
Black Leopard Cawl (treat 1 as 4 and 2 as 5 when rolling stealth)<br/>
 
 
 
 
Edges:<br/>
 
Edges:<br/>
 
Alertness<br/>
 
Alertness<br/>
Line 230: Line 176:
 
Light armor training (free)<br/>
 
Light armor training (free)<br/>
 
Thief<br/>
 
Thief<br/>
Noble (Princess among thieves)<br/>
+
(Either Wealthy or Attractive)<br/>
 
+
<br/>
 
Hindrances:<br/>
 
Hindrances:<br/>
 
Code of Honor (Major) - Honor among thieves, be a thief not a mugger, don't kick someone when they're down, etc. This is more a vestige of her growing up in respectable society than any real concept that other thieves pay any more than lip service to.<br/>
 
Code of Honor (Major) - Honor among thieves, be a thief not a mugger, don't kick someone when they're down, etc. This is more a vestige of her growing up in respectable society than any real concept that other thieves pay any more than lip service to.<br/>
 
Vengeful (Minor)<br/>
 
Vengeful (Minor)<br/>
 
Loyal (Minor)<br/>
 
Loyal (Minor)<br/>
 
+
<br/>
 
(+1 edge, +2 skill point from hindrances, +1 attribute from advance)<br/>
 
(+1 edge, +2 skill point from hindrances, +1 attribute from advance)<br/>
 
+
<br/>
 
Short sword (str + 1d6)<br/>
 
Short sword (str + 1d6)<br/>
 
Leather armor (1)<br/>
 
Leather armor (1)<br/>
Line 249: Line 195:
  
  
'''Estate''': Locksmith Row, Faoron's<br/>
+
Estate: TBD
<br/>
 
Valia has reclaimed the home of her childhood and restored the name of her father to the shop.  The hapless master who claimed it after her father was executed and she was kicked out sold the shop ''very'' cheaply, as his business had already been ruined by a rash of targeted break-ins making mockery of his locks.
 
  
 +
=='''House Stuff'''==
 +
===General House Rules===
  
Not that Valia is truly going into legitimate business. Two journeymen keep the business going functionally enough to be unremarkable, getting more freedom to manage their work than they would in most master's shops in exchange for not asking any questions. Valia has taken the upper apartments to herself, while the lower apartment and the backrooms are used for Black Turban business.  For indeed, she has rejoined them, finally accepting the guildmaster's offer, and taking to styling herself as a proper princess among thieves.  She has given the proper appearance of obsequiance to the Ghouls, but has made sure all the thieves in her employ are personally loyal... Preferably with the help of Morous' spells.
+
*One or two BOONS start, regular refresh.  
 +
*Common Knowledge (to save build points). NO dice should be spent in knowledge skills. The RAW Common Knowledge rule that characters use their smarts, at +2 when background is relevant, will serve universally.
 +
*‘Natural’ skills (also to save build points). Most skills like climbing, stealth, throw, persuade can be attempted ‘unskilled’ at d4 (NOT the RAW d4-2) , provided the character has at least a d6 in the related attribute.
 +
*Guts is not a skill (roll spirit instead) as in Deluxe rules.  
 +
* Tracking can be attempted with Survival or Notice -1 die type.  
 +
* Lockpicking can be attempted with Repair-1 die.  
  
=='''House Stuff'''==
 
===General House Rules===
 
  
* One or two BOONS start, regular refresh.
 
* Common Knowledge (to save build points). NO dice should be spent in knowledge skills. The RAW Common Knowledge rule that characters use their smarts, at +2 when background is relevant, will serve universally.
 
* ‘Natural’ skills (also to save build points). Most skills like climbing, stealth, throw, persuade can be attempted ‘unskilled’ at d4 (NOT the RAW d4-2) , provided the character has at least a d6 in the related attribute.
 
* Guts is not a skill (roll spirit instead) as in Deluxe rules.
 
* Tracking can be attempted with Survival or Notice -1 die type.
 
* Lockpicking can be attempted with Repair-1 die.
 
