Information Falcons Point information - RPG Crossing
RPG Crossing Home Forums Create An Account! Site Rules & Help

RPG Crossing
Go Back   RPG Crossing > Games > Hall of Fame > Hall of Fame Games > Reluctant Heroes > Falcons Point
twitter facebook facebook


Thread Tools
Old Dec 16th, 2022, 03:55 AM
Horseman's Avatar
Horseman Horseman is offline
Community Supporter
User Statistics
Last Visit: Feb 7th, 2023
RPXP: 5666
Horseman Horseman Horseman Horseman Horseman Horseman Horseman Horseman Horseman Horseman Horseman
Posts: 1,937
Falcons Point information


Area Overview:
o County of Artois – a feudal province laying between Norman and French Kingdoms to the south and Flemish Monarchies to the north. The Southern boundary is the Somme River, with the Northern border running along the Flemish lowlands.

• It is dominated by a high limestone plateau and the Ternois Hills. On the west coast of this plateau is the major trade port of Pont du Falx or Falcons Point.

• There are 3 prominent Rivers and valleys in the County. The Somme to the south, the Scarpe in the east and the Epona which weaves through the Ternois Hills before running through Falcons Point and emptying dramatically off the cliffs 200 feet into the ocean.

• The farm land is very productive, but not as lush as the Flemish lowlands, the hills are well forested in Alder, Ash, Beech, Birch, Fir, Hemlock, Hornbeam, Maple, Oak, Pine and Walnut. As well as a wide variety of small shrubs, berries and bushes.

• The names Falcons Point and Pont du Falx. There is an ancient arched bridge over the Epona River in the current Gaelic Quarter. The bridge reminded the locals of the shape of scythe, and so they named the place Scythe Bridge. Over time the and various people inhabiting the area, with different languages it became Pont du Falx, when the Gaels arrived they thought it was French for Falcons Point, thinking Pont meant Point and Falx meant Falcon. Regardless, the common name used is Falcons Point, while the proper name is Pont du Falx.

o Economy
• The economy of Artois is driven by trade. They were one of the only northern cities to even survive the Winter Wars. The city sits on a strategic point with a deep water port, it is the main trade hub between the Hanseatic League in the Baltic and Italian Merchants from the Mediterranean. Both Genoan and Venetian traders vie for advantage, and lobby Chacellor Heragon to sole trade status for goods going south. Heragon seems to enjoy their competition and even incites the trade war between the two.

• Arras is a primary crossroads in the region with roads leading west to the Germanic lands, Southwest to Burgundia, South to the French lands of Louis the Fat, Southeast to the Angevin lands of Edward Longshanks, north to Flanders, Northwest to Lorraine.

• Falcons Point is the major destination for hides from the region and furs from the north. It has a large number of tanneries in the Southwest corner of the Yeoman District, with new tanneries built recently in Shanty Town outside the southern walls.

• Other goods include, Salt, Copper, Wool, Grains and Fish. The city has a large fishing fleet and huge salting beds for fish in the Wharf District. Lastly, the city exports weapons and armor to warring factions, with no favoritism to who is fighting. The primary products are Leather, Studded leather, Ringmail and Brigantine Armor, as well as spears, arrows and axes.


• King Hoarkr or Horkl – Old White Dragon who was summoned by the Dark Druids to aid them in the Winter Wars. The Druids goal was the total destruction of Falcons Point, but Hoarkr had other plans. Hoarkl changed the goal unilaterally, and took the city for himself by negotiating with the City Marshall, Cuthred, for the Crown in exchange for saving the city. As part of the deal, the Orcs were allowed to sack the city for 3 days to appease them. Hoarkr has not been seen in a decade, some say he is sleeping deep in the castle, some say he has left for floating island in the north Baltic where his hoard is, no one knows.

• Chancellor Heragon - Heragon is a powerful mage and one time student of Sharku. He carries an intricately carved rune staff with an ogre hand on the top. He serves Hoarkl as his new chancellor of Falcon’s Point. Some say he fled Novgorod to avoid Cardinal Silakova. He is an arrogant, cruel man with sophisticated tastes. He replaced Gringamore as Hoarkl's Chancellor shortly after he arrived.

• Arch-Bishop Bźcheur – Arch-Bishop of Pont du Falx, highest ranking priest and Judicial authority in the city. He was appointed by Lotan of the Avignon Papacy, not much is known about him, but that he offers his prayers to St. Bastianna, the Lady of Holy Death. Due to his heavy use of lashing as a punishment, there are rumors that he is s Flagellant.

• Marshall Jatta – Dragonborn head of the Konun Vöršur, the Royal Guard. Personally tasked with receiving and delivering young women sacrificed to Hoarkr. Citizens avoid saying his name, they joke he has no personality, some call him ‘The Lizard’. He is cold, calculating and completely dedicated to serving Hoarkl. He lives in the castle and works out of the Thorn Keep with the remainder of the Konun Vöršur.

• Baron Weslik – Baron of Boullenois, with his castle at Étaples on the Canche River. The Baron holds most of the land south of the city, including most of the highly profitable orchards. He is also a cruel man and a fearsome warrior, said to be quite skilled with an axe, like many of the Franks. He was one of the first men through the Saxon Gate when the city fell. He is known to take great pleasure in rape and torture. He is a Germanic refugee that through in with the barbarian army. Many Songbirds and others say it would be better to be eaten alive by rats than captured by Weslik. His name is pronounced, Vez-lick. He has aided his brother in becoming a bishop.

• Bishop Weslik is the Baron's younger and the Bishop of Arras, more sophisticated and cunning brother. He and Heragon both have a a good sense of fashion and elegance and fine tastes in wine, food and clothing, among other things. Bishop Weslik spends more time in Pont du Falx than he does in his own diocese, preferring fine appointments offered from the city over the rather rudimentary offering of the crossroads of Arras.

• Baron Edwulf commands much of the land just outside the city and is a regular visitor in Hoarkl’s court. It’s unsure exactly what his position is, but it is known he takes part in directing most of Hoarkls military activities outside the city. He is a bitter foe of Duchess Cynebuhr. Baron Edwulf’s keep is in the small town of Licques to the Northeast of the city, but all his land holdings lie between the two.

• Dominic Greatlarder – Halfling proprietor of the largest and best known inn of the city, the Cadrachan Inn. A troll ate 3 of his fingers on his right hand during the Battle of Falcons Point. Dominic is a member of the underground, known as Ara-a-mach, or Aramach. A Gaelic word for rebellion. Dominic is active in the black and grey markets and has contacts everywhere. The constabulary of the crown know he is a member of the Aramach, but have never caught him. It’s rumored that he pays off the constabulary to leave him alone. However, the Konun Vöršur, the royal guard of the crown harass Dominic on a periodic basis. Dominic is outgoing and happy go lucky, he has a natural ability to put almost anyone at ease.

