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July 15, 2006, 6:08 pm

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Quiet Ward

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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.

If you travel through the city’s main gate, travel down the grand ArchStreet, and turn left, you will eventually reach the wall for the Quiet Ward. Sometimes known as The Forgotten Ward.

It’s official desigation was Hearth District. That is sometimes still used. The locals called this the Quiet Ward for a century now, mostly because it does nothing to call great attention to itself. This Ward has homes, shops (usually one and the same) and other guild halls. This area is another of “classic Antioch way.”

The buildings are Neo-Tudor town homes; white stucco with some half-timbering, high-pitched slate roofs, asymmetrical configurations, enclosed entryways, an ornamented chimneys. They are all two stories tall, with shops and workshops selling goods on the lower level, families with apprentices and journeymen living above. A few lots are green and have common wells (not that Antioch water is fit to drink). The roads are a smoothed cobblestone, similar in appearance to the Imperial roads. There are normally sidewalks made of a weak local concrete. Their size and condition often explains the commonness of taxis in the city.

The exception to the Shop/Home configuration is the Antioch Inns, which seem to be everywhere in the ward. There the owners often live in the house next door. Every business and home has a place for accidental guests to stay. The Streets of Antioch are magical at night, and not in a good way. The StarStone that originally borough people to the Antioch Biome still impregnates the soil here. Tiny crystals of magic are part of life here. At night, upon occasion, an elemental, a spirit of magic, appears. They wander the streets. Normally they just pass through and fade away one bell later. Occasionally damage things in their passing; even more rarely someone is directly harmed. To listen to the natives, it happens every night on every street where walking home from the Inn on the corner can be a harrowing experience. But in reality, it is a uncommon occurence. But the natives consider it an unlucky sign, so they avoid travelling the streets at night when they can.

Many MagicSmiths live permanently in the Inns here. The locals are not sure if they cause more or less magical disturbances here.

The Quiet Ward is fairly quiet and calm. Unfortunately for them, the Impressor’s acting guild hall is here on Excellera. So there are noises, explosions, magic, inventing, and pressing going on at odd times. Luckily this is mostly towards the Wall Line (Excellera parallels it), so most of the district is actually quiet. Excellera has four pagesmith shops, who produce all the books in Antioch. Given that each shop has two to four presses going nearly 24 hours a day, that is a good number of books (and dogbounds).  Most of the buildings around Excellera St have shifted to crafters who support Impressors. There is also a swarm of carters around here, as Impressors need Klah and sweets at all times.

There are three ways in and out of Quiet District. One leads to the GreenWay. One leads to the DiPlaza. The Last One leads to the ArchDistrict.



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Comments ( 3 )
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Voted KendraHeart
December 1, 2005, 0:38
0xp
So here is the home of the technical revolution you mentioned. It is kind of cool that the quiet neighborhood is actually the hotbed of technical change. There is a serious drama here between the normal people and the magical techies.
Voted Scrasamax
October 11, 2008, 0:32
0xp
Well, there isnt that much quiet about the quiet ward, there are uncommon wandering magic elementals, a technological revolution, and a major acting troupe, maybe calling it the Quiet Ward is like calling the 6'5" biker with the barb wire tattoos Tiny.
Voted valadaar
April 20, 2016, 11:57
0xp
Neat location. I like the idea of the magical contamination.

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       By: Almar

While setting up camp for the night, the PC's are aproached by another group of adventurers who seem nice enough. The road is somewhat dangerous and the other group suggests camping together. The two bands split watches, one adventurer from each group watching at once. The night goes by without incident, the next day the PC's travel with the other group as they are going the same way.

The group consists of Hordel the ranger, who is skilled with the bow. Hordel is a quiet man who speaks little but appears quite skilled. Dremar is a barbarian who is a little excentric, he seems to be an excasive drinker and thiunk that battle is the solution to everything. He appears to be a stout and powerful fighter with his greataxe. Ferrin is the leader of the group, a rouge by trade. He is daft and witty, speaking with the PCs often and asking many questions. He fights with finesse with his rapier. Preminitat as a cleric but he will not say which god he worships. He uses his spells to empower and heal his party and fights with a club. He sticks close to Ferrin. Ferrin is a great talker and tells much of himself and his party, but asks even more about the history and capabilities of the PCs. He tells of some adventures his party has had, and they seem like an interesting group of mercenaries. Hordel is quite and has little interest in speaking with the PCs, he ignores most questions. He spends a lot of time with Dremar and sometimes Ferrin. Dremar seems to not care about any questions ansked to him, nor does he seem to know the answers. He seems battle hardened and is a simple man. Preminitat rarely starts conversations but will speak with the PCs. However, some of his accounts of the party's history seem to condradict those of Ferrin.

The Party spends another night and day with Ferrin's group. One of four things can happen on the third night.
1: While eating dinner around the fire, Ferrin gets into an argument with one of the PCs when he/she mentions the discepincies between Ferrin's stories and Preminitat's.
2: Hordel gets mad after repeated questioning about his life from the PCs.
3. Preminitat gets mad after repeated questioning from the PCs about what god he worships.
4: One of the PCs rejects the offer of a drink from Dremar and he takes it as an insult.
All of these scenarios result in a battle between the parties. If Ferrin's party is defeated and still lives he swears vengance. His party may then cross paths with the adventurers again.

Encounter  ( Locations ) | November 15, 2003 | View | UpVote 0xp


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