Inner See

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Inhabitants

The citizens of the five cities value order above all else. Everyone has their place, the Law is the Law, and the way things are done are set in stone. This doesn't mean there isn't room for conflict or change, but every game has its rules which must be followed. They have an almost pathological fear of darkness, disease, and death. When dusk comes, they retreat to their well-lit homes to ride out the brief night. When someone falls ill, or starts to show signs of age, they are shunned. Some are locked away from sight, some sent away entirely. Sorcery of any sort provokes violent opposition, even healing or protective spells. Inhabitants of the Outer See are below them, worthy only to work the fields and the mines, not virtuous enough to dwell closer to the light. Those who live in the March or the Wastes are beneath mention, nothing more than animals wallowing in blasphemy.

Cities of the Inner See

The five cities of the Inner See are in an equidistant ring around Solis, the City of Light, separated my vast gardens and the beautifully paved Ring Road. Each is built around the archbishop's cathedral and contains a sizable templar garrison as well as courts of law and rectories for the deacons and priests who serve the archbishop. While the archbishop is the undeniable authority in the archbishopric, most of the day-to-day operation of the cities is done under the leadership of the guilds. Merchant guilds and craft guilds vie for influence with each other, the priesthood, and their counterparts in other cities.

Aquarum

Northwest of Solis, on a peninsula jutting out into the sea, is the port city of Aquarum. Docks line the entirety of its three waterfront sides attached to the thin strip of dry land just outside the city walls. This is the active hub of the city, containing the market and shipyards and is known for being a haven for smugglers and thieves who slip in and out via the water. The interior of the city is mostly residences, guild houses, and the cathedral and templar barracks. Pirates from the March are a constant threat and the Merchants' guild pressures local shipwrights to provide larger and more powerful vessels to resist their efforts.

  • Population: Superb (+5)
  • Organizations: Archbishopric (4), Merchants' Guild (3), Shipwrights' Guild (3), Salters' Guild (3), Smugglers' Guild (2)
  • Aspects: Almost An Island, Bustling Port, City Walls, Clothed in Montium's Wool, Competitive Shipbuilding, Market on the Docks, Shady Waterfront, Silverum's Lumber for Ships, Temple District
  • Features: Artisan District, Market District, Temple District, Tenderloin District

Camporum

East of Solis lies the sprawling metropolis of Camporum. The core of the city lies behind its walls but its expansive markets, tanning district, cattle pens, and equestrian guild all lie without. It is here that merchants from across the See come to buy horses and oxen to pull their carts and carriages and the concentration of rich visitors has led to a booming entertainment industry. Expensive inns, restaurants, gambling halls, and theaters are numerous within the city proper's red-light district. The Archbishop himself is said to be a libertine who leaves the governing of the city to the powerful merchant's guild.

  • Population: Superb (+5)
  • Organizations: Archbishopric (4), Leatherworkers' Guild (3), Merchants' Guild (3), Butchers' Guild (3), Entertainers' Guild (2), Equestrians' Guild (2), Prostitutes' Guild (2)
  • Aspects: City Walls, Grown Far Beyond its Walls, Reeking Tanneries, Red-Light District Salt from Aquarum, Sprawling Bazaar, Temple District
  • Features: Artisan District, Cultural District, Market District, Temple District, Theater

Fluminum

South of Solis, straddling the river and overlooking the fertile plains beyond, is the city of Fluminum. Copious amounts of grain and cotton are brought up the river by barge each day to the city to be milled, spun, and made into bread, beer, and linen, which is then distributed throughout the See. The river flows through the center of the city, which is where the docks and mills are, crossed regularly by broad bridges. In addition to this, smaller boats bring plants from the marshlands far to the south to be made into medicine by the cities physicians and apothecaries. Many travelers come here for treatment of their illnesses and ailments and a special ward in the sanatorium is dedicated to injured Templars, often back from dangerous duty in the March or Wastes.

  • Population: Superb (+5)
  • Organizations: Archbishopric (4), Clothworkers' Guild (3), Merchants' Guild (3), Brewers' Guild (3), Physicians' Guild (2)
  • Aspects: City of Bridges, City Walls, Floating Market, Linen of Any Shade, Skilled Apothecaries, Straddling the River, Temple District
  • Features: Artisan District, Market District, Sanatorium, Temple District

Montium

Northeast of Solis lies the fortress city of Montium, built atop a steep sided hill with massive stone walls. The cramped interior echoes with the sound of metal and stone working and the stink of smelters and forges further enhances the claustrophobic atmosphere. The main outlet for its grim citizens are the gladiatorial events held at its massive arena. Creatures and captives from the outlands are brought to the city to fight to the death with skinchangers being crowd favorites. The legality of this is debated within the See but the Archbishop himself has blessed the events, so nothing yet has stopped them. In fact, the bloodsports attract a fair number of Templars, who have grown accustomed to violence and take pleasure in the callous mistreatment of their enemies.

  • Population: Superb (+5)
  • Organizations: Archbishopric (4), Gladiator School (3), Metalworkers' Guild (3), Masons' Guild (3), Weavers' Guild (2)
  • Aspects: Bloodsports, City Walls, Cramped Streets, Fortress City, Market Plazas, Ringing Hammers, Supplier of Templar Arms, Temple District
  • Features: Arena District, Artisan District, Market District, Temple District

Silvarum

West of Solis, at the edge of the woodlands, lies the intellectual capital of the Inner See, Silvarum. Home to the See's University as well as a thriving artistic community, it is renowned as a place of culture and learning. Silvarum's artisans take particular pride in the beauty of their craftsmanship and sell their goods in highly specialized markets throughout the city. The streets are lined with fruit trees which are harvested daily and pleasant gardens surround the university and other public buildings. Since a University education is considered necessary for service to the church, most potential priests and deacons spend time in Silvarum, learning the law and lore of the See, and many regret having to leave to take up their posts in less sophisticated locations.

  • Population: Superb (+5)
  • Organizations: Archbishopric (4), Woodworkers' Guild (3), Bookbinders' Guild (3), University (3), Lawyers' Guild (2)
  • Aspects: Center of Learning, City Walls, Gardens and Parkways, Skilled Craftsmen, Specialized Markets, Temple District, Thriving Artistic Community
  • Features: Artisan District, Cultural District, Market District, Scholastic District, Temple District

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