-or- Register at the Citadel
Locations
Neighborhoods
Any

4

1 Votes

8xp

ID: 1588
Hits: 4079
Comments: 1
Ideas: 0
Rating: 4
Condition: Normal
Submitted:
November 15, 2005, 12:10 am
Updated:
November 15, 2005, 12:10 am


HoH not available due to level or sub is not 10 days old
DiPlaza
By: MoonHunter

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.

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.

The DiPlaza has three areas: Wall, Open, and The Hall.

The Wall surrounds the entire plaza, except where there are gateways of course.  It is general Antioch design, two to three stories, with the bottom story being a business or office.  The Wall supports a number of cafes/ inns, some guild shops (where various guildsmen sell things they normally do not sell in their own shops), and a large number of offices. The Carter’s guild (those who sell goods they do not make from pushcarts) has its hall here.  Most of these offices are for translators, contractsmiths, and certain crafts that pertain to government.  The houses above most of these businesses are normally broken down into apartments, which is rare for Antioch.  Some of the Cafes are said to be the best in the city.  All have seating areas that spill out into the plaza. Some of the most notable is The Elemental and Cashmirius’s (Cashmirius has been dead for nearly 150 years, but her name and recipes live on).

The Open is the vast open area of the DiPlaza. Except for the continuation of the cut river stones from ArchStreet, it is paved in hexagonal shaped carved stone tiles.  The entire city was to be paved in them, but they proved both expensive and unwieldy.  The cut river stones mimic the imperial road look and design, but are neither as indestructible nor tractionable.

In the open area there is always traffic. Furry folk pulling taxi’s, carters hawking their wares, people travelling through the plaza, others travelling to and from the Hall. The carters are so thick some days (the weekend mostly), those new to the city might think it is a market place.  (Most of the carts are food and drink. The people of Antioch love food on the go and to buy food for later).  Most of the time, carters go through the other districts, but all of them spend part of their “circuit” here.

Note: Directly between The Hall (the pylon actually) and the ArchStreet diarch, along the riverstone path, is a set of standing stones.  These stone are the Imperial Gateway for Antioch.  Everyone understands to stay somewhat clear of them, should they become active and the person find part of themselves somewhere else.

The Hall is a hexagonal building in the center of the DiPlaza. It is three stories tall, with a white stone done on the very top.  That dome appears to be supported by six very tall doric columns. Each plaster column has a different colorful elemental pattern on it.  There appears to be an arched doorway on each of the six walls, but only one (the one that faces ArchStreet) is actually a functional door.  (There are a large number of arrow slit windows on each wall that are almost invisible among the textured stones of the walls unless you look carefully.

The first floor is a large rotunda. The ceiling appears to be a stained glass mural lit by the sun (but actually by magical Lightstones). The mural shows the history of Antioch (and a bit of the known world) up to the time of the rebuilding.  The floor is marble inset with mystical symbols (arcane langauge Elventi).  The center of the Rotunda has the Biome’s Pylon. Inset in the Pylon are give KeyOrbs. Discretely off to the side, is a doorway that leads to the narrow stairs that lead to the second and third floor. 

The second floor is taken up with the Guild Council Chambers.  Here each ArchGuildsman (GuildMaster) sits in the amphetheater like room so they can discuss things before putting them to a vote. All rulings take two votes.  In the first one, each guild gets one vote stone; in the second, the guild gets a number of votes stones based upon its membership. For each vote, the stones are openly counted and the results determined A locked area under the amphetheater seating hold the city’s copies of the guild records.

The third floor is taken up by two areas.  The first is the Governor’s office, should the Imperial Governor come to Antioch. The other area is the ArchGuildMaster’s office.  From here, he runs the city.



User Submitted Ideas (0)

Please register to add an idea. It only takes a moment.


Suggested Submissions
ArchStreet By: MoonHunter
Locations » Neighborhoods » Any

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.

Greenway Ward By: MoonHunter
Locations » Neighborhoods » Any

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.

Maker's Ward By: MoonHunter
Locations » Neighborhoods » Any

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.

North Ward By: MoonHunter
Locations » Neighborhoods » Any

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.

Quiet Ward By: MoonHunter
Locations » Neighborhoods » Any

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.

Temple Ward By: MoonHunter
Locations » Neighborhoods » Any

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.

Comments ( 1 )
Commenters gain extra XP from Author votes.
Extra bonuses go to those that spend all votes in between refreshes.

Voted KendraHeart
2005-12-01 12:28 AM
0xp
Many cool touches, but not as many links to the other places.

The details you have added are handy and useful.

Join Now!!

Please register to vote or leave a comment



Random Idea Seed View All Idea Seeds

In the province of Behar in India, there is a bizarre custom that persists to the present day. Young men are kidnapped at knife (gun) point, and forced into marriage. If they refuse or cause trouble upon meeting their blushing bride-to-be, they are told that their family members will come to harm or even be killed if they resist. Some manage to fall in love or accept their fate. This scenario can be adapted to any rpg, ideally with a pc in the role of the abducted future husband!
By: Murometz | UpVote

Creative Commons License
Individual submissions, unless otherwise noted by the author, are licensed under the
Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License
and requires a link back to the original.

We would love it if you left a comment if you use an idea!
PayPal
Powered by Lockmor 4.0 with Codeigniter | Copyright © 2012 Strolen's Citadel
A Role Player's Creative Workshop.
Read. Post. Play.
Optimized for anything except IE.
0.0208