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NeverSleep
2015-05-10, 06:44 PM
Consolidating some info, these posts will be edited:

Megatropolis of Aleris (setting basics)

Aleris is a massive environment which provides many things to do for the eager PC. There are dangerous areas and people within the walls here, which means adventure is always close at hand.

Warring factions of houses, guilds, thieves, and assasins, warriors, and mages all claim territory. They work with/for/against anybody as long as it brings the leaders more power and or wealth. In the case of churches, they fight for the souls of many, and occasionally work against other religious institutes or organizations so that the weak may see their true path.

The Aleris is under no authority but its own, and has in place a unique form of demacracy. There are 11 major districts, each is responsible for electing its own Earl who serves for life, until retiring, or removed by 7 other Earls standing against him/her(which is rare indeed).

The Earls have the final say for all votes on a city-wide level. Under the Earl is around 20-30 Dukes(per district), each of whom is elected by the people for a 10 year term. They have more local authority, and inform the Earl of the will of the people. They occasionally act as judges for special cases should the local court be unable to handle a matter appropriatly. The Earls constitue a grand jury should a Duke's ruling be appropriatly appealed.

The Dukes are notorious influence pedlers, and use their authority and sway to influence local and citywide powers and/or business policies. Most Dukes are heads or figureheads of guilds(merchants, mages, or farmer's guilds for example), houses(usually by family name), or other major organizations(trade association-smithys, neighborhoods, or societies of collected interest).

This structure has lead to major power struggles within the city itself, but its defences are quite good. The Earls always make sure that the guard is well kept for and not only adequatly equipped, but able to handle full-scale invasions as well as foreign missions to preserve its own interests.

The guard has no one particular strategy that it is known for, rather it is up to the commanders to requisition the type of soldiers it needs to fufill a mission or defence post. Clerics of some dieties work their way up the ladder through keeping the soldiers healthy, and others by being battle ready. Others maintain equipment and provide the soldier/guards with the piece of mind that they need to keep a watchful eye on the city.

Mages of course are generally a bit harder to find in the rank-and-file membership, but are highly useful for scrying unlawful movements, reconnisance, stripping wrongdoers of their enchantments, or investigating arcane mysteries.

The laws of Aleris are simple, yet widely open to interpretation. Do not steal. Do not kill without authority. Businesses are taxed. Slavery is legal with certain races, and in certain districts - but slaves have some rights and protections. Guards can arrest and detain for only 24 hours without trial by judge for minor grievances.

Other than that, the judges themselves(given authority by the First Five Guard and the Duke of the area) have full authority to penalize according to precident and the severity of the crimes. This is often deferent based on the district where the offense was cited. If the wrongdoer is able to prove a bias, mistrial, unfair sentancing, or new information/evidence becomes available, he/she may be able to request a hearing with a different judge, or the cause may move to a higher court.

The First Five Guard is the highest echelon of the guard/militia for Aleris. It is so named because Aleris herself selected five initial bodyguards who took on the major role of protecting Aleris' early establishment, and Aleris herself. They formed garrisons with unique strengths and duties, but remained united by their mutual respect and love for Aleris herself... the city and the magic-user.

Though each district is supposed to be on equal footing, districts have highly different levels of influence which is based mostly on the wealth or stature of its residents.

Since Aleris is so a widespread, it includes some dwarven communities in the southern Rocksmith mountains, and indiginous elves in the western Helmswood. There is significant farmland in and around Aleris because of a farming technique which is based on the material "Alaerum" which is part of how the city got its name. The Alerum allows multiple levels of crops to grow in the same space by building "up" using the unique properties of alaerum.

Alaerum is a clear gas which can levitate other materials. If it is magically charged it can carry even more weight for longer periods of time. It was originally discovered by a mage who was traveling through some ruins near the cities first settlements. The mage came around the corner and his light spell disolved at an inopportune time. He carried on dispite the dark, and became lost. When he bumped into some free floating rocks in the dark he panicked and fired off a scorching ray of magical energy. His attack hit a large pocket of the gas which in turn raised enough material for him to see the sun again.

The material is not named for that unfortunate young mage, for he was eventually crushed under half of an island that he had lifted in this manner in a misguided attemt to display his skill, but for the mage who studied, and expanded the use of Alaerum - Aleris.

