View Full Version : The Fortress City of the Lich King

2007-12-23, 06:11 PM
This city was created using my homebrewed campaign world, my imagination, a calculator, and a very helpful PDF. PLEASE DO NOT POST UNTIL I SAY I AM FINISHED. I would greatly appreciate any and all ideas about this city. I meant to make it rather complex and large. This is because it is the basis of my entire campaign. If anyone has any questions, because I know some stuff might be odd, please ask. Thanks in advance

2007-12-23, 06:12 PM
The Fortress City of the Lich King was built upon the remnants of the metropolis Pal Aru. Pal Aru was formerly the largest gathering place of races on Aiden, which fell nearly eight centuries ago during the Necrotic Plague. The Necrotic Plague was a horrific turning point in the already blemished history of Aiden. The Plague is believed to have been created as a biological weapon by the Devil Lord Lucifer as a means of creating massive quantities of undead. Lucifer was a Pit Fiend that managed to escape from the Outer Planes and survive on the Material Plane. Upon reaching the Material Plane, the devil almost immediately began plotting. Having appeared in the Hole in the Heart of the World, Lucifer’s initial designs were to amass an army with which he could conquer the land. This idea quickly began to mutate and transform as Lucifer learned more and more about his new home. Within a decade of his arrival Lucifer had already created a boastful sized army of undead that was relentlessly ravaging the inhabitants of the Transitive Planes, as well as reaching far enough to pester outlying farmers on the banks of Lake Imperious (now Lake Von Krieg). Eventually the powers of the day, Pal Aru and the fanatically religious city of Skyrimm, came together in one of the most incredible displays of power ever seen on Aiden, to destroy the multitude of undead devastating the land. This was the end of the undead threat on Aiden, but not the end of Lucifer. The crafty devil, with the aid of hundreds of lesser devils, soon fabricated a vile plague with which to hound the continent. The plague was soon released to the utter joy of Lucifer, though the results were considerably less well received. The effects of the plague were immediate. Spread by physical contact, cities were rapidly filled with the soon to be undead dead. After only three hours, the deceased would rise up as zombies. Unlike what Lucifer had predicted, these zombies failed to respond to his commands. As an even greater threat, these newly created zombies were actually immune to any controlling or turning effects. This left many cities and towns unable to defend themselves, as they had insufficient numbers to combat the undead, as well as no way of protecting themselves from the plague itself. It quickly became apparent that staying in the cities would only create more undead. This sparked a massive migration of people away from the civilized areas of Aiden and into its more hostile environments. The people of Pal Aru and the Rift Gap seemed to flock towards the frozen Drixel Mountains, while the citizens of Skyrimm and Far Point fled into the Desert of the Hound.

<just another brick in the wall... of text>

Those in Bard’s Hallow and Cliffside escaped to the Forest of Seiko. The unfortunate inhabitants of Polemec Point and Mul Plath were both lost to either the rapidly spreading plague or to the ferocious creatures residing in Aiden’s harsh swamplands. Though ill prepared for the voyage, many of the people of Mezanine took to the sea. Even the Devil Lord Lucifer fell victim to his own plague, succumbing to an infection only two years after its creation. Castle Knofp alone seemed to have withstood the plague, though recent sorties to the castle paint a different picture. It seems that the population had actually just shut themselves inside the castle with plagued members among them, resulting in a gruesome demise for all. With a seemingly ever increasing number of uncontrollable undead loose across Aiden, hope was bleak at best. The initial survivors were constantly on the move, constantly running from the hell that they had survived. Groups of refugees almost never interacted with each other, for fear of the plague being spread to their own ranks. With this apparent xenophobia came numerous other discriminations such as racism, ethnocentrism, sexism, and elitism. Many survivor groups dissolved into violent gangs, or just completely dissolved. For the few individuals able to retain a semblance of dignity, finding the cure became top priority. There were already numerous lone wizards’ towers, some occupied and some vacant, which served as beacons for intellectuals and those seeking to find a cure for the plague. Around these towers lightly populated, densely packed communities began to form. Despite occasional raids and plague beasts, these rag-tag communities managed to stay together. After twenty-three excruciating, apocalyptic years, the community at the Tower of Duelling Arcana managed to find a vaccine. The vaccine was able to protect creatures from contracting the plague via physical contact, though it still could not cure those already infected. This triumph led to members of the community travelling to the remains of Pal Aru, in hopes of resurrecting the former glory of the city. At about the same time as the vaccine to the plague was created, a demilich returned to Aiden after spending the previous forty-seven years traversing numerous Outer and Inner Planes. Styled the Immortal Lich King, Lord General Balkash Von Krieg, the neutrally aligned demilich immediately took an interest in aiding the reconstruction of Pal Aru. With his vast array of spells and nearly limitless ability to acquire building materials, Balkash came to lead the former people of Pal Aru in creating an even greater metropolis.

