Welcome Guest [Log In] [Register]
We are presently in the month of Tirellus in the year 4240. New threads henceforth shall take place in the months of Akaril, Tirellus and/or Luxorus.
Multiquote
  • Pages:
  • 1
  • 2
  • 8
Pile O' Articles; out of the old Development
Topic Started: Mar 12 2013, 10:27 PM (975 Views)
Mokley
"Introduction to Spire City"

[u:g3ok3jvk][b:g3ok3jvk]Spire City[/b:g3ok3jvk][/u:g3ok3jvk] The reason for the name becomes quickly obvious when approaching the city, the Spires of Therium which ring the city to the east, provide a formidable natural barrier to anyone wishing to invade the city. With the addition of equally formidable walls, Spire City is considered to be one of the best defended cities in all the fiefdoms. It is this natural feature which defines the city itself in more than one way. Once one has passed the Spires, there is a great dip in the landscape, dividing the city between the affluent and influential who live on the Ridge and the poor who live in the Bowl. South of the city a dock is constructed on the river Tharen, where ships coming down the river and in from the sea are both docked while they unload their goods. Despite the burgeoning population of almost 25 000 inhabitants, the Archduke's iron fist keeps the streets safe from cutpurses and muggers. Crime in Spire City exists as surely as in any other city, there is just distinctly less of it. [i:g3ok3jvk]The Ridge:[/i:g3ok3jvk] The Ridge is set apart from the bowl by a steep incline, often bridged by stairs with only a few roads leading up there suitable for carriages and carts. This is where many of the more wealthy members of Spire City have chosen to make their home, many of the homes here offer breathtaking views of the sea and the Maradin ships coming into dock. The Archduke himself holds his court here, having claimed the largest of the Spires of Therium as his own. Many of the manors here are built into the spires themselves in a similar fashion to how the Archduke has built his, with most belonging to influential nobles, one of them has a particularly sinister reputation as the home of the Archduke's chief assassins, the Magorgs. The Ridge is also home to the majority of the gardens and parks in the city. [i:g3ok3jvk]The Bowl:[/i:g3ok3jvk] For those not wealthy enough to live on the Ridge, there is the Bowl. The Bowl makes up the majority of the city, but is doomed to forever live in the shadow of the Ridge, literally and figuratively. During the reign of Archduke Tharen, for whom the nearby river is named, the city was remodelled and re-planned after the fire in 3734 at great cost and straight, wide streets are now the order of the day with housing primarily made of dark Starkwater Brick or stone. The Grey Guard, the Archduke's own men are in charge of security within the city and they enforce is with an iron hand, their grey uniforms are a regular sight in the city. They enforce the laws with an iron hand, outbreaks of theft and violence are dealt with swiftly and harshly. [i:g3ok3jvk]The Docks:[/i:g3ok3jvk] Perhaps the most lawless part of Spire City, which admittedly isn't saying much, is the Docks. It is the southern end of the city where Maradin ships coming in to trade and Starkwater ships from the east. The trade here is tightly regulated by the Magistrate's guards. [b:g3ok3jvk]The Law in Spire City:[/b:g3ok3jvk] The laws are strict and harsh, the Archduke believing in the preventive effects of such punishment. Simple theft and similar relatively harmless crimes will usually cause the offending people to be sold into slavery. Rape, murder or theft against someone important may cause them to be tortured to death or simply have the offending limb cut off. Incarceration as punishment is relatively unheard of, the only instances of this happening is when nobles are the one committing the crimes, incarceration is what happens while you wait for a trial or your punishment. The Archduke is the highest authority in the city and in the province, though his business is usually run through a series of magistrates who are in charge of the city. It is these magistrates who deal with the majority of the city