Monday, August 11, 2014

Alborine Adventure Info


Alborine -

Magocracy is still in effect, with a council of arcanists making most decisions. The council answers to three primary arch mages who make decisions over war, general politics, and one who oversees trade and foreign relations. The individual branches hold power over the decisions within there branch, though three arch mages have final say and may overturn any decision if they so choose. The three arch mages tend to quietly observe the other branches, only interjecting when they suspect corruption or greatly disagree with a decision being made.

The three main branches of the collective government have there own titles.

The Towers of Cloth is responsible for foreign relations and has branches available to tend to high end visitors. It also deals specifically with foreign trade and trade routes as well, setting taxes and dictating legal goods and rarity of goods as the years pass. There are three main delegates that see to each individual territory in relation with alborine, so there will be three arcanists to create laws governing the taxation and legality of trade with ravenspire, and three more for uldrak etc.

The Towers of Sand is responsible for the ruling policies of Alborine and its connective cities and towns. The Tower of Iron has close ties to the temples of ganiveil and cynofir and utilizes those temples as its main courts though it personaly sees to new policies and laws in its own personal chambers located within the high courts of alborine. There are nine arcanists who rule over the decision making of laws and policies within alborine, with lesser delegates from nearby cities given a single major vote in any decision impacting that specific city.

The Towers of Fire is responsible for ruling over war and conflict, and makes all decisions regarding alborines military, including aggression and defense. There are nine members who oversee the various decisions including military budget and military growth, as well as strategic placement of troops and border defense and patrol details. Individual cities who govern there own military also have a single vote when it comes to decisions that would impact there city.

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Current Politics - The government is quite stable in alborine, and there are constant investigations into the main archmages controlling the territories, as corruption is one thing that many believe would destroy alborines prosperity.

Adventurers - Adventurers are an important part of alborines history and current state. Though adventurers are not categorized and organized as they are in many other territories, they are relied upon by the main government, and are key to cutting costs on military expenses. Alborine tries to make sure posts within the alborinian adventure quarters are maintained for accuracy and integrity, though there are mistakes from time to time. Alborine relies on adventurers to take care of problems where a militia is to weak to take care of, and military response is to clumsy and slow. Monster extermination and territory exploration assures that adventurers keep there pockets lined with coin, and assure that the citizens all over alborine have quick response time to sometimes severe problems. In addition, alborine has been implementing programs to gain some base connection to adventurers, and these programs ensure at least some degree of loyalty to the government.

Alborine Set Up -

Alborine is sprawled out along the coast, and it is an inspiring and incredible city, especially into the fourth age. The capital city itself is much more marvelous than some of the neighboring cities, however they are all quite advanced when it comes to magic and innovation.

-Main Attractions -

Light - As of the fourth age the streets and main housing in all distracts have non fuel based light, innovative applications of a basic light spell having been applied to housing as well as lamp posts along the main walkways. These lights are very similar to the continual light spell, however the arch mages of alborine along with yunish and ember priests created a non costly version with less light out put that allowed this spell to be cast effeciently througout the city. The nature of this magic and its means of application have not been publicly made yet, and it is a relatively new development.

Flight - Alborine has a total of eighteen sky ships housed at a floating port above alborine. This flying fleet is
primarily used for trade, though four of the eighteen ships are designed for war, and can be employed to transport troops in emergencies. five of the ships are also used to transport passengers, though this is an expensive service, and usually reserved for delegates and royalty, though the ships can go to places where teleportation circles have not yet been established.

Teleportation - Alborine has connective circles to the trade districts of all major territories, though only within the capitals. The circles are expensive to create, though they allow caravans to trade with alborine and vice verse by paying only a small tax to use the circles. Only delegates, royalty, and those with trade licenses are allowed through the gates, and this is primarily for security reasons.

Defenses - Alborine is all but impenetrable. Although alborine has some walls around the main parts of the city, these primarily are used for there elevation to allow patrols to spot things amiss inside and outside the city. Alborines main defense is a powerful barrier of pure force which protects everything except the coastal opening. The barrier of force also has small gaps where actual walls provide gates, though those gates can be overlapped with a field of force in emergencies, in addition, the entire coast can be separated with a field of force if naval invaders were to be made present. This is a recent creation, though its invention has been in the works for a long time, and the many sky palaces above alborine have had such defenses for the better part of an age.

