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- From: aaron@atlantis.uucp
- Newsgroups: alt.pub.dragons-inn
- Subject: ADMIN: Tourist's Guide To Generica
- Message-ID: <1993Jan25.170053.11977@atlantis.uucp>
- Date: 25 Jan 93 17:00:53 GMT
- Organization: Atlantis Communications, Edmonton, AB, Canada
- Lines: 985
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- ~~--___--~~\ V
-
-
- THE OFFICIAL
-
- TOURIST'S QUICK REFERENCE
-
- TO THE CITY OF GENERICA
-
- AND SURROUNDINGS
-
- (As originally compiled by Maud the tourist.)
- (Now compiled by Alfvaen, a.k.a. Maleiu and Mistletoe)
- Send any corrections or additions to aaron@atlantis.UUCP
-
- New Features This Week:
-
- Bernie Hsiung's Temple of Fortuna(YA Temple)--the first add to the Guide
- in a while, and thus an event! All hail Fortuna!
-
- Alchemy and Astrology:
-
- The shop of Felchek of the Foul Odors, and his esteemed first-of-wives
- Denriqa Barradein, is situated five blocks due south of the Town Square.
- This is in an area consisting of private homes situated above small shops
- which provide various services - tailors, seamstresses, booksellers, etc.
- Felchek can be found at the shop every other Sixthday (what DOES the
- Generican calendar look like?); otherwise it is operated by his more than
- capable wife. Denriqa is a very competent astrologer, and makes more than
- enough to sustain their home by doing horoscopes and minor divinations for
- the wealthy gentry and merchant classes. She offers her customers hospitality
- in the Turkish style: sticky sweet baklava and thick, bitter, very sweet and
- strong cold-press Turkish coffee. She usually knows their business and intent
- before they get there (the Stars Tell All) and can prepare appropriately.
-
- Felchek spends most of the day at his laboratory. Since the work of an
- alchemist produces incredibly foul odors and can be hazardous by way of
- causing explosions and toxic effluents, Felchek's laboratory is on the
- Street of Knackers, far to the south of town, on the periphery of Low Town,
- and situated so the prevailing winds blow all stenches towards Low Town.
- Felchek can provide, for what seems a high price to the uninformed, the
- alchemically purified substances required for magical artificing. For
- further information look up Alchemy in an old copy of "Chivalry and Sorcery".
- The lab is protected by some heavy-duty curse magic, and most of the things
- you would find there are VERY dangerous to handle as they're not done yet.
-
- Arcade of Fountains:
-
- This elegant avenue links Dragon's Lane with the very gates of Glorshanned Keep
- to the north. It boasts a long row of elegant marble fountains well-shaded by
- trees. These works of art, maintained by magic, have given Generica the
- nickname "The City of Fountains". The southern terminus of this road is in the
- Plaza of Glittering Steel.
-
- Arcade of Unforgotten Heroes:
-
- This avenue sports a long row of statues of various heroes from the history of
- Generica. The street starts at the Plaza of Glittering Steel and heads south
- to the Old Naval Quarter. Sadly, that side of town has become seedy and the
- statues are in poor repair. The Arcade leads right past the Low City.
-
- Ardrey's Furniture Shoppe:
-
- This is a furniture-making business that has persisted for quite a few
- generations. Some time ago it became customary to leave notices of land and
- building sales there, and the practice continues to this day. Ardrey's also
- handles construction of new furniture, and will take used furniture on
- consignment. The shop is run by Ardrey, the twelfth of that name.
-
- The Bazaar:
-
- A large, accessible plaza near the wharfs which serves as the site of an
- open-air bazaar. Several large roads and alleyways spill into the plaza.
-
-
- The Buff':
-
- A ring shaped zone separating the human horrors of the Low City from the
- unnameable ones of the Shunned Center, the Buff' is the home of Generica's
- poorest and most forgotten citizens. The Buff' came about as a result of the
- rapid growth of Generica during the reign of the first Merchant Prince,
- Horowitz the Savvy. Horowitz' driving ambition was to make Generica the
- largest and most powerful port on the Great Blue, and he had more than enough
- brains, money, power, and ruthlessness to make his dream a reality. Generica
- waxed into a prosperous city under his rule, and remains so to this day.
-
- Over the years, as new immigrants flooded the city, the poor section swelled,
- as those without money or means quickly found themselves with nowhere else to
- go. Horowitz declared that the zone was made up of 'deadbeats and criminals',
- and withdrew city services from it, citing an 'unneccessary drain of
- resources...' With no sanitation or police, things quickly degenerated. Crime
- became rampant, and the only law that of the biggest sword and the sharpest
- mind. Out of the greed and hypocrisy of an uncaring leader, the Low City
- was born.
-
- Yet, even within the Low City, a strange heirarchy of wealth came to be. As
- one got nearer and nearer to the Center, the dwellings and the people became
- even poorer, and the air of hopelessness more pervasive. Eventually, one
- reached a border where the mood of the Low City disappeared, to be replaced by
- something else. It wasn't quite the Center, not just yet, but there was a
- definite difference. A change of priorities. Its residents were destitute and
- hopeless, yet they were some of the proudest and smartest people in Generica.
- Horowitz once joked gloatingly about the 'Buffer Zone' he'd created by working
- them over. They adopted the term. The Buff' is their home, and no one is
- going to kick them out of their home, ever again...
-
- Architecturally, the Buff' is a crumbling mishmash of the remains of Old
- Generica and the 'new' shacks and hovels built by generations of Buffers.
- Unlike the Center, though, there is a definite pride infused in the edifices.
- The Buffers work hard to maintain what little they have, and cherish it
- dearly. Here, there are no gang wars. There are no territorial squabbles.
- There is none of the self-destruction of the Low City. The Buffers are a
- bonded people. They have to be, because of the terrors they are sandwiched in
- between. They are not a violent people. This is as much economic as anything.
