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J_Muller
2007-03-18, 07:49 PM
Nestled in the north end of the desert to the east of The Town lies one of the farthest-flung cities of the Grand Republic of Modallia. Rising as a low mound where the desert meets the dry hills is the windswept, dusty town of Salia, a burgeoning city of 100,000 people.

Salia is built inside a bowl of rock that rises from the desert, believed to have been the site of a lake when the desert was less arid. Now, under the clear blue desert sky, the dry crags of rock that form the walls of the bowl enclose a city of the lithe, mountain-dwelling humans of Modallia.

In the semi-arid land surrounding the city, farmers ply the rich but dry soil to grow crops such as wheat and corn. An ingenious irrigation system supplies the outlying farms with water from the spring that provides the city with water.

Cut into the rocky mound at ground level are mineshafts, where miners descend into the rock to haul out the precious ores that lie beneath the mound. The raw ores are taken from the mines to the large stone structures clinging to the rock near the mineshafts, where they are purified and smelted into ingots to be used in the production of all manner of goods. Some of the ingots are then shipped out of the city, while others are sent to factories near the mines to be made into finished goods there.

The main way to enter the city is through the road that has been cut through the south face of the bowl, through what was previously a large mound of dry dirt. The level access this road provides to caravans and the like lead through the main gates, standing open as they always are.

Upon entering through the gates, travelers will find themselves in the city’s economic district. Carved into the rock itself are storerooms and warehouses, and market stalls line the streets, selling goods shipped in from the Grand Republic’s many holdings. Merchant houses rise farther in, doing business on a larger scale. The familiar bustle of a marketplace fills the air during the daytime, as the Modallians do business.

The residential district is next. Here, many buildings appearing less than five stories tall conceal as much room again underground. To the left and right rise huge rocky points, curving slightly into overhangs, which have been wholly transformed into living spaces for thousands of Modallians, the towering rocks intermeshed with structures of wood and metal clinging to them like insects. The rocks are hollowed out into tunnels but still structurally sound, the skill of the Modallians allowing them to use the rocks without significantly compromising their integrity. The majority of Modallians here live in stone or brick houses, as wood must be imported. In Salia only the richer merchants live in wooden houses.

Past the residential district lies the heart of the city—Fort Salia. A large, brown stone construction, it sits at the opposite end of the city from the entrance, presiding over a sheer cliff. A combination military fortification and commercial airship docks, the left and right ends of the structure are unused by the military since the end of the Great Southern war between the Grand Republic and its neighbor Valia. Only the center is still used to dock military airships, and at present the city is host to the Southern Fleet, under Admiral Smith and his flagship the Inevitable. The fort is also home to the local garrison of the Grand Republican Army of Modallia, under the command of Lars Modal.

A constant flow of airships, held aloft by the advanced Modallian lifting gas technology, steam in and out of the port, carrying passengers and cargo between this and other cities and outposts of the Grand Republic. Few travel from here to places outside the Republic, but as the city expands that may be about to change…

J_Muller
2007-03-18, 07:51 PM
A group of three airships, along with a merchant craft, depart for The Town.

Renrik
2007-03-22, 10:31 PM
Far out int eh desert, a caravan can be seen moving. It is obviously not one fully accustomed to this type of terrain. The sleds are dragged by great, shaggy wolflike creatures, some mentlly inferior breed of worg, sweating int he sun, and manned by goblins, who, fortunately, have learned the basics of desert survival from the guides accompanying them to the city.

On their wagons are great mounds of straight, fine mountain pine and many furs from mountain-dwelling animals, all from the Federation lands, ready to be traded for precious metals and manufactured goods. Also travelling with the goblins are their guards, several scholars seeking to learn more in the Republic, and an envoy of diplomats to spread goodwill.

The goblinoids reach the gates of the city and request entrance.

J_Muller
2007-03-22, 10:48 PM
((The gates are open. They only close them in the event of invasion or sandstorm--not many bandits or attackers around this area to threaten them.))

Renrik
2007-03-22, 10:54 PM
The goblins enter the city and go into the marketplace, where they pay the stall fee and set up shop, offering the furs and the lumber at prices that are a good bit cheaper thanthe majority of lumber and fur prices found here (though still a good bit higher than the cost of harvesting and transporting them.))

The goblin scholar go to find the universites and see if they can enroll.

The goblin diplomatic enoys make their way to the city center to find the rulers and present them with gifts.

J_Muller
2007-03-22, 11:24 PM
Some of the local larger merchants get word of the goblin's arrival and send representatives. Though they buy the wood for a good price, they are also interested in the prospect of a continuing trade with the goblins as a way to obtain wood for cheaper than by shipping it in from the north. Also, the furs intrigue them, and they buy many with the intention of sending them north to the other cities of the Grand Republic as luxury goods.