concerns, there are three of them in total, making up the Triarchy of Magistrates. The Magistrate of Justice, who deals specifically with ensuring that the law is adhered to and administering punishment to those who do not adhere to it. The Magistrate of City Affairs who deals with the city coffers, including taxation and tolls and the Magistrate of Morale who ensures that the city runs smoothly. [b:g3ok3jvk]Society in Spire City:[/b:g3ok3jvk] The vast majority of the population of Spire City are Threakians, they are a private people, preferring subdued colours in their clothing and treasuring subtle declarations of wealth rather than parading it. As well, there is a strict adherence to the protocols of proper behaviour, more so among the nobility than among the commoners, but even there a constant game of shame and honour moves through society marking those who do not know the codes as outsiders. [b:g3ok3jvk]Economy:[/b:g3ok3jvk] Spire City tightly regulates trade in and out of the city, tolls are paid on trade, leading many traders to avoid it, but as the principal trading city for the Maradin in Starkwater it is hard to avoid if one wants to do business in the north. From Starkwater the main exports are timber, raw metals and furs. Though Spire City produces refined items, there is little call for these in the southern markets. The main imports for Spire City is grain and luxury products from the south. [b:g3ok3jvk]Linkmap[/b:g3ok3jvk] [u:g3ok3jvk]Military[/u:g3ok3jvk] 34 Lubjan Square[/url:g3ok3jvk]: The hidden headquarters of the infamous Red Guard. The Magorg Spire[/url:g3ok3jvk]: Home of the much-feared magical assassins of the Duke of Starkwater. [u:g3ok3jvk]Religion[/u:g3ok3jvk] Temple of the Snake[/url:g3ok3jvk]: Home of the worshipers of Thissies.
Member Avatar
bring me the muffins!
Quote
Top
Offline
Profile
Mokley
"The Magorg Spire"

It was without a doubt among the tallest of the hollowed out spires in Spire City. Queer lights streamed from narrow windows during the dark of night. Whispers and rumours followed this tower, it was a place few dared go. Whispers of dark alchemy and powerful magic surrounded it. Its denizens had earned their rights to this infamy. They were the Magorgs. The elite assassins and spies of the Archduke. They could get in anywhere without anyone noticing. Rumours spoke of them squeezing themselves through cracks in doors and leaving the same way after having done their kill. Not surprisingly many said a little prayer to Adienna for protection as they passed them by. The entire spire made the neighbours here on the Ridge rather more uncomfortable than they liked. Occasionally some of the poorer denizens of the city would go up here and leave children at the entrance to this tower and the children would never be heard from again. The entrance was a large, cast iron gate. Beneath the black iron it seemed as if shifting shapes moved within it. Magical spells had long since been cast on these gates, the potent power of the spells was simple. Rumour had it that because of this spell, the gate could only be opened from the inside. Forcing this gate open by force of arms was impossible. There were no guards on this gate, the Magorgs did not need one. Their presence brought on fear all by itself. The Fleshformers of the Magorgs were never seen outside the Tower, only the Magorgs came outside. Even their leader, Abbot Hardaken, never left this tower. The Archduke, proud man that he was, had to come see the Abbot, not the other way around. For those few who dared to go inside, there was a large and rather decent lobby in which to wait. Large, dark purple drapes hung from the ceiling revealing the insignia of the Magorgs, the fist holding an eye. A large man was responsible for letting people in. It was hard to tell who he was, tattoos covered his body, but focusing on any part of him seemed to make it seem like a blur. There was definitely something strange about his eyes though, the sclera seemed to be black, whereas the irises were red. [b:3gzmplzf]"Yes?"[/b:3gzmplzf] he asked, in perfect Trade, [b:3gzmplzf]"Why have you come here?"[/b:3gzmplzf]
Member Avatar
bring me the muffins!
