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| Bull-of-the-Pit10-30-07, 05:31 PM | In honor of the season, here is a Halloween-themed community on the Concordant Domain of the Outlands... :pumpkin: The Town of Walpurgis :pumpkin: Nearly 300 years ago, a group of rather unusual adventuring companions decided they wanted a place to settle down. Unlike many such retirement minded adventurers, they faced an additional problem...future generations of adventurers seeking them out! In the vernacular, these retirees were “monstrous” in nature themselves; a ghost, a werewolf, a necromancer, a witch, a vampire, a fiend from the nether-realms...and one other. In truth, they were not nearly as vile in nature as most of their kind, but few young paladins, clerics or frightened peasants were likely to find out before smiting and mobbing. On a fateful, dreary morning, as they wandered on the Outlands, they suddenly stumbled upon the benighted land of their dreams. Situated between the realm of a whole lunar pantheon, a dead civilization of cyclopean ruins, and a vast expanse of wasteland. Nearby, a vortex to the realm of Dreams mixed with a small stream of necromantic energy, creating an eerie display of eldritch light staining one horizon. They had found a dark, homey patch of land in a mist-shrouded forest, near a black, cold river...where now stands the town of Walpurgis. Walpurgis is a very large town, almost a city in its own right. It is of a decidedly gothic style, with gray stones, thick walls, and black slate predominating. It has a somber grace to it, with fluted columns, urns, marble statuary, wrought iron, and dark ivy and moss climbing here and there. Semi-domesticated gargoyles roost on the highest roofs, and the sewers and basements lead to unknown passages and catacombs. Bright colors are rare, and seem to fade rapidly when displayed, with the strange exception of red, orange and green. The sun never appears in the sky, though there is a short, overcast day. The nights are also often under heavy cloud cover, but bright nights are common enough, with an enormous moon (sometimes more than one) and a scattering of cold stars in the blue-black sky. Contrary to what some believe, there are a great many normal folks living in Walpurgis. Most of the Founders had either mortal relations or at least retainers. So far from any other civilization, they required a place for these mortals to live as well. Many of the normal activities of any community happen here just as well. The families that have lived here the longest tend to become very pale, and exhibit certain common traits, such as a darkening under the eyes, a distinct lack of blinking, or relentlessly morose or unsettling nature. Though they are given a great many rights and protections, ordinary mortals are still treated socially as second class citizens. These rights and laws have been codified into the Compact of Mercy. Basically, it states that mortal citizens and legal visitors are not to be harmed by any citizen; living, dead or otherwise. The city is divided into five main districts; The Tomb District, The Necropolitan District, The Blood District, The Crone District, and the Brimstone District. Each district was designed by one of the Founders, and is made to act as a home to those of his or her kith, as well as any human retainers or relatives. The Tomb District is a true necropolis, and home to most of the town’s ghosts. Ghosts find it very easy to manifest in this district, and take advantage of the phenomena. More than any other district, it resembles an ornate, urban garden cemetery. Narrow streets are lined with large, marble and granite mausoleums, and funereal art abounds. Those ghosts without the means have humbler abodes, in one of the many graveyards between the blocks of mausoleums. On the edge of the district, hugging the walls, are the abodes of the living. Smaller cottages are near the gates, and larger suites and townhouses deeper into the district. It is usually very quiet here, though ghostly wails, moans, music, and even stranger sounds will ring out on occasion, especially during the night. Ghosts from far away seek to settle here, having their graves disinterred by specialist necro-geomancers and relocated for just that purpose. As one would expect, ghouls are destroyed on sight! A small circle of mortal rangers known as the Guardians of the Silent Gate patrol here, seeking to protect the sanctity of the remains in their care. They have developed "cemetery" as a terrain-type, and receive bonus when in such a terrain. The Necropolitan District is almost as quiet as its neighbor, the Tomb District. The citizenry is much more corporeal, though. The Founder was a scholarly necromancer, who sought to find a way to cheat death without preying on the living, yet not going the path of the lich. He discovered his way, and became the first necropolitan (Liber Mortis). Now, the district holds those who followed in his footsteps. Reanimation of dead tissue has become something of a tradition here, and zombies, animated skeletons, and other necromantic constructs are common sights. Unlike most such entities, the necropolitans of Walpurgis take pride in the appearance of their undead creations, and are masters of the mortuary arts. While the creations may still appear unsettling or eerie, they never appear unkept. All are dressed in fine clothing, and those too unsightly due to wear or decay are usually hooded or masked. Many of the mortals are necromancers of one type or another. None are given the final secret of the Ritual of Crucimigration. If they can figure it out themselves, then they are allowed to make the transformation, and join the higher class of necropolitans. Other reanimations have been seen here, including at least two self-aware flesh golems, and one of the ancient dead known as a greater mummy. As in the Tomb district, ghouls are destroyed on sight. The goddess Evening Glory (Liber Morits) has a particularly beautiful chapel in this district. The Blood District is where one will find the twelve great Houses of Vampyr. These extended vampire clans live as lavish nobles, each with a main estate and several smaller estates for branches of the main families. This is one of the few districts were a mortal can be harmed, even killed, with few if any repercussions. The original Founder insisted that his kind be allowed to import feeding slaves. It should be pointed out that, though they may not have been vile, the Founders were not exactly