From: aaron@atlantis.uucp
Newsgroups: alt.pub.dragons-inn
Subject: ADMIN: Tourist's Guide To Generica
Date: 25 Jan 93 17:00:53 GMT
Organization: Atlantis Communications, Edmonton, AB, Canada
X-Newsreader: TIN [version 1.1 PL8]


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                           THE OFFICIAL

                    TOURIST'S QUICK REFERENCE

                      TO THE CITY OF GENERICA

                         AND SURROUNDINGS

                (As originally compiled by Maud the tourist.)
                (Now compiled by Alfvaen, a.k.a. Maleiu and Mistletoe)
                Send any corrections or additions to aaron@atlantis.UUCP

New Features This Week:

   Bernie Hsiung's Temple of Fortuna(YA Temple)--the first add to the Guide
   in a while, and thus an event!  All hail Fortuna!

Alchemy and Astrology:

The shop of Felchek of the Foul Odors, and his esteemed first-of-wives
Denriqa Barradein, is situated five blocks due south of the Town Square.
This is in an area consisting of private homes situated above small shops
which provide various services - tailors, seamstresses, booksellers, etc.
Felchek can be found at the shop every other Sixthday (what DOES the
Generican calendar look like?); otherwise it is operated by his more than
capable wife.  Denriqa is a very competent astrologer, and makes more than
enough to sustain their home by doing horoscopes and minor divinations for
the wealthy gentry and merchant classes.  She offers her customers hospitality
in the Turkish style: sticky sweet baklava and thick, bitter, very sweet and
strong cold-press Turkish coffee.  She usually knows their business and intent
before they get there (the Stars Tell All) and can prepare appropriately.

Felchek spends most of the day at his laboratory.  Since the work of an
alchemist produces incredibly foul odors and can be hazardous by way of
causing explosions and toxic effluents, Felchek's laboratory is on the
Street of Knackers, far to the south of town, on the periphery of Low Town,
and situated so the prevailing winds blow all stenches towards Low Town.
Felchek can provide, for what seems a high price to the uninformed, the
alchemically purified substances required for magical artificing.  For
further information look up Alchemy in an old copy of "Chivalry and Sorcery".
The lab is protected by some heavy-duty curse magic, and most of the things
you would find there are VERY dangerous to handle as they're not done yet.

Arcade of Fountains:

This elegant avenue links Dragon's Lane with the very gates of Glorshanned Keep
to the north.  It boasts a long row of elegant marble fountains well-shaded by
trees.  These works of art, maintained by magic, have given Generica the
nickname "The City of Fountains".  The southern terminus of this road is in the
Plaza of Glittering Steel.

Arcade of Unforgotten Heroes:

This avenue sports a long row of statues of various heroes from the history of
Generica.  The street starts at the Plaza of Glittering Steel and heads south
to the Old Naval Quarter.  Sadly, that side of town has become seedy and the
statues are in poor repair.  The Arcade leads right past the Low City.

Ardrey's Furniture Shoppe:

This is a furniture-making business that has persisted for quite a few
generations.  Some time ago it became customary to leave notices of land and
building sales there, and the practice continues to this day.  Ardrey's also
handles construction of new furniture, and will take used furniture on
consignment.  The shop is run by Ardrey, the twelfth of that name.

The Bazaar:

A large, accessible plaza near the wharfs which serves as the site of an
open-air bazaar.  Several large roads and alleyways spill into the plaza.


The Buff':

A ring shaped zone separating the human horrors of the Low City from the
unnameable ones of the Shunned Center, the Buff' is the home of Generica's
poorest and most forgotten citizens.  The Buff' came about as a result of the
rapid growth of Generica during the reign of the first Merchant Prince,
Horowitz the Savvy.  Horowitz' driving ambition was to make Generica the
largest and most powerful port on the Great Blue, and he had more than enough
brains, money, power, and ruthlessness to make his dream a reality.  Generica
waxed into a prosperous city under his rule, and remains so to this day.

Over the years, as new immigrants flooded the city, the poor section swelled,
as those without money or means quickly found themselves with nowhere else to
go.  Horowitz declared that the zone was made up of 'deadbeats and criminals',
and withdrew city services from it, citing an 'unneccessary drain of
resources...'  With no sanitation or police, things quickly degenerated.  Crime
became rampant, and the only law that of the biggest sword and the sharpest
mind.  Out of the greed and hypocrisy of an uncaring leader, the Low City
was born.

Yet, even within the Low City, a strange heirarchy of wealth came to be.  As
one got nearer and nearer to the Center, the dwellings and the people became
even poorer, and the air of hopelessness more pervasive.  Eventually, one
reached a border where the mood of the Low City disappeared, to be replaced by
something else.  It wasn't quite the Center, not just yet, but there was a
definite difference.  A change of priorities.  Its residents were destitute and
hopeless, yet they were some of the proudest and smartest people in Generica.
Horowitz once joked gloatingly about the 'Buffer Zone' he'd created by working
them over.  They adopted the term.  The Buff' is their home, and no one is
going to kick them out of their home, ever again...

Architecturally, the Buff' is a crumbling mishmash of the remains of Old
Generica and the 'new' shacks and hovels built by generations of Buffers.
Unlike the Center, though, there is a definite pride infused in the edifices.
The Buffers work hard to maintain what little they have, and cherish it
dearly.  Here, there are no gang wars.  There are no territorial squabbles.
There is none of the self-destruction of the Low City.  The Buffers are a
bonded people.  They have to be, because of the terrors they are sandwiched in
between.  They are not a violent people.  This is as much economic as anything.
The average Buffer counts himself lucky to own a dagger, much less a sword or
mace.  But the Buffers are strong, and fast, and smart.  The continous
challenge of living on the Edge for hundreds of years has bred some of the
toughest humans Generica has to offer.  They know everything that goes on in
the Buff'.  Nothing escapes notice, and news is quickly spread.  The average
Buffer could tap an alert elf on the shoulder as the first sign of his
presence.  If a Buffer wants to hide from you, don't bother looking.  If you've
somehow made them enemies, get the heck out of Dodge.  They may not have many
weapons of steel and iron, but they are far from helpless.  In the realm of
Urban survival, no one is their equal, and a falling chunk of masonry or a
cleverly concealed pit can kill you just as easily as a sword blow.