2007-12-23, 06:13 PM
The Belief of Balkash:
The construction of this new found metropolis took nearly three hundred years, even with considerable magical aid. As the central figure in this new city, Balkash soon needed to decide how he intended to rule. Coming to the conclusion that, due to his constant excursions to distant planes, he would not be able to directly control the workings of the city, Balkash opted to divide the city into five precincts. Each precinct contains fifteen districts, each complete with a mayor, court, and guard force. Of the five precincts, two would be strictly residential, one would contain the markets, one for the guilds, and the last precinct would be an agglomeration of all that remained. Being the first city built after the plague, the Fortress City of the Lich King remains the most powerful of all the cities on Aiden. Thanks to the strategic location of the Fortress City upon incredibly fertile soil, as well as its location above an underground river, the inhabitants fear no siege. With such an impressive reputation, the Fortress City draws a fair number of visitors and refugees seeking a home. Due to an incredibly well conceived plague detection and prevention program, numerous survivors are now able to reside within the Fortress City’s nigh unassailable walls. The large number of people satisfies the labour demands brought on in order to maintain such a sublime city.

Movable Wealth:
The Fortress City of the Lich King runs on a monetary system based on the gold piece. As with the pre-plague system, one gold piece equals ten silver pieces, which in turn equals one-hundred copper pieces. In cases of vast accumulations of wealth, the platinum piece may be used. One platinum piece is equal to ten gold pieces. The treasury section of the Lich King’s government controls the creation and distribution of coinage. All debts, taxes, transactions, loans, and purchases inside the Fortress City are to be made using the standard coinage. All of the government funds, as well as the treasury section of the government, are stored within Living Vaults created by Balkash and seemingly located under the Bank.

The Fortress City of the Lich King bears that name for a good reason. The Fortress City is surrounded by one hundred foot high, magically reinforced, solid adamantine walls. At one hundred foot intervals, there are towers, built of the same material, placed into the wall. These walls are guarded by highly trained, privately financed soldiers. These soldiers are residents of the Fortress City, with families residing in the city, all trained and paid for personally by Balkash. In doing this, the city is guaranteed an intensely loyal, immensely powerful defensive force. Since the Fortress City is the also the most tolerant and accepting city to have ever known Aiden’s lands, the otherwise shunned inhabitants fight with a renowned vigour to defend it. Even if all other defences fail, the sheer unmatched power of the demilich can turn the tide of any struggle.

2007-12-23, 06:14 PM
Peasant’s Interest:
In the Fortress City, the average peasant is well educated and well off. When Balkash established this city, he believed that the city would only prosper if its citizens prospered. Under his plan, Balkash envisioned the Fortress City to be incredibly tolerant of all people, regardless of race, gender, or origin. As such, any visitor can find Orcs and Dwarves, Elves and Halflings, Undead and Paragons, and nearly any other race inside the towering walls of the Fortress City. All creatures within the Fortress City are subject to its laws and regulations, though this rarely becomes a problem as most are happy to just live in safety and normality. If citizens of the city wish to petition for or against laws, they must submit their petition into the city’s legislative system

All citizens within the city are allowed freedom of profession, freedom of religion, freedom of movement, and freedom to petition, so long as none of their freedoms threaten the freedoms of any other resident.