- The average Buffer counts himself lucky to own a dagger, much less a sword or
- mace. But the Buffers are strong, and fast, and smart. The continous
- challenge of living on the Edge for hundreds of years has bred some of the
- toughest humans Generica has to offer. They know everything that goes on in
- the Buff'. Nothing escapes notice, and news is quickly spread. The average
- Buffer could tap an alert elf on the shoulder as the first sign of his
- presence. If a Buffer wants to hide from you, don't bother looking. If you've
- somehow made them enemies, get the heck out of Dodge. They may not have many
- weapons of steel and iron, but they are far from helpless. In the realm of
- Urban survival, no one is their equal, and a falling chunk of masonry or a
- cleverly concealed pit can kill you just as easily as a sword blow.
-
- But the Buffers are not quick to anger, and so long as outsiders leave them
- alone, they reciprocate the favor. Many criminal organizations have hideouts
- or headquarters here. Those that wish to stay know better than to alienate
- the Buffers, although they would be quite surprised to know that the Buffers
- know every detail of their organizations, and have secret exits and entrances
- to the same.
-
- And if (god help you) you need to go into the Center, or get something out,
- contact a Buffer, because no human knows the unholy maze of the Center
- better than the Shunrunners...
- The Ceruputhon River:
-
- The locals call the river the Ceru, to avoid confusion with its namesake, the
- legendary beast said to inhabit the waters around the little-known isle to the
- west; sailors are suspicious folk, and there are few(and those well-paid)who
- would risk a trip through what are still its hunting grounds. As legend would
- have it, in times forgotten the beast lived in the eastern ocean, only to
- cleave the land in two in a journey to meet its mate on the western isle,
- creating the great river Generica is founded on. The river is of huge breadth
- and depth, and almost all trade with Specifica(of the Furs)is conducted via its
- 'farers.
-
- The Chundering Chimera:
-
- This establishment is one the rowdiest taverns in Generica. It specializes in
- cheap, low-quality, high-alcohol-content beer, which is brewed on the premises
- in great stinking vats. The entertainment is of the lowest variety(lets just
- say that the Mazola Dwarf Wrestling Contest tops the bill). The best drinkers
- in the City are to be found here--many of them dwarves--and they will readily
- wager their gems to prove it. Inscribed high upon the stone wall for all to
- see are the names of the greatest drinking legends of Generica, dating back
- over 300 years. The joint is owned and operated by three dwarves known as The
- BrauMeisters Three and it is rumored that they make a drink called The Chimera
- that is so strong that one straight shot of it will kill or render comatose any
- mortal save the stoutest dwarf, and any brave soul who manages to survive is
- deemed worthy and offered joint partnership in the tavern. It is not
- surprising that no one has attempted this foolhardy feat in decades. Not when
- there is the sorry spectacle of Thronn the Titan, who still lies comatose in
- the corner after nearly 130 years. And they still tell the tale of Stout
- Ironheart, the veteran giant-killer, whose head exploded after he 'went for
- it'.
-
- Courts of Judgement:
-
- The Courts of Judgement are in Glorshanned Keep. The judge is one named DEE
- Jen-djieh. He is known for his rightfulness and ability to solve hard cases.
- [He is NPC.]
-
- Diplomatic Residence and Hostel (a.k.a. Karl's house):
-
- This recently renovated Merchants' Hill structure houses whoever happens
- to hold the office of "Envoy of Generica." Its quarters are spacious and
- elaborately decorated, and a staff of domestics cooks, cleans and attends
- to the needs of the Envoy, his staff and guests. Amenities include
- a ballroom, guest quarters, a magic- and scry-proof office, secret passages
- and peepholes for the illicit observation of guests and a small library.
- The secret entrances to the Gaps from the chimney flues might be considered
- more as liabilities if they were known. This Hostel will house foriegn
- dignitaries and diplomats and hold receptions, parties and formal balls.
- Few of Generica's finest refuse invitations to these.
- The current Envoy of Generica is Karl (the former quartermaster).
-
- Dragon's Inn:
-
- The Dragon's Inn is somewhere along Dragon's Lane, the main street that runs
- from the Harbour in the west to the East Gates. You can find good food, good
- drink and good company 24 hours a day.
-
- The Drift Inn:
-
- A not-so-comfy inn that just recently opened. Splunk is the owner and
- bartender while his wife, Ghurney, is the waitress and bouncer. It is still in
- much disrepair and has yet to even have separate rooms to sleep in upstairs.
- Its only real redeeming quality is that it only costs 2 coppers for a meal and
- a night's stay. (Splunk keeps promising his regulars that he will get
- something else on the menu besides the "special.") There is a single fireplace
- on the left side of the inn if you enter through the door. It provides little
- light, and half of the inn is usually in pitch blackness.
-
- East Gates:
-
- The East Gates are the main entrance to the city. They are of sturdy dwarven
- workmanship and have protected the city against the wandering tribes of the
- plains for centuries.
-
- First Bank of Generica:
-
- This is a gleaming white building fronted by large marble pillars in the Greco-
- Roman style. It is run by Winnis, a nephew of Melwis. They are quite willing
- to store large sums of money for indefinite periods and a reasonable fee, and
- they will store even more outre items in specially warded vaults. Given
- sufficient collateral, they will provide high-interest short-term loans. They
- are quite used to dealing with adventurers, who don't know the meaning of
- money, and will gouge them accordingly. They are well-protected by the Mage
- Guild and the Thieves' Guild(who have a large investment in it themselves), and
- any would-be bank robbers tend to earn the enmity of both organizations.
-
- The Floating Low City Market:
-
- Generica's Low City has the usual dives, dingy shops, and so forth.
- It also has the Floating Market. Every day, the more mobile of the
- petty merchants, fences, drug dealers, fruit sellers, street food
- vendors, pimps, con artists, grifters, carnies, and other entrepreneurs
- will gather to trade wares and make preparations for their day's take.
- They are not interested in paying the Street Vendors' Tax and so do not
- go to the Town Square, nor do they usually circulate into the more rich
- and privileged parts of town (unless they've stolen or gotten a forged
- Tax Chit). They DO pay the 1 shekel per week fee to the Beneficent Protective
- Association, as failure to do so can result in loss of ... trade.