But the Buffers are not quick to anger, and so long as outsiders leave them
alone, they reciprocate the favor.  Many criminal organizations have hideouts
or headquarters here.  Those that wish to stay know better than to alienate
the Buffers, although they would be quite surprised to know that the Buffers
know every detail of their organizations, and have secret exits and entrances
to the same. 

And if (god help you) you need to go into the Center, or get something out,
contact a Buffer, because no human knows the unholy maze of the Center
better than the Shunrunners...
The Ceruputhon River:

The locals call the river the Ceru, to avoid confusion with its namesake, the
legendary beast said to inhabit the waters around the little-known isle to the
west; sailors are suspicious folk, and there are few(and those well-paid)who
would risk a trip through what are still its hunting grounds.  As legend would
have it, in times forgotten the beast lived in the eastern ocean, only to
cleave the land in two in a journey to meet its mate on the western isle,
creating the great river Generica is founded on.  The river is of huge breadth
and depth, and almost all trade with Specifica(of the Furs)is conducted via its
'farers.

The Chundering Chimera: 

This establishment is one the rowdiest taverns in Generica.  It specializes in
cheap, low-quality, high-alcohol-content beer, which is brewed on the premises
in great stinking vats.  The entertainment is of the lowest variety(lets just
say that the Mazola Dwarf Wrestling Contest tops the bill).  The best drinkers
in the City are to be found here--many of them dwarves--and they will readily
wager their gems to prove it.  Inscribed high upon the stone wall for all to
see are the names of the greatest drinking legends of Generica, dating back
over 300 years.  The joint is owned and operated by three dwarves known as The
BrauMeisters Three and it is rumored that they make a drink called The Chimera
that is so strong that one straight shot of it will kill or render comatose any
mortal save the stoutest dwarf, and any brave soul who manages to survive is
deemed worthy and offered joint partnership in the tavern.  It is not
surprising that no one has attempted this foolhardy feat in decades.  Not when
there is the sorry spectacle of Thronn the Titan, who still lies comatose in
the corner after nearly 130 years.  And they still tell the tale of Stout
Ironheart, the veteran giant-killer, whose head exploded after he 'went for
it'.

Courts of Judgement:

The Courts of Judgement are in Glorshanned Keep.  The judge is one named DEE
Jen-djieh.  He is known for his rightfulness and ability to solve hard cases.
[He is NPC.]

Diplomatic Residence and Hostel (a.k.a. Karl's house):

This recently renovated Merchants' Hill structure houses whoever happens
to hold the office of "Envoy of Generica."  Its quarters are spacious and
elaborately decorated, and a staff of domestics cooks, cleans and attends
to the needs of the Envoy, his staff and guests.  Amenities include
a ballroom, guest quarters, a magic- and scry-proof office, secret passages
and peepholes for the illicit observation of guests and a small library.
The secret entrances to the Gaps from the chimney flues might be considered
more as liabilities if they were known.  This Hostel will house foriegn
dignitaries and diplomats and hold receptions, parties and formal balls.
Few of Generica's finest refuse invitations to these.
The current Envoy of Generica is Karl (the former quartermaster).

Dragon's Inn:

The Dragon's Inn is somewhere along Dragon's Lane, the main street that runs
from the Harbour in the west to the East Gates.  You can find good food, good
drink and good company 24 hours a day.

The Drift Inn:

A not-so-comfy inn that just recently opened.  Splunk is the owner and
bartender while his wife, Ghurney, is the waitress and bouncer.  It is still in
much disrepair and has yet to even have separate rooms to sleep in upstairs.
Its only real redeeming quality is that it only costs 2 coppers for a meal and
a night's stay.  (Splunk keeps promising his regulars that he will get
something else on the menu besides the "special.") There is a single fireplace
on the left side of the inn if you enter through the door.  It provides little
light, and half of the inn is usually in pitch blackness.

East Gates:

The East Gates are the main entrance to the city.  They are of sturdy dwarven
workmanship and have protected the city against the wandering tribes of the
plains for centuries.

First Bank of Generica:

This is a gleaming white building fronted by large marble pillars in the Greco-
Roman style.  It is run by Winnis, a nephew of Melwis.  They are quite willing
to store large sums of money for indefinite periods and a reasonable fee, and
they will store even more outre items in specially warded vaults.  Given
sufficient collateral, they will provide high-interest short-term loans.  They
are quite used to dealing with adventurers, who don't know the meaning of
money, and will gouge them accordingly.  They are well-protected by the Mage
Guild and the Thieves' Guild(who have a large investment in it themselves), and
any would-be bank robbers tend to earn the enmity of both organizations.

The Floating Low City Market:

Generica's Low City has the usual dives, dingy shops, and so forth.
It also has the Floating Market.  Every day, the more mobile of the
petty merchants, fences, drug dealers, fruit sellers, street food
vendors, pimps, con artists, grifters, carnies, and other entrepreneurs
will gather to trade wares and make preparations for their day's take.
They are not interested in paying the Street Vendors' Tax and so do not
go to the Town Square, nor do they usually circulate into the more rich
and privileged parts of town (unless they've stolen or gotten a forged
Tax Chit).  They DO pay the 1 shekel per week fee to the Beneficent Protective
Association, as failure to do so can result in loss of ... trade. 