Quote
Top
Offline
Profile
Mokley
"The Temple of the Snake"

In the middle of the Bowl a large stone temple rose. Dark stone snakes twine themselves around the twin pillars outside the front gate and two of its hooded members. Two priests of Thissies stand outside at all time, their robes covered in fur at the shoulder, their faces obscured by their large hoods. Not a hint of their bodies were revealed, their presence before the temple was merely as guards, though some suspected they were merely statues, based on the amount they moved.The monstrous gates which offered entrance had been carved so that it seemed almost as if it was a pane of water with a snake dipping parts of its body in and out of it. Inside the heady smell of incense joined the hissing prayers of the Priests. Small corridors led out to the private abodes of the priests, but it was the central chamber everyone came to see. The large, central chamber held a green stone statue of Thissies, part human, part snake. Snakes twining themselves around her feet and legs, her hair made of snakes. A deep heat filled the room, causing most of those who came here to break into a sweat and feel almost docile. The priests of Thissies though, seemed to move without either sweating or slowing down. Bronze braziers filled with wood offered both heat and light to the room, sending flickering shadows over the tall statue, almost making it seem as if it moved slightly. Robed priests were seated on the floor around the statue, their silent hissing prayers and the fire the only things to break the silence. Before the statue a large altar, made out of basalt rested, said to have been hauled here all the way from the distant Dae'vol lands. It was formed in the shape of a coiled snake, with a hollow centre. Between the coils of this stone snake though, rested live ones. This was where sacrifices to Thissies were made, the snake goddess preferred her sacrifices live.
Member Avatar
bring me the muffins!
Quote
Top
Offline
Profile
Mokley
"Lubjan Square"

Situated off to the side of Lubjan Square was a somewhat unassuming building. A small toy store rested next to it, seemingly oblivious to its neighbour. There was nothing to tell the dark Starkwater bricks from any other building. A sturdy door with a large sign hanging on chains proclaimed this to be [i:34ucwhba]Private Property[/i:34ucwhba]. The only way it stood out from its neighbours was that it was rather larger than the others. On the whole it was not a terribly menacing building, the windows were left open in the winter and those few who dared might be able to get close enough to catch snatches of conversation, most thought that what could be learnt here was not worth the risk. A simple, oaken door with cast iron hinges lead inside. Occasionally snatches of laughter would drift out through the windows. Four floors rose above the paved streets of Spire City, each floor having shutters facing out against the street, above which rested a slanted roof from which snowfalls were quite common during the winter. Most knew not to get too close to this building though. Of course anyone who knew anything about Spire City knew this was one place that was to be avoided at all costs. Those who worked here were a secretive gang, rarely leaving it, and those who entered and did not work here. They were rarely seen again. This was the home of the Red Guards, the secret police of the Archduke. Very few had ever seen the inside of it. Though there were rumours of secrets basements below, secret entrances all over Spire City leading to this very building. When someone disappeared in Spire City, this was where their relatives would look and curse under their breath for fear of being overheard. No one wanted to end up on the wrong side of the Red Guard.
Member Avatar
bring me the muffins!
Quote
Top
Offline
Profile
Mokley
"Introduction to Starkwater"

[b:gf9vsifr][u:gf9vsifr]The Archduchy of Starkwater[/b:gf9vsifr][/u:gf9vsifr] [b:gf9vsifr]At a glance:[/b:gf9vsifr] The Archduchy of Starkwater is the one of the northernmost fiefdoms and one of the most militaristic. Starkwater was one of the first fiefdoms to leave the Empire and remains in fierce competition with the fiefdom of Arameia, especially over the ownership of the Arameian Highlands. [b:gf9vsifr]System of Government:[/b:gf9vsifr] The Archduke of Starkwater is the supreme head of the Archduchy, the heir apparent (or in cases where one such is not yet eligible, the Regent) rules roughly one half of the Archduchy from Grey Lake. The Court of the Archduke is considered one of the more visceral in Adylheim, assassinations, poisonings and similar are a common occurrence. Position and appearance is everything in the court of the Archduke, and losing face is a terrible