-
- The Floating Market collects at a different place every day, since the
- Guard tends to run them off if they set up in the same place more than a
- few days in a row. They are USUALLY found along or near the Arcade of
- Unforgotten Heroes.
-
- The Future:
-
- The Future is a small shop located across the Arcade of Unforgotten Heroes from
- Low City. It is roughly halfway between the Dragon's Inn and the South Gate.
- From the outside it appears to be a simple building with two large glass
- windows, one of which contains a sign which reads 'OPEN' during business hours.
-
- The inside, however, is ornately decorated with many strange and exotic plants
- and statues from many distant lands and times long forgotten. The proprietor
- is Futuria Crystalshard, an extremely old and wizened blind man. He is a
- Fortune-Teller/Seer and for a price he can answer virtually any question about
- the future or the past. However, his customers are usually not immediately
- satisfied as he often speaks in riddles which take a bit of time to decipher.
-
- GateWay of the Worlds:
-
- A small structure in Tudor style. It has one large set of double metallic
- doors, with strange crystal statues to either side. Inside these doors is a
- large room, larger than the outside of the building. In the centre of the room
- is a desk, and sitting behind it is a Gold elf called Traveller, who runs this
- place. If you wish to go somewhere, Traveller can send you there - for a
- price. (Paul John Davis; email him before you use this place)
-
- The Generican Examiner:
-
- A few decades ago, back when Generica was run by a despotic emperor, he thought
- it would be wise to set up a printing house from which Imperial proclamations
- would be sent to the people of Generica. Unfortunately for the Emperor, there
- was a fellow on the staff of the printing press who noticed the proclamations
- being used for purposes contrary to their intent, i.e. toilet paper, bird cage
- lining and kindling. He decided people would understand the proclamations
- better if they had some context, you know, little, oh, what will we call them,
- articles! One thing led to another, and the Imperial Printing House became the
- Imperial Examiner, and then the Generican Examiner. Nobody knows who the first
- Journalist was, but there is a spittoon inscribed "To The Unknown First
- Journalist" in the lobby of the Examiner offices. I repeat, no-one knows who
- the First Journalist was, but nobody knows it _wasn't_ Old Man Heartwell, which
- affords him a certain degree of respect and power amongst the otherwise rather
- individualistic reporters of the Examiner. The Examiner is printed on a daily
- basis, and usually consists of 10-15 pages of news, fluff stories and
- advertisements (a relatively new addition). They are sold by newsboys on the
- street corner and have the journalistic quality of the yellow rags of the late
- 1800s crossed with the modern-day National Enquirer. The Examiner prides
- itself on stepping on people's toes without bias as to race, color, creed,
- species or sex. And nobody really knows how long Old Man Heartwell has been
- around...nobody has had the guts to ask him...
-
- Generican Guild of Cartographers:
-
- This place is in one of the obscurest cul-de-sacs in Generica, well off the
- beaten path. The interior of the building is filled with dust, sufficient to
- blind those entering. Inside is a huge room, filled with tables and books of
- all shapes and sizes. The place is run by a dwarf named Grumbli Blisterthum.
- He's constantly mumbling about his job, and how the guildmasters keep moving
- everything around on the map... Grumbli's assistant is a tall slow-moving elf
- named Slim. Maps of any kind can be found here...somewhere...for a price.
-
- Generican Public Gardens:
-
- The Generican Public Gardens are only rivaled in the Known Lands by the gardens
- of the merchants of Rameshan. More splendid even than the Hanging Gardens of
- Thrimm, it features many different kinds of plants from all over the world and
- many others, including many thought to be extinct in their native worlds.
-
- Those entering the garden may encounter an old man, the custodian. He is
- particulary interested in any new types of plant he was previously unaware of,
- or unable to obtain samples of. The old man is Vitor the Life-Giver, High
- Arch-Druid of the Known Lands, and Master of the Forces of Nature, but often he
- prefers to say, "I'm really just an old gardener."
-
- Glorshanned Keep:
-
- One of the first post-cataclysmic buildings to be constructed on the ruined
- site of Old Generica, Glorshanned Keep sits atop a short flat hill in
- the north of the city. The Arcade of Fountains approaches its imposing
- gate and its rear overlooks the quiet farmlands to the north of the city
- wall. Lord Glorshanned, often considered to be the father of Generica,
- constructed the keep which bears his name as a residence and to control
- trade along the coast and on the Ceruputhon River. The current ruler
- of Generica, Melwis the Wise eschews the cramped apartments in the Keep for
- his own posh residence on Merchant's Hill. Visiting dignitaries who
- are not house guests of Melwis often stay in the Keep.
- The Keep's other facilities include military barracks and armories, a
- commissary managed by the quartermaster, various heraldic banners and
- trophies recalling the older days of Generic nobility before the rise
- of the merchants, the courts of judgment (presided by one Judge Dee-
- Jen Djieh (NPC)) and a dungeon. This prison, in addition to most of the rest
- of the castle, is riddled with secret passages and tunnels connecting
- Glorshanned Keep with the Gaps, the Sewers of Generica, the Underwurlde
- and the caves. Email Dennis Brennan at djb6@midway.uchicago.edu
- before making any drastic changes.
-
- Great Library:
-
- Situated just north of the centre of the city of Generica, the Great Library is
- an imposing edifice. Not exactly tall, its sprawling mass is a conglomeration
- of many different architectural styles, indicating its continuing expansion
- through Generica's history, as well as providing a good example of how not to
- build a visually appealing structure. Beneath the Library are ancient
- catacombs, the refuge of monks many ages past when the religious leaders of the
- time sought to destroy all knowledge held outside their ranks. Within the
- Library anything can be found from amusing children's stories, some based on
- historical fact lost in the obscurity of time, to essays on a vast assortment
- of ecological oddities (read monsters), to religious texts from a large number
- of cultures and universes, to tomes of governmental regulations, to ... well, I
- think you get the idea. Beneath the Library, in the catacombs, are constructed
- huge vaults. Within these vaults lie the many treasures of the Library,
- including its most ancient manuscripts, tablets of clay and stone, petrified
- wooden message sticks and message bones, plus its vast array of magical
- tomes.
