Editing Magipunk:Setting:Atathorn

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Atathorn is a large port city, situated on the west coast at the mouth of the Rhume river.  It's the intellectual and political center of the kingdom.
 
Atathorn is a large port city, situated on the west coast at the mouth of the Rhume river.  It's the intellectual and political center of the kingdom.
  
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=== The Dragon Gate ===
 
=== The Dragon Gate ===
  
The paradigmatic example of the unbelievable power of the modern age is the Dragon Gate, a one-of-a-kind wonder of the Royal Palace. It was erected a mere decade ago, and it took three years to make.
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The Dragon Gate is a literal dragon -- thought to be the last of its species. It is held paralyzed with magic (at constant, staggering expense), and the cunning stone-work of the walls is built up around its gigantic hindquarters. The gate goes between its legs, and its wings, upper-body, and head are all free and clear above the 30' tall walls. Normally, it stands motionless over a large parade square.  On the King's birthday each year, the dragon lifts its head in response to goads from its magical handlers and breathes a blast of fire up into the sky that literally lights up the city.
 
 
The Dragon Gate is the main (north) entrance to the curtain wall surrounding the Royal Palace. It looks out onto the parade-ground where formal-but-public ceremonies take place. At first glance, the Dragon Gate appears to be a tall, reinforced-wooden gate that's straddled and towered over by an immobile dragon, shaded by its wings.
 
 
 
And that's exactly what it is.
 
 
 
The dragon was captured alive through the use of titanic magics, and through even more extravagant use of magic, is kept alive but paralyzed to this day. Then the curtain wall was torn down and built back up around the dragon, encasing its lower body in stone. A small fortune in power tokens are used daily to keep the dragon alive, vital, but immobile; teams of specially trained sorcerors work in shifts to maintain the spells. It is an incredible symbol of the wealth and power of the Royal family, even in these days of rising Alliance power.
 
 
 
The Dragon Gate is sometimes caused to move, usually just thrusting its wings forward to provide an umbrella over the Parade Square when it's raining on a ceremony, but in an occaisional demonstration of Kingly Might, the dragon is caused to bow its long serpentine neck to the ground, and the king steps onto its enormous face, and is lifted into the air to give his speech. And, once a year, on the anniversary-night of the Royal Coronation, the dragon lifts its head to the sky and exhales a great stream of fire that lights the city like day for five minutes. This is both a spectacle that must be seen to be believed, and an implicit warning to enemies of the Throne that, should it ever become necessary, that fire might be directed elsewhere...
 
  
 
= The Glass Mills =
 
= The Glass Mills =
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Not much glass is produced in the Glass Mills -- this district of the city is so named because it's controlled by the Glassmakers Alliance, not for any literal description of its industry.  A large manufacturing area towards the outskirts of the city, it's characterized by large, featureless, shoddily built wooden buildings -- generally, alternating dormitory-style housing and mills.  The smells here are of burning wood or coal, the sounds are of iron and lead being hammered, of nails being put into wood, and there's a crackling electrical feeling of magic being discharged.  The roads are broad but poorly maintained, abused as they are by heavily loaded carts bringing in raw materials to be worked by assembly lines of workers using specialized spells and old-fashioned brute force.
 
Not much glass is produced in the Glass Mills -- this district of the city is so named because it's controlled by the Glassmakers Alliance, not for any literal description of its industry.  A large manufacturing area towards the outskirts of the city, it's characterized by large, featureless, shoddily built wooden buildings -- generally, alternating dormitory-style housing and mills.  The smells here are of burning wood or coal, the sounds are of iron and lead being hammered, of nails being put into wood, and there's a crackling electrical feeling of magic being discharged.  The roads are broad but poorly maintained, abused as they are by heavily loaded carts bringing in raw materials to be worked by assembly lines of workers using specialized spells and old-fashioned brute force.
  