Aleris is highly touted, but herself was an introvert and modest. She never asked that the city be named after her, and suggested other names for the material which would eventually be known as Alaerum. She seems rather timeless in history, for before the discovery of the material she was unknown, and after the initial rise of Aleris she was gone without any fanfare. Some people are so devout to the ideals that she stood for that a few small places of worship have cropped up that hold her in the core of their beliefs. They have hope that maybe she moved on to work elsewhere, or somehow has survived unto this day.

First Five



The First Five are a current organization that was initially the standing guard for Aleris herself. It is made of five individuals who were charged with protecting the early establishment of Aleris and the mage herself.

Sturdin "The Stone Lion" - Dwarf, one of the first to reach out to elves, defense(and suprise) as offense.

The group that exsists today from Sturdin's teachings are called the Stone Lions.

A later leader of the Stone Lions, Denell Worchest has recently discovered a way to work Alearum into a weapon he has been working on(rune rifle).

Leonin Everglenn - Elf --> Alaestung, Reached pact with Sturdin, and was one of the original "Alaestung" near the end of his life. Very concerned with crafting enchantments into weaponry for Sturdin and his men to use.

The group that exsists today from Leonin's teachings are called the Glennsmen. They are generally lightly armored, but often hold such deadly weapons with emmence skill that no-one would ask about the armor anyway.

Pat Gonwick - Human rogue, did everything that no-one wanted to speak about. Particularily ruthless, dissapeared for months at a time working on... "foreign affairs".

The group that exsists today from Gonwick's teachings are called the Darkwicks. They tend to do their business behind closed doors. Many have considered that the Darkwicks and the Wing Valetta may have many agents in common.

Leanne Seekwater - Gnome, least is known of her(even less than Pat Gonwick), said to be of comparable skill in magic to Aleris herself. Several mage schools in the town are named after her. She worked hand in hand with Aleris to create defenses and magics using Alaerum. Her mages tended to work as individual agents when they were powerful enough, and as spam artiliery in groups when they were still learning about the humble magic missile.

The group that exsists today from Leanne's teachings are called the Seekers. They are always looking for new uses for Alaerum. They also play a grand part in the civil design and use of Alaerum to grow the Aleris economy. Seekers tend to sequester themselves to think and problem solve. When they venture forth from sequestration, they care little for social norms, but simply go right to where they intended to go and perform the duty or experiement that they had set out to do.

Jomie Veldt - The most visable of the First Five - a human battle commander who was known for generosity to his troops. He also had his troops trained in many different styles, many of which he was familiar himself. He had dragoons, archers, knights, thugs, spear and pikemen, sword and board, secret dagger, barbarians, scouts, hand to hand, twin moon style, and most famously he forged a new fighting style that uses Alerum:

The group that exsists today from Jomie's teachings are called the Brightguard. They make up the upper ranks of the Aleris' general guard(known as the Blue Banners), and remain the most visable of the First Five to this day.


Alaestung

Dwarven and Elven Alaerum touched - "Alaestung"

---this refers to 3.5/D20 type mechanics which do not necessarily apply here---

Usually only found in and around the metropolis of Aleris are the Aleastung. The usual assumption of dwarves and elves not getting along does not apply here. Families of dwarves and elves became obsessed with Alaerum, and formed a partnership to furthor its research and use.

Many say it has driven them from sanity, and indeed they have a shared aloofness and sense of reality that most consider off-putting.

These families have put their life's energy into crafting, molding, studying, and controlling Alaerum. They are naturally able to exert even stronger control over the material than all other races.

Alaestung Elves:
+2 Wisdom
-2 Cha
+1 Int
-1 Str

Low-light Vision, Alaerum Sense, +3 Craft(Alaerum)

You can feel the presence of Alaerum, and can tell more abuot it based on your character level + Wisdom mod check.

At character level 3, Alaestung elves begin to be able to control Alaerum using the power of their being. They apply their character level and wisdom mod to all checks involving magical uses of Alaerum.

Except as noted above, Alaestung Elves have all other traits of elves

Alaestung Dwarves
+2 Con
-2 Char
+1 Str
-1 Dex

Low-light Vision, Alaerum Sense, +3 Craft(Alaerum),

Except as noted above, Alaestung Dwarves have all other traights of dwarves

Alaerum Sense - You can feel the presence of Alaerum, and can tell more abuot it based on your character level + con mod check.

At character level 3, Alaestung elves begin to be able to control Alaerum using the power of their being. They apply their character level and Con mod to all checks involving crafting and blacksmithing uses of Alaerum.