perspective for any noble to face. When the Archduke fails to produce a heir or his line dies, a new Archduke is chosen by the Court, often these come from the foremost families of Starkwater though it has happened that the old Archduke’s Regent or a complete outsider has managed to wrestle their way into power. [b:gf9vsifr]Geography:[/b:gf9vsifr] [i:gf9vsifr]Starkwater[/i:gf9vsifr] Starkwater itself consists primarily of relatively rugged terrain, deep woods and isolated hamlets are found all over Starkwater. Despite these challenges the Archduke manages to keep a relatively tight rein on the fiefdom. [i:gf9vsifr]River Tharen[/i:gf9vsifr] The largest river running through Starkwater. It is an important vein of communication throughout western Starkwater. [i:gf9vsifr]Spire City[/i:gf9vsifr][/url:gf9vsifr] The capital city of Starkwater. A large, fortified city thought to be impregnable. [i:gf9vsifr]Grey Lake[/i:gf9vsifr][/url:gf9vsifr] A large city sitting on the lake from which it takes its name. It is the seat of the Archduke's regent or heir and the capital of eastern Starkwater. The lake it is sitting on is characterised by its grey water, which is said to have curative properties. - Dragon's Tooth Inn PB[/url:gf9vsifr] [i:gf9vsifr]The Valley of Oren[/i:gf9vsifr][/url:gf9vsifr] An isolated valley on the border between Starkwater and Nevros. [i:gf9vsifr]Turrell[/i:gf9vsifr] PB[/url:gf9vsifr] A village in located in the south-east of Starkwater, only a few hours walk from the Arameia border. As such, the village has often been indirectly involved in power struggled between the two nations. However, Turrell is more famous for its collection of unexplainable but usually harmless phenomenon. These can range from ducks mysteriously landing on people's heads, to rains of frogs. The village itself however, is a typical country settlement filled with simple country folk who only want to make a days living then spend it all in the local pub. [i:gf9vsifr]The Ice Arena[/i:gf9vsifr] An ancient arena where, every year, the champions of Arthium and Therium fight to decide which good will be in ascendance. It is located atop one of the taller mountains of Starkwater and is surrounded in a permanent layer of snow and ice.
Member Avatar
bring me the muffins!
Quote
Top
Offline
Profile
Mokley
"Introduction to Arameia"

[b:17q1gww8][u:17q1gww8]Arameia[/b:17q1gww8][/u:17q1gww8] [b:17q1gww8]At a glance:[/b:17q1gww8] Arameia is the largest of the fiefdoms and the central one, it consists of two parts, the Heartlands and the Highlands, with the Highlands being a separate piece of land, which requires crossing the ArchDuchy of Starkwater. The Heartlands mainly consists of flat lands without and decent natural borders and as such are often assaulted by the neighbouring fiefdoms. A great deal of food is created here. Arameia often sees itself as the most important nation in the Adylheim Alliance and the city of Aram often refers to itself as the capital of Adylheim. Arameia takes its name after the Arameians, the byname of the Emperors of old and the Empire they built. Arameia is a nation guided principally by the Priestly caste, the Prelate of Luxor guiding every aspect of the fiefdom, ensuring his position with the idea that it is holy will that he rules. [b:17q1gww8]System of Government:[/b:17q1gww8] The Prelate of Luxor is the leader of the Prelarchy of Arameia. Beneath the Prelate are a series of Bishops and Deacons who work as administrative entities with their own regions of Arameia, with Priests working at the lower level of management for Arameia. Any manner of administration within Arameia usually requires being part of the Priesthood. Arameia is somewhat of an oddity with the members of the administration elected on the basis of faith rather than birth. Of course, the results are not always exemplary and Bishops and Deacons run the gamut from corrupt to fanatical with everything and anything in between. [b:17q1gww8]Geography:[/b:17q1gww8] [i:17q1gww8]The Heartlands[/i:17q1gww8] The Heartlands is the major area of Arameia. It consists primarily of farm- and woodlands, with the occasional hill, getting flatter the further south and east, it comes. [i:17q1gww8]Aram[/i:17q1gww8][/url:17q1gww8] Aram is the largest city in Adylheim with almost 100 000 inhabitants. It’s a spread out metropolis, with the past trappings of the Empire all around it. The majority of the great buildings are destroyed though, their stones used to make new buildings. The remaining buildings are mainly the large temple to Luxor and parts of what was the Imperial Palace, which is now used as a administration centre for Arameia. The basis for Aram is that of a once great, now decayed city, it’s chock full of history and the majority