The Floating Market collects at a different place every day, since the
Guard tends to run them off if they set up in the same place more than a
few days in a row.  They are USUALLY found along or near the Arcade of
Unforgotten Heroes.

The Future:

The Future is a small shop located across the Arcade of Unforgotten Heroes from
Low City.  It is roughly halfway between the Dragon's Inn and the South Gate. 
From the outside it appears to be a simple building with two large glass
windows, one of which contains a sign which reads 'OPEN' during business hours.

The inside, however, is ornately decorated with many strange and exotic plants
and statues from many distant lands and times long forgotten.  The proprietor
is Futuria Crystalshard, an extremely old and wizened blind man.  He is a
Fortune-Teller/Seer and for a price he can answer virtually any question about
the future or the past.  However, his customers are usually not immediately
satisfied as he often speaks in riddles which take a bit of time to decipher.

GateWay of the Worlds:

A small structure in Tudor style.  It has one large set of double metallic
doors, with strange crystal statues to either side.  Inside these doors is a
large room, larger than the outside of the building.  In the centre of the room
is a desk, and sitting behind it is a Gold elf called Traveller, who runs this
place.  If you wish to go somewhere, Traveller can send you there - for a
price.  (Paul John Davis; email him before you use this place)

The Generican Examiner:

A few decades ago, back when Generica was run by a despotic emperor, he thought
it would be wise to set up a printing house from which Imperial proclamations
would be sent to the people of Generica.  Unfortunately for the Emperor, there
was a fellow on the staff of the printing press who noticed the proclamations
being used for purposes contrary to their intent, i.e. toilet paper, bird cage
lining and kindling.  He decided people would understand the proclamations
better if they had some context, you know, little, oh, what will we call them,
articles!  One thing led to another, and the Imperial Printing House became the
Imperial Examiner, and then the Generican Examiner.  Nobody knows who the first
Journalist was, but there is a spittoon inscribed "To The Unknown First
Journalist" in the lobby of the Examiner offices.  I repeat, no-one knows who
the First Journalist was, but nobody knows it _wasn't_ Old Man Heartwell, which
affords him a certain degree of respect and power amongst the otherwise rather
individualistic reporters of the Examiner.  The Examiner is printed on a daily
basis, and usually consists of 10-15 pages of news, fluff stories and
advertisements (a relatively new addition).  They are sold by newsboys on the
street corner and have the journalistic quality of the yellow rags of the late
1800s crossed with the modern-day National Enquirer.  The Examiner prides
itself on stepping on people's toes without bias as to race, color, creed,
species or sex.  And nobody really knows how long Old Man Heartwell has been
around...nobody has had the guts to ask him...

Generican Guild of Cartographers:

This place is in one of the obscurest cul-de-sacs in Generica, well off the
beaten path.  The interior of the building is filled with dust, sufficient to
blind those entering.  Inside is a huge room, filled with tables and books of
all shapes and sizes.  The place is run by a dwarf named Grumbli Blisterthum.
He's constantly mumbling about his job, and how the guildmasters keep moving
everything around on the map...  Grumbli's assistant is a tall slow-moving elf
named Slim.  Maps of any kind can be found here...somewhere...for a price.

Generican Public Gardens:

The Generican Public Gardens are only rivaled in the Known Lands by the gardens
of the merchants of Rameshan.  More splendid even than the Hanging Gardens of
Thrimm, it features many different kinds of plants from all over the world and
many others, including many thought to be extinct in their native worlds.

Those entering the garden may encounter an old man, the custodian.  He is
particulary interested in any new types of plant he was previously unaware of,
or unable to obtain samples of.  The old man is Vitor the Life-Giver, High
Arch-Druid of the Known Lands, and Master of the Forces of Nature, but often he
prefers to say, "I'm really just an old gardener."

Glorshanned Keep:

One of the first post-cataclysmic buildings to be constructed on the ruined
site of Old Generica, Glorshanned Keep sits atop a short flat hill in 
the north of the city.  The Arcade of Fountains approaches its imposing
gate and its rear overlooks the quiet farmlands to the north of the city 
wall.  Lord Glorshanned, often considered to be the father of Generica,
constructed the keep which bears his name as a residence and to control
trade along the coast and on the Ceruputhon River.  The current ruler
of Generica, Melwis the Wise eschews the cramped apartments in the Keep for 
his own posh residence on Merchant's Hill.  Visiting dignitaries who
are not house guests of Melwis often stay in the Keep.
The Keep's other facilities include military barracks and armories, a 
commissary managed by the quartermaster, various heraldic banners and
trophies recalling the older days of Generic nobility before the rise
of the merchants, the courts of judgment (presided by one Judge Dee-
Jen Djieh (NPC)) and a dungeon.  This prison, in addition to most of the rest
of the castle, is riddled with secret passages and tunnels connecting 
Glorshanned Keep with the Gaps, the Sewers of Generica, the Underwurlde
and the caves.  Email Dennis Brennan at djb6@midway.uchicago.edu
before making any drastic changes.

Great Library:

Situated just north of the centre of the city of Generica, the Great Library is
an imposing edifice.  Not exactly tall, its sprawling mass is a conglomeration
of many different architectural styles, indicating its continuing expansion
through Generica's history, as well as providing a good example of how not to
build a visually appealing structure.  Beneath the Library are ancient
catacombs, the refuge of monks many ages past when the religious leaders of the
time sought to destroy all knowledge held outside their ranks.  Within the
Library anything can be found from amusing children's stories, some based on
historical fact lost in the obscurity of time, to essays on a vast assortment
of ecological oddities (read monsters), to religious texts from a large number
of cultures and universes, to tomes of governmental regulations, to ... well, I
think you get the idea.  Beneath the Library, in the catacombs, are constructed
huge vaults.  Within these vaults lie the many treasures of the Library,
including its most ancient manuscripts, tablets of clay and stone, petrified
wooden message sticks and message bones, plus its vast array of magical
tomes.  
(Please mail ...sage before using the basement.)