- (Please mail ...sage before using the basement.)
-
- The Hanging Gardens of Thrimm:
-
- The walled-in grounds of Thrimm's property on Merchant's Hill contain a
- surprise: A dense exotic garden of flora(and occasionally fauna)of the sylvan
- variety to delight the mind and senses of the urban dweller. The magical
- topology of the garden is such that it appears to the uninitiated as a
- limitless park, criss-crossed by mazelike pathways, in which one can become
- easily lost. While it is relatively easy--by making use of simple tricks -- to
- get out of the park, it is extremely difficult to locate Thrimm's mansion at
- the center of the property. Thrimm himself is of a reclusive nature. He lives
- the life of luxury surrounded by his servants, only putting in an occasional
- appearance at the more important meetings of the Sea Merchants Guild.
-
- Harbour (Docks):
-
- The harbour is on the west side. Ships from far away countries enter and leave
- constantly. They are sheltered from the storms of the sea to the west, The
- Great Blue, by a pier. The harbour contains many local pubs, large warehouses
- and merchants' guilds. This is not a safe place during the night.
-
- Hyrexes' Battleground:
-
- During the era of the reign of Lord Hyrexes some eighty-five years ago,
- that great ruler commissioned a great arena and sporting complex to be
- erected in his own honor. The great marble edifice and its magnificent
- outbuildings were to be the sites of lavish and colorful festivals,
- many of which featured gladiatorial events. For five years the lives
- of countless warriors and beasts were lost on the sands of the arena.
- When Hyrexes was deposed by his nephew, the young overlord proclaimed
- that his uncle's pride and joy would be abandoned, to be used by no
- resident of Generica for time immemorial. The site was left empty
- for years until the Characo Gypsies came to town. Making use of the
- fact that these travellers were not Generican citizens, these nomads
- occupied Hyrexes' Battleground and have made it their home. They
- live a poor put otherwise clean and honest life in their makeshift
- city; their complex set of ethics forbids crime, so they make a
- living running honest gambling games, lending money, and providing
- other artisan services. Strangers are welcome in Hyrexes' Battleground
- by day, but by nightfall all visitors must leave through the great
- marble arch bearing the crest of its namesake.
-
- Low City:
-
- Near the docks and well within the Thieves' Quarter lies the sprawl of slums
- and tangled alleyways called The Low City. It is said that the Watch of
- Generica fears to set foot inside the Low City, and with good reason.
- Anything that is desired can be purchased in this hellhole -- if one knows who
- to ask, and for a steep price. Every vice in existence, and a few that
- aren't, is everyday fare in this nadir of Generica.
-
- The Mages' Guild:
-
- The Mages' Guild takes care that none of its members uses black magic or abuses
- his magical abilities, it acts as a lobby for magicians, provides help for
- foreign mages, such as mediating teachers and jobs, and contacts guilds in
- other cities and countries. You can't get an employment as a city official who
- deals with magic (such as Sea Mage, Keeper of Magical Artifacts in the city
- treasury, or Librarian in charge of ancient and magical texts) without support
- from the Guild, and you need their consent to start a magic-related business.
-
- The Guild House is at the Arcade of Fountains, vis-a-vis to the Great Library.
- The building bears a superficial resemblance to the First Generican Bank,
- being also made of marble and having big pillars out front. However, the Mage
- Guild, due to many mages' whimsy, violates Euclidean geometry and Newtonian
- physics in many ways. Thus, don't expect gravity to be in a constant
- direction, for the space inside to be smaller than the space outside, and...
- well, let's just say picture Escher as an architect. There are crude elevators
- between the many levels, in areas of relatively constant gravity, powered by
- the arms of marble golems.
-
- Merchant's Hill:
-
- A low hill not far from the wharf upon which lie many of the mansions of the
- richer merchants of Generica. A thief's dream -- and a thief's nightmare, for
- the area is heavily patrolled by special detachments of Guardsmen(and they are
- bribed well to do so). In addition, many of the walled mansions have their
- own guards and automatic defense systems(mechanical, magical or otherwise).
-
- Miggung's Magic Shop:
-
- Miggung's Magic Shop lies on Dragon's Lane, two squares from Dragons Inn. The
- owner, Miggung the Thaumaturge, is a short human male, forty years old. He
- sells things required for magic spells or potions, like squids' eyes or certain
- gems, but also potions, magic rings and other similar items, and the occasional
- scroll. You won't find any magic weapons or spellbooks there.
-
- Moriarty Investigations, Inc.:
-
- This new business is situated at 15A-Gamma Cor Caroli Lane, which is in an
- obscure area east of the Arcade of Unforgotten Heroes. The inhabitants of the
- area have recently been commissioned as ersatz guides to the place, which is
- nearly impossible to find otherwise. The company consists of Moriarty, a hedge
- wizard who specializes in summoning magic, Queriche, a muscular islander, and
- Alfvaen, a thief who dabbles in magic. (See the Character Summaries for more
- information.) The office area is covered with flashy but mostly useless
- magical gadgets, and even some flashy nonmagical gadgets. The main part of the
- building is hidden, including living quarters and Moriarty's laboratory.
-
- The Most Splendid Guild of Messengers and Porters:
-
- Located near the Merchant's Hill, this guild is housed in a building of
- black marble which is always clean and very professional looking. The guild
- itself deals with running messages and packages to the 19 corners of the
- multiverse using a variety of methods including: messengers on foot, horsemen
- (like the pony express), teleportation, cross-dimensional transfer, and FAX.
- Of course, the more complex the means of transportation, the higher the price.
-
- The Most Splendid Guild of Messengers and Porters is tightly allied with
- the Mage's Guild due to its dependency on magic and the Mage Guild's need of
- supplies from strange places. So far, this guild has been very successful.