• Mordecai the Magician – Mordecai is a Half-Elf who puts on a show at the Cadrachan Inn and on the street. He is a master of slight of hand and card tricks. He is proficient at the use of wizardy, but uses his guise as a street magician to get by the prohibition on magic in the city. He is a showman and never misses a good looking lady.

• Lord Percival Snow – the former lord of the Agricultural district or Haymarket. He was crippled in the invasion of Falcons Point, lost a leg and left for dead. His four beautiful daughters all bore half orc children the next year. He is a broken man, but defiant til the end. All his lands were taken by the Crown and redistributed to others, he only has his burnt out shell of a manor house. Even in his condition, he hosts lonely travelers.

• Gellon the Horse Thief and Arturo the Assassin – Outlaws in the city, Members of the Aramach. Gellon spent 9 years in prison for theft of food. They are two of the most wanted men in the city, they have gone underground and the Konun Vöršur are constantly on the lookout for them.

• Chester Leech – Half-Orc undertaker. He travels battlefields burying the dead, exacting money from armies per body buried. He has made a tidy sum and set himself up in Falcon’s Point. He has a happy but coarse nature about him, he enjoys gallows humor.

• Niles Reeta – Captain of the Guard in the Merchant District. Tall, pale skinned, but walks with a stooped back from some old injury. Fluent in many languages, Finnish and high elf heritage. He was chosen as someone who could deal with a wide variety of international merchants coming into the city. Some say the he was appointed with influence of the Hanseatic League, and that Captain Reeta is their man. Niles is a name he chose to be more familiar with local humans. He is mostly fair, with a main focus in allowing nothing to disrupt trade. He aggressively goes after illegal weapon possession or illegal use of magic.

• Harold DeWild - Ex-highwayman, served with the Crimson Riders. Reputation of being great at mounted combat. A Burgundian who’s family was killed and mill burned in the Winter Wars. Now works as security at the Cadrachan Inn with Camlin of Wales, a short dark haired man who’s eyes seems to miss nothing.

• Perendil Aspenwald – an Elven Candle merchant who keeps him home in the Haymarket, but owns several chandlers shops throughout the County of Artois and is the number one importer of Beeswax from the Breton Halflings. He is a regular at the Cadrachan Inn. He has a large collection of wine, and is known for his charity.

• Epona River
• McAshens Run
• Ternois Forest or the Coastal Forest
• Town of Arras

o Other Notable Inns of Pont du Falx
• The Half-Orc and Hussy - the most notorius Inn of the city, in the red light district near the wharfs, go, experience it, but don't go alone. Knife fights are a tradition there, and the patrons love to bet on knife fights.

• The Blue Slaad - a quiet tavern in the Foreign Quarter, Pawn Shop by day, tavern by night. Housed in an old round tower that is falling down, favorite of resistence members and Sea Captains of the Hanseatic League.

• The Midnight Rooster - Sign is that of a Cockatrice, in the Flemish District, tyhpically frequented by Wool Merchants, the secret fence and money laundering front for one of the largest Thieves Guild in the city.

• The Fat Hydra - a moderate inn located in the Merchant Quarter. Typical customers are guildmen, and foreign merchants, owner is a member of the resistence, but doesn't do any resistence business in his own tavern.

o Artois has been continually populated since at least the beginning of the Age of Kings. Some ancient tomes claim it was once part of the first great kingdom of men in the Second Age. By the end of the last Ice Age is was inhabited by Celtic peoples who left their carved and inscribed standing stones in the area. The Celts ruled the land for over 2000 years.

o As a regional high point, this is an ancient site, Artois was the province of the Atrebates, one of the tribes he referred to as Belgae or Belgica. Their capital, called Nemetacum or Nemetacon originated from the Celtic word nemoton, meaning 'sacred place'.

o The Celts and local forest Gnomes mined copper in the Ternois Hills, logged the forest and created rich farms.

o By the 4th Century of this calendar, the Celts were under attack by the Southern Kingdom of Aquitania, led by King Amra the Lion. By the dawning of the 5th Century the Celts were scattered, their empire gone, now ruled by Aquitania. Amra the Lion would conquer the Roman Empire too, naming it all the Aquitanian Empire. However, in a cruel twist to Amra, the name Roman Empire was remembered, not the Aquitanian Empire.

o In the 5th Century the sons of Amra could not keep the empire together, civil war broke out and the empire divided. Amra the 2nd won the North and rulership over Artois, which was on the border at the Somme with his brother Hannibal to the south and west. Amra the 2nd led his people back to the roots of his father, not seeking great cities or wealth, but a more agrarian, primal life. Many call this a time of Barbarism in the region. But they called it a time of happiness.

o Increased Viking raids up the rivers in the 7th and 8th Centuries lead to more local feudal control and the first castle is built on Falcons point a few miles north of ancient Nemetacon on the highest point on the coast. This they called Falcons Point.

o By the 9th Century Charles the Great forged these small feudal monarchs into a great empire.

o In the 10th Century the Artois was recognized as a County under Baldwin Iron Arm, the in the line of the House of Flanders. Baldwin won his position by service to the Carolingian Empire, then eloped with the Great Granddaughter of Charles the Great.

o Over the next couple Centuries Artois very slowly grew, beset by annual Viking raids, Hardrada, Hrollaugr, and Dankros to this day are names used to scare children.

o By the early 13th Century Artois was mostly a wild frontier. Arras in the Scarpe River valley was the biggest town and home of a small monastery. But no one ventured far into the Ternois Hills and Forest due to wolf attacks.

o The wolves were found to be inhabiting the ruins of an old castle overlooking the sea. Adventurers were hired to hunt the wolves down. A small company of mercenaries climbed the cliffs and found the castle ruins infested with Werewolves, which they cleansed of the place and claimed the castle. There were only a few surviving mercenaries, and they claimed the unwanted shell of a castle. They were Dirk the Gnomish Swordslinger, Killian Tollbeck Bard, Hazard Class Wizard Paulinas Ravenfriend, Moira the Irish Priestess and Yalmir the Dane. The year was 1230.

o The adventurers lost all their beer in the fight, bemoaning their bad luck, a random comment led to the construction of a brewery on site. They named they brew, Brindlesweep Beer. The first batches were awful, and it gained a reputation as being only fit for Goblins and Cur. But over time it has developed into a fine beer and is still brewed today.

o A village, then a town and eventually a city was built around the brewery on the Epona River. The castle restored, farm land and
orchards restored. The venture was a success.