of it is ignored. Beggars sleep in the ruined halls of palaces and the rich cluster together in the centre of the city. Outside this very small centre of the city, prices for buildings are very, very low and most just take the room they need. Good housing, as opposed to the ruins that make up the majority of Aram is in high demand. [i:17q1gww8]Capport[/i:17q1gww8] A large trading hub at the very tip of Cape Verdet, the city of Capport is one of the more important and busy cities of Arameia. [i:17q1gww8]Fort Resolve and Cestempre[/i:17q1gww8] PB[/url:17q1gww8] Fort Resolve is a fortress near the border between Arameia and Starkwater. It serves as the headquarters of the Arameian Legion, and is often called on to protect the borders and provide support to the Highlands. The small city of Cestempre has grown up beside it. [i:17q1gww8]Dagonet[/i:17q1gww8] Situated on the Whittes Canal in the basin between the rivers Elum and Sault, Dagonet is a medium-sized city frequented by barge traffic along the rivers. Cavaliers have left their mark on the town, which is considered the focal point of Arameian chivalry. [i:17q1gww8]Erina's Home[/i:17q1gww8] A temple at the bottom of the Arameian Sea dedicated by to Erina and seen to by her faithful priests. [i:17q1gww8]Haven[/i:17q1gww8] A large, fortified cathedral to Adienna between Fort Resolve and border to Starkwater. It offers refuge for those who may need it. [i:17q1gww8]The Slivers[/i:17q1gww8] A series of Islands along the rim of the Arameian Sea, mainly inhabited by fishermen. The largest of which is called Green Isle from the strange green mountain which is the central point on the island. -The Oracle The Oracle of Il'unno is the most famous oracle in Adylheim and is a sought after location for those wishing to be given advice on their future. [i:17q1gww8]The White Castle[/i:17q1gww8][/url:17q1gww8] A castle built out of white stone, residing on the plains of Arameia. It’s been unstuck from time by a powerful wizard. [i:17q1gww8]The Highlands[/i:17q1gww8] The Highlands are in a hilly part of Adylheim and is valued for its two mines, one giving the Arameians silver, the other giving them iron. For this reason the Arameians defend the Highlands to the death and have long worked to re-establish a corridor between the Highlands and the Heartlands through the Archduchy of Starkwater. [i:17q1gww8]The Cavern of Splendour[/i:17q1gww8] Deep beneath the Highlands lies the Cavern of Splendour, the foremost temple to Maadrth in Adylheim. [i:17q1gww8]The Mines[/i:17q1gww8] These represent the main source of the wealth of the Arameians. Heavily guarded by Arameian troops, often fought over with the ArchDuchy of Starkwater. The most seasoned troops in Arameia are usually found here. [i:17q1gww8]The Old Woods[/i:17q1gww8] Placed on the border between Longmoor and Nerin this large wood is filled with old trees and is largely avoided by people as it is felt that between those trees the wild rules.
Member Avatar
bring me the muffins!
Quote
Top
Offline
Profile
Mokley
"The White Castle"

No one remembered how long it had been there. It went back in time past the oldest recollections of mankind. The elves did not care and the dragonkin did not choose to venture opinions. It was a large castle, the towers and turrets rising high above the ground around it. No one dared draw near it. The peasants who worked in the neighbouring villages had long since got used to its presence and only made nervous utterances to the gods to keep them safe when they were close to it. It was not the white stone which drew this level of fear and nervousness. No, the strange fear this old castle wrought was most apparent when heavy clouds drifted in from the sea. When dark skies roiled, rain fell and thunder cracked all around the castle, above it only blue sky reigned. None dared to go there to find shelter from the storm though. Even birds and other animals had learned long since to keep out of the way of the castle. Those few birds who hadn’t still hung ominously at the edge of the castle, frozen in mid-air. An eyeblink and an eternity away from flapping their wings. Legend had it that it had once belonged to a King who was watching his kingdom being swallowed up by the Arameians. This King was a mighty Wizard and he worked for the good of his people, but as his kingdom shrank and his people died by the sword he retreated her and he vowed that his kingdom would never die. And as his final work he suspended the castle, its riches and its inhabitants in time forever. Only when the last heir of the kingdom returned and it was time to re-establish the old Kingdom would the spell dissipate. Whether any of this was true or not no one knew. But the white castle remained here, frozen in time.