The Hanging Gardens of Thrimm:

The walled-in grounds of Thrimm's property on Merchant's Hill contain a
surprise:  A dense exotic garden of flora(and occasionally fauna)of the sylvan
variety to delight the mind and senses of the urban dweller.  The magical
topology of the garden is such that it appears to the uninitiated as a
limitless park, criss-crossed by mazelike pathways, in which one can become
easily lost.  While it is relatively easy--by making use of simple tricks -- to
get out of the park, it is extremely difficult to locate Thrimm's mansion at
the center of the property.  Thrimm himself is of a reclusive nature.  He lives
the life of luxury surrounded by his servants, only putting in an occasional
appearance at the more important meetings of the Sea Merchants Guild.

Harbour (Docks):

The harbour is on the west side.  Ships from far away countries enter and leave
constantly.  They are sheltered from the storms of the sea to the west, The
Great Blue, by a pier.  The harbour contains many local pubs, large warehouses
and merchants' guilds.  This is not a safe place during the night.

Hyrexes' Battleground:

During the era of the reign of Lord Hyrexes some eighty-five years ago,
that great ruler commissioned a great arena and sporting complex to be
erected in his own honor.  The great marble edifice and its magnificent
outbuildings were to be the sites of lavish and colorful festivals,
many of which featured gladiatorial events.  For five years the lives
of countless warriors and beasts were lost on the sands of the arena.
When Hyrexes was deposed by his nephew, the young overlord proclaimed
that his uncle's pride and joy would be abandoned, to be used by no
resident of Generica for time immemorial.  The site was left empty
for years until the Characo Gypsies came to town.  Making use of the
fact that these travellers were not Generican citizens, these nomads
occupied Hyrexes' Battleground and have made it their home.  They
live a poor put otherwise clean and honest life in their makeshift
city; their complex set of ethics forbids crime, so they make a
living running honest gambling games, lending money, and providing
other artisan services.  Strangers are welcome in Hyrexes' Battleground
by day, but by nightfall all visitors must leave through the great
marble arch bearing the crest of its namesake.

Low City:

Near the docks and well within the Thieves' Quarter lies the sprawl of slums
and tangled alleyways called The Low City.  It is said that the Watch of
Generica fears to set foot inside the Low City, and with good reason. 
Anything that is desired can be purchased in this hellhole -- if one knows who
to ask, and for a steep price.  Every vice in existence, and a few that
aren't, is everyday fare in this nadir of Generica.

The Mages' Guild:

The Mages' Guild takes care that none of its members uses black magic or abuses
his magical abilities, it acts as a lobby for magicians, provides help for
foreign mages, such as mediating teachers and jobs, and contacts guilds in
other cities and countries.  You can't get an employment as a city official who
deals with magic (such as Sea Mage, Keeper of Magical Artifacts in the city
treasury, or Librarian in charge of ancient and magical texts) without support
from the Guild, and you need their consent to start a magic-related business.

The Guild House is at the Arcade of Fountains, vis-a-vis to the Great Library.
The building bears a superficial resemblance to the First Generican Bank,
being also made of marble and having big pillars out front.  However, the Mage
Guild, due to many mages' whimsy, violates Euclidean geometry and Newtonian
physics in many ways.  Thus, don't expect gravity to be in a constant
direction, for the space inside to be smaller than the space outside, and...
well, let's just say picture Escher as an architect.  There are crude elevators
between the many levels, in areas of relatively constant gravity, powered by
the arms of marble golems.

Merchant's Hill:

A low hill not far from the wharf upon which lie many of the mansions of the
richer merchants of Generica.  A thief's dream -- and a thief's nightmare, for
the area is heavily patrolled by special detachments of Guardsmen(and they are
bribed well to do so).  In addition, many of the walled mansions have their
own guards and automatic defense systems(mechanical, magical or otherwise).

Miggung's Magic Shop:

Miggung's Magic Shop lies on Dragon's Lane, two squares from Dragons Inn.  The
owner, Miggung the Thaumaturge, is a short human male, forty years old.  He
sells things required for magic spells or potions, like squids' eyes or certain
gems, but also potions, magic rings and other similar items, and the occasional
scroll.  You won't find any magic weapons or spellbooks there.

Moriarty Investigations, Inc.:

This new business is situated at 15A-Gamma Cor Caroli Lane, which is in an
obscure area east of the Arcade of Unforgotten Heroes.  The inhabitants of the
area have recently been commissioned as ersatz guides to the place, which is
nearly impossible to find otherwise.  The company consists of Moriarty, a hedge
wizard who specializes in summoning magic, Queriche, a muscular islander, and
Alfvaen, a thief who dabbles in magic.  (See the Character Summaries for more
information.)  The office area is covered with flashy but mostly useless
magical gadgets, and even some flashy nonmagical gadgets.  The main part of the
building is hidden, including living quarters and Moriarty's laboratory.

The Most Splendid Guild of Messengers and Porters:

Located near the Merchant's Hill, this guild is housed in a building of
black marble which is always clean and very professional looking.  The guild
itself deals with running messages and packages to the 19 corners of the
multiverse using a variety of methods including: messengers on foot, horsemen
(like the pony express), teleportation, cross-dimensional transfer, and FAX.
Of course, the more complex the means of transportation, the higher the price.

The Most Splendid Guild of Messengers and Porters is tightly allied with
the Mage's Guild due to its dependency on magic and the Mage Guild's need of
supplies from strange places.  So far, this guild has been very successful.