o In 1250 war descended on Artois. The Paladins Dinadain and Warwick were escorting villagers and war orphans toward Arras and safety when the Dragon Cadrachan stopped their path in the village of Alsace. Warwick took the children and villagers around, and out of the blue Dinadain charged Cadrachan. Dinadain died driving a lance through the heart of Cadrachan.

o In recognition of the Warwick and Dinadains heroism, Robert of Flanders officially recognized Falcons Point as a Free City named Pont du Falx, and commissioned a statue of the ‘Sacrifice of Dinadain’ in the town square of the Paladins home town. In the same year, a young Halfling from Brittany comes to Falcons Point with 3 wagons of honey. He sells the honey and buys an old dilapidated manor house, and in a shameless move of promotion, opens the Cadrachan Inn across from the memorial being constructed.

o Falcons Point was still a small city with lots of room. Then in 1254 the Dragon Gild attacked Highland Falls and Fin McCuull led ten thousand of his people to his son in law Killian Tollbeck for refuge. Thus the city became home to thousands of Scottish Highlanders.

o In 1255 to honor the Scots dead and their new found home, a Grand Tourney was established, the greatest tournament in the world, so grand it would only be held every 5 years.

o In 1265 at the 3rd Grand Tourney Percy Trapspringer becomes the first Non-Celtic Druid in over a century.

o By the 4th Grand Tourney in Pont du Falx the city has become the dominant trade center in the North. Rumors of a Barbarian uprising in the east entertain those attending the tourney, with fantastic claims of barbarians destroying Brandenbourg Castle. There is even an illusionary comedic play put on by a wizard in Blue Robes about the entire Holy Roman Empire falling to inbred goat herders from the Eastern Slavic lands.

o Over the next three years Germanic refugees pour into Flanders and Artois, the rumors have become true, the Empire of Germania is falling.

o In the later winter of February 1273 an army led by Druids, filled with giants, monsters and barbarians lays siege to the Free City of Pont du Falx.

o December 27th, 1274 the city falls to the White Dragon Hoarkr or Hoarkl. The Dragon negotiates and gives defenders 6 hours to leave the city. A mass panicked evacuation ensues. Then a period of raping and looting for 36 hours to appease the Orcs and Goblins.

o The Druids had wanted the city completely destroyed, but Hoarkl had other plans, making himself King. The remnants of the Druid army turn south and destroy Paris. Then retreat to the forests of Saxony to rest.

o In 1275 a humble priest who was on the Aries Patrol is named Arch-Bishop of Pont du Falx, Arch-Bishop Lotan. In four years he will be named Arch-Bishop of the Ravenna, head of the Church of the West, soon after he will move the Holy See to Avignon. Hordes of Half-Orc children are being born in the city as a grim crop of the fall of the city.

o In 1280 the Black Death hit Falcons Point, followed by famine. The priests of the city proclaimed that god was angry with the people, and only blood sacrifice could show the people proper sacrifice for their souls. The practice of human sacrifice was begun. Soon the Churches of Saint Bastiana and the Church of Azrael were dominating the city. Blood Sacrifice was encoded in the Counties laws. Chester Leech arrives and is honored for his bravery removing the dead and interning them in the charnel houses below the city.

o Cuthred, unable to save his city from the evil culture growing in it, resigns as Chancellor and leave quietly at night through Harlots Gate like an embarrassed thief. He steps on to the next boat leaving and has not been seen since. His title is grabbed by Gringamore in the few hours, who rules with an iron fist.

o 1284 the city is recovering from the Black Death and importing more and more labor to fill production needs. With the start of the River Wars on the Rhine Falcons Point becomes a major arms supplier to both sides and locks in a trade deal with the Hanseatic League.

o When Holy Father Lotan Censures the Cisterian Order for Contumacy in 1287, Arch-Bishop Bźcheur orders all Cathedrals, Churches and Shrines to St. Dinadain. The only image of Saint Dinadain that openly survived was the statue of him battling Cadrachan in the town square. However the bronze plaque with his name is removed and melted down. This move enrages the local population and there are riots and constable stations burned down. The Konun Vöršur is called in and brutally put down the uprising, hundreds die. The entire scene is repeated a year later when Lotan Censors the Hardigan order only this time thousands die.

o Over the next half dozen years the city of Falcons Point offer refuge to thousands of refugees from regional wars, the Chalon Holocaust, the Njemegen Dispute, the Danish Civil War, the York Riots, the Lwellyn Affair, and more. New citizens find life hard to adjust to, but it is safer than living in a war zone.

o In 1293 when The Cistercian and Hardigan Orders, Angevin Empire, Venice and Naples pledge support to Pope Belros, and The Orders of St Kargoth, Abelard and Jordain, Burgundia, France, Genoa and Milan pledge support to Pope Lotan. The city is aflame once again, Gringamore is run out as Chancellor and replaced by Heragon who moderates a truce by indicating the Konun Vodur and Constabulary won’t go after banned religions as long as they are not overtly displayed. This quells the riots that have become known as the Cruciform Riots.

o The Winter of 1299 marks the 25th anniversary of King Hoarkr on the throne. As such he has declared the city an open city for 6 weeks for a Yule Celebration. The constabulary is unusually lax during this six week period. Rumors abound that the Grand Tourney will be reinstated next Summer for the first time in 25 years.


GATES AND TOWERS OF THE CITYCaptains of the Gates and Towers of Falcon’s Point
1. Archers Gate (Castle Ward, north)- Archers Guild
2. Claymore Gate (Castle Ward, east)- Knights
3. Dirk’s Gate (far Southgate of the City)- Gnomes
4. Finn McKuul’s Gate (far Westgate of the City)- Gael’s
5. Saxon Gate (Northeast)- Saxons
6. Thor’s Gate (Southeast)- Norsemen
7. Harlot’s Gate (Southwest)- The Yeoman Society

