The Guilded Cage, World Introduction, part 4

Story by comidacomida on SoFurry

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#4 of The Guilded Cage

Welcome to the fourth post on the next upcoming Reader-guided story where you, as the reader, can help affect the direction the story takes!

This story is known as The Guilded Cage (yes, Guilded and not Gilded) and it differs from the prior ones I've presented here because it will be played as a D&D (3.5 edition) campaign at the same time by a group of players.

Interested in helping to guide the campaign? Just keep watch here for more details about The Guilded Cage and opportunities to vote.

Interested in playing as a player? Send me a message and I'll provide you a group invite! (warning: chat is nsfw).

The campaign will feature a variety of characters, both PC and NPC, and will feature a drop-in-drop-out style of participation with games being held on Sundays, 12-4pm (Pacific Time, UTC-7).

Updates to the storyline here will likely be every other week, with a week long vote every week or every other week.

I'm looking forward to presenting the first reader-driven decision for The Guilded Cage, coming soon! As always, thanks for reading and I hope you decide to join in!

Warning: This story may contain adult elements including but not limited to violence, drug use, sex, sexual situations, and profanity.


Setting, part 4

Sites of Interest (Within St. Almar)

The Holy Temple of Amiel the Divine Light, Temple

Located within the city center, the Holy Temple of Amiel the Divine Light is the spiritual and governmental heart of St. Almar. What was once a castle and keep was modified hundreds of years ago to serve as a grand temple, providing ample halls in which to hold sermons, a grand courtyard in which to host events, and numerous rooms in which to house priests and store supplies. While the entirety of the temple is technically open to the public (save the private chambers of the priests), few visitors are allowed entry into the 'behind the scenes' area without a priest accompanying them.

The Hallowed Halls of Justice, Temple

Although it can be found in the same district as the Holy Temple, the Hallowed Halls of Justice are far different in appearance and in function. A broad, squat, rectangular structure, the Temple to the God Norr's footprint is almost an entire city block and it is two stories tall; the bottom floor combines the jail, the courtroom, and execution chambers while the upper story (which is not open to the public) is reserved for prayer, housing priests, offices for barristers and other administrative functions.

Shrine of the Shepherd, Temple

While nobody can be certain where a place of worship to any forbidden god could be located within St. Almar, the general consensus is that the Shrine of the Shepherd is likely in the Residential Quarter, most likely in the Middle Class or Lower Class District. Those outside the faith know little about it specifically, save that it is well hidden within the city and is likely no larger than a small residence. Whatever form it takes, The Militia go to great lengths to keep its precise location secret.

The Dark Fane, Temple

As with the other temples worshipping forbidden gods, the location of the temple dedicated to Loghul is unknown, but most readily assume it is tucked away in some dark recess beneath the city in the Understreets or Catacombs. While specific details are sketchy at best, the widely accepted rumor is that it includes little light, dark shadows, and runic symbols whose significance is known only to deranged and heretical minds-- also blood sacrifices, mass orgies, ritualistic disfigurement, and any other sorts of profane practices.

Amiel's Alms, Temple

Actually consisting of three separate locations, the small temples dedicated to Amiel known as "Amiel's Alms" can all be found in different sections of the Residential District, specifically the Poor Quarter, and the northern and southern Slums. Each of the sites are set up almost identically with a small prayer area taking up about one half of the entirety of the building; the rest is reserved for the living area of priests and a communal kitchen which also serves as a warm shelter for the needy. All are welcome to the Alms buildings though humanoids and Beast-Kin may receive less of a friendly greeting in the Poor Quarter than in the Slum.

Waha Way, "Temple"

More an entire street than an actual building, there is an unlisted, unmarked side street in St. Almar known to those familiar with it as "Waha Way", a site of significance to the followers of the mercurial trickster god. Nobody can say for certain where it is, or even if it is a permanent fixture, as many conjecture that the street given the honor changes from day to day or week to week, following some undecipherable pattern, or none at all. There are no discernible identifying markers, which means the followers of Waha must have some unknown way to know where it is, presuming it exists at all.

The Holy Order Compound, Arcane College

Creating something of a bridge between the Upper Class District of the Residential Quarter and the Tradesman's District of the Business Quarter, the Holy Order compound straddles both; the city wall which separates them creates a "Y", with the college filling in the space between. Consisting of a visitor's center, dorms, four large classroom style buildings, a smaller tower, and a greater tower, the Holy Order's initiates, students, graduates, associates, professors, and magi are all assigned access to specific areas while visitors can only enter the visitor center without being accompanied by a member of associate or higher rank.

