West Orlenze
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West Orlenze

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A City within Baadshaahat

Score 941

09/25/24

Population:

·         Approximately 29000; mixed race.

Government:

·         West Orlenze is governed by a court of aristocrats, headed by the Shaw Bawa.


Archlamp Farthing  (E-18)

  • The Hero and Axe: An elegant adventurer's tavern, built within what was once a minor temple.
  • The Human's Pottery: The workshop of a male human named Adbard, who throws and fires his wares at the same time. He specializes in chalices inscribed with invocations of elemental fire, favored by cults.

Archtome Ward  (C-18)

  • The Guildhall: An ornate building of stone walls, once an aristocrat's manor. It contains a large meeting hall and several smaller rooms, and is shared amongst several local trade guilds
  • The Bloody Wand: A neglected elven tavern, built within an ancient tower of rune-carved stone.

Artist's Farthing  (U-15)

  • A broken arch of quartz, said to entomb the bones of Lord Rewilh Mythey.
  • Pholiam's Pottery: The workshop of a male human potter named Pholiam, known for his clever puzzle jugs.

Bell District  (N-14)

  • The Guildhall: An impressive timber and brick building, decorated with a glazed-tile roof. It contains a large meeting hall and several smaller rooms, and is shared amongst several local trade guilds.
  • Festival Square: Where the majority of the festivals of Orlenze start and end.

Blossom Borough  (J-20)

  • Beorhtio's Pewter: A neglected pewtersmith's workshop, decorated with a collection of curious bronze swords.

Bluff Ward  (T-15)

  • The Hooded Boar: A modest adventurer's inn, built within what was once a minor temple.
  • Hell's Close : A narrow alley which ends at the broken ruins of a warlock's tower. Anyone walking towards the ruins becomes enveloped by phantasmal flames.

Brightcourt Village  (J-23)

  • The ruins of Omed Keep.
  • The overgrown ruins of a small castle, said to be haunted by the ghost of the last empress of a long-forgotten empire.

Brook Farthing  (Q-12)

  • The Pillory of Immortality: A madman has been trapped within this pillory for as long as anyone can remember. He does not age, and cannot be freed.

Castle Farthing  (K-02)

  • The Old Wall: A section of an old town wall divides several blocks. The ghosts of a town guard can sometimes be seen walking upon it.
  • An ancient abbey ruins, said to be haunted by the spirits of those slain upon its altar.

Charger's District  (T-13)

  • The Dragon's Meadhall: A heroic commoner's inn, kept by a bronze dragon named Nocri.
  • Davi's Hauberks: The workshop of a female elf armorer named Shari Davi, who was once an adventurer, but retired after Illfang the Kobold Lord murdered her companions.

Citadel Village  (O-04)

  • The Pool of Radiance: A small pool of water, which glows with a flickering blue light. It is said to be haunted by a malevolent spirit, waiting for a worthy creature to possess. The local townsfolk avoid it.

Coin District  (N-16)

  • Haney's Woodwork: The workshop of a female elf woodcarver named Shidee Haney, who is rumored to have arranged the murder of the previous guildmaster.
  • A tall menhir of hewn stone, which glows with magical light upon the night of the equinox.

Craftsman's Borough  (M-18)

  • The Guildhall: An impressive timber and brick building, decorated with wrought-iron lamps. It contains a large meeting hall and several smaller rooms, and is shared amongst several local merchant guilds.
  • Burgiue's Pewter: A large pewtersmith's workshop, decorated with a collection of curious bronze swords.

Crag Borough  (Q-12)

  • Hell's Close: A narrow alley which ends at the broken ruins of a warlock's tower. Anyone walking towards the ruins becomes enveloped by phantasmal shadows.
  • The Marut: An ancient stone colossus of unweathered stone, where local merchants come to make contracts. It is said that anyone who breaks an oath sworn upon the Marut will be slain before the next dawn.

Crystaltome District  (P-10)

  • The Witch and Shield: A fanciful dwarven inn, built atop an outcrop of hewn and rune-carved stone.
  • The Oculus of Night: A dome with a circular opening at its center, supported by a ring of caryatid columns. The sky seen through the oculus is perpetually dark, marked by strange constellations of stars.

Dock Ward  (L-12)

  • The Docks
  • The Portmaster's Building: Theareal is the Portmaster of West Orlenze, he is humanish and very to the point.

Dragon's Borough  (R-18)

  • The Wizard's Axe: A neglected elven inn, decorated with wards against demons.
  • Symas' Pottery: The workshop of a male human potter named Symas, known for his clever puzzle jugs.

Goldentome District  (J-17)

  • Wine's Pewter: The workshop of a male human pewtersmith named Wine, who knows the secret of an alchemical tin alloy which does not reflect firelight.
  • The Tavern of the Endless Song: A large dwarven tavern, known for a magical wall upon which are always exactly 99 bottles of stout. The tavern is named for a simple song about the wall sung by its patrons, which has been going more-or-less continuously for the last century.

Greencourt Ward  (L-15)

  • The Murdered Harlequin: A neglected commoner's inn, which has one door here and another in an elemental plane of fire.
  • The Pillory of Immortality: A madman has been trapped within this pillory for as long as anyone can remember. He does not age, and cannot be freed.

