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    Bugbear in the Playground
     
    OrcBarbarianGuy

    Join Date
    Jan 2017

    Default Re: Enlightenment, a city of great good and great evil.

    Running down the list:

    The Lawgiver: A law firm, The Spirit of Law. They're willing to do pro bono work, taking a portion from the proceeds of the case if they win. They'll bribe whoever is needed to get the right thing done in the end. More G than L.

    Moradin: The Masonry Guilds control the bulk of the redstone that stays in Enlightenment (as opposed to that which is shipped out). Anything large or complex is prohibitively expensive to purchase, but most of the dud crafts are tossed out and picked up by anyone who wants a doorstop. As a result, practically everyone in Enlightenment can spot a dud from a mile away, but they're hawked to tourists as souvenirs. The guild is remarkably welcoming: anyone whose work can turn a profit is welcome, even if they have a dark background or somewhat unsavory vices- alcoholism and other drug use is rampant.

    Justinian: There are two major places of healing in Enlightenment: One you go to if you need to be healed, and one you go to if you can't pay. They're housed in the same building, Justinian's temple. While the first ostensibly funds the other, nobody really trusts that everyone involved is truly free of corruption.

    Bahamut: The Bank of Bahamut is well known for its careful financial management, its heaping vaults of treasure, and its stern, incorruptible security (available for a fee to anyone who can pay). Fear not- their loans offer an extremely reasonable payment plan tailored to what the debtor can afford to pay, and barely a copper less. Someone who no longer desires or can afford to go out socially is often described as being on the "Bahamut plan" or as a "lizard".

    Shea Luna and Apollo pair up to cover the entertainment district; one covers works of craft, and the other covers works of performance. A bardic college, the College of Joy, is funded by the city to spread merriment and joy through the city, as well as to suppress less...desirable... emotions.

    Garl Glittergold: The counterpart to the Bank of Bahamut is the Guild of Economical Metallurgists, intent on verifying the quality of all gold and silver that flows through the city. They're involved with all sorts of strange financial technology- if a gnome asks to "buy a share" in one of your projects, say no firmly. Still, they're involved with many aspects of the city, and can provide information to anyone looking to invest. Several individuals donate philanthropically, but not without vetting carefully... and most stay clear of donating to the temple of Justinian, which feeds the rumors.

    Chauntea: Sick of seaweed, fish, and rice? So are we, but the only way to feed a whole city of this size without prohibitive travel costs lies with the Guild of Farmers, a circle of druids who have constructed a nearly-stable ecosystem entirely from imported species. Disturbing their rice paddies will result in swift death, and they're too irreplaceable for the city to take them over... it's a good thing they mostly keep to themselves, because they're practically invincible politically, and will swiftly close ranks if challenged.

    Silvanus: The city's only park, Silvanus Lane, is maintained through the same contract that funds the College of Joy. Its dense hedges and twisting paths serve to hide the fact that you're rarely more than twenty feet from another person. Urban legends say that people have disappeared in the park, but surely the gardeners would find someone lost before more than a day... right? Rumor has it that all sorts of nefarious business goes on there.

    Flanagan: The dock where cargo is loaded or onloaded, Flanagan's Way, is clearly, obviously, corrupt- there's a clear sign outside the portmaster's office listing "Standard bribes fees:" in seven different languages. It's incredibly easy to smuggle things in or out, but while police chasing criminals have been frustrated by the portmaster's horrifically disorganized files, so have slavers chasing escaped property.

    Oghma: Along with Circe, Oghma's church sponsors most of the wide variety of institutions of learning throughout the city. Oghma's lesser schools are primarily funded by the Grand Librarium, a massive library/college where anyone can come and study- for a fee. Several wings bear the names of graduates who chose to give back to their alma mater. Scholarships exist, but the further one rises, the more they come in the form of loans rather than grants- it's rather expected that a student will be able to convert their learning into tangible results, while Circe's schools are more accepting of pure theory.

    Thor: Thor's church here is small, but significant. The City Weather Service is responsible for managing the weather over the city each day, based on a ballot box where anyone can put their vote for the week. Curiously, the leader of the Service is often seen drinking with the portmaster of Flanagan's Way, and foggy days often precede large slave escapes. Investigations into the matter lead to the investigator being later found at the bottom of the harbor.
    Last edited by aimlessPolymath; 2020-04-14 at 10:40 PM.
    My one piece of homebrew: The Shaman. A Druid replacement with more powerlevel control.
    The bargain bin- malfunctioning, missing, and broken magic items.
    Spirit Barbarian: The Barbarian, with heavy elements from the Shaman. Complete up to level 17.
    The Priest: A cleric reword which ran out of steam. Still a fun prestige class suitable for E6.
    The Coward: Not every hero can fight.