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Chapter One: A Native's Look at Achar
The city-state of Achar is the centre of the church of Acharis.
Founded 87 years ago, it was raised quickly due to judicious use of
magic and of summoned creatures. In the time since its founding, it has
become the model of cities everywhere, a beacon for the light of
civilization and for the rule of law that makes civilization
possible.
General Notes on Achar
Geography & Architecture
The city is laid out on the precepts of law and order, and all
important areas (including the city perimeter) are defined as squares,
the square being a shape of rightness and equality. Surrounding the city
is a mighty wall, fully 30' thick and 50' high, which is pierced on each
side by two gates. Each gate is guarded by a gate tower, and additional
towers can be found at each corner of the city.
The foundations of the city are built upon a low, rocky plateau
overlooking the mouth of the Akan River. The edge of the plateau is a
line of low cliffs along the coast of Akanian Bay. The land atop the
plateau is fertile, and much of it has been cleared for farmland to
support the city's population.
Achar is one of the largest cities in the Realm Within, and, due to
the enlightened leadership and general respect for lawfulness in the
city, is relatively free of the squalor and filth representative of such
large cities. As it was planned and built according to lawful precepts,
it is laid out on an easily understood grid pattern, with attention paid
to easy access to the various parts of the city. The larger main roads
of the city are smoothly paved with brick, and the smaller streets
(including alleyways) are paved with even cobblestones. The diligence of
the Streetsweepers' Guild ensures that the many streets are free from
excessive debris and filth.
Buildings within Achar vary according to size and usefulness to the
city at large. All are sturdily built, with the ground level always
being built of stone (to reduce the risk of fire). Upper levels are
built of stone or wood as appropriate to the building's function.
Government, church, and public buildings, especially those in Temple
Ward at the centre of the city, are built entirely of stone, usually
marble.
The most noticeable feature of the city is the shimmering glow that
arches overhead, connecting the tops of the walls in transparent, but
visible, dome. This is the visible effect of the city's mythal, and the
shimmering curtain extends down the centre of each wall, forming
membrane at each gate through which each visitor must pass. This mythal
is a key part of the city's defences.
Climate
Located in the temperate zone of the southern hemisphere, Achar is a
city of warm summers and cool winters. Due to the sheltering cliffs
around Akanian Bay, only the worst of the coastal storms in any season
ever disturb the city. The cool breezes off the water keep the city from
sweltering in the summer months, but the winter months tend to be cold,
dark, and rainy. Snow does fall in Achar, but seldom to the point of
incapacitating the city.
Population
Achar is home to over 100,000 inhabitants, and the city's population
can swell to nearly half-a-million during holy days and the peak of
trading season. All major races can be encountered within the city,
although the majority of the population are human. Dwarves can be found
in respectable numbers in the city; indeed, they were instrumental in
the planning and building of Achar. Gnomes and halflings are also
represented, although their naturally curious and adventurous natures
means that only the more reserved, law-abiding of the little folk live
there. Few elves are found in the city (or in any city, for that
matter), and those do that live here have a particular affinity for
human culture. This has resulted in a stable population of half-breed
children, and half-elves are well accepted in Achar.
Due to constant trading activity, Achar plays host to peoples of all
nations. Due to the elaborate magical defences, even such "evil" races
as lizard folk, giants, goblinkin, and other non-humanoids are allowed
into the city to trade at times (although these are still rare, and such
visitors are carefully monitored by all).
Rulers
The city of Achar is ruled by the Church of Acharis. While the
Patriarch of the Church is officially also the temporal ruler of the
city and its environs, the day-to-day management of the city is in the
care of a council assigned by the church. A complex of system of checks
and balances ensures that no one person can accumulate too much personal
power. Rather each council member is chosen through an "aristocracy of
talent" and is encouraged to be a servant of the people. Council members
know that, if they work for their own good rather than for the good of
all, they will be replaced.
People & Places of Note
Telamon, Patriarch of Achar, male human
Cleric 9 / Divine Oracle 10 / Hierophant 4
Elleron, Underpriest of Achar, male human Cleric
6
Evan Stoneshard, Commander of the Watch, male
human Ftr8 / Rog5
Vallen of the Shielding Orb, Wizard 18 (Abjurer)
Grimsley the Sagacious, Wizard 12 (Diviner) / Lor7
Allanon, Wizard 18 (Enchanter)
Goran Flambeaux, Wizard 15 (Evoker) / Elemental Savant 5 (fire)
[pyromancer]
Jareth Wyrmfingers, Wizard 17 (Illusionist)
The Upright Man, Guildmaster of the Faceless
Ones, male half-elf Rogue 15
Rogar, Lieutenant of the Faceless Ones, male
half-elf Rogue 10
Laila, Receptionist of the Faceless Ones,
female human Rogue 3
Temple Ward
Architecture
Landmarks
Guild Halls
Shops
Inns & Taverns
Other Places of Interest
Places of Danger
Ward of Solicitors
Architecture
Landmarks
Guild Halls
Shops
Inns & Taverns
Other Places of Interest
Places of Danger
Ward of Merchants
Architecture
Landmarks
Guild Halls
Shops
Inns & Taverns
Other Places of Interest
Places of Danger
Ward of Craftsmen
Architecture
Landmarks
Guild Halls
Shops
Inns & Taverns
Other Places of Interest
Places of Danger
Ward of Militia
Architecture
Landmarks
Guild Halls
Shops
Inns & Taverns
Other Places of Interest
Places of Danger
Forest Ward
Architecture
Landmarks
Guild Halls
Shops
Inns & Taverns
Other Places of Interest
Places of Danger
Mountain Ward
Architecture
Landmarks
Guild Halls
Shops
Inns & Taverns
Other Places of Interest
Places of Danger
Ocean Ward
Architecture
Landmarks
Guild Halls
Shops
Inns & Taverns
Other Places of Interest
Places of Danger
River Ward
Architecture
Landmarks
Guild Halls
Shops
Inns & Taverns
Other Places of Interest
Places of Danger
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