Arconia

Topic: Places
Tags: #topic-note #places


(121 mi^2)
Alignment & Type: LN Small City

Modifiers:
Corruption -1, Crime +3, Economy +1
Law +4, Lore +7, Society +0

Qualities:
Academic: The settlement possesses a school, training facility, or university of great renown
Adventure Site: Proximity to a famous adventuring location has long drawn curious adventures from across the land
Deep Traditions: The settlement is bolstered by its strong traditions, but it’s citizens have difficulty interacting with visitors
Eldritch: The town has a strange and unnatural air, and is a popular place for sorcerers and oracles
Magically Attuned: The settlement is a haven for spell casters due to its location; for example, it may lie at the convergence of multiple ley lines or near a well-known magical site
Well Educated: The settlement’s inhabitants are incredibly well educated and known for their sharp wits.

Disadvantages:
Atheistic: The gods have abandoned the settlement.
There is no divine magic here. Spells do not function, and the entire settlement is a dead magic area for divine spells. Outsiders cannot be summoned anywhere within the borders of the settlement, by any means.

Danger: +18
Government: Magical
Population: 7,240

Notable NPCs:

Base Value & Purchase Limit: 4,800 gp | 60,000 gp
Spellcasting: 10th
12th for divination and necromancy spells
Items: 4d4 minor, 3d4 medium, 1d6 major

The Shape of the Civilization
Skyline: Stormcaller's Tower, shrouded in low-flying clouds, to the point where one can't discern the true height of the building, or what the top looks like.
Typical Home: The city's housing is laid out in a clean, organized fashion, with more than enough space inside each house for the tenant to conduct all their various experiments (due in part to the extra-dimensional space most homes come equipped with)
Building Materials: Most buildings are constructed of the hardened stone created by Create Stone, and then enhanced through more magic to protect against that particular wizard's… experimentation. Successful DC 30 Knowledge (Arcana) or Spellcraft checks, or Read Magic can reveal what type of mage lives in that house even before you meet the owner.
Sanitation/Sewers/Disease: The entire city has a central sewer system that has no apparent output. It also has a thriving alcohol market, where high-quality alcohol can be bought at almost-impossibly low prices despite the lack of vineyards or breweries even near the city limits… nobody questions it, but everyone has at least the slightest suspicion of what's really happening to the sewage

Streets and Traffic
Cramped/Open?: The streets, like the buildings, are laid out in a very organized, spread-out manner, making the entire city feel like it’s a little bigger than it is.
Methods of Transport: Given the size and organization of the city, most people are comfortable walking to and from their destinations, though the more affluent or advanced mages might be seen flying via carpet or spell, usually to the Tower, on their way to some important business.
City Lights: Most of the city's lighting is provided by a series of floating, glowing stones that can be easily pushed around and clustered if someone takes the time to do so.
Walls and Gates: One shouldn't be fooled by the lack of apparent protection here, as the absence of a wall or watchtowers is only a façade to imply insecurity.
There is a Permanent Symbol of Scrying, Detect Magic, Message, and Invisibility Alarm (CL 23) posted at each of the entrances of the city, which are the only portals through an invisible dome that covers the entire city

Law Enforcement
Guards and Soldiers: 75 full-time guard wizards, 360 conscripted combat wizards
Weapons and Spell Restrictions: All weapons longer than a knife are to be relinquished at the building just past the entrance, where visitors are given a magically-printed receipt bound to the weapons they turned in, which they can redeem when they leave