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| Arndel, capital of Kinndel, A quick guide. | |
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| Tweet Topic Started: Feb 26 2013, 11:19 PM (44 Views) | |
| Keithfarrell | Feb 26 2013, 11:19 PM Post #1 |
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Evil Overlord
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The capital city of Kinndel, Arndel Population: Population: Approximately 12,000, including almost 1,500 students attending the Mage Academy. Most inhabitants are human or elves but a few others can be found, in its various halls of study. Dominant Race(s): The population is quite evenly spread among Raythians, Elder Elves, Half Elves with the other races making up about 18% of the population Location:Arndel is a magical, monument-filled city built in a particularly beautiful valley. Arndel holds the Mage Academy and a large number of smaller specialist schools, making it a popular site for those who dabble in the spectral arts. It is surrounded by a magical spectra sustained wall thats over 200 feet high and is transparent. It is situated in the southwest corner of Kinndel bordering Theryst. Appearance Arndel is a beautiful city fully of monuments depicting great breakthroughs, inventors and mages. It has the widest variety of architecture in all of Ardus with parallel, hyperbolic and elliptic geometric building shapes found throughout it. Culture Government: Arndel like the rest of Kinndel, is a Magocracy, ruled by the Grand High Magus, Terrance Dovial, a politically astute master wizard adept at playing different factions of the city against each other. Power resides with Grand High Magus, Terrance, as well as Headmaster Samuel Di'vael and the heads of the various mage guilds but all ultimately answer to the Grand High Magus and his inner council. General Magus Alvro has the authority to call on the guilds private guards and combst mages in times of dire need. Fortunately, he has never had to do so, but if the situation arose, he could call up to 2,450 highly trained mages of all sorts as well various men-at arms to protect their city from attackers. Inns and Taverns: Firetree Alehouse; the Sodden Mage tavern; The Tankard of Ink tavern, are but some of the various establishments allocated in the city and each is usually associated with a particular guild house. Religion: grand temples to each god can be found here except Kull whose worship is outlawed and there is one more unusual, a cult called Band of Sorrows Mingled who both mourn and worship Eraesaer. Unique Characteristics Defense: The Guards of the Crystal wall are a force of 100 soldiers led by General Magus Alvro that have little to do other than patrol the crystal, spectra infused wall and its wards that keep intruders out. They are comprised of combat mages and enchanters, who repair and weakening of the grand spell that sustains this magical barrier around the city. Most merchants and others enter and exit by the on duty guard opening a temporary passageway through the barrier which is closed automatically. The Guild Houses: There are dozens of guild houses, each a with varying number of members, each of them made add the voice to any motion proposed and each also trying to increase their standing, by new research or discoveries or sometimes more underhanded means and disputes between guilds occur often, each has its own band of personal guards. A few of the larger guilds: The league of Astromancers, who intend to visit the closest of Ardus's moons by levitating a wizards tower there with themselves inside of it. They dismiss claims that they are quite mad and believe that Ardus's moons are made of glass, due to a reading taken by their great device. the Astromongicalifier Scopifier. This device was designed to readings of far away objects however it is considered by the other guilds as rather stupid, just like its creators. The House of Moebius This guild is home to the masters of theoretical science, invention, and spellcraft. Their nature is a passion for discovery and knowledge, reckless curiosity, their brilliant minds jumping from one subject to another as whimsy sees fit. Many members of the house of Moebius could be adequately described as benign mad scientists. Their often scatterbrained approach to work however has lead to some marvelous breakthroughs and they are held with a great deal of respect regardless of past incidents The Society for Study of Diametrically Opposing Spectral Energies or the S.S.D.O.S.E., are devouted to study, control and use of the relationships between opposed forms of energy. An example would be fire and water and so they created elementals of these energies and fused them together to create the "Homunculi Industria" These little creatures are varied in shape and size depending on what energies are used in their creation and are mindless and docile for the most part. They take orders and can preform whatever task their creator sets out for them but nothing complicated and are used for a variety of jobs however they cannot stray beyond the range of the "Machinam Industria" the great and complex magical engine that spawned them. In this way they cannot leave the cites boundaries without being destroyed. The Katash Combine. The original purpose of the Katash Combine was to preserve the health of all types of creatures. They were devoted to the study of life, medicines, and biomancy, Gorm Halish, the Katash master apocethary however was dissatisfied with this and took the combine further along, they now seek to improve existing life for the benefit of all. The increasingly emotionally distant relationship that the Katash biomancers have with the rest of society makes the even the most knowledgeable mages wary of the guild, thinking of them as crazy mutant makers. Even so, the Katash make up the physicians of Arndel and so injuries and illness are taken to the reputable doctors. However reports of connections to necromancy still dog some of its followers... |
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