Since Salia is primarily geared for industry, there are only a few small institutions of higher learning, teaching the advanced mathematics and engineering that Modallians are skilled at. The universities are open to everyone, though if there are orcs they will encounter distrust, as the Grand Republic has frequently come into conflict with aggressive orcs on their borders.

The city hall is across a square from Fort Salia. A stone building expanded on using wood, it is where the local council meets, presided over by the city's mayor. The goblin diplomats are welcomed and in short time brought to see the mayor. He welcomes them into his office.
"Greetings. What brings you to the Grand Republic of Modallia today?"

Renrik
2007-03-23, 11:39 AM
The goblin merchants, making a tidy profit, agree to speak with the potential buisiness partners.

the students enroll, most looking to get education in engineering, an underdeveloped feild in the Federation.

The diplomats bow, and one steps forward with an ornate box, filled with gifts of furs and other exotic goods from the mountains.

Another goblinsteps forward.

We are a diplomatic envoy from the Free Federationof Goblin States, here to spread goodwill and show our wish for peace and cooperation with our neighbors.

We wish to express that the Federation is interested in trade and open communication with all other nations, and that we accept all people as citizens and as friends.

We have come to negotiate for trading partnerships and diplomatic relations with your land, so that our peoplemay better understand eachother, and we may live at peace.

J_Muller
2007-03-24, 02:00 AM
The businessmen ask the goblins for maps and directions to the Federation territory, intending to send cargo airships to the Federation to buy the goods there and transport them back to Salia, and from there to the rest of the Grand Republic.



At the city hall, the mayor thanks the goblins for their gift.
"Welcome to Salia. I hope this will be the beginning of an era of peace between our two nations. I'm sure that if you have goods to trade, you will have an easy time finding merchants to buy them from you down in the market district. As for a diplomatic relationship, the Grand Republic is always friendly to our neighbors. Or did you mean something more specific?"

((Sorry, my access to the internet will be sporadic this weekend. I'll try to get on when I can.))

Renrik
2007-03-25, 12:17 AM
the diplomats reply:
No, nothing more specific at this time. We do not wish to become entangled in the politics of nations at this time. We are still a young state.

The merchants provide maps as best they can, the maps getting more detailed and accurate as they come closer to the Federation. By comparing with Modallian maps, though, some accurate maps can be created. As the Modallians plan airship routes, the goblins map out some possible land routes as well. The one they took to get here was less than kind. The goblins seek opportunities to invest in and buy stock in the local mining operations, and also in airship technology. (The goblins have only one airship in their posession, and the thing is broken in two. The goblins shot it down over Datharral.)

J_Muller
2007-03-25, 01:50 AM
"That is fine. We always strive for friendship with our neighbors, and this is an excellent start. I hope this will be the beginning of a long and fruitful friendship between our two nations."


The merchants willingly combine their maps with those provided with the goblins to create a more accurate picture of the territory between the Federation territory and Salia. They express interest in establishing a small commercial airship facility in Federation lands to serve as a waypoint for airships, and some offer to part with some old, but reliable, cargo airships. Crew may be a problem, as Modallians will have to be used due to goblin unfamiliarity with Modallian airship technology, but goblins can be used in minor positions until they learn the skills necessary to crew a Modallian airship. There are also several startup mining operations the goblins might be able to purchase stock in.
((Well, if it's broken in two, they don't really have that much chance of repairing it... might as well sell it for scrap. How do the Dwarves work airship technology?))

Renrik
2007-03-25, 04:54 PM
((we're not sure how the dwarven airships work. I always assumed they were working like the airshipships in Eberron, save that the dwarves outfitted them with way more guns and armor. The thing's being scrapped bit by bit, the steel siding being stripped off and reforged.))

The goblin merchants have enough money to buy two of the airships, provision them, hire crew, and fix them up a bit. They do so, as well as invest in the mining companies. They also suggest the formation of a new trading company run jointly by some of the Federation and Modallian merchants, working to bring the two markets together and get better profits.

The goblin diplomats talk with theleaders of Salia for some time over he course of a few days before they must move on to spread goodwill to other cities, and take off again.

J_Muller
2007-03-25, 05:41 PM
((How is that? I'm unfamiliar with Eberron. The Modallians use a technically impossible "lifting gas" that's several times lighter than hydrogen.))

The goblins are given directions to the airships. The old but serviceable craft are parked with many other airships in the shadow of Fort Salia, at the base of the cliff, an area used by many airships that do not warrant a berth at the Fort. The crew will be there the next day, and engineers will come as well to check the craft over.

The mayor and other officials are happy to host the goblin envoy and bid them good luck in their travels when they depart.

Renrik
2007-03-25, 09:04 PM
((The ones in eberron work by binding an elemental to them, which provides power to the ship. The elemetal is controlled telepathically through the wheel of the ship.))

J_Muller
2007-03-25, 10:38 PM
((I think I read a Magic: The Gathering book where airships worked something like that...))