Ohlnoryah Estate, Manor Compound

Although the governor of St. Almar resides within the Holy Temple, the rest of his family lays claim to a large section of city real estate which creates the multiple-building manor compound of the Ohlnoryah Estate, which is situated close by the Holy Temple. Having no wife or children himself, the High Priest maintains the grounds for the benefit of his niece and nephew, their spouses, and their combined five children. The Governor's niece's daughter is expecting as well, which means soon-to-be four generations of Ohlnoryahs will be living within St. Almar.

Goldleaf Estate, Manor Compound

Butting up against the inner city wall separating the City Center from the Business District is the Goldleaf Estate. As a manor compound, it holds four manors (one for Vanya Goldleaf, and each of her three children). There are also numerous other buildings including stables, an art gallery, and a vault.

Nilo Manor, Residential Compound

The two Nilo twins each own a conservative, three story townhome which are situated majestically on a large patch of land easily the size of a city block. Located closely to the Judicial District, the architecture of the homes and associated support buildings are more reminiscent of administrative buildings than residential ones.

Whitecastle Estate, Manor House

Even though the Whitecastle Estate only has one major manor on it, the entirety of the property is dotted with smaller homes, stables and out-buildings. Situated in the Upper Class District of the Residential Quarter, the property was originally made up of four townhomes built for at least three families each, but it had since been completely reworked from the ground up.

Fairview Manors, Residential Compound

As the only Human family within St. Almar to have its own esteemed compound, any such estate would be impressive enough but the Fairview Manors are only slightly less impressive than the great elven family estates. Located in the Upper Class Residential District tucked back along the northern wall the Fairview Estate consists of three manor homes (one for each of the three 'breeds' of the Bahnshee) there are also numerous service buildings which include accommodations for the various servants of the household as well as overflow for the more muddied-bloodlines of the lesser-bred Fairviews who are not held in as high esteem among the elves as the purebloods lines.

Tradesman's League Hall, Faction House

St. Almar's Tradesman's League Hall has the esteemed position of being the across-the-boulevard neighbor to the Arcane Order. Although it is a far less impressive structure situated on a much smaller plot of land, the League does a fine job of keeping it in good condition and welcoming to both members and visitors. It is, first and foremost an administrative structure but it was built with care and devotion of its members, which means it is both sturdy and well-constructred with several flourishes and artistic touches that similar buildings usually lack. Visitors rarely see more than the entry way and occasionally one of its many meeting rooms, leaving the private matters of the League behind its other (many) closed doors.

Merchant Federation's Statehouse, Faction House

Arguably the most impressive structure within the Administrative District, the Merchant Federation's Statehouse is a modified mansion designed to instill a sense of awe and jealousy in all passers-by who so much as look beyond its massive, gaudy gates. Closed to the public save for very rare, specific events, the Statehouse is reserved for the most elite of high society. All members of the Federation have access to the facility, as do most patriarchs of the noble houses as a courtesy, but very few 'commoners' get to see much beyond the gates. The facility itself has over forty rooms; each guild member gets to have one as an office and one as a residential apartment. It is not uncommon for preferred contractors of the Federation to also be provided a room as residence as a signing bonus but that usually ends when the contract is complete.

Laborer's Union Hall, Faction House

The Union Hall of the Laborers is the least impressive of all mainstream faction houses. Butted up against The Pit, the Union Hall divides it from the rest of the business center. A single story building, the Hall is shaped like a U, encircling the area with clearly marked entrances and exits, including union-hired guardsmen to help keep the peace and make certain that only qualified individuals can enter and exit. Considered something of a "no man's land", the Hall itself is open to anyone and everyone, making it the most likely places for representatives from upper class families to engage the services of humanoid and beast-kins that they would never otherwise encounter due to the wide divide between classes.

The Pits, Work Center

One of the few places within the Business Quarter where Humanoids and Beast-Kin can congregate without causing alarm or unrest, the Pits are the prime place for employers to recruit unskilled labor. The Pits are overseen by the Laborer's Union which means, in addition to it being a 'safe haven' of sorts for would-be hiring agents to encounter "the dregs of the city", it also protects the laborers from the racial intolerance and scorn from the middle and upper classes of St. Almar and gives them a chance to earn a living. In form, the Pits consist of numerous stalls where laborers with specific skill sets gather to offer their work in exchange for a(n almost) fair day's wage. The more in-demand a skill the better a laborer's surrounding while those laborers who can only offer their hands and muscles are left to mill about a central open-air stage.