The messengers themselves are usually very pleasant (because they work on
commission).  They wear Green and Gold Tabards as uniforms of their profession.

Mrs. Cludne's Boarding House:

Mrs. Cludne's Boarding House was established on the SE base of what is now
Merchant's Hill in the years before the wealthy decided to make it such a haven
for their own estates.  It is a deep one-story building with a spacious attic
and a deep root-cellar, half of which has been made into a basement.  It has
seven comfortable bedrooms on the ground level(one is Cludne's) and the attic
has been subdivided into four rooms for those of smaller stature.  There is a
basement cistern filled daily by some enchantment made by a frequent resident.
It also has a kitchen, a water closet on ground level and one for the attic
dwellers(dwarven engineering!), and a dining/card room. 

Old Man Cludne was deeded the property for his house but built on every square
foot of it.  When the owner of the adjoining property wanted to buy the land so
as to build an even wall for his estate, Cludne refused.  The estate owner was
so angry that he had the wall built on three sides of the Cludne house and over
the TOP!  Mrs. Cludne is the widow of Old Man Cludne's descendant.  Her late 
husband had the house converted into a boarding house after it became evident
that his children were not interested in owning such a 'curiosity'.  Cludne's
has been known for hospitality and an unusual clientele ever since Prosper
Cludne, the gambler, gave out billets for free room and board as payment for
his gambling debts.  The billets are said to be dated for one hundred year's
use, free room and board to the bearer.  As many as five such bearers may be
present in the house at any one time.  Another son, Rupert the merchant, sends
clients to stay at the boarding house whenever one comes to town.

Mrs. Cludne maintains very strict mealtimes and allows no cooking in her
kitchen during off hours.  She will not allow strong language or lewd behavior
in the main rooms because her numerous great-grandchildren are forever
visiting.  Every evening after the supper hour sees the dining room converted
into a card room with various games played at the four tables.  High stakes
gambling is not unheard-of in the quiet home when dwarves and gnomes, laden
with jewels and precious metals, come to stay while buying seasonal provisions
and selling their wares in town.  

Mrs. Cludne is a woman of small stature, wiry frame, and unflagging energy.
She looks to be in her forties though her grandkids will quickly correct you
that she is in her sixties.  It is said she dyes her hair, has a boyfriend half
her age, drinks liquor from a jar, and has a tattoo on her arm with the
initials 'M.A.C.'.

Rates are reasonable at the Cludne boarding house, the atmosphere friendly, and
stories abound over the nightly card tables.  It is said NEVER to play Hearts
for money when Mrs. Cludne is seated at the card table.

Nesters Inn:

This inn is just up the coast a little from the most active dock areas of the
city...out of the way, but not too much.  It is fairly clean and neat, run by a
Joel Nite, who is a fairly non-descript little man.  It is frequented by a lot
of country people visiting the city.  It has a good fish stew, but the ale is
usually a little flat.  It has a good view of a warehouse across the street,
which blocks the view to the bay beyond.  Overall it is pretty non-descript and
quiet, just like its owner.


Net & Trident:

This is an inn down by the docks. Its owner is an ex-captain named Balthar. He
has a good reputation among the sailors and dockworkers, and they will help him
out if there is any trouble. They frequently meet there. In the middle of the
floor there is a wide sandpit for knifefights and dancing women. Balthar always
handles the betting around the knifefights, taking a 5% fee. There are strict
rules about the duels.

The establishment is well kept and Balthar does not water his booze very much.
He has two people helping him out out, one is the "Chef" who runs the kitchen.
The other is Hilda the Barmaid:  she is quite plain, around 20 years of age and
with a sharp tounge. The "Chef" is a large man, a former wrestler, and will
help out as a bouncer if need be. Balthar is about 40 years old, and one-eyed.
His right eye is gone and he uses a black patch; otherwise he is in excellent
condition. He always talks about getting a ship of his own one day and going to
sea again.

Ogar's Blades:

A sword smithy renowned among the frugal and inexperienced.  It doesn't
compare to Throcken's in quality, by any means, but Ogar is quite capable of
turning out passable work, with the occasional shoddy item thrown in for
variety.

Perfumerie Grand Veneur:

This fancy shop is situated in the Arcade of Fountains, just a bit north from 
the Mages Guild.  If you don't know where it is, just walk the Arcade and
you'll smell it!  The proprietor of this establishment is Monsieur Malthus de
la Noeuse, Master Perfumerist.  He is extravagant person, quite ladylike and a 
bit like Pink Panther movies' Monsieur Balls.  He always wears colourful
clothing and waves his perfumed handkerchief around.  He is always willing to
sell something and will always buy any kind of aromatic substances.  His 
favourite phrase is "Excellente Choisee, my dearest friend. Who Could sstand
such horrible ssmellss as there are nowadayss."

Monsieur Noeuse has one true friend, his own little Pixie, Miss Stoic, who is
in charge of manufacturing the parfumes sold in the shop. She never goes 
outside the building for she is in charge of the magical protection of the 
shop.  (But who would want to steal Whale's vomit, Ambra, Ulsior skins and
such?!?)

But Monsieur himself wanders sometimes outside his premises, for example to 
have a sherry or armagnac in The Inn, to put an advertisement to The Inn or 
the _Examiner_, or to take part in some social party in some of the Merchant 
Hill's most adorable mansions. (Monsieur and Pixie are reserved NPC, but 
simple contacts are encouraged. If you want to sell something to Monsieur, 
contact Jorma Pesonen via email first<jpesonen@viikki.helsinki.fi>)

Plaza of Glittering Steel:

This is the square immediately outside the Dragon's Inn.  It is well lit and
clean, and fronts on several reputable businesses.  It is so named because
years ago, for unknown reasons, a patch of the cobblestones in the center of
the plaza was magically transmuted into stainless steel; this metal never
seems to rust or tarnish.  It is a favored resting place for beggars, who
appreciate the warmth the metal retains well into the night.