Alaerum druids

These druids see nature as something that can be modernized. They embrace the idea of Alearum and how it changes landscapes. They craft magic items from it, and help shape the earth using their nature might. They are most commonly from the Aleastung dwarves and elves, though humans have also become attached to the material enough to pursue this path regularily.

They add several Alearum use spells to their list, and have the option to use Alearum based equipment. They can also craft an "animal companion" from Alearum and natural materials, which functions like any animal companion that they could normally acquire, and is called an Earumbeast. They lose many of their animal related abilities and replace them with Alaerum based abilities.

"Wild-Shape" becomes "Earumbeast-Shape" - The Alaerum druid gathers available Alaerum and changes shape into a beast like a druid normally would, except the beast is an Earumbeast of the same description. Any humanoid would recognize that it is an Aerumbeast if they had been exposed to it before or with a knowledge check of 10-general, local(Aleris), magical beasts, arcana, or spellcraft.

An Earumbeast is an animal shape that comes alive through the use of Alearum. It may consist of pieces of that animal that were retrieved from corpses, or natural materials that have been re-purposed to create the look of a particular animal.



Volcano Falls

Volcano Falls

Multiple levels of volcanoes, stacked using Alearum. Inside fire beings thrive and contribute to the heat of the mountains. When one overflows it goes down to the next volcano. The ash heat are kept at bay by an alearum sheild that feeds off of the heat.

The Derryion Volcanoes are a unique sight amongst the highly populated Aleris Metropolis. These volcanoes are massive pieces of earth that are constantly managed by the Alaestung dwarves and elves.



Seekwater's Recluse

Seekwater's Recluse

Leanne Seekwater was one of the First Five, a mage of great power. She famously helped Aleris in the design and implementation of using Alearum to shape the megatropolis.

One of the most unique landscapes they crafted was one for civic use. A graveyard.

Known to laypersons as "Deep Depths" this graveyard is layers and layers thick. Each layer is supported by earthen pillers and the power of alearum. The graveyard is build down into the ground many layers, and up into the sky for many layers as well. Everyone in Aleris has a plot, unless they've made their own outside arrangments.

Even beggars, thieves, and thugs have a resting place allotted for them in the Deep Depths.

The more wealthy and/or influencial you are, the higher in the Deeep Depths you wind up. The upper levels are considered far more prestigious, and are well kept.

The lower levels are in poor shape, and have very little space between the layers(5'6"). The main job of the maintainance staff here is to make sure the alearum is charged so that the layer doesn't collapse on itself.

Should the PCs stumble into some of the lower levels, they may well run into Arrayana, an alaestung elf who happens to want to get to the lowest levels of the Deep Depths.

The problem is that you need to be cleared by the staff to go down there. Arrayana is clear that the presence of alerum is much stronger the deeper you go, and not just the alearum that is part of the design.


Azure Maw

Azure Maw - Kettle Kaelic


Wing Valetta


The Wing Velatta is an organization within Aleris that are mostly messengers or delivery people among the citizenry. They are often combat able, but their work is most often done behind closed doors or in the dark.

A few examples of jobs that the Wing Velatta would do in Aleris:

---- "Deliver this sealed note to the second yellow oak tree in Villas Park. There should be a knot in the tree with a small box in it. Remove the note that should be there, and replace it with this one. Return the second note to me unopened."

---- "John Tyions in Babenal Square has been stealing clients from our friends. Send him a message from us by loosing the bolts overnight on his barber's chair so that when a customer sits, he makes his way to the ground."

The Wing Velatta has agents throughout Aleris, and there is no true and fast way to determine if someone works for them. They may not even know other agents who operate in the same areas as they do. An agent for Wing Velatta has no particular set of skills, but they seem to desire diversity in their operations, so any class of PC could potentially work for the Wing.

The Wing Velatta doesn't take only "good" or "evil" jobs, but takes jobs and matches them up with an agent who is in the right position, who has the right set of skills, to get the job done well. Many of the jobs are indeed "good" in nature, or at the very least aren't evil. Clean out this cellar of rats, etc...

Some jobs are of a grander scale however, and require that the agent's goals and the mission are at least similiarly aligned - or the pay is extreemly good. The Wing's leadership is mysterious to any outsiders. Insiders have very little idea of the scope of the Wing, and only know the agents that they give orders to, or take orders from.

