A look at slums and shanty towns in the Cosmic Era
‘‘I know where you can find just what you’re looking for. Give me a few days and I’ll get it for you. Trust me, it’s better if I get it for you. The only place in the city that has exactly what you’re looking for is the Hardville ghetto. It’s dangerous for most folk to enter that place unles they know the right people’‘.
"How far? Ye’ll know ye’ve found Malver’s Way when ye sees the Arch."
The Obtort Ward is all that remains of what was once an ancient battlefield that was afterwards converted into a mass grave.
As part of The Pact that ended the Six Stars Demon Wars, various places were given over to the Dark Kind. This is their neighborhood in the city.
The ever present breeze from the water pushed the litter around constantly. The nice black cars and their sharp dressed occupants are sharp contrast to the broken people who live here. The Gloom comes from more than the lack of city lighting. And remember, nobody knowns nothing.
In the sprawl that as become The City, there is an oasis; a little pocket of urban perfection, mixing the living, the urban, and the commerical.
"Build a road, wide and surrounded by beautiful architecture, to lead from Guilders’ Court to the new palace," the Regent commanded Master Thraso.
Nowhere else in the city would you find a place more tragically downtrodden.
Once a place where the great merchants of the city met, this decrepit square has become a thriving marketplace for the poor and the unwanted. Many a shady deal has been made among its stalls and hidden recesses.
The city has some great bridges, awsome works that span the large and gentle river that flows through the city. To prevent the river from overflowing, the river bed was dredged and the river sides were given steep deep banks. Decades after the project began, the city was safe from flooding.
The manor on the hill? No one wants to live there…
The roads of zone 4 of Star Lake are uniformley white. The roads are cleaned nightly once the services of this district are shut down for the evening. With few reason to be in this area at night the militia closes it off and sets a patrol to make sure it is kept clean.
The roads in zone 3 are paved with bricks of black and blue. Trees line every path and street and the buildings are uniform in appearance. All having to look the same per a city decree set in stone ages ago with the founding of the academy. This zone is where Blackrose Academy rests. It offers a view of the lake from the highest portion of the island and has the added bonus of being on the eastern side of the island affording the best view of the sunset.
In the center of the plaza is The Bell. The large iron Bell is covered by a small slanted roof held up by four pillars. These pillars rest upon a square raised foundation. There are small stairs that lead up to the level of foundation. The foundation also has four strong iron loops towards the edges. If one does not know the two traditions, this arrangement makes no sense.
In the western part of the city is a large neighborhood. It is this good sized old walled neighborhood that gives the city is reputation for education, wisdom, and enlightenement. It is called The Quadrangles by locals and those of high education.
Coastside Park—the ultimate haven away from urban chaos—was deeded to the people over one hundred years ago out of the prescient notion that the city folk would one day feel overcrowded. The city has spilled over three sets of defensive walls and is now reaching water to water on its hilly sandy peninsula. This foresight proved invaluable.
The Plaza of Tarnished Entertainments is a large, circular plaza, built in the formerly-affluent Saeppellion district of Hartacon, capitol of Mysia.
Beacon’s Hill is a two and a half century old downtown residential neighborhood situated directly north of the Common and the Public Garden.
Hexagon Plaza is a “zone” in a cluster, not far from a gate. This is because gips are herded to the plaza, the shortest distance possible is the best for creatures, handlers, and people nearby. Note: For this area to make sense, check out the Encyclopedia Kernnica for details on gips, hard and soft leather.
Expansion from the Horse Brass item: Specific Armor charms.
Cooling Touch Charm: protects horse against extreme heat, and fire, magical and mundane
Jove's Favor: tin charm shaped by a lightning bolt that protects a horse primarily from natural lightning, but also potentially from lightning based attacks. In real life, lightning kills quite a few horses and cattle a year.
Hermes' Blessing: gold charm that grants the horse magic resistance, and perhaps immunity to cantrip level magics.
Vulcan's Steed: This large iron charm in epic fashion renders the steed invulnerable to iron weapons. Such things clatter off of the animal's hide like twigs.