The Opal and Amber, Shop/Fence

Situated along a side road within the business district is a small pawn shop an jewelry store. Known for its low prices and 'questionable' acquisition methods, it is, nevertheless a go-to place for anyone seeking "something nice" without paying a ransom for it. Even though the majority of their wares are baubles and accessories of varying value, there are also rumors that the owner, a High Elf by the name of Vidal Goldleaf (yes, of THAT family) manages to occasionally conduct business of a shadier sort. Only those in the know will truly be able to say if the rumors hold any merit but the way the Lawgivers keep a close eye on him then either the stories are unfounded or else he is one crafty 'businessman'.

Tris' Cutlery, Smithy/Weaponsmith

Tristan Mann, the blacksmith who runs Tris' Cutlery is a massive Human with rippling muscles and imposing stature but, despite his formidable appearance, is actually a very mellow and amiable individual. As one of the few smiths in town allowed to craft the few weaponizable metal tools legal in St. Almar (knives, scythes, sickles, hand axes, picks and pitchforks), Tristan, who prefers to go by Tris is well regarded by the Lawgivers and has the esteemed honor of being the primary supplier of controlled weapons such as swords and pole arms to the guardsmen. His shop, Tris' Cutlery is located along the main thoroughfare running through the tradesman's district and is a combination forge, shop, and residence.

The Smokehouse, Eatery/Cleaner

Snuck away in a dead-end street on the southern side of the Service District in the Business Quarter is a two-and-a-half story butcher/tavern combo known as The Smokehouse. Run by a mixed-blood Bannsidhe who goes by the name of Manny, it is the primary stop for any middle or lower class citizen of St. Almar seeking to supplement their diet with affordable cuts of meat. A rare commodity, farmed meat is in high demand and its prices usually restrict it to the budgets of the rich, but The Smokehouse specializes in wild game divided into three categories: premium, standard, and value. Premium cuts are almost always venison, wild goat, and fowl while standard cuts are usually loose meat chunks of less than ideal quality, less savory animals such as reptiles or vermin. Nobody asks about the specifics of value cuts, but they sell out regardless, but at least Manny guarantees that the meat is not Elven or Demi-elven.

Derma's Alchemy, Healer/Alchemist

While technically meeting all the criteria required to have a respectable position within the Tradesman's District, the only shop in St Almar dedicated specifically to alchemy is actually located within the Service District. The shop's owner, an older, graying-haired Human woman who goes only by Derma welcomes all in need and employees a variety of races for help; the restrictions on visitors into the Tradesman's District is why she settled on the Service District instead. The building housing the business is three stories, consisting of the retail shop and lab on the ground floor with storage in the basement, and a collection of four apartments and a common area one floor up. Derma does not actually live in her shop, having her own home, but she provides the four apartments as a safe place for humanoid employees who may otherwise be harassed going to and from the shop.

The Horn of Plenty, Inn

One of the few inns to exist within the Slums, the Horn of Plenty is a small little flower blooming out of a pile of dung. Located in the Southern Slums, it is under the protection of Golna Bronzehammer and is run by its proprietor, Mildred Honeywine, a middle-aged Halfling woman who is known affectionately to many patrons as "Auntie Mildred". The inn's common room can (and usually does) seat 24 comfortably and twice as many can be packed in if need be. The building has its own kitchen on the ground floor adjacent to the common room along with an office and the proprietor's private quarters; the first and second floors house rooms for rent, and a basement, root cellar, and other 'facilities' are located beneath ground level. The Horn of Plenty is the home turf of St. Almar's rogue's guild and is rumored to be used periodically as a meeting place for The Gathering as well.

The Understreets, Subterranean

While much of the city that existed before St. Almar was razed, there remain large portions that were simply paved over and built upon. These avenues and half-collapsed buildings are known as The Understreets, a wholly separate portion of St. Almar that remains outside the restrictive grasp of the Holy Temple and the Lawgivers. Following the old saying that the brightest lights cast the darkest shadows, the Understreets are a place of lawlessness and crime; it is dangerous not just because it is where many villains congregate, but because the guardsmen and soldiers do nothing to protect those who use the Understreets for travel from the monsters and beasts that lurk beneath the city.