-Sections of Alborine - Like many territories alborine is sectioned off into many different districts, and each district has a specific feel and design to it.

High Palace District - This district is located in the relative center of the city and houses most, but not all, of the nobles houses and other land from the rich and wealthy, including tradesman and lucky adventurers.
Common District - The common district is a cluster of locations around the High Palace District, though there are some walls dividing the High Palace District and the Common District. Although its name suggests its the living quarters for all commoners, some alborinian nobles also live within the common district, and there are wealthy areas within the common district that are just as beautiful and inspiring as within the High Palace
District.

Lower Commons - The shanty's are located closer to the docks and are loosely attached to the Common district. The shanty's tend to house people with no discernible skills that have no placement value within Alborine. A person without placement value is still capable of being used for labor, and most day laborers make up the population of the shanty's, though all unemployed individuals are also placed within the shanty's. A child that is born within the shanty's that has placement value is removed from his parents and placed within a new family or within special quarters until they are of age to work and live on there own. Those born without any placement value within any other family is allowed to live with that family as its burden, or may be shipped off to the shanty's when they are of age to work for themselves.

Docks - Located at the coast, the docks also house most of the trade warehouses, and the docks are loosely connected to the shanty's, as many of the work force from the shanty's is used to maintain the docks and the ware houses. The docks house about 50% of the potential navy of alborine, including trading vessels and has a special section of docks used for non alborinian trade vessels. The docks tend to have vendors and tradesmen, and can be a good place to find some rare (or illegal) goods.

Temple District - The temple district is attached to the eastern most part of alborine and has some connections to the docks and the common district. The Temple District houses all main temples and shrines dedicated to the various gods and has at least some representation for each god, even the more vile ones, though it houses only shrines to the more sinister ones, such as azash, and fayn. Recently, a new temple has been raised in Weyleywins honor, and there are priests there dedicated to the seas and making sure that the test of storms and water does not stop the pursuit of alborines goals.

Tower District - The tower district is a smaller district made up of towers and small buildings, all universities to pursue knowledge of the arcane. Alborine has the largest known district within all territories, and all facilities within the tower district are top notch. Although the knowledge of the arcane tends to come from this district, it also houses a number of schools that are open to the public for a small annual fee. These schools train the basics of spell-craft as well as give basic education in the form of reading, writing, and history. Anyone who completes a one year course within one of these schools is also allowed to take a specialized test to re-evaluate there placement value. This may be taken any number of times so long as the course is completed each time. Nobles or those with any money usually keep there children without any placement value within these schools until they can achieve some manner of placement value.

Military District - The military district has attached parts to all areas of alborine, and there can be barracks and military bases seen along the coast as well as along the walls of alborine, as well as a detachment in the High Towers and within the Common district. The Temple District tends to supply there own military support, and there is a standing militia that also polices the common districts.

Trade District - Attached to the docks and the commoners district the Trade District houses taverns, bars, and shops for most of alborine. There are smaller trading districts throughout alborine, though the above is an example of the largest ones. The generic trade district usually houses to the general public, while elite tradesmen can be found within the adventurers district and the high palace district.

Adventurers District - This district is near the temple district and along the eastern most part of alborine. It has some connection to the military and commoners district. It is a fairly large area comprised of taverns, boarding houses, some permanent structures for the elite and rich adventurers, and a number of specialized shops available only to adventurers (or those rare individuals that can afford them.)

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*Places of note - Important spots in the adventurers quarters -

-Taverns, Eateries, Bars, and Inns -

The Soup - The soup is a low end tavern with cheap food and cheap drinks but it is a fairly popular place among adventurers. It is a large building with allot of space, and although it can get a little rowdy its a good place to go to unwind at a low cost. The Soup is almost never closed except on specific holidays and is owned by a an old alborinian sailor, though it is often tended to by one of his family members in his stead. A standard visit to the soup costs about 4gp, and you really cant get higher quality food and drink than that. The soup has an adventurers board, and maintains it on a daily basis.