8. Aesculus Hall-
9. Amethyst(Purple) Tower -
10. Ash Tower –
11. Boar Tower – Huntsmen Guild
12. Butchers Tower – Butchers Guild
13. Candle Tower – Perendil (Jarod), Half-Elven Chandlers Guild
14. Clan Armstrong Tower -
15. Clan Baird Tower -
16. Clan Barclay Tower -
17. Clan Cameron Tower -
18. Clan Campbell Tower -
19. Clan Douglass Tower -
20. Clan Frazier Tower -
21. Clan Gordon Tower -
22. Clan MacAllister Tower -
23. Clan McAndrew Tower -
24. Clan McCrae Tower -
25. Clan McGregor Tower -
26. Clan McKinnon Tower -
27. Clan Tollbeck Tower -
28. Coffin Tower – Chester Leech, Embalmers and Gravediggers Guild
29. Cooks Tower – Dominic Greatlarder, Innholders Guild
30. Crabapple Tower – Sir Percy Snow
31. Fishmongers Tower – Fishmongerers Guild
32. Fool’s Tower -
33. Garlic Tower – Herbalist and Apothacary Guild
34. Gauntlet Tower – Blacksmith’s Guild
35. Hawthorn Tower – Elves
36. Heather Tower – The Red Branch
37. Lance Tower – Flemish Knights
38. Lantern Tower -
39. Mason’s Tower – Mason’s Guild
40. Mercenary Tower – Mercenary Companies
41. Monk’s Tower – Kargothian Brotherhood, Preists of St. Kargoth
42. Mule Tower – Teamster’s Guild
Attached Thumbnails
Click image for larger version

Name:	FP Map 22.jpg
Views:	141
Size:	235.4 KB
ID:	97913  

Last edited by Horseman; Dec 19th, 2022 at 06:25 PM.
Reply With Quote
Old Dec 16th, 2022, 04:02 AM
Horseman's Avatar
Horseman Horseman is offline
Community Supporter
User Statistics
Last Visit: Feb 7th, 2023
RPXP: 5666
Horseman Horseman Horseman Horseman Horseman Horseman Horseman Horseman Horseman Horseman Horseman
Posts: 1,937
Falcons Point Government and Society
~ The Government and Society is modeled after a study of Aztec Government and Society

Political Structure
The Kingdom of Artois is made up of a series of towns and baronies on the Western Flemish coast lying between Frankish and Flemish domains. Each Barony is run by a noble and a bishop who is second in command. The bishop is a member of the nobility, serves as the High Justiciar for the court system, appoints all lower court Justiciars, and handles the financial affairs of the barony. The city of Pont du Falx (Falcons Point) is managed by a count and the Arch-Bishop of Pont du Falx.
Counts and Barons are elected by a high council of four nobles in each royal domain. Rulers are required to be nobles, and to be experienced warriors and military leaders.

Social Structure
The people or Artois, call themselves Artesians. Artesians follows a strict social hierarchy in which individuals are identified as nobles, commoners, serfs, or slaves. The noble class consists of government and military leaders, high level priests, and lords. Priests have their own internal class system and are expected to be celibate and to refrain from alcohol. Failure to do so will result in serious punishment or death. The nobles include landowners, Justiciars, and military commanders. Nobles are entitled to receive tribute from commoners in the form of goods, services, and labor. Noble status is passed on through male and female lineages, and only nobles and merchants are permitted to display their wealth by wearing decorated clothes and jewelry.

The commoner class consists of farmers, artisans, merchants, and low-level priests. Artisans and traveling merchants enjoy the greatest amount of wealth and prestige within this class, and have their own self-governing trade guilds. Foreign merchants and artisans are also highly respected. Commoners generally reside in neighborhood wards, which are led by a single nobleman and a council of commoner elders.

The Artesians additionally have landless serfs and slaves. Serfs work land that is owned by nobles and do not live in the village or ward. Individuals become slaves as a form of punishment for certain crimes or for failure to pay tribute. Prisoners of war who are not used as human sacrifices become slaves. An individual can voluntarily sell himself or his children into slavery to pay back a debt (the latter requires permission of the court). Slaves have the right to marry, to have children, to substitute another individual in their place, and to buy their freedom. Slaveowners are responsible for housing and feeding their slaves, and slaves generally cannot be resold. They are usually freed when their owners die, and can also gain their freedom by marrying their owner.
Artesians are not born slaves and cannot inherit this status from their parents. The sale of slaves is the sole authority of the royal domain and carried out by the courts.

Women have limited leadership roles within the Artesian Kingdom. Women have administrative roles in the villages and markets, and work as midwives and priestesses. However, the top administrative positions are limited to men, and women are not permitted to serve as warriors, but do and can serve as priests and sorcerers.
All Artesian children attend government funded schools, though their curricula vary by gender and social class. Each village has a school for commoner children known as a grammaticus. The purpose of the grammaticus is to train young men to be warriors, and boys generally begin their training at the age of 15. Noble children and exceptionally gifted commoner children attend the Royal Charter schools, where they receive training to become priests and government officials. While military training is provided, the charter schools offer more academic opportunities than the grammaticus. Children typically begin attending the charter schools between the ages of 6 and 13. The schools impose harsh punishments on their students for misbehavior and the charter schools are especially strict because noble children are held to a higher standard than commoner children.

The Artesian legal system is highly complex and is designed to maintain social order and respect for government institutions. Artesian laws are based on royal decrees and on customs that have been passed down from generation to generation. These laws are also interpreted and applied by Artesian Justiciars in the various court systems. Artesian Justiciars are not necessarily bound by existing law, and have some discretion to do what is just and reasonable under the circumstances. The concept of stare decisis does apply in certain situations, as punishments ordered in certain cases are typically applied to subsequent similar cases.

The major civil and criminal laws are written down for use by Justiciars, while other customary laws are passed down to younger generations through stories and song. The Artesians have codifed laws in formal written form.

Judicial System
The Artesian judicial system is made up of two courts with differing levels of jurisdiction. The trial courts and the High court. The trial courts hear civil and criminal cases involving commoners. Civil judgments by this court are considered final, but criminal sentences can be appealed to the High Court. The Artesian High Court review decisions. The High Justiciar, determines the final verdict and his decision cannot be appealed to the King or the other Justiciars. If the High Justiciar decides that a case is too important for the Court to rule on alone, it is sent to the King. The King retains the ultimate right to intervene in cases or appeals that are of importance to him or to the Kingdom.
The Artesians additionally have neighborhood courts that are similar to modern justices of the peace. Justiciars are elected by the neighborhood to hear minor criminal and civil cases, and report their decisions to the Trial courts. These Justiciars also have a police force to serve summons and arrest criminals.

Artesian Justiciars are viewed with great respect and honor, and are expected to be impartial, ethical, and honest. The King appoints the High Justiciar, who in turn appoints all of the lower court Justiciars except for the neighborhood Justiciars. Justiciars are appointed for life. Justiciars receive their training through an apprenticeship program that involve observing court proceedings.

Individuals who are accused of crimes or are involved in civil disputes are summoned to court and have the opportunity to defend themselves. Attorneys do not exist, and individuals represent themselves with the assistance of friends and relatives. Trials are public, all parties are required to testify under oath, and documents, testimony, circumstantial evidence, and confessions are admissible. No trial can last more than 8 days and verdicts are determined through a majority vote. The vast majority of trials are completed in a few hours. Justiciars are assisted during proceedings by court personnel, including recorders who document the court proceedings, a crier who announce verdicts, and an executioner who carries out death sentences.

