Thursday, January 12, 2017

The Face of Thedas 800 TE: Tevinter, Part 2

Map of Thedas, edited (see how below)

More Major Settlements

Marothius - The town is a waystop for anyone heading up into the mountains and is known for its hot springs, but it has remained small. Far from roads, rivers, or ports, the stone houses are not picturesque, the streets are packed dirt and the locals squeeze tourists dry.  They are cold to outsiders but generous with each other, at least until matters of defense arise.  Then the top families, which rule in a council, begin struggling over how to proceed.  The one thing everyone agrees on in that a miracle recently happened which turned the surrounding hills multi-colored.  There are many theories as to what it means and which Old Gods are involved, but thus far, no reliable answers.

Minrathous - The island sprawl of this imminently defensible city is a wonder to behold, surrounded by ports and held by successive rings of high walls, fierce magic, and mighty golems.  Its ornate architecture is embellished by materials from all corners of the empire.  Height denotes status, with the temples crowning everything (and serving as the residences of the top mages), the spires of the most powerful families and great senate just below that, and so on down to the peasants who live at street level.  The catacombs beneath the island are legendary and largely mysterious; no one has mapped them all.  The city is burgeoning with visitors (both willing and unwilling) year-round, which leads to swift and merciless justice in the name of order.  Known for its arrogance, constant use of magic, and unending thirst for knowledge, Minrathous' grandeur is touted as the sign of its destiny to rule.  Great pains are taken to maintain, repair, and improve every edifice of note, especially after the great civil war led to attacks, sabotage, and even demolitions.

Neromenian - Once the stronghold of the tribe of the same name (before it joined the Tevinter tribe), this city is majestically perched atop steep cliffs that also protect its ancient port.  It is the heart of Tevinter's military tradition, with a grand temple to Toth and year-round training grounds.  It is also a major hub for the slave trade and its cobbled streets and intricate buildings are maintained by the slaves it keeps.  The city receives tribute in exchange for patrolling the region and ensuring the flow of trade - or else it impedes its neighbors until they give in.  There is no central vision for the future of Neromenian, however, so its gains remain in the stranglehold of corrupt officials.  The locals hold out hope and are known for their humor in the meantime.

Nessum - Bullying its neighbors at the slightest excuse, Nessum presides over trade between the Imperium and Kal-Sharok.  The inhabitants have a reputation for their confidence but save their belligerence for the upper world, mostly because they have come to respect the cut-throat ways of the dwarves.  The area is a regular stop for the Tevinter armed forces and traders, but the crushing tides are kept in check by proud and fierce locals.  The town is spotlessly clean, with some of the best lighting and cleanest water in the empire because of this.  Dolus suffers Nessum's ire the most because of its decadence, which the straight-laced community to the north despises with all its might.  But the land itself is difficult to defend, and a mighty artifact was recently burgled from Nessum's sole leader's possession, leading to violent crackdowns but no suspects. 

Perivantium - The dry plains of Perivantium hold one of the most ancient inland human settlements.  It is warmer and more desert-like, especially as the Silent Plains have spread their sands over the years.  This makes it an excellent repository for written works and delicate objects.  The sages of the city's library are sought from afar and charge a premium for their advice.  A legendary magical system of pipes carry hot and cold water to every major building, including a system of public wells that are strictly monitored and temple baths that are known for healing powers.  The luxurious streets seem to exist in a permanent hush that almost hides the whispers of bribery, theft, and nepotism.  A recent, mysterious and lavish gift to the temple of Razikale will be unveiled at some point in the new year, and the rumors are driving residents to distraction.  What is it - and who will the temple favor for it?


Art from Those Who Speak depicting Qarinus (see details below)


Qarinus - Built with strong fortifications on the Nocen Sea, its thick walls, distinct round towers, and famous domes have only become more powerful since the city embraced the rule of the Tevinter Imperium.  Though Qarinus lost to Minrathous as the capital, it came to prominence with the fall of Arlathan.  As the closest human settlement to the Arlathan Forest, it was the first stop for the flow of elven slaves and grew rich on the proceeds.  The city remains a major port, its inner wards pleasant and lush with tiled courtyards.  Wealthier citizens use horses and carriages to parade through the streets, covering their erotic pastimes with a veneer of pomp and civility.  The outer, more recent wards are crowded and more often besieged by creatures from land and sea.  Some have been lost to battle and rebuilt later, but the interior hasn't yet fallen.  But for those on the outskirts, despair is only as far away as the cold winds from the sea.

Solas - Once upon a time, Solas was an elven city in a sea of grasslands and an uneasy neighbor to Barindur, a human stronghold to the southwest.  Then, twelve hundred years ago there was a terrible rumble in the night.  If the elves ever knew what befell Barindur, they left no tales of it.  Solas was surrounded by the desert that swallowed Barindur by the time the Imperium claimed it six centuries later.  It has since been completely revamped out of pride and necessity.  Though its population is smaller, water and food are often concerns.  Its friendly reputation and position near the road keep it afloat through fees, guides, and storage, however.  Locals secure all kinds of cargo, no questions asked, so long as the coin is up front.  Such private strongholds are better defended than the small city itself, which has walls worn by the elements and roaming creatures.  But the inhabitants remain hopeful and let the opportunities come to them.

Tantyra - This small town stands apart from the empire in its location, strict religious devotion, and struggle.  Temple leaders and much of the population call for moderation and lavishing any riches on the gods.  Half the town, however, sees the potential in its position and craves more, each for him or her self.  Instead of blood in the streets, however, tranquility is maintained through the guile of those who dare to operate despite temple eyes and disapproval.  While the town is well guarded, it has many hidey holes and the wild mountains across the river see steady forbidden traffic.  Most buildings not related to the temples (and there is one of each) are in various states of disrepair, at least externally.  Exclusive dens, attics, and basements are where sinners go to imbibe the intoxicants that keep them calm and satisfied - for now.

Vol Dorma - The first city down the road from the capital presents a strong facade, but a facade is all it is.  Orderly, laid out from day one in well-patrolled grids, Vol Dorma is ridiculed widely for its many failings.  Incompetence is only one problem; campaigns of sabotage undercut the city on the larger stage as organizations both criminal and legitimate vie for local control.  Bribery, hostage taking, and other crimes complicate marriages, public events, and business talks.  In fact, high drama is possible in nearly any venture, leading most outsiders to pass through quickly before they get caught up in true messes.  All of this is covered up or ignored by Minrathous, so long as the flow of trade along the road remains uninterrupted.  The magisters have sent forces to sweep up Vol Dorma only a few times, including the last trade season, which has led to temporary calm.  But no one expects it to last.

Vyrantium - The City of Lights is a popular destination for all Tevinter citizens, nestled as it is in the middle of the northern sweep of the Imperium.  Craft guilds are the main power next to the magisters there, and together they have improved the city in nearly every respect.  In fact, they keep improving it obsessively, leading to disarray due to scaffolding, supply lines, and other hazards of construction.  It is said that this is their bid to keep locals busy, the ports bustling, and the tourists coming.  Skeptics worry about what will happen when the coffers run low, and just where the coin has been coming from, no one but the inner council knows.  Currently, it is easy to find a day's work, and slaves only take care of the most drudging tasks.  Romantic balconies, sweeping architecture, clean gutters, and paved streets set the scene for the most wonderful display of lights anywhere after dark.  Locals are given bonuses to arrange as many kinds and colors in and outside of their buildings as possible, and magisters give brilliant shows of magical fire and electricity on many days of the week.  Reflective surfaces are set up to refract the glow to dazzling effect, making seduction - and pilfering - almost too easy.

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