-
- The messengers themselves are usually very pleasant (because they work on
- commission). They wear Green and Gold Tabards as uniforms of their profession.
-
- Mrs. Cludne's Boarding House:
-
- Mrs. Cludne's Boarding House was established on the SE base of what is now
- Merchant's Hill in the years before the wealthy decided to make it such a haven
- for their own estates. It is a deep one-story building with a spacious attic
- and a deep root-cellar, half of which has been made into a basement. It has
- seven comfortable bedrooms on the ground level(one is Cludne's) and the attic
- has been subdivided into four rooms for those of smaller stature. There is a
- basement cistern filled daily by some enchantment made by a frequent resident.
- It also has a kitchen, a water closet on ground level and one for the attic
- dwellers(dwarven engineering!), and a dining/card room.
-
- Old Man Cludne was deeded the property for his house but built on every square
- foot of it. When the owner of the adjoining property wanted to buy the land so
- as to build an even wall for his estate, Cludne refused. The estate owner was
- so angry that he had the wall built on three sides of the Cludne house and over
- the TOP! Mrs. Cludne is the widow of Old Man Cludne's descendant. Her late
- husband had the house converted into a boarding house after it became evident
- that his children were not interested in owning such a 'curiosity'. Cludne's
- has been known for hospitality and an unusual clientele ever since Prosper
- Cludne, the gambler, gave out billets for free room and board as payment for
- his gambling debts. The billets are said to be dated for one hundred year's
- use, free room and board to the bearer. As many as five such bearers may be
- present in the house at any one time. Another son, Rupert the merchant, sends
- clients to stay at the boarding house whenever one comes to town.
-
- Mrs. Cludne maintains very strict mealtimes and allows no cooking in her
- kitchen during off hours. She will not allow strong language or lewd behavior
- in the main rooms because her numerous great-grandchildren are forever
- visiting. Every evening after the supper hour sees the dining room converted
- into a card room with various games played at the four tables. High stakes
- gambling is not unheard-of in the quiet home when dwarves and gnomes, laden
- with jewels and precious metals, come to stay while buying seasonal provisions
- and selling their wares in town.
-
- Mrs. Cludne is a woman of small stature, wiry frame, and unflagging energy.
- She looks to be in her forties though her grandkids will quickly correct you
- that she is in her sixties. It is said she dyes her hair, has a boyfriend half
- her age, drinks liquor from a jar, and has a tattoo on her arm with the
- initials 'M.A.C.'.
-
- Rates are reasonable at the Cludne boarding house, the atmosphere friendly, and
- stories abound over the nightly card tables. It is said NEVER to play Hearts
- for money when Mrs. Cludne is seated at the card table.
-
- Nesters Inn:
-
- This inn is just up the coast a little from the most active dock areas of the
- city...out of the way, but not too much. It is fairly clean and neat, run by a
- Joel Nite, who is a fairly non-descript little man. It is frequented by a lot
- of country people visiting the city. It has a good fish stew, but the ale is
- usually a little flat. It has a good view of a warehouse across the street,
- which blocks the view to the bay beyond. Overall it is pretty non-descript and
- quiet, just like its owner.
-
-
- Net & Trident:
-
- This is an inn down by the docks. Its owner is an ex-captain named Balthar. He
- has a good reputation among the sailors and dockworkers, and they will help him
- out if there is any trouble. They frequently meet there. In the middle of the
- floor there is a wide sandpit for knifefights and dancing women. Balthar always
- handles the betting around the knifefights, taking a 5% fee. There are strict
- rules about the duels.
-
- The establishment is well kept and Balthar does not water his booze very much.
- He has two people helping him out out, one is the "Chef" who runs the kitchen.
- The other is Hilda the Barmaid: she is quite plain, around 20 years of age and
- with a sharp tounge. The "Chef" is a large man, a former wrestler, and will
- help out as a bouncer if need be. Balthar is about 40 years old, and one-eyed.
- His right eye is gone and he uses a black patch; otherwise he is in excellent
- condition. He always talks about getting a ship of his own one day and going to
- sea again.
-
- Ogar's Blades:
-
- A sword smithy renowned among the frugal and inexperienced. It doesn't
- compare to Throcken's in quality, by any means, but Ogar is quite capable of
- turning out passable work, with the occasional shoddy item thrown in for
- variety.
-
- Perfumerie Grand Veneur:
-
- This fancy shop is situated in the Arcade of Fountains, just a bit north from
- the Mages Guild. If you don't know where it is, just walk the Arcade and
- you'll smell it! The proprietor of this establishment is Monsieur Malthus de
- la Noeuse, Master Perfumerist. He is extravagant person, quite ladylike and a
- bit like Pink Panther movies' Monsieur Balls. He always wears colourful
- clothing and waves his perfumed handkerchief around. He is always willing to
- sell something and will always buy any kind of aromatic substances. His
- favourite phrase is "Excellente Choisee, my dearest friend. Who Could sstand
- such horrible ssmellss as there are nowadayss."
-
- Monsieur Noeuse has one true friend, his own little Pixie, Miss Stoic, who is
- in charge of manufacturing the parfumes sold in the shop. She never goes
- outside the building for she is in charge of the magical protection of the
- shop. (But who would want to steal Whale's vomit, Ambra, Ulsior skins and
- such?!?)
-
- But Monsieur himself wanders sometimes outside his premises, for example to
- have a sherry or armagnac in The Inn, to put an advertisement to The Inn or
- the _Examiner_, or to take part in some social party in some of the Merchant
- Hill's most adorable mansions. (Monsieur and Pixie are reserved NPC, but
- simple contacts are encouraged. If you want to sell something to Monsieur,
- contact Jorma Pesonen via email first<jpesonen@viikki.helsinki.fi>)
-
- Plaza of Glittering Steel:
-
- This is the square immediately outside the Dragon's Inn. It is well lit and
- clean, and fronts on several reputable businesses. It is so named because
- years ago, for unknown reasons, a patch of the cobblestones in the center of
- the plaza was magically transmuted into stainless steel; this metal never
- seems to rust or tarnish. It is a favored resting place for beggars, who
- appreciate the warmth the metal retains well into the night.