Member Avatar
bring me the muffins!
Quote
Top
Offline
Profile
Mokley
"The Dockside Markets"

The Docksides Aram was never the most lawful of cities. Some claimed that everything and anything could be bought in Aram, those who knew better said that just most things could be found in Aram. When they said these things though, it was the docksides they were talking about. It was the largest market in Adylheim. It stretched out all along the docks, and some way into the city. Small stalls and people selling right out of their boats. The floating homes the Maradin preferred could be seen, pedalling around to the larger ships, selling new rations and other titbits to sailors. Rotting buildings had been gutted and merchants moved in and out of them as their ships came and went. There were fairly few constants here, the market moved and mutated with each new ship coming into the harbour. Shouts and calls danced back and forth across the market, people hawking their goods for all to see. It was said that you could buy anything in Aram, the problem was finding it. There were undoubtedly nuggets of gold hidden in the dirt here, the problem was finding them. In this huge market, everyone claimed their goods were the best of the best. An ancient, crumbling statue of Elron looked proudly out at the Arameian sea, his hands held out as if to catch falling gold coins. Small items of sacrifice was spread around the statue itself. Some had chosen to give the god copper coins, others expensive pieces of cloth, some split open small animals and left them here for the ravens, it all belonged to the god now. No citizen would touch the sacrifices, sacrilege was no small crime in the city of the Prelates.
Member Avatar
bring me the muffins!
Quote
Top
Offline
Profile
Mokley
"The Salt Monkey"

At one time, the port of Aram had been the center of the world, where ships docked day and night and crate upon barrel of goods were constantly being bought, bartered, sold, given away, or stolen, and all of this had to be monitored so the Emperor could collect his due. To this end, they built a great customs warehouse strategically on a low hill that reached out into the bay, where candles burned throughout the night as harbormasters kept an eye on the comings and goings of the merchants at all hours. In those days it had been filled to bursting with goods of every sort from across the known world. However, with the decline of the city came the decline of the shipping routes, and while by most accounts the docks of Aram were still quite a busy place, modern customs officers found themselves no longer in need of the great warehouse on the hill, and so had abandoned it in favor of someplace smaller and a little closer to the docks that were still in use. The warehouse hadn't stayed abandoned for long, though. These days, it was known as the Salt Monkey, or, more informally, as Drunk Hill, with a healthy dose of derision or affection depending on who was using the term. Although there were other pubs in more central, easily-reached places, the Salt Monkey had a special place in the heart of many seamen, even though some would drop by as seldomly as once a year, whenever their ship happened to dock in Aram. The road leading up the hill was well-worn and steep enough to require a little exertion from the physically unfit, though many a thirsty sailor had been encouraged by the sight of the lights from the windows - the Salt Monkey never closed. During the day, the ravages of the sea were evident - the drainage pipe from the flat shingle roof was heavily rusted and seagull dung extravagantly decorated the dull grey walls. Inside, one found a spacious common room that, together with the kitchens, occupied much of the bottom floor of the old warehouse. At some point, much of the floor had been covered with warm wooden slats intended to resemble the deck of a ship. The rest was still the old cement floor of the original warehouse, and the walls were largely decorated with bits of flotsam that the proprietors had salvaged over the years. Regardless, tables and barstools were scattered everywhere, and much of the time, dock workers and seamen were scattered everywhere to match. The atmosphere was typically friendly, and the staff worked hard to keep it that way, and though the occasional fight was inevitable considering the clientele, the patrons were quite protective of the establishment, and were generally quick to "insist" that quarrelsone individuals take their grievances outside. Because it was a busy place, there was often a wait to be served, but there was rarely a shortage of company with which to wait. Elly Butarram, the proprietress, sometimes served tables herself, though