The Catacombs, Subterranean

High Elves have always relied on magic to make their lives easier, and that trait extends to the more mundane tasks involved in life such as dealing with refuse and waste. The old kingdom that existed before they conquered the western continent did not have access to such magics and so they relied on engineering and city planning; the Catacombs are the end result. What once served as aqueducts, sewers, and siege bunkers now exist as a maze of networking tunnels running much the length of St Amlar filled with long-solidifed sludge, empty memories, and some things better left forgotten. Although there are presumably many ways to enter The Catacombs through the Understreets, the only direct route from above ground is in the Slums.

The Warrens, Subterranean

If the twisting and turning pathways of the Understreets and the Catacombs were confusing, then the small, claustrophobic passages and constant hair-pin corners an double-back ramps of The Warrens would be maddening. Created in the last few years by The Nibblers, The Warrens are an interconnecting spider web of haphazardly excavated tunnels that have been constructed through many levels of fill dirt and old structures, meandering between basements, the Understreets, the Catacombs and, presumably, even lower. Entrances and exits so far seem to be limited to the slums, the docks, and some areas of the residential quarter, but there are rumors that openings in the business quarter may be popping up. These connections to the above-ground, known casually as 'knotholes' are destroyed by the Lawbringers as soon as they are discovered.

The Hideaway, Subterranean (The Cabal/Gathering)

While the sum total of magical and mystical might of The Cabal is something impressive to behold they did not gain so much power within St. Almar by being overt or drawing attention to themselves thus their base of operations, known as "The Hideaway" is as secretive as any other part of their organization. Presumed to be sequestered away in some long forgotten corner of one of the numerous subterranean tunnel systems beneath the city it is safe to assume that no random passersby would stumble upon it by mistake but, if for some reason somewhere were (un)lucky enough to find it they wouldn't live to tell the tale. Occasionally used as a meeting place for The Gathering, the rogues and cultists who are members of the alliance are the only outsiders to have ever seen its 'hallowed halls'.

Sites of Interest (Outside St. Almar)

The Lumber Camps

While most construction within St. Almar is done with stone drawn from the quarries of the mining complex, wood is still very much an important component within the city, serving as fuel, scaffolding, crafts and repairs. The Lumber Camps consist of three large work areas within the forests to the north of St. Almar. The camps are located with an hour of travel of one another with two serving to cut and process lumber while the third handles woodland husbandry and forestry, replanting, monitoring, and overseeing the hunting of dangerous beasts who threaten the industry. All three camps have a combination of wooden structures and tents and are surrounded by wooden palisades. The Forestry camp also has a barracks for soldiers.

The Mining Complex

To the west of St. Almar are a large stretch of hills which ultimately rise up into a large mountain range. Tucked away in a u-shaped valley is the great mining complex that provides St. Almar with its necessary supplies of metals, coal and stone. Several mines dot the landscape for miles and an enormous camp of worker tents and labor houses fill in the empty space. The majority of the workers at the complex are humanoids but shift leaders and foremen are usually dwarves or Humans; the only Elves who frequent the site tend to be business men, owners, or out-of-favor management staff stationed there as a punishment. While the Holy Temple does not abide the use of slavery, it is not uncommon or debtors and indentured individuals to fulfill their obligations within the mines, which, some may say, have accommodations worse than slavery. Violent fights are common and occasional protests over working conditions occur, but they are put down quickly and usually decisively by the large military force that remains at the Mining Complex to protect St. Almar's interests from foes, both internal and wild.

The Farmlands

One of the most pristine and pleasant satellite operations of St. Almar, the Farmlands are located to the east of the city, taking up thousands of acres of green, verdant fields. While only sections of the fertile lands have any kind of walls, most are limited to very simple fencing and hardly capable of withstanding any kind of attack, thus raids from pillagers and wild animals are common, making it a dangerous proposition as a way to make a living. Nevertheless, the Farmlands have their own social structure and governing body, led by Lorenzo Fairfield, a skilled administrator who addresses needs with available resources and seeks to make the farmlands as productive as possible. While the safety of workers within his charge are of great importance to him he doesn't have all of the necessary military support to keep everyone safe, and so his daily tasks involves a juggling act of 'good enough'. Still, for those who can no longer weather the restrictive stranglehold of St. Almar, the daily threats of outside forces are considered an acceptable side effect of escaping the city.