-
- Ratty's:
-
- A waterfront tavern, catering to sailors and dock scum. It is located inland
- from the water, just on the verge of the Low City. Information about any
- portion of the underbelly of Generica can be had here........ for a price.....
-
- The Red Lady:
-
- A bar frequented by sailors, and more commonly known as the "Scarlet Harlot".
- The less said about it, the better.
-
- Royal Palace:
-
- The Royal Family of Generica is mostly powerless since the merchant families
- took over, but they retain some signs of their former glory. The Royal Palace
- is one of these.
-
- St. Cuthbert Academy:
-
- This military academy trains young men (and the occasional woman) to
- paladinhood. Dougl is a student there. Actually, this setting is intended as
- a humorous satire of AD&D and roleplaying rules, customs and traditions.
-
- The Scrappy Ram:
-
- The Scrappy Ram is run by Verdigren, a diminutive human who was an adventurer
- at one point. He is fierce in temperament, and the inn's name came from one of
- his nicknames. It is frequented by adventurers less well-off than the Dragon's
- Inn clientele. The patrons are all loyal to Verdigren. The booze is cheap but
- honest. Several of Verdigren's friends, including Iannon the thief, a pair of
- bruisers called The Bannery Brothers, a gutter wizard named Moriarty, an
- islander barkeep named Queriche, and Sambul, the deaf-mute bouncer, hang around
- the place. (Mail Andrew Solberg for more details.) (In more recent news,
- Moriarty and Queriche have left, now having formed Moriarty Investigations.)
-
- The Shunned Center:
-
- Located at the decrepit heart of The Low City, this maze of run-down houses,
- ruined alleyways, and rubble-strewn streets has been abandoned by the citizens
- of Generica for as long as any mortal can remember. Its buildings date back
- thousands of years; indeed, many sages agree that it was here that Generica was
- first founded, many centuries in the distant past. However, an unknown
- cataclysm caused the destruction of most of this "First Generica", and the
- survivors of the holocaust relocated outside its boundaries to start again...
- the new Generica eventually rose up to surround the Old part, but no one dared
- set foot into the Center or raise a business or home there, preferring instead
- to build around it. Those brave souls that tried living there mysteriously
- disappeared, giving rise to the present belief of many Genericans that the
- Center is somehow "cursed" (they are more right than they know). Tales of
- strange sights and sounds, and horrid monsters abound in the tales of the
- Shunned Center, as well as tales of powerful artifacts and great treasures of
- Old Generica that can still be found within its crumbling ruins... It is easy
- to tell when the Low City ends and the Shunned Center begins... The buildings
- of the Low City are mostly run-down, but at least have some form of upkeep from
- the humans that dwell there... the Shunned Center has not experienced such
- maintenance for thousands of years, and no human, no matter how powerful or
- evil, dwells there without Great Mother's consent, which she is loath to give
- to others than her most loyal followers, and of course her prey...
-
- The Shunned Center is a blasted urban wasteland... nothing grows there, save
- perhaps a few sickly, twisted weeds struggling through cracks in the
- cobblestoned roads... The buildings are all completely bleached of any color,
- being now almost a uniform whitish-grey. Most are collapsed and crumbling, and
- quite unsafe architecturally if not because of their current "tenants"... the
- streets are narrow, and the buildings tall. One should always feel
- claustrophobic here... even in comparison to the crowded slums of the Low City,
- the passages of the Center are unbearably cramped, and the sun does not
- penetrate far into its dark corners...
-
- South Gate:
-
- This gate has fallen into disuse since trade with Rameshan to the south has
- fallen off, in favour of upriver trading with Specifica. Those who enter
- Generica through this gate are likely to fall foul of the inhabitants of Low
- City, its only real guards. Most guards posted here actually spend their time
- in Ratty's or the Spitting Cobra...with a few exceptions.
-
- Spire of Hyutir:
-
- A lighthouse whose flaming beacon illuminates the night sky of the harbor, and
- whose foghorn (nicknamed the Warthol's Wail) warns incoming ships of the
- treacherous rocks in the area.
-
- The Spitting Cobra:
-
- Another Low City tavern. This one is closer to the center of Low City. The
- booze is bad, but it's cheap. It's a bad place to get into a fight, though.
- It is owned and run by Trawm, the half-troll. Occasionally he leaves his
- somewhat dimwitted assistant Sugob in charge. He is constantly trying to
- encourage the bar's members to fight and envies the battles that go on in the
- other inns and bars. He is secretly trying to steal customers from the Dragons
- Inn since they seem to be a MAJOR source of trouble.
-
- The only food served in the Spitting Cobra is an Orcish dish called "Grakma",
- which means "Sewer Rat Surprise". In most humanoids, except for Orcs and
- Gully Dwarves, Grakma has been found to cause: nausea, headaches, dizziness,
- constipation, vomiting, rashes, ringing of the ears, blurred vision, sterility,
- genetic mutation, heart murmurs, high blood pressure, excess hair growth, a
- sharp drop in intelligence, and the tendency to run in circles shouting
- "Whoop Whoop Whoop".
-
- Temple of Aditi:
-
- This "temple" is a fairly plain structure, on the Low City side of the Arcade
- of Unforgotten Heroes. Delmara is the high priestess, and currently the only
- permanent resident, although a dozen or so Low City dwellers occasionally
- attend services of the cult of the Lady of Hurtful Love. Aditi's symbol, a
- silken whip, hangs above the door.
-
- Temple of Azpiazu:
-
- This is the temple of the ever-changing trickster god. He is known under many
- names--Kibo, Raven, Loki, Erevan Ilesere, and others--but Azpiazu is the name
- he is known by in the Known Lands. To befit this image, his temple is never
- the same place, or the same appearance, twice. (Thus, it's not going to appear
- on the map anywhere.) However, those truly in search of it will probably find
- it, even if they don't know they're searching for it...