The precincts all tend to run themselves, with little interference from the city-wide government. This allows the citizens a fair bit of self-rule. This does not mean that the citizen run councils can overrule any order from the city-wide.

Guilds are numerous in the Fortress City. Lord Balkash openly encourages guilds to form within his city. Guilds all must apply for the right to operate within the city. There are two pieces to the guild application. The first is a contract that must be signed by the guild’s leaders. The contract is a magically and legally binding contract which includes the guild’s sworn statement to refrain from violence within the city, the guild’s payment of ten percent of its annual income to the city-wide, and the amount of time the guild is allowed to operate before it must be rechartered. Of the vast quantity of guilds operating within the guild precinct, there are five specific guilds which dominate the area. The first is the local merchant guild, the Tin Can Vendors. The Vendors are a large group of merchants who trade solely within the city. Their leader is a wily and resourceful Halfling. Another powerful guild within the lofty walls of the city is the foreign merchant guild. These verbose Half-Elves use their guild as a headquarters from which they direct a large portion of trade on the continent of Aiden. A less known guild, though no less powerful, is the mages guild. Within the Fortress City of the Lich King nothing is looked upon with more favour than magic. The Order of the Weave is the Fortress City’s only legal mages’ guild. The guild’s high council is made up of the ten most powerful mages in the city, which includes Lord Balkash. Since Balkash is on the council, as well as the most powerful mage, he commands a large amount of respect and force with the guild. As such, the Order of the Weave is in charge of magic within the city. One of the more illicit guilds within the walls is the Nest. The Nest is the thieves’ guild within the Fortress City. All members of guild have a rank, as the guild follows a strict hierarchical structure. Initiates are given rank zero. As an initiates abilities and activities increase, they may be given a rank increase. The ranks start at zero and end with twenty-five. Only members with ranks greater than nineteen can grant rank increases, though they cannot increase anyone to a rank greater than nineteen, only the leader has the privilege to do so. The guild is led by one member, whose name and race in unknown. The leader is known to be the only rank twenty five in existence. The last of the major guilds within the city is the Enforcers. The Enforcers are a guild composed of primarily melee combatants. The Enforcers are intensely loyal to the government of the Fortress City, and are known to serve as body guards to high ranking officials of the city. Members must meet a strict code before they are allowed to join. Those wishing to become an Enforcer must be lawful in nature, non-evil, and must submit to a geas. The exact nature of the geas is unknown, but it is assumed to include loyalty to the government of the Fortress City and loyalty to other Enforcers.

2007-12-23, 06:16 PM
City Council/ Legislative:
If residents wish to petition a district law or decree, they must first inform their district mayor. The district mayor will read over the petition and decide whether it is fit to travel to the district court or not, and may then set the petition before the district court to get a ruling. The district court may rule for or against the petition. In certain cases, the petition may be put to a higher, precinct court. For a petition of a precinct law, the citizens must inform their district mayor who will bring the petition to a precinct mayor, who will decide if the petition should pass on to the precinct court, where it will be judged. The only way a city-wide law may be challenged is if a five-sixths majority of a precinct petitions. In these cases, the precinct mayor will bring the petition before the city council. The city council will rule on the petition. The citizens of the Fortress City seldom question the ruling of Balkash, as he is not only wise in his decisions, but absolute. All district mayor, district courts, and precinct mayors are elected by a majority rule vote of all residents of the district/precinct. If the need arises, Lord Balkash can overturn the results of any of these elections and appoint his own officials. The precinct courts are appointed by the city council, which is in turn appointed by Balkash.