Ratty's:

A waterfront tavern, catering to sailors and dock scum.  It is located inland
from the water, just on the verge of the Low City.  Information about any
portion of the underbelly of Generica can be had here........ for a price.....

The Red Lady:

A bar frequented by sailors, and more commonly known as the "Scarlet Harlot".
The less said about it, the better.

Royal Palace:

The Royal Family of Generica is mostly powerless since the merchant families
took over, but they retain some signs of their former glory.  The Royal Palace
is one of these.

St. Cuthbert Academy:

This military academy trains young men (and the occasional woman) to
paladinhood.  Dougl is a student there.  Actually, this setting is intended as
a humorous satire of AD&D and roleplaying rules, customs and traditions.

The Scrappy Ram:

The Scrappy Ram is run by Verdigren, a diminutive human who was an adventurer
at one point.  He is fierce in temperament, and the inn's name came from one of
his nicknames.  It is frequented by adventurers less well-off than the Dragon's
Inn clientele.  The patrons are all loyal to Verdigren.  The booze is cheap but
honest.  Several of Verdigren's friends, including Iannon the thief, a pair of
bruisers called The Bannery Brothers, a gutter wizard named Moriarty, an
islander barkeep named Queriche, and Sambul, the deaf-mute bouncer, hang around
the place.  (Mail Andrew Solberg for more details.)  (In more recent news,
Moriarty and Queriche have left, now having formed Moriarty Investigations.)

The Shunned Center:

Located at the decrepit heart of The Low City, this maze of run-down houses,
ruined alleyways, and rubble-strewn streets has been abandoned by the citizens
of Generica for as long as any mortal can remember.  Its buildings date back
thousands of years; indeed, many sages agree that it was here that Generica was
first founded, many centuries in the distant past.  However, an unknown
cataclysm caused the destruction of most of this "First Generica", and the
survivors of the holocaust relocated outside its boundaries to start again...
the new Generica eventually rose up to surround the Old part, but no one dared
set foot into the Center or raise a business or home there, preferring instead
to build around it.  Those brave souls that tried living there mysteriously
disappeared, giving rise to the present belief of many Genericans that the
Center is somehow "cursed" (they are more right than they know).  Tales of
strange sights and sounds, and horrid monsters abound in the tales of the
Shunned Center, as well as tales of powerful artifacts and great treasures of
Old Generica that can still be found within its crumbling ruins... It is easy
to tell when the Low City ends and the Shunned Center begins... The buildings
of the Low City are mostly run-down, but at least have some form of upkeep from
the humans that dwell there... the Shunned Center has not experienced such
maintenance for thousands of years, and no human, no matter how powerful or
evil, dwells there without Great Mother's consent, which she is loath to give
to others than her most loyal followers, and of course her prey...

The Shunned Center is a blasted urban wasteland... nothing grows there, save
perhaps a few sickly, twisted weeds struggling through cracks in the
cobblestoned roads... The buildings are all completely bleached of any color,
being now almost a uniform whitish-grey.  Most are collapsed and crumbling, and
quite unsafe architecturally if not because of their current "tenants"... the
streets are narrow, and the buildings tall.  One should always feel
claustrophobic here... even in comparison to the crowded slums of the Low City,
the passages of the Center are unbearably cramped, and the sun does not
penetrate far into its dark corners...

South Gate:

This gate has fallen into disuse since trade with Rameshan to the south has
fallen off, in favour of upriver trading with Specifica.  Those who enter
Generica through this gate are likely to fall foul of the inhabitants of Low
City, its only real guards.  Most guards posted here actually spend their time
in Ratty's or the Spitting Cobra...with a few exceptions.

Spire of Hyutir:

A lighthouse whose flaming beacon illuminates the night sky of the harbor, and
whose foghorn (nicknamed the Warthol's Wail) warns incoming ships of the
treacherous rocks in the area.

The Spitting Cobra:

Another Low City tavern.  This one is closer to the center of Low City.  The
booze is bad, but it's cheap.  It's a bad place to get into a fight, though. 
It is owned and run by Trawm, the half-troll.  Occasionally he leaves his
somewhat dimwitted assistant Sugob in charge.  He is constantly trying to
encourage the bar's members to fight and envies the battles that go on in the
other inns and bars.  He is secretly trying to steal customers from the Dragons
Inn since they seem to be a MAJOR source of trouble.

The only food served in the Spitting Cobra is an Orcish dish called "Grakma",
which means "Sewer Rat Surprise".  In most humanoids, except for Orcs and
Gully Dwarves, Grakma has been found to cause: nausea, headaches, dizziness,
constipation, vomiting, rashes, ringing of the ears, blurred vision, sterility,
genetic mutation, heart murmurs, high blood pressure, excess hair growth, a
sharp drop in intelligence, and the tendency to run in circles shouting
"Whoop Whoop Whoop".

Temple of Aditi:

This "temple" is a fairly plain structure, on the Low City side of the Arcade
of Unforgotten Heroes.  Delmara is the high priestess, and currently the only
permanent resident, although a dozen or so Low City dwellers occasionally
attend services of the cult of the Lady of Hurtful Love.  Aditi's symbol, a
silken whip, hangs above the door.

Temple of Azpiazu:

This is the temple of the ever-changing trickster god.  He is known under many
names--Kibo, Raven, Loki, Erevan Ilesere, and others--but Azpiazu is the name
he is known by in the Known Lands.  To befit this image, his temple is never
the same place, or the same appearance, twice.  (Thus, it's not going to appear
on the map anywhere.)  However, those truly in search of it will probably find
it, even if they don't know they're searching for it...