Boar Head - The boar head is a large tavern and eatery, its best dish being wild boar or other hardy meats. The Boar Head is ran by a half orc adventurer who still goes out from time to time, and is ran by one of his friends when he's not there. The boar head serves healthy portions and has strong mead, ales, wines, beer, and rum. The boar head is popular among adventurers who are willing to pay a little more for better quality food and a relaxing, but still carefree, atmosphere. An average visit to the Boar Head costs about 11gp, though it can get far pricier if fancy drinks, spices, or foods are acquired. The Boar Head has live music in the evening and also housed an adventurers board which is maintained on a daily basis.

Little Fancy - The Little Fancy is a nice tavern and eatery that serves high end food and drinks. Just about any rare meats or fruits can be found here, and the Little Fancy also has the best and rarest drinks, sometimes even pseudo magical ones. The little fancy is quite expensive, but it has a peaceful and relaxing atmosphere and has music throughout the day and night. An average visit to the fancy costs at least 50gp, though it can easily cost around 3000gp if one were to simply buy some of the best foods and drinks. Noble adventurers and high level adventurers can be found here. The Little Fancy does not maintain an adventurers board, though they do sometimes advertise private jobs to those who purchase meals here, though the job is only detailed upon the completion of a meal.

Alborine Commons - The Alborine Commons is actually a series of several buildings within the adventurers quarters and is the general name for the boarding houses used by budding adventurers (or those who simply stumbled on bad luck). The average stay at the Alborine Commons is about 2sp per week, and water and bread are provided at no cost. An extra sp per week provides actual meals of at least some nutritional value.

The Broken Boat - The broken boat is a large interesting inn and tavern. The owner, one Julius Everkind, bought a large, beached galleon, had the bow and aft chopped off, turned it upside down, and put it in the middle of the adventurers quarter. The main doors are at the middle of the upside down boat, and the inside has been transformed into a nice drinking tavern, with the above decks transformed into affordable rooms. The broken boat is extremely popular as a place to stay, and as an adventurers tavern. The average visit to the tavern is about 6gp, while room and board for a week is around 11gp, with an additional 4gp needed for a daily meal and drink. One could spend much more money at the broken boat, and they have an excellent stock of ales and rums, as well as other expensive liquors. Live entertainment is frequent and they have an Adventurers Board that is maintained daily.

Golden Hive - The golden hive is a large Inn and Tavern located in the adventurers quarter. The golden hive is ran by a clan of green dromites and it is noted as being one of the best inns and taverns in all of alborine. The Golden hive consists of three connecting large main buildings, as well as an underground section which houses additional rooms. The main entrance way leads into a massive dining hall and tavern, and there are also private eating rooms for those who want to eat alone or with a special someone. The Golden Hive is always clean and fresh smelling adn the staff is probably the kindest and most dedicated in all of alborine. Music is performed by members of the clan itself and usually consists of instrumental music and beautifully performed singing troupes. An average visit costs no less than 35gp, though one could easily spend 300gp or more on a fine meal. A room costs on average 25gp per week, though larger more elaborate rooms can be far more expensive, up to 2500gp per week. Meals and drinks are supplied by the staff, and although not the same quality as the tavern meals they are all home cooked and quite delicious, even if they are simple. The staff maintains an adventures board, and also maintains a very fine stable at no extra charge to the customer, so long as he has purchased a room.

 Friendly's Poison - Old friendly Hammerton, a hill dwarf brewer, runs friendly's poison. The poison is a small, cramped bar that has a larger outside area for customers to mingle and talk. Friendly's Poison is a good place to get information, though its beer and ales are something to be desired. An average visit to the poison is about 5sp, though it is said that some customers have access to a special stock of friendly's own brew, and that the special stock can cost much, much more. (rogues bar)

Wooden Wyvern - The wooden wyvern is a well known adventurers bar, and is run out of a rather large, long, single story building. The wooden wyvern is easily recognized by the large life size wooden wyvern carving atop the building. The wooden wyvern has a variety of booze for any race or culture, and keeps specialized wines and mead's on tap for the big spenders. The wooden wyvern is a great place to kick back and get drunk, though it does not serve any food. The wyvern does not house an adventurers board, as the previous boards kept getting destroyed in someones drunken revelry. An average night of activity within the Wooden Wyvern costs about 3 gp, though more expensive drinks can take an evenings tab much higher.