The judicial system inside the Fortress City runs much like the legislative system of the city. There are elected district courts to try all citizens accused of crimes in only one district, appointed precinct courts to try all citizens accused of crimes in multiple districts of the same precinct, and City Court, which tries all citizens accused of crimes in multiple districts of multiple precincts. All serious crimes such as rape, murder, manslaughter, kidnapping, and crimes against the government immediately move to City Court. District courts are authorized to administer punishments from lesser corporal (whipping, publicly displayed) to a maximum of fifty years in prison. Precinct courts’ authority is increased to any length of time in a prison, as well as execution. City Court is authorized to administer a minimum punishment of five years in prison to execution (including an indefinite trapping of the soul to prevent resurrection). There is no parole for any court sentence.

The Fortress City’s main source of revenue is the currency tax. In any and all transactions requiring or pertaining to currency, a ten percent tax will be added to any transaction. There are other taxes within the city such as the entrance tax, a fifty gold tax to all non-residents, and a ten percent tax on all imported goods. In addition, all transactions within the city must be made in currency unless the vendor has a barter license. Barter licenses may be purchased by a vendor to be used solely in the Market Precinct, for an annual payment of ten thousand gold.

All creatures that live within the city for at least two years, leaving the city for no more than a fortnight at any given time, are allowed to apply for citizenship. To apply for citizenship, the applicant must first take a simple test to determine their knowledge of proper behaviour within the city. Next, the applicant will be recorded into the city’s books and recorded in detail for the city’s Inquiry Department. Finally, the candidate will pay a small fee of fifty gold to finally become a citizen. All creatures born within the city are automatically citizens. Citizenship may be revoke by City Court or by Lord Balkash as punishment for crimes.

The Fortress City is circular in shape, and cut into five fairly equal wedges. Each wedge constitutes a precinct. The city itself is massive in size. The rough circumference of the city is around fifteen and a half miles, and the diameter is five miles. The Market Precinct is the closest wedge to the sea in the North, the two Residential Precincts border the Market Precinct, and the Guild and Agglomeration Precincts complete the circle.

2007-12-23, 06:17 PM
With a population of nearly ninety-thousand inhabitants, the city must accommodate large crowds. The streets of the city are made of cobblestone and are about thirty feet across with five foot sidewalks on either side. All of the streets make rough concentric circles from the city walls to the centre. All the main concentric streets are magically lit with eternal flames. Secondary streets connecting the concentric streets are supposed to be lit, though occasionally their caretakers are negligent in their duties. These secondary streets are only about fifteen feet wide, though they are still made of cobblestone. All secondary streets have grated drainage spaces along the side of the streets. The main, concentric streets are numbered by their layer in the rings, and the precinct they are in. The outer most street is First Street, and the inner most street is Sixtieth Street. At the centre of the city, where the precincts should share a common vertex, is a central command tower about sixty feet in diameter at the base and two hundred feet tall. First Street, like all other streets, is divided into First Street Section One or First One for short, through First Street Section Five or First Five. The section corresponds to which precinct the street is running through. All Section Ones are in the Market Precinct, Twos are the Western Residential Precinct, Threes are the Agglomeration Precinct, Fours are the Guild Precinct, and Fives are the Eastern Residential Precinct.

All of the land inside the great walls of the Fortress City is owned by Balkash. As such, all residents of the Fortress City rent their land from him. A plot of land inside the Fortress City costs around five-thousand gold per year. These plots are only about a fifty yards on a side. Though this price may seem rather exorbitant, it is primarily used in the guild or merchant precincts. In the residential precincts of the city, massive three story living spaces line the streets. These buildings cover around ten combined plots and contain two-hundred and fifty individual units. Up to five people can comfortable live in a single unit, which includes one toilet and one water source. Since all living quarters in the residential precinct are owned and operated by the demilich, he can keep the price of a unit at a constant one-hundred gold per year. Otherwise, the buildings are all primarily made of stone, though they are by no means uniform. Not all of the buildings within the Residential Precincts are occupied, and occasionally the guards of the local district will need to make sure no illegal activities are taking place in the vacant rooms.

