Places in Orre: Difference between revisions
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== Clockwise, the City of Timelessness == | == Clockwise, the City of Timelessness == | ||
Nestled deep within the Deep Falls Swamp is the town of Clockwise, so named due to the wise and disciplined folk who live under the glare of a clock gifted to them by their patron goddess, | Nestled deep within the Deep Falls Swamp is the town of Clockwise, so named due to the wise and disciplined folk who live under the glare of a clock gifted to them by their patron goddess, Indrid of water. There are many claims that its town and people made a deal with the elemental of Intelligence in an attempt to increase their mental capabilities. The elemental accepted, but in return placed upon them a curse of clumsiness and misfortune. Anyone who claims to be from Clockwise receives a lot of respect for their abilities... but are usually kept away from anything fragile. |
Revision as of 01:24, 16 February 2012
Overview
Just as there are six elements ruled by six goddesses, there are six major cities, each devoted to one particular goddess. Most cities don't appreciate magic from rival schools, and the opposing school tends to be outright banned. Each city is known for a particular thing, and PCs can be from any of these cities.
Middleton, the City of Trade
Middleton is the biggest and most diverse city in Orre. Surrounded mountains to the north but accessible to the south, it's a popular place of immigration and trade. Additionally, as its name suggests, its smackdab in the middle of Orre making it a popular place to stop on the way to other cities. Middleton's patron goddess is Shor, the goddess of light.
Social Structure and Economy
Middleton is ruled by the Board of Mages who appoints an Archmage to create laws which the board then votes upon. There are six mages on the board, each representing an element. Though this is meant to provide representation, they are hard pressed to agree on anything and often most votes end in a deadlock.
The position of Archmage opens every five years. However, more often than not the same person is elected.
There exists a large gap between the poor, middle class, and the rich. The rich live in the Upper Quarter, the middle class live in the Merchant Quarter and the poor live in the Traveler's Quarter. It is illegal to sell a house in the Upper Quarter to someone who lives in the Traveler's Quarter. It is frowned upon (though not illegal) to sell a house in the Upper Quarter to someone in the Merchant District. There is no issue with advancing from the Traveler's Quarter to the Merchant District.
The primary trade goods in Middleton are metals and armor. Middleton is renowned for its superior blacksmiths. The town makes most of its money off taxes from traveling merchants.
Perks of living in Middleton
As Middleton is a melting pot of different cultures, there are no requirements or perks to living in Middleton. Anyone from Middleton may have magery, limited psionic ability, skill in any kind of weapon or unarmed combat, and may take up any kind of trade. Those with Psionic ability cannot take any form of magery if they live in Middleton. Those from Middleton may not take Trained By a Master, but they may take Weapon Master.
Clockwise, the City of Timelessness
Nestled deep within the Deep Falls Swamp is the town of Clockwise, so named due to the wise and disciplined folk who live under the glare of a clock gifted to them by their patron goddess, Indrid of water. There are many claims that its town and people made a deal with the elemental of Intelligence in an attempt to increase their mental capabilities. The elemental accepted, but in return placed upon them a curse of clumsiness and misfortune. Anyone who claims to be from Clockwise receives a lot of respect for their abilities... but are usually kept away from anything fragile.