-
- Temple of Feresha:
-
- Feresha is the goddess of peace and freedom, her symbol a silver dove in
- flight. The temple is of moderate size, and of a simple design.
- As one enters the temple, one is met by a priest, who will look after any
- weapons one carries, as no weapons are allowed in the temple. Physical
- confrontation is also forbidden, and enforced not by mystical means as in
- the Dragons-Inn, but rather a large presence of priests. The temple is
- known to take children off the streets, clothe and feed them (and teach
- them the wisdom of Feresha. :)
- The temple was originally constructed in the early days of Generica's
- expansion, by a wealthy conwoman (with the help of generous donations),
- intended to support her in her retirement. The temple not being as
- lucrative as she had hoped, and the rising population of thieves being
- without cohesion, she began to expand...
- Today, the Thieves' Guild's heart is at the temple, and the highest positions
- in the guild follow the structure of the church. Though the church of
- Feresha does have many ministers not involved with the guild (and it is
- they who perform most of the services, etc). The street children are used
- as messengers, and any showing promise are likely to be introduced
- (covertly) into one of the 'vens (qv. Thieves' Guild).
- Note that the Temple's true purpose is known by very few, and there are
- genuine worshipers of Feresha (as are many of the kids 'taken in' by the
- Temple.) Any and all 'action' is orchastrated through the 'vens.
-
- Temple of Fortuna:
-
- A building near the center of the Low City that is dedicated to Fortuna, the
- Goddess of Luck personified and Fate inevitable. The priesthood is low key
- and unimpressive. This temple has exactly two claims to fame. The first is
- its ancient statue of the goddess, which is said to be capable of bestowing
- great luck, unpredicably either good or bad, upon a viewer. The priests are
- bound by their vows to display it to any petitioner. The second is that it
- is traditionally acknowledged to be bad form and exceedingly unlucky to kill
- anyone within the temple. Although the priests will not house refugees for
- extended periods of time, upon occasion fleeing gang members have been known
- to seek sanctuary in the temple while awaiting reinforcements. Consequently,
- a number of bloody streetfights have erupted upon its doorsteps.
-
- Temple of Ilmater:
-
- The church of this god (also known as Issek) are devoted to relieving
- suffering, healing, treating the sick and poor, and defending the lowly from
- oppression. Ilmater's modest church, located in the south of the city near the
- Low City, charges a modest fee to heal the wounds of adventurers and provides
- services to the needy for free. Their high priest (NPC) is Liamus Dolorus.
-
- Temple of Xyvv:
-
- This temple was started by a Drist named Elysian. The tower is still under
- construction but plans are that the Temple of Xyvv will be dedicated to all
- pious followers in Generica to the Xyvv - God of Time.
-
- Thieves' Guild(The Fellowship):
-
- Physically, the Fellowship is in no one spot, rather, is distributed around
- Generica as a series of 'vens (covens). The Fellowship itself is highly
- organised, and relies more on the value of the services it provides,
- than the occasional gruesome death of a traitor, to ensure its continuing
- and loyal membership. Each 'ven supplies a variety of everyday useful
- services, and it is on the percentage here that the guild extracts most
- of its revenue. The Fellowship does not run many insurance deals, mainly
- because its membership excludes those less than average ability.
- The symbol of the Fellowship is a silver bird in flight, with an extended
- claw.
-
- Throcken's Armoury:
-
- This is the business across the square from the Dragon's Inn. The proprietor
- is Throcken, a burly half-ogre with a talent for weapons construction. He is
- particularly adept at the forging of battleaxes; his workmanship is famous
- throughout the known lands.
-
- Tower of Kraken:
-
- The Tower of Kraken is one of the five towers manned by the Seaguards. This
- tower is in charge of the protection of the city and the immediate islands.
- Their ships are slow, but very well armed with quite a few powerful Marestasi
- who can cast powerful offensive spells. The Wyeriun, the best mage amongst all
- the Seaguard, is the only one who knows the Vortei spell, which makes an
- all-consuming whirlpool manifest in the harbor of Generica that consumes
- friendly and enemy craft alike. They are also in charge of rescuing those
- ships that are shipwrecked in the area and aid in finding lost fisherman or
- other souls washed out at sea, though some of the men often frown when asked to
- do the latter.
-
- Tower of Leviathan:
-
- The Tower of Leviathan is one of the five towers manned by the Seaguards.
- About twenty men are stationed within its walls, while the rest are on ships
- that patrol the trade routes. The ships are heavy, sturdy craft. The men in
- this tower consider themselves to be the elite of the Seaguards. They will
- take revenge against anyone who kills or injures one of their number. Trained
- in etiquette, they consider themselves gentlemen and generally think of the
- other Seaguards as vulgar and uncouth. The Marestasi (Sea Mages) of the tower
- have a magical map showing positions of Seaguards' ships, magical mirrors
- enabling them to communicate with ships across great distances, and a huge
- library.
-
- Tower of Marlin:
-
- The Tower of Marlin is one of the five towers manned by the Seaguards. This
- "tower" is actually a large house, housing some of the fastest and finest
- seacraft in Generica. They are built for competitions and parades and are
- manned by the most skilled sailors in the Seaguard. Only about ten men
- actually live in the stone building, and they spend most of their time
- building and racing their ships.
-
- Tower of Serpil:
-
- The Tower of Serpil is one of the five towers manned by the Seaguards. This
- tower is in charge of the eradication of pirates and buccaneers. Their ships
- bear a large number of armaments, but not so many as to compromise their
- swiftness. Well-organized and quick to respond, the men are tough and
- courageous, full of their own bravado, and just as bawdy as the men they are
- sent to hunt.