Water Supply:
Since the city sits on top of an underground river, the water supply is never truly a problem. Each district has between one and three well locations throughout the district. Most wells are simply buckets attached to a rope on a turn crank, though occasionally a well will be constructed using a cistern. Water is free in the city, and the wells serve as social gathering areas.

Though individual units in the Residential Precincts have toilets, most do not have actual baths. To increase sanitation and decrease odour, the city has created bathhouses in every district of the Residential Precincts. Since other precincts are predominately non-residential, the city did not see the need to create bathhouses there. These bathhouses are public, though they are segregated by gender. The bathhouses work by pumping large amounts of water up from the underground river into a large tank. From the tank, the water travels down a very gradually sloping, flat concrete slab, where the residents bathe. The water then travels into a system of multiple heated tanks. When one of these tanks fills up completely, a trap door is shut and the water is diverted into another tank. Full tanks are quickly heated to boiling temperatures for two minutes, after which another trap door opens, releasing the water into a pipe leading back down to the underground river. This system is actually used for all water inside the city.

2007-12-23, 06:19 PM
All hospitals within the city are run by religious orders. These hospitals generally accept any and all who come seeking aid. These hospitals serve primarily as care centres for the poor, sick, and homeless. Those afflicted with an illness or injury can come to the hospitals, although they will need to pay for their healing. Prices vary depending on the spells needed and the hospital.

There are very few religious orders left on Aiden. Many people stopped believing in the Gods after the Plague. The religious orders that survived the Plague, as well as the consequent loss of worshippers, created small chapels within the Agglomeration Precinct of the city. Many of these chapels are combined with hospitals run by the orders. Thanks to the results of healing at the hospitals, a few people have started to come back to religion.

City Gates:
There are five gates into the city, one gate for each precinct. The main gate of the Fortress City is in the Market Precinct. All gates are constantly manned by the city’s defensive force, and they are all closed at dark. Gates serve a multitude of purposes. Government Tax Officials collect taxes on imported goods, as well as entrance fees from non-residents. All non-residents must enter and exit the city through the main gate. At the main gate non-residents must first submit to a series of questions. Guards will ask non-residents their purpose for visiting the city, the amount of time they intend to spend in the city, as well as their profession and alignment. Government officials will be monitoring the visitor’s answers with various detection spells including, but not limited to: detect chaos, detect evil, detect good, detect law, detect magic, detect thoughts, or discern lies. If visitors pass the question and answer test, the move on to the item search. Non-residents are not allowed to carry anything other than light weapons within the city, nor are they allowed anything but light armour. The armour and weapons will be taken and stored at an unknown location. Visitors will be branded with a magical tattoo, which they must show a government official to receive their items upon leaving. Besides confiscating weapons and armour, high level mages are constantly called to the front gate to place restrictive spells upon visiting spell casters. All visitors are heavily documented, and even have pieces of hair taken, so that they maybe easily monitered by scrying.

The main market area is in the Market Precinct. The precinct is wedge shaped, like all other precincts, but most of the precinct is actually open-air. There are occasional buildings serving as warehouses or large stores, but these are very rare. All transactions in the Market Precinct are made with currency, unless a vendor owns a Barter License (see taxes). The Market Precinct is the only place within the Fortress City that goods can legally be bartered. Guards and Tax Officials constantly patrol the precinct. Most any item can be found in the Market Precinct, as the government has put little restriction on items available for trade; however, the list of non-tradable goods includes: sentient creatures, corpses of sentient creatures, souls, government secrets, implements of mass destruction, and highly hallucinogenic drugs. Addictive and mildly hallucinogenic drugs are regulated by the government and can only be sold by licensed vendors to residents who have reached adulthood.