Crimminal LawUnder the Artesian legal system, crimes are severely punished. While capital punishment is common, other punishments included restitution, loss of office, destruction of the offender’s home, prison sentences, slavery, and shaving the offender’s head, amputation of body parts, branding or mutilation. For certain crimes, punishment can extend to the family of the guilty party. These crimes included theft, treachery, and a priest’s violation of the rule of chastity.

The Artesians have a prison system, which include the death row, a debtors’ prison, a prison for individuals who are found guilty of minor crimes, and a fourth type of prison which involved a justiciar drawing lines or placing sticks on the ground and ordering the prisoner not to cross them. Conditions in the death row are so harsh that many prisoners die while in custody. A convicted criminal may be given a choice to fight in the gladiatorial games until their debt is pay, sentence fulfilled or in the case of a death sentence, never. Those convicted of a death sentence will die in the arena sooner or later, but it offers the offender to continue to live and die with honor.

Numerous offenses are punishable by death, including homicide, perjury, rape, abortion, highway robbery, moving boundary markers, serious defamation of character, destruction of crops, selling stolen property, weight and measure fraud, witchcraft, incest, official graft, pederasty, inciting a public disturbance, sedition, treason, desertion or insubordination by soldiers, use of the King’s insignia, and serious judicial misconduct. Capital punishment can be carried out through hanging, drowning, stoning, strangulation, beheading, beating, disembowelment, burning, quartering, and opening the chest to remove the perpetrator's heart. It is possible for victims or families of victims to intervene in the execution of a sentence. If they chose to forgive the perpetrator, his death sentence is removed and he will become a slave of the victim’s family.

Theft is considered a serious crime. Capital offenses included theft from merchants, theft from a temple, theft of arms or military insignia, and theft of more a bushell of grain. Petty theft is generally punished through restitution. If the perpetrator isn’t able to for the stolen item, he becomes the victim's slave until restitution is completed.
Adultery is a capital offense for the guilty couple and for those who are aware of the offense and failed to report it. Men are punished for adultery only if they have relations with a married woman. Married women are considered guilty regardless of the circumstances of the marital status of their lovers.
Public drunkenness is punishable by death for younger individuals. However, elders can consume as much alcohol as they wish.

Children under the age of ten are considered to be legally incapable of committing criminal acts, but are still expected to respect and obey their parents. If they failed to do so, their parents can bring them before the court, which can order punishments such as beatings, disinheritance, or death (especially if children assaulted their parents). Children of nobility are sentenced to death if they are disrespectful, cowardly, or wasteful.

There are many orphans of wars, and orphans have exploited a loophole in the judicial system. Since they have no parents, orphans under ten years of age cannot be prosecuted for crimes. This has led to gangs of orphans, ran by older orphans, carried out by orphans under ten years of age.

It is illegal to practice magic without a license and being registered with the Crown.
It is illegal to carry weapons of war without a license or being a member of a registered Mercenary Company.* People arriving at a gate may turn their weapons over to a porter to carry them to their lodging where they may be stored with the proprietor or head of the household. Knives, staves, and canes are not considered weapons of war.

* Nobles are expemt from this law.

Property LawThe Artesians have a complex and hierarchical land ownership system. The King owns personal and royal property which is used as he sees fit. He additionally exercises dominion over newly conquered lands, and can give this land to nobles, warriors, and citizens. Owners of conquered lands are not necessarily displaced and are usually allowed to continue living on and working their lands. However, they have to share the profits of the land with their new Artesian owners.

Nobles can own land on a restricted and unrestricted basis. Nobles obtained land by purchasing it from other nobles or as a gift from the King for service to the Artesian Kingdom. Purchased land can be sold or willed. Land grants from the King sometimes have conditions that required them to be returned to the King upon the death of the owner. Warriors have similar rights to purchase land or receive it from the King. Institutions such as the army, temples, and certain public offices (Justiciars) can also own land which is received from the King. These entities owned the rights to the profits from the land and used them to support the office holder. However, the individual office holder did not own the land.

Commoners cannot own land on an individual basis. However, they have access to land through their District. Although the districts are run by nobles or merchant organizations, members of the district are permitted to elect a neighborhood leader mayor or overseer to manage the distribution of communally-owned district land. This land is given to individual families, and generally stay with the family unless the land goes uncultivated for two years or the family moved away. If this occurrs, the unused land will then be redistributed to other families. The quarters also have separate undistributed communal lands that families are expected to cultivate. The proceeds of this land are used to the districts’s taxes to the nobles and the King. Although the district is responsible for dividing and reassigning the land, individual plots of land are often inherited by subsequent generations of the same family.

Commercial and Tax LawA strong system of laws governed the economic operations of the Artesian Kingdom. The main sources of income for the Kingdom are tribute and taxation. The conquered regions tribute to the King and the Artesian citizenry taxes (with the exception of priests, nobles, minors, orphans, invalids, and beggars). Merchants pay taxes on the goods that they sold, artisans pay taxes based on the value of their services, and quarters pay taxes through the crops that they produced. Failure to taxes is punishable through slavery or the confiscation of property.

Tribute is collected as a collaborative effort by the members of the Triple Alliance every 90 days, 6 months, or 12 months, depending on the goods being collected and the distance that they have to travel. Tribute items typically include warrior uniforms and shields, spices, incense, paper, foodstuffs, and animal products. Official tribute collectors, known as Overseer, are located in each of the conquered provinces and ensured that payments are made as required. Tribute payments are generally reasonable, but may be increased if a region reneged on its tribute obligations. Regions that failed to tribute are severely punished. Tribute payments can be increased to a region or district if they do not control their citizenry to the satisfaction of the crown.

Merchants are extremely important to the Artesian Kingdom, especially traveling merchants known as Merchant Adventurer who ventures into neighboring regions or the far reaches of the world. Merchant Adventurer are organized into their own district and can pass their profession and land down to their children. They have their own guilds, laws of conduct, and courts to enforce their laws. They venture into foreign regions to establish trade and sometimes serve as messengers and spies for the Crown. Merchants who are attacked while on the road are expected to defend themselves, and are sometimes assisted by warriors. War is justified if the safety of an Artesian merchant is threatened. Licensed Merchants are authorized to hire Mercenaries.

