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August 16, 2006, 4:33 pm

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City Image - Anorrus


Anorrus, capitol of Marcosia, lies along both sides of the mighty and wide Rhenus River.

Anorrus, capitol of Marcosia, lies along both sides of the mighty and wide Rhenus River. It’s wall is octagonal in shape, with eight guard towers on each side of the river. There are a pair of gates in each side of the wall. The western gates are the Castus Gate and the Aelestus Gate. The eastern gates are the Crow Gate and the Theophilion Gate.

Anorrus’ buildings are mostly of stone, local gray granite and plastered riverstones, or sandstone. Distinctive black-and-white lightning marble brought in from the Thunderclap Mountains is also seen in the wealthy homes. The Mithraic style, an architectural movement begun by the temples of Mitras, favors squared-off, single structures with large windows to allow the sunlight to flow in. Anorrus does not get as much snow as many other Marcosian cities, so its roofs are not steeply-pitched. Many older structures are roofed in the famous red tiles, imported from Arcturus, though the expense of those is such that newer structures are often roofed in wooden shingles. This style is very popular in Anorrus, and most structures are built in this style. In the poorer structures of town, there are tenements constructed of timbers and plaster, which are prone to burn down.

Anorrus has much-wider streets than any other city in the Armorican Kingdoms, and is famous for this. Streets are wide enough for two ox-carts to roll abreast. The main streets are paved in thin blocks of granite, while the less-important fares are riverstone, or simple dirt. Market streets are packed-earth, scattered with straw. Streets are slightly bowed, higher in the middle than at the sides. That way, garbage, sewage, and water flow down into the gutters, which generally don’t go anywhere, and the sewage and garbage decay together into a rotting soup of hideous character.

Most of the Anorrian city is two stories. Some of the poorer folk dwell in wood-and-plaster tenements that may be three stories. But the tallest structure in the city is the High Hallow of Mitras, which is constructed atop a high artificial hill.

At night, the streets remain unlit, except where the owners of houses or private businesses have hung lanterns. These are infrequent, since wicks and oil are expensive, and the lights are often stolen.

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Comments ( 5 )
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Voted KendraHeart
December 4, 2005, 23:25
I like the way this one explains all the odd historical details. You could almost believe there was a The Mithraic style. By formating the ideas in the architectural, you get a more concrete feel for the place (no pun intended) and more versimilitude (the fancy gamer world for "realistic feeling").
Voted CrimsonShadow
December 5, 2005, 14:18
This post has a nice flavor and gives a bit of a view into the city. Personally, I would like to see more detail and would have to add such before I could incorporate it into my own campaign.

Here are some thoughts/ideas:
How do they handle the river running through town? Do they have bridges? Do sailing ships sail down the river? Do they have a small port for these ships?

How old is the city? Is it packed within the city walls? Does newer part of the city outside the walls? If it is an older city, is there more than one layer of walls? Is there open space within the walls.

If they have buildings that so easily burn, do they do anything to prevent it? Is there clear dividing lines between the rich and the less rich?

What is the High Hallow of Mitras? Why was the ground under it built up? Was it built on the ruins of some other important structure? Is it a major focal point for the surrounding area?

Hope these ideas can help.
Voted valadaar
January 2, 2007, 12:28
Interesting, but a little short for my taste. I'm not sure about what all should go into these, but there is not much about the people of the city.
January 2, 2007, 12:30
Moon originally started this thread as an architectural expose for any given city. So the focus in these is, you guessed it, architecture :)
Voted axlerowes
March 18, 2013, 18:34
A nice one, but by listing proper nouns and facts that aren't visually descriptive we get away from painting a picture and start cataloging things. It becomes in those case more a city summary than city image.

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Wet Faeries

       By: Murometz

Sages and naturalists frown at the common name given to these strange creatures by the small folk, but sometimes the silliest nicknames for creatures, places and people persevere in the minds of many. “Purifiers”, “Pond Jellies”, “Breath-Stealers”, “Lung-Ticklers” and “River Butterflies” are much less commonly heard appellations for these life forms. Wet Faeries are basically (and simply) a species of fist-sized, fresh-water jellyfish. Several traits steer them toward the peculiar category however. Firstly, Wet Faeries are nearly invisible in the water, much like their marine cousins but even more so. One can swim in a river swarming with these critters and not even notice their presence. Secondly, they possess the unique ability to clean and purify whatever body of water they inhabit. They do this via some sort of biological filtration process, sucking in all toxins present in the water, and releasing it back in its purest form. Needless to say, they are both a blessing and a curse to whichever folk dwell beside the rivers and lakes Wet Faeries inhabit. On one hand, no purer water can be found anywhere than a Wet Faerie lake or pond, and yet, in “pure” water “life” tends in fact to die out, lacking the needed nutrients to prosper. Thirdly, their “sting” is (unfortunately) virulently poisonous to all mammalians. Wet Faeries are loathe to sting anyone or anything, using their barbed fronds as a last line of defense, but if stung, most swimmers will suffer respiratory arrest, and die within minutes, usually drowning before they can make it back to shore.

Alchemists, druids, and less savory characters have studied these creatures over the years, and have predictably found all the ways Wet Faeries could be exploited. Morbidly humorous, some bards find it, that the Poisoners and Assassins Guilds as well as the Healer’s Union, all prize these creatures. The assassins use the extracted venom in obvious fashion, while the priests and healers use the still-living jelly-fish to sterilize other poison potions and to cure those already poisoned on death’s door.

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