The Order of the Weave operates a private wizards’ university inside the city. The university is located in the Agglomeration Precinct of the city, though a magical gate between the guildhall and the university is rumoured to exist. This university teaches a variety of courses, though only members of the Order are allowed to partake. Otherwise, the only university in the city is run by the government. The University of Common Enlightenment is located in the Western Residential Precinct. The university accepts all residents, free of charge. All of the students at the university take the same three courses over the school year: basic survival, writing, basic economics. None of these courses are very advanced, as they are only meant to give the students enough information in order to survive and possibly create a business within the city. Most residents take the opportunity to learn at the university.

2007-12-23, 06:20 PM
Size and Population Problems:
The Fortress City’s immense population would normally create problems for a metropolis as the people spilled outside the walls and buildings rocketed towards the sky to increase their capacity, but luckily the Fortress City was built to such a scale that neither of the Residential Precincts is full yet. As well, no resident would dare live outside the city because despite a massive reduction in plague beasts in recent years, there are still sightings.

Fire Problems:
Fire is a problem in the Fortress City, like in any other city, but the difference is that the people and the government are prepared for it. To combat the threat of fire, every precinct has fire brigades equipped with at least five Decanters of Endless Water. Each Decanter has a team of two men to ensure that the water is directed in the correct area. The Command Tower in the centre of the city has many wizards on watch to spot fire outbreaks. When an outbreak is spotted, a wizard will transport to the nearest fire brigade and transport the brigade to the fire. Resident are also instructed to move all flammable materials away from fires, as well as attempt to douse fires, so long as they do not put themselves in any great danger.

Sanitation Problems:
Sanitation is a high on the priority list of the government. All concentric streets are washed constantly by strategically placed Decanters of Endless Water. The waste-filled water continues down the main streets until they reach a secondary street, where the sewage water flows into the grated drains. These drains lead straight into magical gates that connect to non-connected extradimensional planes. Government workers constantly clean the streets using animated brooms and prestidigitation.

Crime inside the city consists primarily of theft. Occasionally assaults will occur, though these are much less common. Murder is incredibly rare in the Fortress City, though not unheard of. The defensive force does an incredible job of protecting the streets due to their intense involvement with the city. Magic is another deterrent of crime. With many of the most powerful mages on Aiden not only residing within the city, but also employed by the government, many potential crimes are averted.

Most food that comes into the Fortress City comes from the farms located near by. A fair number of these farms are run by the government. As such, farmers gain not only additional assistance, but also a personal guard for the farm. In return, the farmer must sell at least sixty percent of his crops to the city. Local farms are not the only means of food for the inhabitants of the city, as many citizens cultivate their own personal gardens.

Adventurers within the Fortress City are treated like any other creature. The difference is since most adventurers are not city residents, they are not allowed weapons or armour (see city gates). All adventurers are documented as visitors of the city and therefore watched constantly. Otherwise, adventurers most probably find the Fortress City to be a veritable goldmine. Adventurers’ gold stimulates the economy and also feeds the governments coffers. The constant supply of sell swords also means that the Fortress City will have another wave of defenders if need be. Upon entering the city, adventurers are warned not to use any offensive magic (for more, see Magic in the City).

2007-12-23, 06:21 PM
Banking in the Fortress City is a thing only for the rich. Only one bank in the city is located in the Market Precinct. Opening an account in this bank requires not only a ten thousand gold initial deposit, but also a signed legally and magically binding five years contract. The accounts cost one thousand gold a year for upkeep. Otherwise, once the contract is signed and the deposit made, a member of the bank may deposit or with any amount of gold from their account at any time. The bank is open at all times. As an added bonus, members may also place any number of objects less than or equal to small size within their account. The accounts are actually containers within the many Living Vaults located deep under the Bank. The Bank is constantly guarded by no less than fifteen men of the defence force.