Local commerce is required to be carried out in large marketplaces known as the Market. The various marketplaces are open once a week on rotating days, although the largest market in Merchant District is open on a daily basis, it is called the Tradesmans Market. Other markets include the Haymarket, The marketplaces are patrolled by special commissioners who work to prevent fraud and disturbances. Commercial disputes are settled in the marketplaces through special commercial courts that have the power to impose capital punishment if necessary. Sales are made on cash and credit. While there is no official currency, various goods functioned as money, including grains, livestock, small squares of cloth, small nuggets of gold, pieces of tin, gems, mother of pearl, amber and salt. The Gold Florin is the preferred monetary exchange and merchants will often give a discount for payment in Florins.

The Artesians used contracts to carry out their business activities. Contracts are formed verbally and become legal and binding when witnessed by four people. Artesians have sales, commission sales, lease, work, and loan contracts. Loan contracts used collateral in the form of property, goods, or future slavery if a default occurred. Interest on loans is illegal, although it is charged, especially in the underworld and at pawn shops. A debt can be passed on to a party’s heirs, and loan defaults results in jail, slavery, or the confiscation of property.

Family LawArtesian family law generally followed customary law. Men get married between the ages of 20-22, and women generally get married at 15 to 18 years of age. Parents and relatives decide when and who their children will marry, and sometimes use marriage brokers. Nobles can only marry other nobles, and marriages are often used to form political alliances. Marriage ceremonies have to follow certain rituals in order to be legally recognized.

Marriage is conditional in that the parties can decide to separate or stay together after they have their first son. Marriages can also be unconditional and last for an indefinite period of time. Polygamy and concubines are permitted, though this is more common in noble households and marriage rites are only observed with the first, or principal, wife. Artesian families can live in single family homes, though many opted to live in joint family households for economic reasons.

Artesian families are very close knit. Children are considered gifts from the gods, but are expected to be obedient to their parents and elders. Parents are permitted to physically punish their children, and will beat them using thorn branches or force them to inhale tar smoke. Children who became orphaned live with other family members, or are interned in an orphanage. Fathers are responsible for raising their sons, and educate them until they begin school. Mothers take care of raising the girls in the family.

There is no divorce, but men and women can petition the courts for legal separation on the basis of incompatibility, misconduct by the wife, insanity by the wife, abuse by the husband, laziness by the wife, infertility, or financial debt. Courts generally try to encourage reconciliation where possible. Simple abandonment of a household by one party is also sufficient to establish a legal separation. Once the couple separated, the sons live with their father and the daughters with their mother. Property registered at time of marriage is returned to the party who brought it to the marriage. If there is a guilty party in the marriage, the offender forfeits half of the community property to the other spouse. Divorced and widowed parties can get remarried. Widows have the option of marrying their husband's brother as well.

Women have no inheritance rights and the first born son inherits all property from his father. A trustee will be appointed if the heir is still a minor. If there are no male children, property is passed on to the nearest male relatives, and if no male relatives exist, the property goes to the state. However, a father can create a will as he sees fit, with property conceivably going to his wife or daughters. Men and women can both acquire property through inheritance, though the right of women to inherit property is limited by the fact that the deceased’s brother will usually act as a guardian of the estate.

International and Military LawThe Artesian Kingdom is strongly militaristic and its relations with other territories typically revolve around war. The Artesians conquer neighboring regions in order to collect tribute and obtain captives for human sacrifice. War is justified when a territory closes its roads to commerce, when a merchant or ambassador is killed, or if a territory refuses to pay its required tribute. A ritual is followed for declaring war. The Artesian King will issue a declaration of war and envoys are sent to the enemy region. The enemy is given a gift of weapons and 20 days to respond to the declaration and submit to Artesian authority. If no agreement is reached, the Artesian army will attack within twenty days. Enemy nobles suffer personal punishment by the Artesians if they wait to accept the Artesian Kingdom's terms. During combat, captured warriors are enslaved and sacrificed. Captives have the option of fighting Artesian warriors in order to obtain their freedom and will be forced to fight with a handicap (such as with one hand tied behind their backs). If the captured warrior wins the fight, he will be set free.

The Artesians also engage in what are known as "Hollyhock Wars." These wars are named after the perennial flower because they are reoccurring and spring up under certain conditions. The wars began "as a response" to the famine: "the priests said that the gods were angry at the empire, and that to placate them it was necessary to sacrifice many men, and that this had to be done regularly.

These wars are conducted to provide warriors with battle training and to obtain human sacrifices for religious ceremonies. Human sacrifice is important to the Artesians and is done to appease the gods and maintain the balance of life in the universe. Most sacrificial victims are warriors captured in battle. To be sacrificed is an honor because it is believed that this will guarantee life after death.

Hollyhock Wars are carried out as needed, other nations simply consider them military raids.

Blood Sacrifice is a pivotal part of the society and culture. State sanctioned sacrifice is carried out at the monument to Cadrachan, an altar has been built atop the dragons back and victims are sacrificed there.

The Church in Falcons Point
The primary Patron Saint of the Church of the West in Falcons Point is the Saint Bastiana, The Lady of the Holy Death. Also called, the Skinny Lady, the Bony Lady, the White Girl or the Lady of Shadows. She promises a Holy Death to her followers no matter their sins. She is represented often as a bony woman with white hair, though sometimes as a young beautiful lady. The mass death and hopelessness following the fall of the city was a fertile ground for worship of a saint who promised a Holy Death no matter what. In time that led to a reserved approval of widespread capital punishment, then human sacrifice. Even the acceptance of offering their daughters in sacrifice to Hoarkl.

Secondary popularity goes to Church of Azrael, the Angel of Death and St. Kargoth the Scourger. These are all churches approved by Holy Father Lotan and his Avignon Papacy. All the high church officials of the city pray to one of these three Saints.

More traditional Churches are worshiped underground, with small congregations, offering theri prayers to St. O'Brien, Cuthbert or Hardig, while the Church of St. Dinadain still has a strong following.

Other Religions
The Temple of Hoarkl. Hoarkl is worshipped as a deity in the city. It is growing religion, primarily practiced by lower nobles, administratos and merchants, people of lower station of their class wishing to move up.

Norse, Gaelic, Demi Human and Humanoid gods are worshipped as well. With tiny altars and consecrated rooms to gods of far flung lands in this international city of trade

Last edited by Horseman; Dec 16th, 2022 at 04:04 AM.
Reply With Quote
Old Dec 16th, 2022, 04:06 AM
Horseman's Avatar
Horseman Horseman is offline
Community Supporter
User Statistics
Last Visit: Feb 7th, 2023
RPXP: 5666
Horseman Horseman Horseman Horseman Horseman Horseman Horseman Horseman Horseman Horseman Horseman
Posts: 1,937
The Cadrachan Inn

The Cadrachan Inn is actually 3 buildings on the same corner. The first Cadrachan Inn was the beige colored floor plan, with the lower right hand corner at the intersection of Claymore Street and Cadrachan Way. The statue of Dinadain and Cadrachan can be seen by looking through the library windows.