To the DM we can use this organization to recruit PCs as a group, or more interestingly -as and individual - to do some mundane work that would lead them to some plot hooks. The individual who secretly works for the wing could be given additional rewards if the groups mission has a 'certain ending', or if another objective is met. Being a part of the Wing Velatta can also give them access to connections within the metropolis of Aleris. They could be introduced to priests of different churches, guilds of thieves, heroic captains, minor lords, Dukes of Aleris, etc... The connections they make on these seemingly minor missions may prove invaluable later. Or, they may lead to bad blood within certain circles.

Jazmith and House of Traia

Town: Jazmith
The house of Traia is in the crumbling city of Jazmith. Jazmith was once an extremely wealthy trade town until travel became nearly impossible after The Awakening.

Jazmith has a large population, and many districts within its large stone city walls. It's Western edge and castle are built into a mountain chain. The Eastern side is flanked by a calm sea port that leads to many rivers and the Deep Sea.

House of Traia
The House of Traia is a guild of ill-repute. At least that is the title they received after having been the first organization to unionize workers of its kind. The house was put together in times when men and women had money to spare. Its clientele and and employee's have severely dropped in number. So much that you are the only remaining two remaining "working ladies".

Workers of the house are distinct and must always present themselves with a large blue T on their scabbards and broaches. If not wearing an identifying signal, they are required to identify themselves as a member to everyone they speak with, and, before consenting to any "work".

The House of Traia is still run by the original Madam, Traia. The only other employee is Tupik.


The Awakening: 3 years prior
No-one saw it coming, no-one heard it coming, no books or legends predicted it.

The Befreier had always submitted to the other gods, yielding his animals and beasts both hideous and beautiful to the will of others. No more.

There was no conflict, just a change in... attitude...

Birds still flew, fish swam, bees buzzed. They just became more violent, and seem more intelligent and seemingly... organized.

The roads became unsafe to travel in small numbers, and the seas (although generally considered safer) were just as affected. Towns are subject to attack both by swarm and guerrilla tactics by animals they once never feared.

Its strange though. One will look at an animal and expect it to go along its normal business and it may change its mind and attack. Other times you may see an angry bear whom you've just disturbed, and it will just walk away.

Most people think it is best to just avoid most animals. Domesticated animals(including familiars, etc...) are just as prone to this behavior, therefore most have been abandoned to the wild. Even before attacking their master.

Animals/Beasts:
Humanoids have never been able to communicate with most animals, except basic training signals.(includes druids and other wilderness classes)

Before the awakening they were normal, and would run if scared. Now, some will attack on site, some will run away scared, and some may lead you into a trap while hunting them. They don't seem to have a particular agenda, but they are violent towards humanoids.


The Nation: Travest
Travest isn't a large nation. It is actually fairly small, but contains two important cities: Jazmith and Jordan(the Capital).

Cities have gone into a Martial Law sort of order, since even armies may have a hard time traveling outside of a cities limits. Even so, a peasant army/militia seems to be enough for small hamlets to defend themselves.

The most important duty of all rulers is providing food for the people. Since the Awakening farming has become a dangerous prospect, and most individuals aren't skilled enough to hunt animals that attack back.

There is not much correspondence between Jordan and any of the smaller cities. It would seem that they have the defense of their own walls and feeding the people are their main priority.

The main contact between cities comes from Runners.

The Befreier
The Befreier is a Demi-God who is also known as "The Beastmaster"

Most stories about how and why he started the Awakening are just that... stories. Nobody of note has come up with a reason that the gods would let him do what he's done, or why they haven't stopped him yet.

The Deep Sea
Much of this world is yet to be discovered. The deep sea has seen men leave, and return with riches/scars and stories of other men who insisted on exploring further. Occasionally men from unknown lands will arrive at port as well with spices, plants, animals, etc... that have never been seen on our shores before.

Madam Traia
Madam Traia loves her girls(and guys) and has always been good to them. She doesn't work for profit. She loves love, and she promotes her women as though they were her own children. She is middle aged, but looks much younger.

The Madam unfortunately was robbed of her chance to procreate by a priest of Vecna. She has never told you how or why.

Tupik
Tupik is a youth who was publicly refused by the constantly hiring militia and army recruiters. He is also the son of the right hand man to the Freiherr(ruler) of Jazmith, Markov.

Tupik's father Travod most certainly has made an order that Tupik is not to be allowed into military duty.

Tupik and Travod don't speak to one another. This is well-known public information. It has been that way since Tupik became a teenager.

