From: aaron@space.ualberta.ca (Aaron Humphrey)
Newsgroups: alt.pub.dragons-inn
Subject: ADMIN: Tourists' Quick Reference Guide To Generica
Date: 12 Aug 92 22:52:14 GMT
Reply-To: aaron@space.ualberta.ca
Organization: University Of Alberta, Edmonton Canada
X-Newsreader: Tin 1.1 PL4


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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, seen here as Maleiu and Nirvan)
                Send any corrections or additions to aaron@space.ualberta.ca.

(Note: There are several inconsistencies in this post, most regarding the
 location of Specifica.  If you find others, feel free to point them out to
 me.)

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
alchemetically 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
buildin 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 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.]

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.

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 entrepeneurs
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 priveleged 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)

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.

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 ijts 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.
You will find there the book-keeper, Orbface Fifeklo, a chubby young man who
gave up magic because of lack of talent; the Guild Master, a middle-aged,
balding, gaunt mage called Gwaliostrok, who is highly responsible but has fits
of melancholy; Zautatrula, Gwaliostrok's mother, a talkative magician in the
eighties who was an adventurer in her prime (she knows a lot of worlds and a
lot of stories); and occasionally some other Generican mages.

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
Guilde, 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--soon.)  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.

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.

Ogar's Blades:

A sword smithy renowned among the frugal and inexperienced.

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".

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
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 to form Moriarty Investigations, elsewhere in
this guide.)

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.

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 bleacheed 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.  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 Suprise".  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 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.

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 sylables 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 referrs 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.

Thieves' Guild:
Town Hall:

The above are all 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 any of them...


     \ _____________________________________________/\   / /
      \ (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 too numerous to mention

--
---Alfvaen(a.k.a. Aaron V. Humphrey)
"There's too many clues in this room."  Gordon Lightfoot
Current Album--Bob & Doug McKenzie:Great White North
Current Read--Henry David Thoreau:Walden and Other Writings