Later a large addition was made to the north along Cadrachan Way to handle all the travelers staying there. There is a narrow alley between the old building and the newer addition. Three men can walk down it abreast from Cadrachan Way, but soon it narrows that only one man can walk down it, the gap at the end is very small, just wide enough for smallfolk to slip through. But there are doorways to the old and new buildings nearby. Locals call the old building The Cadrachan, and the new building The Drake. Travelers commonly make the mistake of saying the wrong thing and annoying the locals. Dominic tends to reserve rooms at the Cadrachan for friends or referred customers, filling up the Drake first.

Finally, Dominic had gathered enough wealth to have his own home built. It was built by Gnomes from plans drafted by Dwarves, it sits seperated by a short distance from the other buildings. Dominics house is built for a Halfling, normal humans have to stoop to enter the building or walk around. But smallfolk find it quite comfortable, even spacious. Dominic has named it Pig Whistle.

Layout of the 3 buildings in relation to each other

Main Cadrachan Inn

Addition to the Cadrachan - The Drake

Pig Whistle

Last edited by Rasgorn; Dec 19th, 2022 at 06:29 AM.
Reply With Quote
Old Dec 16th, 2022, 03:29 PM
Horseman's Avatar
Horseman Horseman is offline
Community Supporter
User Statistics
Last Visit: Feb 7th, 2023
RPXP: 5666
Horseman Horseman Horseman Horseman Horseman Horseman Horseman Horseman Horseman Horseman Horseman
Posts: 1,937
Epona River Gate
left-aligned image
The Epona River Gate is only open daily and primarily serves cargo coming in from the Epona River, but many locals who live near the river use the gate as their primary access on small boats. The gate is reinforced with a strong deep wall containing the Gnomish made mechanical works to lift the gate. The Dwarven made iron gate is massive and extremely heavy, but lifts effortlessly. The Gnomes used power from the flow of the river to lift the gate. Many have come to the city just to look at the gate. City guards and customs agents man this gate. Just inside the gate are stone moorings with cranes overhead to unload cargo. Just ahead of you can be seen the old arched stone Scythe Bridge over the river.

Just beyond the bridge is the diversion dam that regulates water going into the city canals. The Grand Canal
right-aligned image
runs north south, cutting through the city and was built specifically to aid the delivery of river cargo to the Merchant District. The Merchant District rises above the canal through natural geography. The canal is on a very gentle slope with a slow flow to the south and a massive tunnel was cut to deliver cargo below the Merchant District shops. This canal also supplies water through the city to fountains and wells scattered in the districts and quarters.

Anyone coming in the Epona River Gate can float easily down the canal and get nearly all the way to the Cadrachan, Inn. Then just up the stairs.

Saxon Gate
left-aligned image
Saxon Gate was one of the two gates under primary attack during the siege of 1273-1274. The main attack eventually came through Saxon Gate. The gate was eventually repaired and stands strong again, battered and battle worn.

Entering through this gate one is immediately thrust into a good sized Saxon townb filled with timbered houses and shops, the entire Saxon Quarter is rather compact and it is teaming with Germanic refugees from the Winter Wars that call this place home now. The Saxon Quarter is a thriving Teutonic town with the bulk of the populace being expert craftsmen of various craft trades. The houses are not just structures, they are works of art as much time and attention has been paid to carved woods and perfect stonework. The most notable inn is the The White Scramasax.

Working your way Southwest you will find Claymore Street running directly east and west, folling the street west you will see the great statue of Cadrachan and Dinadain locked in eternal combat in the city square, just beyond is the Cadrachan Inn.

Thors Gate
left-aligned image
Thors Gate stand opposite Saxon Gate on the east wall of the central city with the massive stone Dwarven fortress of Aesculus Hall lying between them. Thors Gate is made of wood and iron, while it still has arrowheads, spear points and a few scorch marks on it from the siege of the city, it is essentially untouched except by time. The gate was never seriously tried during the siege past the first couple months. Once battering rams shattered on the wooden doors and frame it was considered impenetrable and let alone from frontal assault. However, they did attempt to go around it. Bullettes were summoned by the Dark Druids and they dug a tunnel under the gate that was used by Duergar and Vanir to attack Thors Gate from the inside. Vedricson Collapsed the tunnel and with the help of Cuthred, Bjorn and Rota the Vanir were killed ending the Battle of Thors Gate.

The Nordics in the city say that the gate is made from a limb of Yggdrasil, the world tree Legend holds that the limb fell to Midgard and it was cut into planks with Hofud, the sword of Heimdall, then crafted into a door by the Dwarves to guard the treasury of the Aesir. The door was gifted to Yallmir the Dane when he helped rid the world of Lycannthropy and Yallmir gave it the Norse immigrants to the city to keep them safe. Early Norse in the city were followers of Thor and named the gate in his honor.

Walking through Thors Gate one walks into a rural Nordic village with one large longhouse and many small homes set in a square pattern. The Norse go to the sea every day to fish, while a few stay back and take up traditional crafts such as carving. Everywhere there are large racks of drying fish, the smell of salt and fish permeates the quarter. The Norse are rather clannish here and don't welcome strangers openly. They do not attack them, but they won't offer help easily either, especially if you are not Nordic. These Norse do not trust Gnomes or Halflings, but consider both Dwarves and Elves to be magical creatures.

Traveling to the Cadrachan Inn from Thors Gate is a mirror path to entering through Saxon Gate. Travelers along this route will pass through the Flemish Quarter with all their shephards and past the Franco-Norman Quarter. The Norse here consider the Normans to be rivals, lesser Norsemen that do not deserve their respect. The Normans consider the Norse to be barbarians and often spit in their direction when they pass them. Many fights, some deadly have broken out along this route. There is currently a blood feud between the two.

Dirks Gate
left-aligned image
Dirks Gate is one of the largest Gates in the city. It brings in all the agricultural traffic from the south and Southeast. The outer gate is wide and low with the inner gate high and narrow. The gate was a primary attack point during the siege. After nearly a year, it finally fell. The gate has been patched, but never fully repaired. It's been mostly Half-Orc and Mercenary guards in this part of the city and they figure good enough is good enough. The gate is in poor repair and starting to get grown over. Approaching the city to Dirks gate you will pass Shanty Town. It was first a refugee settlement for those fleeing the Winter Wars in the lead up to the siege. Over time it became home mostly to Goblins and Orcs. The Crown found that having Goblins and Orcs in the city in unlimited numbers was too troublesome. So, they were asked nicely to resettle in Shanty Town by the Konun Vöršur. A short fight ensued, there was blood on the streets and the order was carried out. Some down on their luck humans live here as well as other outcasts. Shanty Town is often called Goblin Town or the Goblin Ghetto now, it is filthy and smells awful from the nauseous mix of the stench of the tanneries and the fertilizer vats that use fish waste to make fertilizer for the Haymarket. Goblins make and Orcs make up the primary work force of the Tanneries and Fertilizer makers.