Tupik's job is to protect the working ladies. He never does anything beside wait outside the room though. He seems to have a fierce loyalty to the Madame, and you will occasionally hear him in his room alone crying.

Travod
Travod is publicly known as a wizard. One of few. Most who are gifted with magic are shunned, and have never been particularly organized.

It is a signal of great respect or fear to have a wizard sit amongst your advisors. Travod doesn't speak publically or in court, so his opinions and reasons for being included amongst the Frieherr's advisor's remain shrouded.

Runners:
Runners are messengers that specialize in getting through the wilderness. They seem to have amazing luck, and are never attacked by groups of animals.

Pelor's Presence:
THIS DOES NOT APPLY HERE, BUT I THOUGHT YOU MIGHT LIKE TO READ IT.
In times long since forgotten, when it is said that wars were as common as housemice, all gods waged war against one another using mortals as their chess pieces. As they were doing so they only realized that they were losing all of the people that they were trying to win over. Humanity had become nearly extinct. In a moment of compromise, all of the major gods agreed that the field of combat should be protected, no matter the alignment, race, or religious belief/disbelief of the participant.

All fields of honorable battle are protected by all gods. Any can ignore this protection in their opponent if they give it up themselves. The definition of "honorable field" changes depending on which god is watching at the moment It is considered extreemly poor taste drop Pelors Presence, and is a crime in most communities.

Assasination attempts are not covered, the gods deal with assasins themselves.


Magic, Personi
The language of magic has its own personality. It knows who weilds it, and how powerful they are. It can be fickle, and sometimes must be convinced. It is said it has some personality traits of Mystra herself.

Magic has been known to lend itself to a cause at times of great need or consequence... or fail.

Some hypothesize that magic has its own agenda seperate from Mystra's. Some say that Mystra's control over magic is absolute, while others say she created it, but now it is like an adolescent child - it is rebelling against her.

When it comes to the language itself, it is known to hide itself, or leave the minds of those who would weild it if they don't exhibit control. For example, a young mage listening or reading the words of an advanced spell, or a spell from a shunned school may hear words that sound like magic, but don't resemble the actual words at all. Other times the language is heard, then nearly immediatly forgotten.

The term that encompasses these effects is "Personi". Used like, I don't rememberwhat words he used because of the Personi. Or, "this is the first time Personi has let me hear that spell, the words were beautiful. Etc...


Dino's Chaos
"Flower Shop"

A fighting/betting ring open late nights in the First Five district near the Tilted Tankard. Has a unique ring("Chaos Ring") that allows people to fight "to the death" in an arena that is almost like virtual reality. The competitors don't die, but might be scarred after participating.

Nojas is a house competitor, when newbies come in people place bets on how many shurikens he can land before the fight is over.

There is a coin that is required to gain entry. You can get one from "The Nose" outside by proving you're not a narc.

Chrimea's Shadow

An alerum mine that holds a secret... maybe?

Kings Alley

A field of alerum mines which is also at the interier of Aleris. So named because the squables over the ownership of the mines result in people just as powerful as kings once the resources come flowing from the earth.

Dradon's Mire

A wide waste of muck-land that held within it a community of folks who seemed to think that Dradon would be back. Dradon's very exsistance is questionable, as most scholars agree that the demi-god has even visited Aleris in the flesh.

NeverSleep
2015-05-10, 06:45 PM
Saving a second Post

NeverSleep
2015-05-10, 06:49 PM
Saving a third Post

NeverSleep
2015-05-10, 06:54 PM
Saving a fourth post

NeverSleep
2015-05-10, 07:02 PM
Saving a fifth pOst!

VoxRationis
2015-05-10, 07:42 PM
Why isn't this in World-Building?

NeverSleep
2015-05-10, 07:53 PM
Ha! I guess I thought it was!

Oops.

Demidos
2015-05-10, 08:19 PM
I think Seekwater's Retreat might be a better wording than Seekwater's Recluse, as the second doesn't quite make sense.

NeverSleep
2015-05-11, 10:37 AM
@Demidos

I think you're right. I don't know what I was thinking there! Unless I had a spider themed graveyard... Actually, that sounds pretty cool -let's expand:

The grave-"yards" could be arranged like legs when viewed from above, and when viewed from the front/sides may be percieved as a monumental arachnid thorax and carapace.

This can be taken into account in the above ground structure. I'm thinking about two miles high at the apex . There could be "hairs" that contain folks who have paid extra to have a more private end of life experience.