Notes for a New Campaign City, Parsantium

RichGreen

Adventurer
Guardian Dragon

An important city personality and adventure patron:

Naelere is a Very Old Bronze Dragon who has lived in a sea cave along the coast from Parsantium for 700 years or so. These days, she acts as an unofficial guardian of the city against its enemies both internal and external, rarely intervening directly. Instead, she advises the basileus of the day from time to time, and often points adventurers in the right direction to make sure the city does not come to serious harm. Naelere can be found in various places and several guises in Parsantium.

In the Old Quarter she poses as Jarwyn, an old male dwarf with a knack for carpentry, repairing ships and making sea chests, rudders and other wooden objects used on boats. While in this guise, she is able to keep an eye on some of the criminal gangs operating around the Old Docks and in the red-light district.

In the Mercantile Quarter, she appears as an elderly Batiaran woman, calls herself Irene, and runs a small shop dealing in antiquities and art objects called The Curio Cabinet. Naturally, this brings her into contact with adventurers wanting to sell loot whom she is then often able to steer towards somewhere she wants them to go, for example, by offering them an old treasure map for sale at a bargain price.

In the Imperial Quarter she is the young and very fashionable, air-headed Lady Viviana who lives near the park and is rumoured to have caught the basileus' eye as a potential mistress. Certainly, Thecia, Corandias' beautiful, cold and calculating wife, is prone to giving her filthy looks at the Hippodrome and when they cross paths at other public functions. In fact, Corandias’ interest is in what Lady Viviana can tell him about the goings-on in the city and their relationship is purely platonic. Since Thecia does not know this or that Viviana is really a dragon, she is busy plotting her rival's downfall.

Thoughts?

Cheers


Richard
 
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phy00x

First Post
RichGreen said:
Here's a new location with a couple of adventure hooks:

Flotsam





Once a year, in late summer, the Festival of Flowers is celebrated by the people of Flotsam. For a month, all the boats, even the Fat Grouper, are decorated with hanging baskets full of beautiful red, orange and yellow flowers. On the last day of the festival, the flowers are all cut and cast into the Dolphin Strait to honour the Sapta Sindhu. If a pod of dolphin appears, the people of Flotsam are going to have a lucky year. No dolphins have been seen for the last seven years…

[


This is a really good place for if the party gets really down and out. They accept anyone, so long as they go with the flow. Whatever that flow may be...

The dolphins really love these tasty flowers. They have been coming here every year and it has become a festival of their own. Yummy treats! But the Koa Toas have figured out there schedule and lay in wait to ambush them. Koa Toas think dolphin meat is yummy and like to eat it on their own feast day.
 

RichGreen

Adventurer
phy00x said:
This is a really good place for if the party gets really down and out. They accept anyone, so long as they go with the flow. Whatever that flow may be...

The dolphins really love these tasty flowers. They have been coming here every year and it has become a festival of their own. Yummy treats! But the Koa Toas have figured out there schedule and lay in wait to ambush them. Koa Toas think dolphin meat is yummy and like to eat it on their own feast day.
Thanks for the feedback. It would be cool to have a PC to come from Flotsam but I'm not sure any of my potential players would go for it! In which case, having this as somewhere where the PCs or someone they're looking for is hiding out is a great idea.

If the dolphins aren't coming because they know they're going to get attacked by the kuo-toa, is this the reason why the people of Flotsam have experienced seven bad years in a row?

Cheers


Richard
 

RichGreen

Adventurer
Power Groups & Key NPCs

Hi,

Previous posts have been a general overview of the city and some (hopefully) interesting locations, but I think I need to develop some power groups, key NPCs and the conflicts between them next.

So far, we have:

- Corandias & Thecia
- Bardas the Prefect & three tribunes
- The Church of Pelor/Great Church
- Platinum Knights of Bahamut
- Other temples: Jisan, Vishnu, Niu Dahan, Anwyn
- Esoteric Order of the Blue Lotus
- Rakshasa crime lord in the Hidden Quarter
- Black Mother (Kali) Cult
- Kuo-Toa slavers & their gnoll alllies
- Imperial Quarter vs Old Quarter rivalry
- Blues & Whites vs Greens & Reds (chariot teams)
- Traditional Batiaran theatre vs Iancu Petronas

Any suggestions from ENWorlders in fleshing out these or for new power groups and/or conflicts would be much appreciated. I'm looking for things that will drive some adventures.

Cheers


Richard
 

Tonguez

A suffusion of yellow
Thecia "the scheming enchantress” is the daughter of a lesser noble family. Her father was an officer but was killed early and her mother Ciceria survived as a courtesan soon introducing her daughter to the scheming and intricacies of the Imperial Court.
Eventually Ciceria was able to position her daughter as the lead contender for bride to the future Basilieus much to the consternation of higher ranking families.
Initially Thecia was able to use her feminine wiles to influence The Basilieus and she used that to gain position for her family and to punish her 'enemies' in court. One of her major coups was to have members of her own family appointed to all three tribune position of the city essentially allowing her to control the flow of people across the city.
Of late however The Basilieus has come to depend more and more upon his vizier and wizard Arridaeus. Corandias listens to no other voice and this means that Thecia is unable to influence things to her own advantage. She has grown jealous of the vizier and is schming to have him removed, permanently

Thecia has thus shifted her attention to the Prefect and is plotting with the Tribune of the Imperial Quarter (a distant relative named Aurius) to have Bardas removed and himself appointed as Prefect. With Bardas being so uncharismatic it should not be difficult to 'prove' his disloyalty. Once Aurius is appointed as Prefect Thecia intends moving against Arridaeus so that she alone will have the ear of The Basilieus.
 