Temple of Feresha:

Feresha is the goddess of peace and freedom, her symbol a silver dove in
flight.  The temple is of moderate size, and of a simple design.
As one enters the temple, one is met by a priest, who will look after any
weapons one carries, as no weapons are allowed in the temple.  Physical
confrontation is also forbidden, and enforced not by mystical means as in
the Dragons-Inn, but rather a large presence of priests.  The temple is
known to take children off the streets, clothe and feed them (and teach
them the wisdom of Feresha. :)
The temple was originally constructed in the early days of Generica's
expansion, by a wealthy conwoman (with the help of generous donations),
intended to support her in her retirement.  The temple not being as
lucrative as she had hoped, and the rising population of thieves being
without cohesion, she began to expand...
Today, the Thieves' Guild's heart is at the temple, and the highest positions
in the guild follow the structure of the church.  Though the church of
Feresha does have many ministers not involved with the guild (and it is
they who perform most of the services, etc).  The street children are used
as messengers, and any showing promise are likely to be introduced 
(covertly) into one of the 'vens (qv. Thieves' Guild).
Note that the Temple's true purpose is known by very few, and there are
genuine worshipers of Feresha (as are many of the kids 'taken in' by the
Temple.)  Any and all 'action' is orchastrated through the 'vens.

Temple of Fortuna:

A building near the center of the Low City that is dedicated to Fortuna, the
Goddess of Luck personified and Fate inevitable.  The priesthood is low key
and unimpressive.  This temple has exactly two claims to fame.  The first is
its ancient statue of the goddess, which is said to be capable of bestowing
great luck, unpredicably either good or bad, upon a viewer.  The priests are
bound by their vows to display it to any petitioner.  The second is that it
is traditionally acknowledged to be bad form and exceedingly unlucky to kill
anyone within the temple.  Although the priests will not house refugees for
extended periods of time, upon occasion fleeing gang members have been known
to seek sanctuary in the temple while awaiting reinforcements.  Consequently,
a number of bloody streetfights have erupted upon its doorsteps.

Temple of Ilmater:

The church of this god (also known as Issek) are devoted to relieving
suffering, healing, treating the sick and poor, and defending the lowly from
oppression.  Ilmater's modest church, located in the south of the city near the
Low City, charges a modest fee to heal the wounds of adventurers and provides
services to the needy for free.  Their high priest (NPC) is Liamus Dolorus.

Temple of Xyvv:

This temple was started by a Drist named Elysian.  The tower is still under
construction but plans are that the Temple of Xyvv will be dedicated to all
pious followers in Generica to the Xyvv - God of Time.

Thieves' Guild(The Fellowship):

Physically, the Fellowship is in no one spot, rather, is distributed around
Generica as a series of 'vens (covens).  The Fellowship itself is highly
organised, and relies more on the value of the services it provides,
than the occasional gruesome death of a traitor, to ensure its continuing
and loyal membership.  Each 'ven supplies a variety of everyday useful
services, and it is on the percentage here that the guild extracts most
of its revenue.  The Fellowship does not run many insurance deals, mainly
because its membership excludes those less than average ability.
The symbol of the Fellowship is a silver bird in flight, with an extended
claw.

Throcken's Armoury:

This is the business across the square from the Dragon's Inn.  The proprietor
is Throcken, a burly half-ogre with a talent for weapons construction.  He is
particularly adept at the forging of battleaxes; his workmanship is famous
throughout the known lands.

Tower of Kraken:

The Tower of Kraken is one of the five towers manned by the Seaguards.  This
tower is in charge of the protection of the city and the immediate islands.
Their ships are slow, but very well armed with quite a few powerful Marestasi
who can cast powerful offensive spells.  The Wyeriun, the best mage amongst all
the Seaguard, is the only one who knows the Vortei spell, which makes an
all-consuming whirlpool manifest in the harbor of Generica that consumes
friendly and enemy craft alike.  They are also in charge of rescuing those
ships that are shipwrecked in the area and aid in finding lost fisherman or
other souls washed out at sea, though some of the men often frown when asked to
do the latter.

Tower of Leviathan:

The Tower of Leviathan is one of the five towers manned by the Seaguards.
About twenty men are stationed within its walls, while the rest are on ships
that patrol the trade routes.  The ships are heavy, sturdy craft.  The men in
this tower consider themselves to be the elite of the Seaguards.  They will
take revenge against anyone who kills or injures one of their number.  Trained
in etiquette, they consider themselves gentlemen and generally think of the
other Seaguards as vulgar and uncouth.  The Marestasi (Sea Mages) of the tower
have a magical map showing positions of Seaguards' ships, magical mirrors
enabling them to communicate with ships across great distances, and a huge
library.

Tower of Marlin:

The Tower of Marlin is one of the five towers manned by the Seaguards.  This
"tower" is actually a large house, housing some of the fastest and finest
seacraft in Generica.  They are built for competitions and parades and are
manned by the most skilled sailors in the Seaguard.  Only about ten men
actually live in the stone building, and they spend most of their time
building and racing their ships.

Tower of Serpil:

The Tower of Serpil is one of the five towers manned by the Seaguards.  This
tower is in charge of the eradication of pirates and buccaneers.  Their ships
bear a large number of armaments, but not so many as to compromise their 
swiftness.  Well-organized and quick to respond, the men are tough and
courageous, full of their own bravado, and just as bawdy as the men they are
sent to hunt.

Tower of Warthol:

The Tower of Warthol is one of the five towers manned by the Seaguards.  The
men here do not actually have any ships, but man the Sea Wall, the barrier that
runs around the whole seafront of the city of Generica.  They keep records of
all ship landings and departures at the docks, and take care of merchant taxes
as well.  The men number about 200, and most eventually hope to "graduate" to
one of the other towers, as those of Tower Warthol are considered to be
landlubbers and often the subject of derision and jokes by those in the other
towers.

