The Shield District is the old Orcen Mercenary Quarter. It is called the Shield District because Orcen always carried their shields. In terms of buildings, it looks the same as the rest of the town, perhaps a bit more run down. The signs are both in Orcen and the Local tongue. The only differences are The Pits.
If you travel North from city’s main gate, you will have traveled some of the great and grandest elements of Antioch. Then you will enter the most common and humble. The NorthWard is classic Antioch. It serves as the “average” that all other quarters are measured by.
It was supposed to be the district of hearth and home: the domestic soul in a city of industry and trade. It has been the quiet ward for most of the city’s recent history. It is still the “soul” of the city, but now that soul is changing.
Originally planned to be a green area, where an Elventi community would thrive, this area has become the ward where the rich and powerful live. It is neat, orderly, and practically invitation only.
Every city needs a place for building things. These places often have pompous names that nobody ever uses, except those in the City Offices. The Maker’s Ward is just such a place.
There are always places between other places. The Alley District is sandwiched between the Temple Ward and the Docks Ward. Of all the wards, this one has the most ways in and out, thus is one of the most heavily traveled areas in all of Antioch.
The ArchStreet, leading from the main gate, spills out into the DiPlaza - The center of Antioch. Each of the five other districts of Antioch have a gateway at the plaza. Each of the triangular districts has one corner nipped off, creating the hexagonal shape of the central DiPlaza. A fitting plaza for a (nearly) hexagonal shaped city.
These well crafted Dwarventi stairs lead down into one of the three main passages of Undertown. The underfolk have cleverly made it look like a short surface streets. Some of the branching passages look like streets as well, but it is all just a facade, soon they become more mine or hall like. The streets are “lit” (dimly by any topsider’s opinion) by mage lights and a few ancient amber Dwarventi Lights.
There is only one path to divinity in Antioch. There is only one street with temples. It reaches from the DiPlaza to the end of the Ward, to the temple of Beginnings and Endings.
The Taymour district is tucked between two other distinct districts in the city. It is a transitional district. It is where the newly rich or noble (or the formerly rich and tarnished noble) tend to live. It is also a place with a deep history with the city.
The Antioch river is slow and broad in most places. Due to some quirks of biome geography, the best place for riverside docks between the headlands and the sea is Antioch. Given the biome’s convient access to a number of other biomes (and paths to said biomes), it is only natural that a trade city with a dock would thrive here.
Many people would assume that this main stree is called ArchStreet because of the arches across it. In the local language (See the Arth Threads), Arch is a prefix of importance. More than main street, ArchStreet is the Street of all Streets… an egotistical naming of the street, proclaiming that all the streets in the world are a shallow copy of ArchStreet. It is a name of hubris and pride for the locals. It is a bone of contention in certain circles of the Imperial court and the other city states of ThirdLand. Given Antioch’s pivotal and growing role in the Imperial in recent centuries, it may be well named after all.
Horses and Livestock are brought in to civilization every day. Here is the where they arrive. What started as a slight convience has made The City prosperous.
Surrounded by a massive wall 10 Imperial strides tall, there are only two ways into The City. One is accessible only from the River. The Other is the Massive Gate that leads into the Gateway Plaza.
Old Town is anything but old and stuffy. Though the city is trying to be respectable, at its roots, it is as rough and tumble as they came in the day. You can see what the city was like “in the day” by strolling Old Town by waterfront.
It began with buildings along the sunset road, the road to the west. This is the west most area of the city proper, all of it new growth beyond the existing city walls. Hence, they seem to be building into the sunset.
This section of the city shows the city’s roots as a medieval/ primitive town. Surrounded by the original city walls, Old City is filled with heavy stone buildings. The buildings here are different from the rest of the city. They look like they were part of an ancient castle or fort, or built in the age when the city was on the frontier of civilization.
The district gets its name by the good sized walls that are painted a bright blue that mark the magic district. That wall is watched by the Witchhunter guard.
The Great Library’s name is still officially "The Cathedral of Knowledge" even after the Reformation. It sill dominates the quarter, even though things have changed so much.
The Sweet Water district is where everyone wants to live. Everything is so peaceful, green, and calm. Children frolic in the streets and greens of the homes. The Blues, the district\‘s special watch, make sures everyone is safe and happy.
The desert is a curse from the Water God upon the wicked people who live in the South.
Said people offended the Water God in some way, and so the Water God placed water-trappers, bizarre, water-sucking beings, in the soil, and within years, the wilderness became a desert.
Thus, the desert folk shamans have special powers that allow them to find water-trappers so that they can be dug up and their water harvested.