  
===Relatable Hero===  
+
==='Identifiable Hero'===  
 
Any character who fails thrown rolls three times in a row gets a boon. Being awarded the boon in that scene disallows the identifiable hero from doing anything flashily successful using boons in the same scene. All player characters would get it, balancing out with the fact that I generally only refresh at two boons.
 
Any character who fails thrown rolls three times in a row gets a boon. Being awarded the boon in that scene disallows the identifiable hero from doing anything flashily successful using boons in the same scene. All player characters would get it, balancing out with the fact that I generally only refresh at two boons.
  
 
===Ritual magic===
 
===Ritual magic===
EDGE, RITUAL MAGIC, requires Corruption, Smarts d8. The sorcerer can perform a ritual to summon, foretell, etc using ritual magic. They must spend a boon  to know the ritual required (unless used previously) and perform with the following cost:
+
EDGE , RITUAL MAGIC, requires Corruption, Smarts d8. The sorcerer can perform a ritual to summon, foretell, etc using ritual magic. They must spend a boon  to know the ritual required (unless used previously) and perform with the following cost:
* trivial (find object, see person, if local): roll psychic TN4, 5 power points
+
*trivial (find object, see person, if local) : roll psychic TN4, 5 power points
* challenging (e.g. summon minor being, speak with dead, curse other): roll psychic TN4, TN6 to avoid harm, half full power points and a further benny
+
*challenging (e.g. summon minor being, speak with dead, curse other) : roll psychic TN4, TN6 to avoid harm , half full power points and a further benny
* dangerous (e.g. summon major being, call plague, raise undead): roll psychic TN6, TN8 to avoid harm, all power points and two further bennies.  
+
*dangerous (e.g. summon major being, call plague , raise undead ): roll psychic TN6, TN8 to avoid harm , all power points and two further bennies.
 +
<br/>
 +
Rituals require time, ceremonial robes, a lofty tower or other (in) auspicious location. Ritual-specific wands, rods, ancient tomes may reduce the cost/ difficulty. Sacrifices always reduce both.
  
Rituals require time, ceremonial robes, a lofty tower or other (in)auspicious location. Ritual-specific wands, rods, ancient tomes may reduce the cost/difficulty. Sacrifices always reduce both.
+
===The White Card===
 +
I will issue you with a White Card to use the secret rooms of the Royal Library. These <br/>contain all my collection, as well as that of all of my predecessors.GRAND VIZIER
  
===The White Card===
 
"I will issue you with a White Card to use the secret rooms of the Royal Library. These <br/> contain all my collection, as well as that of all of my predecessors." -Grand Vizier
 
  
 
Mechanically this will mean that, as long as you (=Morous) have time and are in the City to access the library, a new ritual can be learned by carrying out a successful Investigation roll (TN4) rather than paying the boon specified by the Ritual Magic rules. The TN for each level of spell difficulty can be reduced by 1 (maximum!) if shifts are gained on the same Investigation roll. The roll can be maxed (like taking 20 in DnD) if days are spent researching.
 
Mechanically this will mean that, as long as you (=Morous) have time and are in the City to access the library, a new ritual can be learned by carrying out a successful Investigation roll (TN4) rather than paying the boon specified by the Ritual Magic rules. The TN for each level of spell difficulty can be reduced by 1 (maximum!) if shifts are gained on the same Investigation roll. The roll can be maxed (like taking 20 in DnD) if days are spent researching.
  
=='''The City of Towers'''==
+
=='''City Quarters'''==
[[File:City_of_towers.jpg|thumb|right|400px|"Obtained by the crown after the death of its creator in most unfortunate and wholly unrelated circumstances, this painting by the legendary Talmiro of Alessia is often cited as a masterpiece in allegorical use of light. It combines painstaking authenticity to detail with grotesquely exaggerated proportions, lending it a fantastical air firmly grounded in reality that is widely claimed to portray the City more truthfully than any cartographer could ever hope to do - if the fabled spires are not quite as high as the clouds in fact, the Rock not quite so massive and the Palace upon it not so monstrously sprawling in reality, still, it is said, they are most certainly so in spirit and impression..."<br>- Countess Valesca of Poitain, ''A Catalog of the Royal Gallery of Wonders'']]
 
  
===The Nine Quarters===
 
The city has nine quarters arranged in a 3*3 pattern. The north-east Palace Quarter stands on a hill that overlooks the city, sloping gently to the Garden Quarter to its west, but falling in a steep cliff to the Granary Yards to its south. The city is surrounded by well-defended walls. Tanneries and kilns lie to the south-west, outside the walls.
 
