Post by Sire Halfblack on Jul 8, 2008 11:04:48 GMT
The descriptions that follow are intended as slightly more in depth bits of background generally taken directly from the various studies that built up such structures through out actions in Heroes over the years to produces places and structures or note. The information serves to inform referees and players of places of note and interest that now exist in the city and anomalies and changes in the city that have resulted from their presence that form the "flavour" of the city of Deci.
The Quarters
The City, like most of the empire's city's, is divided into five quarters, each with their own significance and character.
Cheapside forms the western quarter of the city and is arguably the most famous of the city's quarters and the most "Deci" quarters of Deci. This is hardly surprising Cheapside formed the original city and there is great mystical and historical significance placed on it. It was home and playground to the young of the city who took up much with street gangs before maturing into adulthood and joining the more organised Hundreds Guilds.
However in the last year it has suffered at the hands of the Orc known as “King Blackjack”. Early in IM 1007 King Blackjack decided to torch Cheapside “so as to see what lay underneath”. The quarter recovered remarkably quickly but his next atrocity was not so easily recovered from. In his search for supremacy over the quarter he broke with gang tradition and through the year. He not only defeated his rivals he slew or drove them out of the city, destroying the heart and some might say, soul, of the city. He butchered the cradle of Deci, for in his drive to wipe out the those gangs not loyal to him he had struck a sore blow at the Hundred’s Guilds. At the Final Dawn of IM 1007 at the birth of IM 1008 and for the first time in its history Cheapside found itself near empty, no longer the most populous of the city's quarters.
The Mercantile Quarter, is the eastern quarter of the city. Unsurprisingly, as its name implies, it is home to some of the wealthier citizens of the city, those with the skill, wit and fortune to belong to one of the recognised City Guilds and those who, whilst not directly belonging to a guild, perform those day to day duties needed by the guildsmen that fall "beneath" them. If rumour is to believed large chunks of the quarter have fallen under the financial demesne and sway of the Merchant Anath Halfblack and a journey through this quarter reveals a substantial number of businesses that would appear to be owned by the city's devious Vizier.
In Martius IM 1008 The entirety of the Hundred’s guilds relocated from their traditional birth place of Cheapside into the now booming Mercantile Quarter making it the most populous part of the city, some would say taking on the old mantle of the “city’s birth cradle” that had for centuries been the prerogative of Cheapside.
The move was not without some issue. The guilds did not just move they used the power of The Hundred to literally transport entire structures from Cheapside into the Mercantile Quarter. Such an unnatural event resulted, unsurprisingly in a dangerous burden of entropy for the city. It seems likely though that come the next Final Dawn the peons will forget that the guilds ever existed in Cheapside and will simply remember the quarter as having always been the home of the city's guilds.
Hightown, the central quarter, is the heart of the city and home to the city's Nobility along with the ruling seat of the council. It has the unusual distinction of being a vertical quarter. And whilst the cream of the city work and reside at the upper ends as one descends into its depths much poverty can be found below. Until the recent relocation those of the Hundred's guilds that the city had seen fit to restore had had their guildhalls rebuilt and raised in this quarter.
The Slurries is the southern quarter and in recent years has become the focus for the mining industries of the city and the Foundries belching forth great poisonous fumes from its industries, smoke that blackens the sky and leaves the city under a smog and shadow. It, however, was more infamously known as The Poison Quarter, demesne and home of the feared Don Argoth but at the Final Dawn of IM1007/08 the Poison Quarter and that bound to it disappeared, leaving a void in the city. How this will affect the city and what new powers or factions may arise as a result only time will tell.
The North, seemingly not a quarter of great note the North Quarter is that part of the city that bears the closest resemblance to other cities in the empire. It is where more normal citizens can be found, those not given to murder, or stalking or membership of the infamous Hundred’s Guilds. Simple people trying to survive in a harsh world, banding together for mutual protection and survival, not really caring about the wider city or paying heed to the calls of the Two Kings of Deci.
Updated: 11/7/8
The Quarters
The City, like most of the empire's city's, is divided into five quarters, each with their own significance and character.
Cheapside forms the western quarter of the city and is arguably the most famous of the city's quarters and the most "Deci" quarters of Deci. This is hardly surprising Cheapside formed the original city and there is great mystical and historical significance placed on it. It was home and playground to the young of the city who took up much with street gangs before maturing into adulthood and joining the more organised Hundreds Guilds.
However in the last year it has suffered at the hands of the Orc known as “King Blackjack”. Early in IM 1007 King Blackjack decided to torch Cheapside “so as to see what lay underneath”. The quarter recovered remarkably quickly but his next atrocity was not so easily recovered from. In his search for supremacy over the quarter he broke with gang tradition and through the year. He not only defeated his rivals he slew or drove them out of the city, destroying the heart and some might say, soul, of the city. He butchered the cradle of Deci, for in his drive to wipe out the those gangs not loyal to him he had struck a sore blow at the Hundred’s Guilds. At the Final Dawn of IM 1007 at the birth of IM 1008 and for the first time in its history Cheapside found itself near empty, no longer the most populous of the city's quarters.
The Mercantile Quarter, is the eastern quarter of the city. Unsurprisingly, as its name implies, it is home to some of the wealthier citizens of the city, those with the skill, wit and fortune to belong to one of the recognised City Guilds and those who, whilst not directly belonging to a guild, perform those day to day duties needed by the guildsmen that fall "beneath" them. If rumour is to believed large chunks of the quarter have fallen under the financial demesne and sway of the Merchant Anath Halfblack and a journey through this quarter reveals a substantial number of businesses that would appear to be owned by the city's devious Vizier.
In Martius IM 1008 The entirety of the Hundred’s guilds relocated from their traditional birth place of Cheapside into the now booming Mercantile Quarter making it the most populous part of the city, some would say taking on the old mantle of the “city’s birth cradle” that had for centuries been the prerogative of Cheapside.
The move was not without some issue. The guilds did not just move they used the power of The Hundred to literally transport entire structures from Cheapside into the Mercantile Quarter. Such an unnatural event resulted, unsurprisingly in a dangerous burden of entropy for the city. It seems likely though that come the next Final Dawn the peons will forget that the guilds ever existed in Cheapside and will simply remember the quarter as having always been the home of the city's guilds.
Hightown, the central quarter, is the heart of the city and home to the city's Nobility along with the ruling seat of the council. It has the unusual distinction of being a vertical quarter. And whilst the cream of the city work and reside at the upper ends as one descends into its depths much poverty can be found below. Until the recent relocation those of the Hundred's guilds that the city had seen fit to restore had had their guildhalls rebuilt and raised in this quarter.
The Slurries is the southern quarter and in recent years has become the focus for the mining industries of the city and the Foundries belching forth great poisonous fumes from its industries, smoke that blackens the sky and leaves the city under a smog and shadow. It, however, was more infamously known as The Poison Quarter, demesne and home of the feared Don Argoth but at the Final Dawn of IM1007/08 the Poison Quarter and that bound to it disappeared, leaving a void in the city. How this will affect the city and what new powers or factions may arise as a result only time will tell.
The North, seemingly not a quarter of great note the North Quarter is that part of the city that bears the closest resemblance to other cities in the empire. It is where more normal citizens can be found, those not given to murder, or stalking or membership of the infamous Hundred’s Guilds. Simple people trying to survive in a harsh world, banding together for mutual protection and survival, not really caring about the wider city or paying heed to the calls of the Two Kings of Deci.
Updated: 11/7/8