more often one would be served by a barmaid. Most of the staff (including Elly), like most of the clientele, was Maradin, though there were enough people around of other heritage that they didn't usually feel out of place. From the windows, one could still look out over the harbor and watch the ships coming and going - the barmaids liked to tell stories about patrons who had gotten drunk and lost track of time only to watch helplessly from the window as their ships pulled out of the harbor without them. Upstairs, a number of small rooms were available for rent, a resource often exploited by mariners with nowhere else to go or with legs too weakened by drink to find their way anywhere else. Still, for many, what was downstairs was what was most important. A staricase was built flush with the north wall, leading down into the rocky soil of the hill, where a section of earth had been carved away, producing a small chamber that opened up onto the cliff face, overlooking the Arameian Sea. Here, the place's past owners had set up a small shrine to Erina after the nearby temple down by the docks had been shut down by the Prelate on some pretext. A small, crude statuette of the goddess rested on an alcove, where she was weathered by wind, rain and sea-spray, occasionally being replaced whenever her features grew unrecognizable. There were no priest and no services, only the statuette and the smell and sound of the sea. For the Maradin, that was enough, and it was common for sailors to descend the stairs and say a prayer to the goddess or, occasionally, toss a sacrifice to the waves for her, especially in preparation for a lengthy voyage - most often a simple pint of beer, but more substantial sacrifices were not unheard of. Elly Butarram insisted that it was the favor of Erina that gave the Salt Monkey its vitality.
Member Avatar
bring me the muffins!
Quote
Top
Offline
Profile
Mokley
"Merion's Construction and Quarry"

In one of the western, more thoroughly-inhabited parts of Aram could be found Merion's Construction and Quarry Company. It was a large place, made of marble bricks, some pink and some blue-green, arranged garishly in a checkerboard fashion, and babble of voices and the banging and clattering of tools could be heard faintly from within. The most striking thing about Merion's establishment, however, was its obvious veneer of newness. Paint shone barely-scratched on the door and the marks of tools were still visible on the stone that made up the walls, setting it a world apart from the ancient, dusty buildings that surrounded the street on all other sides. Although Merion billed his company as a construction outfit, everyone knew that the most important part of their business was demolition. In order to build anything in Aram, first you had to tear something else down, and in order to do that, you had to go to Merion. There was only one license to demolish buildings in Aram, and Merion had it. No one really knew how he'd managed to set up such a state of affairs, though surely many businessmen would have loved to know. Regardless, it had made Merion's business extremely successful. If you were a prominent citizen or clergyman, you could usually gain an exemption through the Prelate's office, but for most people, it was Merion or nothing. Of course, when someone chose to make use of his company's demolition services, he always gained possession of any usable raw materials that were left over from the previous building, which they would sell for more profit - this was what they called "quarrying," as there wasn't a true quarry in Aram. If you paid Merion's men to actually construct your new building after they were done, so much the better. There were two large work entrances through which a cart could be driven, but the door clients were intended to use was smaller and clearly labeled by a sign above it, which displayed a pair of crossed hammers in fresh paint, along with the words [i:l02id7we]Merion and Company, Aram's Finest Construction[/i:l02id7we] stenciled in thick block letters. Inside was a small but comfortable office where various tools of wood- and stone-work were nailed to the walls, presumably in an attempt to convey a workmanlike atmosphere. There was a large desk with a couple of wooden chairs in front of it and a young, cheerful-looking man behind it. When approached, he recited the same greeting to everyone. "Welcome, what can Merion's crew do for you?"
Member Avatar
bring me the muffins!
Quote
Top
Offline
Profile
1 user reading this topic (1 Guest and 0 Anonymous)
DealsFor.me - The best sales, coupons, and discounts for you
Go to Next Page
« Previous Topic · Development · Next Topic »
  • Pages:
  • 1
  • 2
  • 8