good, either. Grudgingly, the vampires were allowed their dispensation. Slavers make their way quietly into the Blood District through their own entrance, known as the Crimson Gate. It leads to the Auction House, where vampires or their servants will place bids on slaves brought to slake the undead thirst of the Houses of Blood. Many rules are placed on the Blood Trade, and at least three inspectors from the other districts must be on hand during any auction. The servants and mortal relations of the vampires live with them, though a small community of free craftsmen has sprung up in the market corner of the district. One notable, and questionable, vocation is that of the blood doll...a mortal with especially tasty blood that sells it to a vampire client. The pay can be good, but the risk is great. More than one client has been lost to the hunger, and the Compact of Mercy be damned! The Crone District is the most eclectic. The witches, shaman and dark cults that set up here come from a wide assortment of cultures and traditions. The females are definitely in charge, though a few males have achieve great notoriety. Unlike the necropolitans, they do not view magic as a science so much as an art, or a devotion. Each practitioner will likely decorate and design a work space for themselves. Obviously, like-minded witches will often congregate, and dozens and dozens of covens, circles and orders exist. Enough styles exist to grant a patchwork, almost carnival-feel to some streets. Strangely enough, they do not typically study necromancy, which some believe to be a concession granted the first Necropolitan. This is not to say necromancy can’t be found, just that it tends to be hidden. They are masters at hexing, crafting magical items, enchanting souls and weaving illusions. Here, one can find charms, potions, and alchemical substances aplenty. Fortunes are read, and fates are sealed. Many goddesses (and a few gods) are worshiped here, notably Wee-Jas, Hecate, Morrigan, Hel, Erzuli, the Elemental Princes of Evil, and any of a number of manifestations of the Maiden, Mother and Crone. Hags, harpy, gorgons, fey and others...indeed, the greatest variety of supernatural creatures in the city...can been found lurking about from time to time in the Crone district. The Brimstone District is home to one of the largest communities of tieflings in existence. In addition, hellbred, half-fiends, fiendish and those with demonic or diabolical bloodlines are also found here. True fiends are rare, as the Founder of the district tended to not trust that half of his heritage. Any true fiend must make itself and its business known to the authorities, or face immediate binding and imprisonment, with no guarantee of release. This district has a strong tradition of warlocks and sorcerers, each allying with a different guild. Several times a year the arcane guilds will hold competitions of skill and power that often erupt into wild and dangerous free-for-alls. Information on the lower planes, its environs and its entities can be had here, if one knows who to ask. The last District isn’t a “District” at all...the so-called Lunar District is the area around the town, roughly five miles in all directions. This is the area claimed by the werewolf clans. They lead a very rustic life, but most will come to the city from time to time, even just to socialize. They have two very small hamlets of their own, each two miles out from the city wall. The one on the right-side path (as one leaves the city gate) is called Waneblessing, and the left-side path ends in Waxingbane. As one would expect, the Compact of Mercy is weakest of all outside the city walls, but it can still save ones life more often than not. Mortals accused of capital crimes are often turned over to the werewolves for execution (though any wronged party typically has final say in who carries out the sentence). Death by hunt is nearly always the method chosen, wherein the condemned is chased down and torn limb from limb. Other dangers of the woods include goblins, will o' the wisps, stirges, worgs, a few random undead and plant monsters, and a small swarm of very nasty fey. The city is ruled by a council, made up of a representative from each of the districts, plus the Masque. The Masque is one of the original Founders of the city. No one know who or what the Masque is, even those who traveled with him in their earlier days. He appears to be human, but clearly is not. He always wears a mask, richly appointed clothes, and appears to have a nearly endless array of talents, knowledge, abilities and magics. This has caused some to whisper that he is not even the same person from encounter to encounter, but some strange, secret fraternity. As stated, the Compact of Mercy will offer a great deal of protection to those who visit here, but it should not be mistaken for an assurance of no harm. The Compact is not a magical geasa, but an agreed upon set of laws. Like any city, Walpurgis has its share of those who would break the laws (hence the ban on ghouls in the city limits). Also, the death of a common mortal isn't so much equal to murder, as it is to grand theft. Still something a citizen wouldn't want to be associated with, but not as serious as harming another supernatural. Most mortal death results in the equivalent of a heavy fine and revoking of privilages for a short time. Repeat offenses can result in banishment. Their worst penalty is binding and imprisonment, when the Masque himself captures the offender is a dark jewel, and spirits it away, never to be seen again. Maybe I'll post other things (locations, notable residents, etc) as I think of them. Hope you all have a Happy Halloween! ;) :pumpkin: :eek: :devil: :cheer: :incog: :shocked: :monk: :fett: :chicken: :ghosted: :pumpkin: |
| Sived459210-30-07, 06:20 PM | Major kudos! Your city looks like a perfect hub for several different game sessions. Very nice. :bow: :bow: :bow: :bow: :bow: :bow: :bow: :bow: :bow: :bow: |
| WarDragon10-30-07, 08:20 PM | Have you ever read a fairly short novel called Necropolis? Sounds a lot like this. |
| Bull-of-the-Pit10-30-07, 08:56 PM | Major kudos! Thanks! Have you ever read a fairly short novel called Necropolis? Sounds a lot like this. No, but I it was inspired by quite a few treatments of this theme; games like Ghostwalk, the Scarred Lands' Hallowfaust and Ravenloft; the Sandman comics (as well as other Vertigo comics); movies like The Nightmare Before Christmas, Corpse Bride, and Halloweentown (ugh...I admit it). |