  
{| class="wikitable" style="text-align: center; width: 400px; height: 400px"
 
| North-West<br>'''Tower Quarter'''
 
| North<br>'''Garden Quarter'''
 
| North-East<br>'''Palace Quarter'''
 
|-
 
| West<br>'''Craft Quarter'''
 
| Center<br>'''Grand Bazaar'''
 
| East<br>'''Granary Yards'''
 
|-
 
| South-West<br>'''Rabble Quarter'''
 
| South<br>'''Caravan Quarter'''
 
| South-East<br>'''Canal Docks'''
 
|}
 
  
; Tower Quarter
+
Obtained by the crown after the death of its creator in most unfortunate and wholly unrelated circumstances,
: temples, pagodas, astrologers' towers
+
this painting [http://img.booru.org/grognard//images/28/5fd4a028085ed6c31965231089ceebf88cb0ae11.jpg] by the legendary Talmiro of Alessia is often cited as a masterpiece in allegorical use of light.
 +
It combines painstaking authenticity to detail with grotesquely exaggerated proportions, lending it a fantastical
 +
air firmly grounded in reality that is widely claimed to portray the City more truthfully than any cartographer could
 +
ever hope to do - if thefabled spires are not quite as high as the clouds in fact, the Rock not quite so massive
 +
and the Palace upon it not so monstrously sprawling in reality, still, it is said, they are most certainly so in
 +
spirit and impression... A Catalog of the Royal Gallery of Wonders by Countess Valesca of Poitain
  
; Garden Quarter
+
The city has nine quarters arranged in a 3*3 pattern. The NE palace quarter stands] on a hill that overlooks the city ; sloping gently to the Garden quarter to its west, but falling in a steep cliff to the granary yards to its south. The city is surrounded by well-defended walls. Tanneries and kilns lie to the SW, outside the walls. <br/>
: mansions , fountains, kiosks, maidens bringing cool sherbets
+
<br/>
 
+
NW: TOWER QUARTER.......N: GARDEN QUARTER.........NE: PALACE QUARTER<br/>
; Palace Quarter
+
<br/>
: royal apartments, harem, barracks, great library
+
W: CRAFT QUARTER.......CENTRE: GRAND BAZAAR......E: GRANARY YARDS<br/>
 
+
<br/>
; Craft Quarter
+
SW: RABBLE QUARTER...... CARAVAN QUARTER.............SE: CANAL DOCKS<br/>
: tailors, carpenters, weavers, jewellers
+
<br/>
 
+
<br/>
; Grand Bazaar
+
Tower Quarter: temples, pagodas, astrologers' towers<br/>
: execution square, coffee shops, stalls, stalls, stalls
+
Garden Quarter: mansions , fountains, kiosks, maidens bringing cool sherbets<br/>
 
+
Palace Quarter: royal apartments, harem, barracks, great library<br/>
; Granary yards
+
<br/>
: huge silos of grain , rat-infested clusters of slum housing
+
Craft Quarter: tailors, carpenters, weavers, jewellers<br/>
 
+
Grand Bazaar: execution square, coffee shops, stalls, stalls, stalls<br/>
; Rabble Quarter
+
Granary yards: huge silos of grain , rat-infested clusters of slum housing<br/>
: slums, dens, dives, arena
+
<br/>
 
+
Rabble Quarter: slums, dens, dives, arena<br/>
; Caravan Quarter
+
Caravan Quarter: tents, camels, windy dusty yard within the walls, merchant compounds<br/>
: tents, camels, windy dusty yard within the walls, merchant compounds
+
Canal Docks: canal docks, rabble houses
 
 
; Canal Docks
 
: canal docks, rabble houses
 
  
===Naseer's Estate===
+
==Naseer's Estate==
 
[[File:Garden.png]]
 
[[File:Garden.png]]
  
 
[[File:Garden quarter.png]]
 
[[File:Garden quarter.png]]

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