The center of the south bank held the customs house, a vast place with a wide stairwell into an opulent lower ballroom that offered the best access to the under-city and to the normally submerged drought docks.
a.
The customs house was also brimming with trade
goods and coin during the flight from the giant’s shadow. Anything too bulky or
not immediately useful was abandoned here.
i.
Crates of the last Tarmalanian cloths and
weavings – things where the art to build the equipment that made them has been
lost – are for certain here and would fetch a high price.
ii.
Journals of the trade houses were presumably
kept in the drought docks file rooms; someone with those would know which
treasures were in which hidden storerooms under the house.
b.
The drought docks were protected by two sets of
wards; one that kept water out of critical areas, one that held out undead;
Those may be failing, but a magic-user could restore the first, a cleric the
second.
i.
River (and canal) boatmen who drown in the water
are seldom the recipients of last rights; this makes the Drowned Ones of
various sorts are more common than other undead… and meaner.
ii.
At the bottom of the canal a system of pipes and
wards provided water throughout the city; these should still be in force, and
provide another possible path through the undercity.
c.
The traders guild made use of ancestral
orbs, lights that would guide people to their secret vaults.
1) The Northwest wall was home to the great tower
of the guard, with its mirror that could send messages across the plains. While
even the stone tower is shattered to shards, there’s supposedly a secret stair
to a gated door.
a.
The mirror positioning mechanism was beneath the
tower and made of lost arts; any parts of it, or sketches of same, would have
immediate value to dwarven artificers.
i.
It was also powered by no end of bound spirits
and forces, which might have taken it into their mind to complain now that
they’re free.
ii.
Pilgrims and travelers have seen small, curiously
malformed men in the shadows around the tower. Not anything native to the city,
even as magic.
b.
While the city guard had little by way of magic,
they were supplemented by an elvish unit of sword and spell masters; those that
survived had to leave much of their magic armament behind.
i.
In addition to elfcraft armor and weapons, this
includes true named swords with considerable power that are eager to be found
and either used or returned to Deephome.
ii.
There is one master spellbook that includes
spells of the 3rd level and higher know only to elvish wizards…
unless you can lay your hands on it!
c.
There was a guard of automatons that
might be reprogrammed to serve as your personal army.
2)
The northeast corner was once the Mages Ward; its
ground is now indestructible glass (covered with eroded debris, the tall towers
collapsed and leaned into each other, making helpful shelters for pilgrims and
travelers.
a.
Sregor Viridian was the highest Magic-User in
the city, and it was he who sealed the mage’s undercity off from the giants to
protect its secrets. The obsidian wards stretch down into the undercity.
i.
Either your studies or the plying of spellcasters
with drink have revealed that the obsidian wards can be breached with the “touch
of arcane magic” of the like Giant-Kin cannot make.
ii.
Sregor was a prolific spell-creator, and his
spellbooks should still be present in the undercity, full of spells unknown to any
other Magic-User.
b.
Sregor Viridian was the highest Magic-User in
the city and was known to appear and disappear out of the undercity with no
evidence of arrival or departure. Perhaps he left a gate down there….
i.
There’s a classic tale of Sregor leading a
stallion bred only in the Emirate of Abama in the far south out of the undercity.
Perhaps that’s where the gate leads?
ii.
Sregor was one of the Counsel of Three, with Na’Rib
ibn Di’Vad al’Abama and Princess Enegue, other potent Magic-Users long out of
touch. They might be contacted via Sregor’s tower….
c.
Sregor was allied with the Giant-Kin, and
is now a Lich under the city, exploring dark realms.
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