Wayside Shrine

Located north of The Farmlands along an Old Kingdom highway, the Wayside Shrine is a building which may have once served as an inn, but has since been taken over by well-meaning individuals seeking to create a safe space or weary travelers. Granted, few people bother traveling north from settled lands, but that hasn't seemed to dissuade the operations of the wayside shrine, which has been in place for over thirty years. Part inn, part military fortification, it is also all temple, providing a safe place for worship of 'any deity'. Rather than using any singular religious iconography, those maintaining the shrine allow all races and all faiths. Many people disillusioned with the thought of living in St. Almar often speak of taking the dangerous journey out to the Wayside Shrine in hopes of being invited to live there, but a standing rule which seems to be in place is that their workforce will have no more than one of any race in attendance, limiting the possibilities of being granted a permanent position.

Kingdom Tower Ruins

One of the first (and in many cases, last) stops for the average treasure and fame seeking (would be) adventurer is the site of a ruined tower. Originally a lookout tower with surrounding fortress, the entire facility now lays in ruins and has been such for several centuries. Picked over time and time again by adventurous and bold individuals, the ground level is all but scavenged, but the lower levels of the tunnels beneath may still hold some treasure, and the top floors of the half-standing tower could still have some worthwhile loot unclaimed. Either way, the first task for any would-be looter is to survive the journey to the north, well beyond safe surroundings.

The Fallen Library

Another of the few (semi) standing Old Kingdom structures, a building only as "The Fallen Library" is located further north from St. Almar than the tower. Surrounded by the remains of what was likely once a good sized city, the Fallen Library is the only building that is still (mostly) standing. Though the entirety of its east wing collapsed a few centuries ago, most of the central structure and its west wing are structurally sound enough to be investigated. Unfortunately for would-be intrepid eplorers, the ruins surrounding the Fallen Library have attracted dark energies, resulting in armies of undead. Fortunately they are most active at night but even so, the threat of encountering malevolent mobile corpses is enough to keep away all but the bravest of heart.

The Crumbling Cathedral

Closer than most other Old Kingdom ruins, a building which once stood at a testament to the faith of those worshipping Holus now sits, all-but-vacant. As with most religious structures attacked by the Holy Empire, the building was left largely intact with only minor damage as religious artwork and depictions of the deity and his symbols were destroyed. The building itself is several stories tall and includes a large campus which was likely once grand but now consists of collapsed structures and an overgrown graveyard. Refugees of the Old Kingdom once made their home in the cathedral but most have long-since assimilated into St. Amlar. Still, every now and again men and women fleeing from the great city occasionally take shelter in the once-hallowed walls... at least until they move along, or something dark and sinister finds them.

Mount Sahne

One of the largest peaks in the mountain range west of St. Almar, Mount Sahne was once of great religious significance to the Old Kingdom and the worshippers of Holus. The final battle of the great war was fought on its slopes as the Elves, who had already conquered the kingdom's capital, sought to end the fighting by taking the last and possibly greatest holy site belonging to the followers of Holus. The fighting took over a week and only ended when, according to eye witnesses, rather than letting the Elves take the temple the clergy instead sapped their own foundation and sent the entirety of the great structure sliding down into the vale on the western side of the mountain. To date, few people bother making the pilgrimage to Mount Sahne as the tragedy remains for both Elves and Humans alike.

The Vale of Tears

The original name for the Vale beyond Mount Sahne remains lost to history, it is still a poignant landmark. A large valley within the middle of the western mountain range, the Vale of Tears is the final resting place of the temple that once stood atop Mount Sahne. More than that, it also identifies the first place within the continent beyond the reach of the Holy Empire; the Elves have not bothered stretching their control beyond the eastern slopes of Mount Sahne. Many conjecture that much could be told (and taken) from whatever ruins remain of the destroyed temple but nobody has yet to muster up the courage and resources required to make that journey; the Elves themselves are content to let that resting place remain unspoiled.

The Arcane Gateway

As much a myth as it is a rumor, there still remains stories spoken in whispers of a powerful magical gateway crafted by sorcerers of the Old Kingdom that allows the travel of mortals from the Prime Material Plan to places beyond. If this is the case then it would be a feat beyond the wizards of the Holy Empire and identify entire worlds outside its grasp. Such magic would be highly illegal and deemed both treasonous and heresy and yet, if the Old Kingdom did possess such power then it could very well still be out there somewhere, and may explain why so many Humans disappeared during the final days of the war. Then again, if the Gateway WAS used in such a manner, one may question where so many people could have gone or, more importantly, whether or not they may one day come back.

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