Familiarity with Magic:
Most peasants and labourers within the city have a minimal understanding of magic. They understand that mages and clerics can cast magic, though they probably cannot differentiate between the two. Since the Fortress City runs with the help of magic, they are much more likely to understand magic than the average commoner. The craftsmen of the city have a much better grasp of magic than the commoners. Almost all craftsmen work with magic in some shape or form, whether it is a magical life line (feather fall for roofers) or as some magical tool (like the Decanters of Endless Water). Craftsmen also have a slight understanding that arcane magic doesn’t work well with armour, though divine does. Thanks to the nature of their trade, merchants are exposed to much more magic than most. They understand the difference between divine and arcane magic, and they may even have stockpile of magical items. Almost all NPCs and former adventurers have a vast knowledge of magic and its abilities and limits.

Stability due to Magic:
Thanks to the high levels of magic within the Fortress City, the economy and standard of living remain fairly constant. Magic ensures that disease and pestilence do not claim too many crops or kill off too many commoners. Magic also tends to keep the city clean and running smoothly.

Magic for Defence:
Magic allows the defensive force of the Fortress City to not only defend from plague beasts, but from anything ranging from roving bands of outlaws to wild creatures. Incredible amounts of magic have been used to create this city, and incredible amounts of magic are implemented to defend it. Any creature looking to attack the city must first either tear down one of the one hundred foot high, magically reinforced, solid adamantine walls, or charge the heavily fortified, heavily manned city gates.

Taxes and Magic:
Magic allows for a much easier collection of taxes. Zone of Truth, Detect Magic, and Detect Gold allow Tax Officials to easily collect all taxes due to the government. As well, any visitor entering the city with a magic item must not only forfeit the item until their departure, but also pay a one time five hundred gold fee for the storage of the magic item. This fee is for each individual item. Visitors may be required to remove all equipment and items so that officials may attempt to dispel any Magic Aura spells. While stored, all magical items might be researched by the Magic Department of the Government.

Magic and Law:
One department of the government of the Fortress City is the Magic Department. The Magic Department is run by members of the Order of the Weave. The department is responsible for regulating the use of magic inside the city. These government officials are in charge of storing visitors’ magical items, ensuring the magical city sanitation continues to run smoothly, questioning visitors, documenting spellcasters within the city (both visiting and residential), as well as responding to any crime and magical act. All forms of offensive magic are outlawed unless otherwise sanctioned by the government. Thanks to a city-wide magic detection spell, the Magic Department can respond quickly to all magic related happenings. The Magic Department also issues mages to the Judicial System of the government to ensure fair trails and accurate testimony is given.

Spellcaster Registration:
Whenever a spellcaster (arcane or divine) visits the city, the Magic Department documents them and keeps track of their movement. Inside the command tower at the centre of the city, the Magic Department scrys upon various visiting spellcasters to ensure the safety of the city. Whenever a resident becomes a spellcaster, they must register with the Magic Department. All resident spellcasters must submit to the same documentation that visiting spellcasters do. Inside the command tower at the centre of the city, the Magic Department tracks the whereabouts of all residential spellcasters on a large, detailed map of the city.

2007-12-23, 06:22 PM
Alright, thank you for waiting. I am done posting. Please comment and give me advice. Thank you!:smallbiggrin:

2007-12-23, 06:39 PM
Under Taxes and magic, you might want to have everyone that enters the city required to lay out all their items and have them hit with an area dispel, to drop any casting of Nystil's Magic Aura off of them, so you can actually tell if they're magical. Then have fees for trying to smuggle in magical items.

Holocron Coder
2007-12-23, 07:40 PM
Just a quick formatting suggestion:

Break things into paragraphs. That wall of text is scary :smalleek:

2007-12-24, 10:29 AM
alright, I've tried to split up that initial block of text, and I modified the Magic and Taxes bit. thanks for the imput so far