The Town Square:

As with most medieval fantasy cities, Generica has a Town Square, a
two-block-square open area near the East Gate, and situated near enough
to the main arterials that it can be easily reached by farmers, tradesmen,
caravanseries, etc.  Trade at the Town Square is licensed by the city.
There is a 20 Generican Shekel fee per day (the Street Vendors' Tax) to
have a booth or tentspace at the Square.  Additional bribes, er, fees of up
to 30 shekels can be required to get a really PRIME spot.  The entire outside
of the square is lined with booths, open to the air, some backed by shops,
others by the 8 foot stone wall which delineates the Square.  The center of
the square is filled by a nearly one block covered tent, owned by the
Merchant's Guild (whose members do NOT have to pay the 5 shekel per day
Tent fee).  There are hired guards patrolling the Town Square, and any
pickpockets, sneak thieves, or shoplifters who get caught are generally
treated to the Merchant's Justice, unless they can pay the appropriate
bribes.  Merchant's Justice is usually only crippling, not fatal.

Pushcarts are not allowed in the Square past the second bell; in early
morning they are allowed to purchase fresh fruits, produce, and other goods.
Pushcart vendors are subject to a 3 shekel per day Street Vendor's Tax,
as well as the 1 shekel per week fee to the Beneficent Protective Association.
Many of these pushcarts will wander through the nicer parts of town on
routes which ensure them of getting good prices from the wealthy.

Yanigazia Purizshita:

Pronounced Ya-n-ni-ga-zi-a Pu-riz-sh'-ta...(the n is stretched out to
two syllables in length in the first word, and the I really isn't pronounced),
this is a Etarus'ian restaurant along the west side of Merchant's Hill, a
block or two away from Nesters Inn.  

The name refers to a classic epic of Etarus'ian mythology, about a Bantaru
(Equiv to Buddhist) monk wandering the countryside, and discovering the value
of home.  The name translates to something equivalent to 'The whispering
sounds of the cherry trees at home', but it's a bit difficult to translate,
as is Japanese in our world.

Yirma's Brothel:

A disreputable brothel(aren't they all?)in Low City.  Often recognizable by the
dancing girl that Yirma places outside.  Yirma is often quite cruel to her
women, and keeps them all hooked on Joystix.  (How this will be affected now
that the Joystix Factory has been sacked is yet to be determined.)  Currently,
Yirma is also sheltering the Demon Spiders here.

Thieves' Guild:
Town Hall:

The above are unspecified, and may not even be required(has anyone really used
them in their posts yet?)--so feel free to make things up yourself if you want
to use them...but email me to tell me the details if you do so!


     \ _____________________________________________/\   / /
      \ (33)                |    (13)   |           \/  / /
       \                    |_________(7)       ______\/ /      NORTH
       |                          !!           / _______/
       |      (22)                !!          / /       \         A
  ~  ~ |                          (2)        / /         |        |
       (37)                   (14)!!(16)    / /          |        |
        \        _The_Ceruputhon__!!_River_/ /           |       /|\
 ~  ~    \      /  _______________((________/            /\
         |     / /                !! (32)(18)  (38)      \/
         |    / /================(20)======(9)===========+
   ~  ~  |(34) / (35)             !! (8)      (12)       +(10)
          \ / /(19) (40)          !!               (6)   /\
 The Great   /      (17)       (4)!!                     \/
 Blue Sea    \  (15)              !!           (1)       |
   ~  ~  ~     \ (5)              (3)(11)                 \
                |      Low City   !!                       |
                |      (27)       !!(30)                   |
     ~  ~  ~    |                 !!(28)                   |
                |    (24)  (23)   {}                       |
                |                 !!(29)                   |
    ~  ~  ~     (36) (21)         !!                       |
                 \ (26)           !!                       |
                  |_____________/\++/\_____________________/\


(31)(39): where are they?

(1)  Alchemy and Astrology
(2)  Arcade of Fountains
(3)  Arcade of Unforgotten Heroes
(4)  Ardrey's Furniture Shoppe
(5)  The Bazaar
(6)  The Chundering Chimera
(7)  Courts of Judgement
(8)  Dragon's Inn
(9)  Dragon's Lane
(10) East Gates
(11) The Future
(12) GateWay of the Worlds
(13) Glorshanned Keep
(14) The Great Library
(15) Harbour (Docks)
(16) Mages' Guild
(17) Merchant's Hill
(18) Miggung's Magic Shop
(19) Nesters Inn
(20) Plaza of Glittering Steel
(21) Ratty's
(22) Royal Palace
(23) The Scrappy Ram
(24) Shunned Center
(25) South Gate
(26) Spire of Hyutir
(27) The Spitting Cobra
(28) Temple of Aditi
(29) Temple of Ilmater
(30) Temple of Xyvv
(31) Thieves' Guild
(32) Throcken's Armoury
(33) Tower of Kraken
(34) Tower of Leviathan
(35) Tower of Marlin
(36) Tower of Serpil
(37) Tower of Warthol
(38) Town Square
(39) Town Hall
(40) Yanigazia Purizshita


Dragon logo: T. Kettenring
Place descriptions: D. Brennan, A. Solberg, A. Huttunen, Chua Hak Lien, B.
Fishburn, A. Humphrey, J. Nelson, T. Kettenring, P. Rannou, M. Rigler, P.
Calvert, and many others much too numerous to mention.



-- 
---Alfvaen(Still looking for "October's Baby")
"Clocks don't bring tomorrow--knives don't bring good news."                       ---Bruce Cockburn
Current Album--Mike Oldfield:The Killing Fields Soundtrack
Current Read--Sean Russell:The Initiate Brother
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