-
- Tower of Warthol:
-
- The Tower of Warthol is one of the five towers manned by the Seaguards. The
- men here do not actually have any ships, but man the Sea Wall, the barrier that
- runs around the whole seafront of the city of Generica. They keep records of
- all ship landings and departures at the docks, and take care of merchant taxes
- as well. The men number about 200, and most eventually hope to "graduate" to
- one of the other towers, as those of Tower Warthol are considered to be
- landlubbers and often the subject of derision and jokes by those in the other
- towers.
-
- The Town Square:
-
- As with most medieval fantasy cities, Generica has a Town Square, a
- two-block-square open area near the East Gate, and situated near enough
- to the main arterials that it can be easily reached by farmers, tradesmen,
- caravanseries, etc. Trade at the Town Square is licensed by the city.
- There is a 20 Generican Shekel fee per day (the Street Vendors' Tax) to
- have a booth or tentspace at the Square. Additional bribes, er, fees of up
- to 30 shekels can be required to get a really PRIME spot. The entire outside
- of the square is lined with booths, open to the air, some backed by shops,
- others by the 8 foot stone wall which delineates the Square. The center of
- the square is filled by a nearly one block covered tent, owned by the
- Merchant's Guild (whose members do NOT have to pay the 5 shekel per day
- Tent fee). There are hired guards patrolling the Town Square, and any
- pickpockets, sneak thieves, or shoplifters who get caught are generally
- treated to the Merchant's Justice, unless they can pay the appropriate
- bribes. Merchant's Justice is usually only crippling, not fatal.
-
- Pushcarts are not allowed in the Square past the second bell; in early
- morning they are allowed to purchase fresh fruits, produce, and other goods.
- Pushcart vendors are subject to a 3 shekel per day Street Vendor's Tax,
- as well as the 1 shekel per week fee to the Beneficent Protective Association.
- Many of these pushcarts will wander through the nicer parts of town on
- routes which ensure them of getting good prices from the wealthy.
-
- Yanigazia Purizshita:
-
- Pronounced Ya-n-ni-ga-zi-a Pu-riz-sh'-ta...(the n is stretched out to
- two syllables in length in the first word, and the I really isn't pronounced),
- this is a Etarus'ian restaurant along the west side of Merchant's Hill, a
- block or two away from Nesters Inn.
-
- The name refers to a classic epic of Etarus'ian mythology, about a Bantaru
- (Equiv to Buddhist) monk wandering the countryside, and discovering the value
- of home. The name translates to something equivalent to 'The whispering
- sounds of the cherry trees at home', but it's a bit difficult to translate,
- as is Japanese in our world.
-
- Yirma's Brothel:
-
- A disreputable brothel(aren't they all?)in Low City. Often recognizable by the
- dancing girl that Yirma places outside. Yirma is often quite cruel to her
- women, and keeps them all hooked on Joystix. (How this will be affected now
- that the Joystix Factory has been sacked is yet to be determined.) Currently,
- Yirma is also sheltering the Demon Spiders here.
-
- Thieves' Guild:
- Town Hall:
-
- The above are unspecified, and may not even be required(has anyone really used
- them in their posts yet?)--so feel free to make things up yourself if you want
- to use them...but email me to tell me the details if you do so!
-
-
- \ _____________________________________________/\ / /
- \ (33) | (13) | \/ / /
- \ |_________(7) ______\/ / NORTH
- | !! / _______/
- | (22) !! / / \ A
- ~ ~ | (2) / / | |
- (37) (14)!!(16) / / | |
- \ _The_Ceruputhon__!!_River_/ / | /|\
- ~ ~ \ / _______________((________/ /\
- | / / !! (32)(18) (38) \/
- | / /================(20)======(9)===========+
- ~ ~ |(34) / (35) !! (8) (12) +(10)
- \ / /(19) (40) !! (6) /\
- The Great / (17) (4)!! \/
- Blue Sea \ (15) !! (1) |
- ~ ~ ~ \ (5) (3)(11) \
- | Low City !! |
- | (27) !!(30) |
- ~ ~ ~ | !!(28) |
- | (24) (23) {} |
- | !!(29) |
- ~ ~ ~ (36) (21) !! |
- \ (26) !! |
- |_____________/\++/\_____________________/\
-
-
- (31)(39): where are they?
-
- (1) Alchemy and Astrology
- (2) Arcade of Fountains
- (3) Arcade of Unforgotten Heroes
- (4) Ardrey's Furniture Shoppe
- (5) The Bazaar
- (6) The Chundering Chimera
- (7) Courts of Judgement
- (8) Dragon's Inn
- (9) Dragon's Lane
- (10) East Gates
- (11) The Future
- (12) GateWay of the Worlds
- (13) Glorshanned Keep
- (14) The Great Library
- (15) Harbour (Docks)
- (16) Mages' Guild
- (17) Merchant's Hill
- (18) Miggung's Magic Shop
- (19) Nesters Inn
- (20) Plaza of Glittering Steel
- (21) Ratty's
- (22) Royal Palace
- (23) The Scrappy Ram
- (24) Shunned Center
- (25) South Gate
- (26) Spire of Hyutir
- (27) The Spitting Cobra
- (28) Temple of Aditi
- (29) Temple of Ilmater
- (30) Temple of Xyvv
- (31) Thieves' Guild
- (32) Throcken's Armoury
- (33) Tower of Kraken
- (34) Tower of Leviathan
- (35) Tower of Marlin
- (36) Tower of Serpil
- (37) Tower of Warthol
- (38) Town Square
- (39) Town Hall
- (40) Yanigazia Purizshita
-
-
- Dragon logo: T. Kettenring
- Place descriptions: D. Brennan, A. Solberg, A. Huttunen, Chua Hak Lien, B.
- Fishburn, A. Humphrey, J. Nelson, T. Kettenring, P. Rannou, M. Rigler, P.
- Calvert, and many others much too numerous to mention.
-
-
-
- --
- ---Alfvaen(Still looking for "October's Baby")
- "Clocks don't bring tomorrow--knives don't bring good news." ---Bruce Cockburn
- Current Album--Mike Oldfield:The Killing Fields Soundtrack
- Current Read--Sean Russell:The Initiate Brother
-