Heath District  (K-19)

  • Eaxleued's Anvil: The workshop of a female human blacksmith named Eaxleued, known for her vast knowledge of dwarven runes and glyphs.
  • The Keystone of Kiriel: A giant white keystone hangs in the air high above the street, fixed and immovable. It is said that anyone who touches the keystone is protected from evil for a year and a day.

Highscepter District  (M-07)

  • The Odeum of Osiphis: A grand half-timbered theatre, within which anything might be an illusion.
  • Elburg's Pewter: A neglected pewtersmith's workshop, decorated with a collection of brass lamps from many kingdoms.

Innovation Ward  (I-14)

  • Bedde's Carvings: A neglected woodcarver's workshop, built around a large rowan tree.
  • Marger's Clocks: A large clockmaker's workshop, filled with swinging pendulums and interlocking gears.

Lion's District  (P-07)

  • The Bear and Cock: A fanciful adventurer's inn, said to be built atop the tomb of a necromancer.
  • Greenhome: A single storey stone-walled building which has been completely overgrown by flowering vines scale-like leaves thorny vines writhing vines. It is the home of Abal, a young green dragon and philosopher.

Market Square  (P-20)

  • Sabil's Blades: A large weaponsmith's workshop, built atop an outcrop of volcanic rock.
  • The Pool of Mirie: A large stone basin filled with clear water. It is said that the pool sometimes reveals visions of the future to those who gaze into it long enough.

Mastiff's Ward  (T-08)

  • The Guildhall: An impressive timber and brick building, decorated with finely carved friezes. It contains a large meeting hall and several smaller rooms, and is shared amongst several local merchant guilds.
  • The Hanging Tower: A three-storey tower of stone walls hangs upside-down from a floating earthmote. It is infested by a colony of bats, and said to be the lair of an ancient vampire named Elilalfri.

Merchant's Borough  (Q-14)

  • The Scoundrel's Alehouse: A fanciful elven tavern, built within what was once a minor temple.
  • A statue of polished agate, said to be the key to a planar gate.

Mere Borough  (V-12)

  • A ruined keep of blackened stone walls, said to be haunted by the ghost of the last necromancer of a long-forgotten age.
  • Oegelm's Anvil: A neglected blacksmith's workshop, built within the walls of an old iron tower.

Orb District  (R-13)

  • The Spellbinders Guild House: A single storey building hewn from an outcrop of crystal, guarded by an iron golem.
  • The Clock Tower: A magical clock, set into a monolith of crystal. It was constructed by an elven wizard long ago, and has kept perfect time since.

Peacock's District  (S-07)

  • The Midnight Theatre: A grand theatre of timber and brick walls, said to be built upon the ground where a sidhe noble was betrayed and murdered.

Prodigy Ward  (Q-16)

  • The Black Chain: A large dwarven inn, built within what was once a wizard's tower.
  • The Guildhall: A large half-timbered building, decorated with a glazed-tile roof. It contains a large meeting hall and several smaller rooms, and is shared amongst several local trade guilds.

Ravensbrook District  (O-12)

  • The Beggar and Tankard: A heroic elven tavern, decorated with exotic weapons and armor.
  • The Bloody Dagger: A neglected adventurer's tavern, built within what was once a wizard's tower.

Resonance Ward  (P-15)

  • The Silver Shrine: A wondrous statue of bright silver, said to protect the town against wererats and other lycanthropes.
  • The Exigent Emporium: A mysterious shop of arcane curiosities and wondrous items, which only appears to those who have particular need of it."

Rogue's Borough  (R-13)

  • A broken monolith of hewn crystal, which glows with magical light upon the night of the full moon.

Rosescepter Farthing  (M-05)

  • The Druid's Hedge: This old hedge is the home of Buiti, an elven druid who became stuck in the shape of a ginger ferret long ago.
  • The House of Henesos: A large timber and brick theatre, which has one door here and another in East Orlenze, the the Sister City on the other coast.

Sanctuary District  (G-16)

  • The Temple of the Silver Sky: An impressive domed building, dedicated to a pantheon of gods and goddesses.
  • The Scarlet Flail: A modest elven inn, said to be built atop a haunted catacombs.

Servant's Ward  (Q-09)

  • The House of Spirits: A large timber and brick theatre, known for its fiery draconic operas.
  • The Crossed Candles: A neglected dwarven tavern, known for its many secret doors and passages.

Tome Farthing  (S-11)

  • A broken obelisk of polished stone, which floats several inches above the ground.
  • Mara's Anvil: The workshop of a female human blacksmith named Mara, who is rumored to have acquired a young fire dragon to work her forge.

Triumph Borough  (M-20)

  • The Shepherd's Meadhall: A shabby elven tavern, which serves only cider.
  • Arles' Clocks: The workshop of a male human clockmaker named Arles, who leads both the Clockmakers and Trapwrights Guilds.

University Borough  (H-18)

  • The Sage's Hall: A fanciful adventurer's tavern, known for the illusions which entertain its patrons.
  • Waru's Carvings: The workshop of a female human woodcarver named Waru, who is rumored to be a noble of the Sidhe Court.

Connections

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