During the day, the Glass Mills feel oddly abandoned, despite their high population -- everyone works in the mills except for the youngest children, the oldest grandparents, and the heavily pregnant or deathly ill.  Bands of [[Magipunk:Organizations#Gold_Guards|Gold Guards]] wander through the streets and beat any itinerants or vagrants who dare to loiter in the area.
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During the day, the Glass Mills feel oddly abandoned, despite their high population -- everyone works in the mills except for the youngest children, the oldest grandparents, and the heavily pregnant or deathly ill.  Bands of Gold Guards wander through the streets and beat any itinerants or vagrants who dare to loiter in the area.
  
 
At night, the Glass Mills are a bit more lively -- though the work of the mills is demanding, the young and hardy will party -- but most of the workers go to more entertaining parts of the city to have fun.
 
At night, the Glass Mills are a bit more lively -- though the work of the mills is demanding, the young and hardy will party -- but most of the workers go to more entertaining parts of the city to have fun.
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= The Slums =
 
= The Slums =
  
The Alliances try to control their workers in Alliance-owned dormitory housing, but there are always people who do not work for the Alliances, or who are willing to buck the trend.  The poorer parts of town that are not heavily Alliance-controlled tend to have narrow, winding streets, lilting, poorly-constructed buildings, and a much more lively feel than the industrial sectors.
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The Alliances try to control their workers in Alliance-owned dormitory housing, but there are always people who are willing to put up with the inconveniance of a commute.  The poorer parts of town that are not heavily Alliance-controlled tend to have narrow, winding streets, lilting, poorly-constructed buildings, and a much more lively feel than the industrial sectors. The derelict population is high, tending towards drunks and druggies or gangs of unwanted goblin children.  In the evening, they're joined by muggers and rapists.  Elves are practically unknown in these parts of town, unless they're out slumming for human mates, but such goblins as manage to survive to adulthood are common, and often fiercely critical of elves and those goblins who have gone to live in the Elvish Quarter.
 
 
The Slums are mostly residential, but the street-fronts often have a number of small businesses in them -- grocery and soft-goods stores, bars and taverns, and the omnipresent barber's (who buy blood from those who are so down on their luck as to need to sell it) and tattoo parlors.
 
 
 
The derelict population is high, tending towards drunks and druggies or gangs of unwanted goblin children.  In the evening, they're joined by gangs of teenagers and young adults, muggers, and rapists.  Elves are practically unknown in these parts of town, unless they're out slumming for human mates, but such goblins as manage to survive to adulthood are common, and often fiercely critical of elves and those goblins who have gone to live in the [[#The_Elvish_Quarter|Elvish Quarter]].
 
  
 
Crime is endemic to the slums, patrolled as they are by the underfunded City Watch instead of the various Alliance guards.  Small organized crime gangs are increasingly finding that protection rackets are profitable.
 
Crime is endemic to the slums, patrolled as they are by the underfunded City Watch instead of the various Alliance guards.  Small organized crime gangs are increasingly finding that protection rackets are profitable.
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On the south-and-west part of the hills on the eastern side of town, Uptown is both literally physically higher than most of the city, and the residence of the rich and powerful.
 
On the south-and-west part of the hills on the eastern side of town, Uptown is both literally physically higher than most of the city, and the residence of the rich and powerful.
  
Uptown is a sharp visual contrast with the rest of Atathorn.  It's mostly well-constructed stone buildings, with relatively broad straight streets under good repair.  Vagrants and derelicts are non-existant, chased off by either the Alliance enforcers that are detached to specific residences of important people within the various organizations, and the [[Magipunk:Organizations#The_City_Watch|City Watch]] who make a token effort to show their presence here in the most influential parts of town.
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Uptown is a sharp visual contrast with the rest of Atathorn.  It's mostly well-constructed stone buildings, with relatively broad straight streets under good repair.  Vagrants and derelicts are non-existant, chased off by either the Alliance guards that are detached to specific residences of important people within the various organizations, and the City Watch who make a token effort to show their presence here in the most influential parts of town.
  
 
Elegant stone townhouses and fancy salons are the order of the day in Uptown -- there's no industry to be had here, and precious little commerce.
 
Elegant stone townhouses and fancy salons are the order of the day in Uptown -- there's no industry to be had here, and precious little commerce.

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