The Ring of Fire - The ring of fire (Commonly called the ring of warmth by veteran adventurers) is a series of vendors that surrounds the adventurers quarters, and these vendors sell cheap beer, rum, or ale at extremely low prices. The quality isn't great, but one can always find a quick drink by simply walking into the ring. A 5cp will provide a nice stout drink, though a full sp is required to buy a mug as well.

- Entertainment -

Low Town Gambling - Low Town Gambling is a group of gambling stalls set up around the adventurers quarter. The various games are ran by the same sanctioned organization, and they are known to run clean games, though as with anything, gambling almost always favors the house. Games of dice and cards are most common, and captains dice is a city favorite.

Magic Tricks - Magic Tricks is a standard whore house available in the adventurers quarters. The girls tend to be locales, and only alborinian human women and men are available with an occasional odd race thrown in there on contract to work off a debt. Magic Tricks is an In House whore house, with rooms available with the purchase of a whore. An average night costs around 30gp, though for 200gp you can rent a room and specific whore for an entire week. Refreshments do not come with rooms, so eating elsewhere will be required.

-Shops and Vendors -

EbonWorths Armory - EbonWorths armory specializes in armor and defensive items. Metal, leather, and even wooden devices can be found and purchased within the armory. EbonWorth or his staff will purchase magical defensive gear, as well as sell gear when they have such items in stock. EbonWorth is ran by a hill dwarf, Agerd EbonWorth, though he has a minotaur and a gnome in his employment, and is known for being one of the fastest smiths when it comes to refitting or re sizing armor.

Jackals Offense - Jackals Offense is a small weapon shop run by Tender Jackal, a red dromite known for his love of weapons. Jackal has warehouses of weapons available to sell, though he usually only puts masterwork and elite pieces on sale at the adventures shop, he also is known to sell magical weapons when he has some in stock, though he is a collector of such weapons and so usually has to be talked up on the price before he'll consider selling one of his beautiful displays. He will buy magical weapons, and is more likely to trade a weapon than he would be to sell one.

The Adventure House - The adventure house is ran by a devoted priest of Ember named Gregory Lamplight, Gregory also uses some of his acolytes to run the store when he's not in. The Adventure House sells basic adventuring gear, and sometimes magical versions of adventuring gear when such things are within stock (such as magical rope, bags of holding etc).

Kumiko's house of pleasantry - Kumiko is a beautiful hengeyokai, though she is never seen in any form other than her human form (some even doubt her race, though she is very long lived). She runs an alchemy shop known as the House of Pleasantry, but also sells various tobacco, smoking goods, and incense. She is known to have magical versions of smoking goods and incense, though mostly sells and trades in potions. Behind her store she has a beautiful tree which is green and vibrant all year round, as well as a small stone pond with a bench nearby. Not much is known about the mysteries of her shop.

The Bone Scroll - The bone scroll is a small shop which creates and sells books and paper. It also sells quills and a variety of inks, even those needed for spell books and scroll creation. The bone scrolls owner is unknown, though it is usually ran by an alborinian gentleman named Greyus. The place buys spell books, and is known to sell them on occasion, though only for extremely high prices. They are known to sell magical scrolls, and also sell a variety of scroll and book cases, some with protective enchantments.

Winter Tooths Shop of Oddities - Winter Tooths Shop of oddities is ran by a half elf named Edward WinterSmile, he has the basic build of a red haired candomian, though he has dark eyes and an incredibly large toothy smile. Some say he's odd, and his mannerisms are often questionable, but what is known is that his shop comes into contact with relics and rare magic items more often than not.

Gem Cave - The Gem Cave is a small gem and coin house within alborines adventurers quarters, the Gem Cave is ran by a clan of hill dwarves and offers safe guaranteed storage of coin and gems. In addition they are all professionals capable of finding a gems worth down to the nearest silver piece. They can actually appraise any valuables, though there is a small charge for there services to keep out riff raff from bothering them at all times. The Gem Cave offers storage for goods at the cost of 10gp per month per crate of goods (about 5000cn worth of coins, or several small bags of coins). Crates are marked with the seal and identification of there owners and lost crates are reimbursed in full. The Gem Cave may refuse to house certain objects, and is usually only comfortable with storing coin, gems, and artwork.

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