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Tonguez

A suffusion of yellow
Ciceria (mother of Thecia) was secretly a priestess in the Cult of The Black Mother having been initiated by the Sahasran witch Jagadamba. Thecia is aware of this and is not above resorting to the cult for assistance, it is even rumored that Thecia might herself be an initiate.

Moreover it has become something of a fashion statement amongst the Batiaran elite to be associated with the witch Jagadamba and many travel in disguise into the old quarter to consult with Jagadamba as fortune teller and apothecary.
 


RichGreen

Adventurer
Power Group: The Esoteric Order of the Blue Lotus

Esoteric Order of the Blue Lotus

Based in tall, slender tower in the Old Quarter, the Esoteric Order of the Blue Lotus is the foremost arcanists’ guild in the world. Parsantium is the headquarters of the whole order, but there are smaller branches in several other major cities. Its foundation dates back to the conquest of Parsantium by Corandias the Magnificent; his vizier Marcus Servius was intrigued by the Sahasran and Akhrani magical traditions being taught in the city and set up the order to share magical knowledge across cultural boundaries. The Order takes its name from the rare blue lotus plant, renowned for its magical properties, that still grows along the banks of the Dolphin Strait.

The Order’s tower, known as the Marjani Minar, looks like a minaret crossed with the tower of a fairy castle. Topped with a golden dome, it stands nearly 500 feet tall and towers over the Old Quarter; tiny balconies jut out at several different heights. Inside, is a much bigger, extradimensional space; the entrance on the ground floor opens into a beautiful courtyard with sparkling fountains and fine topiary depicting various creatures such as dragons and griffons. Each floor of the tower can be reached by a flight of stairs or by a series of large, slow-moving flying carpets that drift constantly up and down the central shaft.

The Esoteric Order is ruled by a council of four arcanists, each representing a different magical tradition:
- The Master of Western Magic is Sabir Al-Falasifa, a male human sha’ir from the Caliphate of Akhran
- The Master of Northern Magic is Calahir a male eladrin wizard from the city of Charouse in Arbonne
- The Master of Eastern Magic is Mingzhu (Bright Pearl), a female river spirit folk wu jen from Tiangao
- The Master of Southern Magic is Tapasranjan, a male vanara* mantrika (sorcerer) from Sahasra

Each Master serves as Grand Master for two years in rotation; the current Grand Master is Tapasranjan.

The organization’s goal is to advance magical knowledge through ongoing research and the recovery and study of lost magical treasures such as those of the fallen desert civilization of Khemit. Traditionally, the Esoteric Order stays out of city politics but will act to defend Parsantium when it is threatened. However, in recent months, with Tapasranjan becoming Grand Master and a larger percentage of Sahasrans and Akhrani among its members these days, the Order has been speaking out against the prejudice faced by the citizens of the Old Quarter. Arridaeus, the Basileus’ vizier, is a member of the Order but does not participate in guild politics and rarely visits the tower. He is, however, an old friend of Calahir, and the two wizards frequently discuss magical matters and current events in the city over a glass of wine.

Membership is open to arcane spellcasters capable of casting 3rd level spells and costs 1,000 gp per year. To join, the prospective member must donate a scroll of an obscure spell (ie not in the Player’s Handbook) or an unusual arcane magic item to the Order.

Members gain access to the Order’s library for research (Knowledge checks made within the library by a
character who takes at least 1d4+1 hours to research gain a +5 circumstance bonus) and for the purposes of learning new spells. They are also able to purchase magical items at 20% less than the market price.

[*monkey-like humanoid race from Oriental Adventures]

Any comments? As well as being an organization for PCs to join, the Order could easily be used as a patron for the PCs, hiring them to retrieve a particular item from a dangerous location, or as rivals with members of the Order and the PCs both after the same macguffin.

Cheers


Richard
 
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RichGreen

Adventurer
City Ward names

Hi,

Some possible ward names, many of which I've stolen from FR's Calimport:

Old Quarter
Caravans Ward - first ward you come to at the Camel Gate
Garden Ward - contains the Garden Mausoleum of Hulieman
Dock Ward - Flotsam, the Old Docks and the slums
Faiths Ward - temples to the Sahasran, Tiangaon and Akhrani gods
Trades Ward - guilds, taverns
Poor Ward - half orc neighbourhood, tanneries, red light district


Imperial Quarter

Jewel Ward - dwarven district
Grand Ward - wealthy residential area, park
Palace Ward - the basileus' palace, garrison, noble district
Emerald Ward - magic district, fine shops, upmarket inns
Civic Ward - basilica, financial district, university

How do these sound? You can see a map of the city here

Also, each ward needs a mark or symbol which is carved high on the walls, facing inwards. Any suggestions?

Cheers


Richard
 

RichGreen

Adventurer
These are the ward names I've settled on, plus the mark for each. In the Old Quarter these are carved into the walls; in the Imperial Quarter, these are small mosaics:

Old Quarter
Caravans Ward - camel
Garden Ward - elephant
Dock Ward - leaping dolphin
Faiths Ward - sacred cow
Maker's Ward - tools
Poor Ward - bowl


Imperial Quarter
Jewel Ward - three wavy lines
Grand Ward - sphinx
Palace Ward - crown
Emerald Ward - five coins
Civic Ward - horse

I've also attached a map showing each ward. Since I like the idea of starting the campaign in & around Flotsam, I think the next thing to tackle is the Dock Ward and some of the NPCs and conflicts going on there. Any ideas gratefully received!

Cheers


Richard
 

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