The District is characterized by a great number of farms and gardens, as well as a great many hay barns, apple houses and small farm houses. The Haymarket was run by the only Lord to have a small fiefdom within the city. Sir Percival Snow he had a Manor House and owned much of the surrounding farm ground. Before the city fell the Haymarket was a rather idyllic place, akin to a small farming thorp with small orchards dotted in clumps throughout the district as well as wide fields of wheat, corn and oats.

Dirks Gate was sundered by a wooly rhino and a horde of orcs and gnoll raiders. The creatures spread out looking for the easiest targets first. That was the Haymarket, only protected by a low stone wall.

The army burned and looted through the fields, orchards and farm houses. They made Snow Manor their primary target. Sir Percival Snow survived the attack, but everyday he wishes he hadn’t, as he lay crushed and gutted, through blurry eyes he watched as his home burned, he smelled burning flesh of his house staff, he heard the sound of his wife and sons being murderd. He awoke alive days later, and survives to this day, crippled and mentally broken. He lives in the burnt shell of his manor, farming a small plot of land near the graves of his family. The new government divided up Percivals land in the Haymarket, parceling it out to families to farm.
The Black Soil was broken into, Godert impaled on an Orc spear, he beautiful daughters were pulled from their hiding place in the cellar, carried off and ravaged. The girls returned several weeks later, finding their father dead and rotting. They buried him, and went about trying to restore something of their lives. By then end of the year all five of them gave birth to Half-Orc babies.

The Woodcutter and Whetstone survived relatively lightly. Mama Kate opened all the doors, rolled liquor barrels outside, and then jumped into the well to hide. Perendil Aspenwall was helping defend Candle Tower (Tower 13) and survived. Many of the barns in the grange were burned and all were looted. The low stone wall bordering McAshens Run was partially dismantled and damaged. It was later turned into a hedgerow. The district was expanded across McAshens Run to the streets, taking up part the Yeoman District.

Their is only one established guild within the Haymarket, the Poulters Guild. This Guild is run by Guildmaster Egil, a Flemish Goose Down Merchant.

Harlots Gate
Harlots Gate is the most dangerous gate in the city, it is just up a steep hill from the wharf and accesses the Red Light District. The main thorough fare is moderately to poorly well kept, off the main street the district is dillapatated. Filled with filthy tennaments, beggars, Lotus addicts, and drunks. The gate itself has largely been ignored, only a person or two can get through at a time, and it is overgrown and rotting.

The tanneries can be smelled from this gate, and the sewers have largely failed leaving waste flowing down street gutters. The Red Light district is home to the most notorious establishment in the city, the Half-Orc N Hussy. The sign on the tavern appears to be the only thing in the district well kept, it features a brightly painted grinning Half Orc with one arm around a lady of the night and a mug in the other. The Inn is well known for Black market deals, and famous for knife fights. Disputes at the Half Orc N Hussy are settled with knives and betting is encouraged. It is popular to down to the tavern, imbibe illegal spirits or Lotus, and wait for a fight to break out you can bet on.

Finns Gate
Finns Gate is the main gate in which travelers from the sea enter the city. Once landing on the wharf and passing the fishmongers, stevedores and longshoremen, its a fair walk up the hill with a switch back near Harlots Gate. Then continuing up the hill to the center of the city where atop the walls sits the primary customs house for the city. Here ship cargo is off loaded with huge cranes made the Gnomes to lift the cargo up over 250 feet, then to wagons. Once the cargo is on wagons most of it heads due east on Claymore street to the merchant district. It is under the cranes that sits Finns Gate, named in honor of Finn McCull.

Coachmen sit on the wharf waiting for people with the means to hire them for a ride up the long road to Finns Gate. The Coachmen are renowned story tellers, a tradition amongst them, as a way to garner tips. A typical ride is a copper, but they hope for a little more if their stories are worthy.

Entering Finns Gate gives you ready access to the heart of the city. The Foreign Quarter is immediately to the north with it's exotic buildings, peoples, sites and smells. It is home to foreign dignitaries and visitors to the city. To the south is the Yeoman Quarter where free men live and work. Further east are the Inn District, the smithies of the Mineral District and a couple miles up the street, to the north is the Hippodrome. This arena was built by quarrying rock to repair the city, eventually it turned into a gaming arena with everything from animal races to gladiatorial games. Slaves, Debtors or condemned prisoners can choose the life of a gladiators if they like. Games are held periodically on no set schedule. However there are always games on the Spring Equinox.

Claymore street is broad, broad enough for 10 chariots to travel abreast adn it is lined with shops of every type. This stretch is considered a must for the wealthy.

..............More Gates coming Soon
Attached Thumbnails
Click image for larger version

Name:	Epona River Gate.jpg
Views:	129
Size:	68.0 KB
ID:	97917   Click image for larger version

Name:	Saxon Gate.jpg
Views:	125
Size:	67.4 KB
ID:	97918   Click image for larger version

Name:	Thors Gate.jpg
Views:	129
Size:	134.1 KB
ID:	97919   Click image for larger version

Name:	Dirks Gate 1.jpg
Views:	1
Size:	45.1 KB
ID:	97920   Click image for larger version

Name:	Dirks Gate 2.jpg
Views:	129
Size:	78.6 KB
ID:	97921  

Click image for larger version

Name:	Harlots Gate.jpg
Views:	129
Size:	64.3 KB
ID:	97922   Click image for larger version

Name:	Finns Gate.jpg
Views:	126
Size:	64.9 KB
ID:	97923   Click image for larger version

Name:	Red Light District Arch.jpg
Views:	0
Size:	85.4 KB
ID:	97924   Click image for larger version

Name:	Canal Entering the Merchant District.jpg
Views:	246
Size:	41.6 KB
ID:	97925  

Last edited by Horseman; Dec 16th, 2022 at 07:21 PM.
Reply With Quote

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

All times are GMT -4. The time now is 05:56 PM.
Skin by Birched, making use of original art by paiute.(© 2009-2012)

RPG Crossing, Copyright ©2003 - 2023, RPG Crossing Inc; powered by vBulletin, Copyright ©2000 - 2023, Jelsoft Enterprises Ltd. Template-Modifications by TMB