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<blockquote data-quote="Daztur" data-source="post: 5862125" data-attributes="member: 55680"><p>The map has been brought up to date and everything up to and including post #95 in this thread has been added to the compilation but the last few posts have not. I'll add them in tomorrow.</p><p>Note: a short concluding paragraph had been added momentarily to the post about The Temple of Alberon.</p><p></p><p><strong>The White Road</strong></p><p>Hex 29.13</p><p></p><p>In accordance with ancient decree, the Temple Indivisible has wisely forbade that any bodies be buried within the walls of the City of Shuttered Windows (29.14). Instead the White Road that worms northwards from the North Gate of the city through mire that quickly gives way to farmland is lined with thousands of tombs. They cluster close to the road, each one covered in carvings that beg travelers to stay a while and read about the citizen entombed there so that they might not be forgotten. As all of the more visible plots were built on centuries ago, newer tombs go to greater and greater lengths to attract attention, some rising high among their fellows, some marked with a riot of color and some imbued with strange glamours. </p><p></p><p>For those too poor to afford a tomb along the White Road, the Temple Indivisible has thoughtfully provided a place for them as well. Their bones are ground down and used to pave the road itself and layer upon layer of bone grit keeps the White Road remarkably mud-free.</p><p></p><p>Hook:</p><p>-Why is it "wise" to not bury bodies within the City?</p><p>-Why do the citizens of Shuttered care about having people stop at and read the carvings on their tombs?</p><p>-Any interesting undead about?</p><p></p><p><strong>The Embassies of the Southern Gate of Shuttered</strong></p><p>Additional information about Hex 29.14 (at this point it might be easier to make a separate hex map for Shuttered...)</p><p></p><p>This post comes from "drek" it has been lightly edited and adapted like the rest.</p><p></p><p>The southern wall of the City of Shuttered Windows is host to the Twelve Embassies of the great nations. The embassies open outward from the city -- they built up against the southern side of the southern wall. The ambassadors of each embassy are required to enter through the South Gate and provide for their own protection.</p><p></p><p>The City of Shuttered Windows is considered the last bastion of civilization, a threshold opening unto the so-called Shrouded Lands north of Keening Sea. Compared to the Twelve Nations, the lands from Shuttered to the Grey Mountains and beyond are savage and unruly.</p><p></p><p>Shuttered is also the largest and most important city that falls under the ruler-ship of none of the great nations. Yet, each of the Twelve have something of a interested in the City, and it's delicate politics playing one off of the other to maintain Shuttered's independence.</p><p></p><p>Three of the embassies are empty and bricked up, two because the associated nations have fallen to barbarism. Alacoda, Empire of High Elves, remains extant but distinctly unwelcome, as the Alacodi are the favored peoples of the Green Lady. It's a common game for Alacodi spies to try to infiltrate the City, and an even more common game to accuse political enemies within the City of having dealings with Alacoda.</p><p></p><p>The liveliest and most visited embassy by far is that of Grumluda, Domain of the Eternal-King-All-Orcs. The fighting schools (and gambling parlors) that have grown around that embassy are popular with travelers and citizens of the city alike. Ambassadors from Grumluda tend to be half-human, and given special dispensation to enter the city without taking on a geas. The Grumluda orcs are great patrons of the Wedding Band (30.15) and pay well for odd creatures to spice up the blood sport, and the Gumludi are always happy to purchase creatures brought in from beyond World's Edge -- the most exotic of which are exported back to the Orc lands after being bloodied in the Band.</p><p></p><p>Note: the Twelve Nations are off the edge of the map to the south.</p></blockquote><p></p>
[QUOTE="Daztur, post: 5862125, member: 55680"] The map has been brought up to date and everything up to and including post #95 in this thread has been added to the compilation but the last few posts have not. I'll add them in tomorrow. Note: a short concluding paragraph had been added momentarily to the post about The Temple of Alberon. [b]The White Road[/b] Hex 29.13 In accordance with ancient decree, the Temple Indivisible has wisely forbade that any bodies be buried within the walls of the City of Shuttered Windows (29.14). Instead the White Road that worms northwards from the North Gate of the city through mire that quickly gives way to farmland is lined with thousands of tombs. They cluster close to the road, each one covered in carvings that beg travelers to stay a while and read about the citizen entombed there so that they might not be forgotten. As all of the more visible plots were built on centuries ago, newer tombs go to greater and greater lengths to attract attention, some rising high among their fellows, some marked with a riot of color and some imbued with strange glamours. For those too poor to afford a tomb along the White Road, the Temple Indivisible has thoughtfully provided a place for them as well. Their bones are ground down and used to pave the road itself and layer upon layer of bone grit keeps the White Road remarkably mud-free. Hook: -Why is it "wise" to not bury bodies within the City? -Why do the citizens of Shuttered care about having people stop at and read the carvings on their tombs? -Any interesting undead about? [b]The Embassies of the Southern Gate of Shuttered[/b] Additional information about Hex 29.14 (at this point it might be easier to make a separate hex map for Shuttered...) This post comes from "drek" it has been lightly edited and adapted like the rest. The southern wall of the City of Shuttered Windows is host to the Twelve Embassies of the great nations. The embassies open outward from the city -- they built up against the southern side of the southern wall. The ambassadors of each embassy are required to enter through the South Gate and provide for their own protection. The City of Shuttered Windows is considered the last bastion of civilization, a threshold opening unto the so-called Shrouded Lands north of Keening Sea. Compared to the Twelve Nations, the lands from Shuttered to the Grey Mountains and beyond are savage and unruly. Shuttered is also the largest and most important city that falls under the ruler-ship of none of the great nations. Yet, each of the Twelve have something of a interested in the City, and it's delicate politics playing one off of the other to maintain Shuttered's independence. Three of the embassies are empty and bricked up, two because the associated nations have fallen to barbarism. Alacoda, Empire of High Elves, remains extant but distinctly unwelcome, as the Alacodi are the favored peoples of the Green Lady. It's a common game for Alacodi spies to try to infiltrate the City, and an even more common game to accuse political enemies within the City of having dealings with Alacoda. The liveliest and most visited embassy by far is that of Grumluda, Domain of the Eternal-King-All-Orcs. The fighting schools (and gambling parlors) that have grown around that embassy are popular with travelers and citizens of the city alike. Ambassadors from Grumluda tend to be half-human, and given special dispensation to enter the city without taking on a geas. The Grumluda orcs are great patrons of the Wedding Band (30.15) and pay well for odd creatures to spice up the blood sport, and the Gumludi are always happy to purchase creatures brought in from beyond World's Edge -- the most exotic of which are exported back to the Orc lands after being bloodied in the Band. Note: the Twelve Nations are off the edge of the map to the south. [/QUOTE]
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