Aion

```

 Purity Falls, in Aion

## Geography

 ### Aliases

 The White City

 ### Type

 City

 ### Region

 Tethyr

## Society

 ### Races

 dwarves, elves, gnomes, half-elves, humans, halflings

 ### Religions

 All Good & Neutral Pantheons

## Commerce

 ### Imports

 Furs, Lumber, Marble

 ### Exports

 Fish, Justice, Pottery, Riverboats, Silver, Stoneworks, Woodworks

## Politics

 ### Ruler

 Emerick Faramond

## History

 ### Established

 1372

 ### Population

 50,000 in 1375 DR

```

**Aion** was founded in the month of Hammer, 1375 DR under the direction of the paladin, Emerick Faramond. Construction began in the month of Elient, 1373 DR.

Aion is built upon either side of the River Ith, on the western slopes of the Omlarandin Mountains. Bridges of marble span the river, arching over massive waterfalls and circling around the onion-domed towers and temples that dot the city's celestial landscape.

## **Geography**

Aion rests on the western side of the Omaladrin Mountains in eastern Tethyr, built upon either side of a large tributary to the River Sulduskoon.

## **Trade**

* **Apothecary**
	+ Fashram's Splendiferous Unguents (H13) - Within a broad onion domed tower lies the exotic potion shop of Jafar bin Harad bin Fashram, a flighty jann who hails from the Plane of Air. Inside, the massive domed ceiling is adorned with hanging glass spheres filled with a gentle yellow fire. When he is not dabbling in a new concoction, Fashram can often be found gliding about the shop, seated upon a pale pink cloud. Anyone seeking salves and oils would be wise to check here.
* **Arcana**
	+ Woolager's Rarities (U19) - The eclectic magic shop of Woolager offers a surprising array of useful items for the adventurer, from components and spell scrolls to magic items ranging from the dull and common to the rare and powerful. Woolager, a human male Tethyrian, has been a steadfast ally to Emerick Faramond since the paladin's journey began. When he learned of the paladin's plans for a shining city, Woolager was more than happy to travel East up the River Ith, opening up shop in Aion's Gnomish Quarter, a brisk change of pace from his home town of Myratma.
* **Armory** - T9
* **Blacksmith** - V10
* **Bookstore** - E8
* **Carpenter**
	+ Tarnlar's Woodworks (W9) - This two-story wood-and-stone workhouse specializes in large orders such as wagons, wheels, barrels, and the like. The woodworks also operates a stockyard on the southern bank of the Ith. The stockyard is responsible for most of the riverboats that head downriver from Aion toward Darromar, Myratma, and Memnon. Demand has grown so high that the woodworks now operates around the clock (assuming a sustainable supply of lumber). The place is owned and operated by Merwen Tarnlar, a human male Tethyrian. Merwen is a stern but fair businessman, and his scope of life is simple. He comes from a long and prosperous family of carpenters and woodsmen, and that's the way he likes it.
* **Cartographer**
	+ Blackstone Mapmakers (G10) - A grand and ornate wooden building looms near the Travelogue, as though eager to peek at the latest discoveries of Carovar Silvertongue's league of explorers and scribes. The place is owned by Rykard Blackstone, a human male tethyrian, and his wife Abra. An obsessive, Rykard pores over his maps with a quill and a seeing glass, never satisfied until every detail is perfect. It's said he does this out of guilt, an accident borne from younger days. Tales of hurried maps, drawn out of impatience, ones that had led a band of greenhorn adventurers to an early end. Rykard can usually be seen working in his corner workshop, often late into the night, lit only by a candle on his workbench. This behavior leaves Abra responsible for the day-to-day operations of a demanding and surprisingly hazardous trade. It was for this reason she suggested the family move out of Darromar, in the hopes of lightening the pressures on her husband.
* **Fish Market** - S16~S17
* **Fighter's Guild** - V12
* **General Goods** - G13
* **Inns**
	+ The Grandmarbled (D25) - The Grandmarbled, or as some of the other innkeepers in the city call it, The Grandiosity, is a massive marble and gold-gilded hotel that towers in the northeastern district. It caters to the rich and the powerful, and is often occupied by rich tradesmen and foreign dignitaries.
	+ Second Home (E10~E11) - The largest inn in southern Faerun, Second Home spans two massive city blocks. The twin structures are connected at many points by spans of whimsical arched bridges. Second Home boasts one thousand individual rooms and a capacity for over two thousand guests. Owing in part to the massive influx of visitors that the inn encourages, the owners of Second Home have an arrangement with the City of Aion to keep clear the sewer systems that surround the inn, and to permit patrols of Aion's constables upon the inn's massive property. In light of such cozy security, it's not uncommon for some guests to rent their rooms on a permanent basis, making Second Home more of a proper home.
	+ Unnamed Inn @ C14
	+ Unnamed Inn @ W15
	+ The Welcome Arms (R7~R8) - A hostel that only opens at night, the Welcome Arms provides free dinner to anyone that wishes it, and sends them off with a breakfast before closing for the day. The beds can be meager and there is little privacy, but the food is warm and so are the fireplaces. The Welcome Arms charges no fee for this service and is bankrolled by the city to help the poor and the downtrodden. No mouth need go hungry in Aion, and no child need sleep on the cold hard earth.
* **Jeweler -** V8
* **Library -** W16
* **Marketplace -** G15
	+ Cecily Square is a vibrant parade of ever-changing merchants. No one is allowed to squat on a given position for longer than a tenday, although many industrious businessfolk have found ways to skirt this rule. Merchants from Riatavin to Saradush come to sell their wares; bakers, chandlers, dried meats, fruits, herbs & incense, live animals, potters, veggies
* ​**Mason**
	+ **​**From Stone, Life (E21) - While Oshen Robar spends most of his time as chief mason of Aion, he has carved out enough time in his workweek to help his dwarven sons and daughters operate a prestigious stoneworker's hall. The children of Robar are carving a well-earned niche when it comes to commissions; they are known for magnificent works of art, detailed edifices for towers and mansions, and the design and construction of stone housing (a much-desired talent within Aion's marbled walls).
* **Moneylender**
	+ The Open Hand (G11) - For those who rely upon the river Ith to lead their goods safely downriver toward Darromar, Myratma, and beyond, it pays to prepare for the worst. Vanaghra Cassalanter, a beautiful middle-aged waterdhavian, operates the Open Hand with honesty and a firm rigidity that has quickly earned her a prized reputation. In matters of moneyhandling Vanaghra is unflappable; she never breaches a contract, and she scorns those who do. With the considerable wealth of her family at her disposal, Vanaghra Cassalanter has ensured that anyone who has ever dared to renege on a binding agreement with her has lived to regret it.
* **Ropemaker -** I6
* **Scribe -** U16
* **Silversmith**
	+ Randin's Lode (U10) - Less than a shop and more of an industrial wonder, the hot silverworks of Randin's Lode serve to process all of the untreated silver that has been mined from the neighboring mountain range. The operations are overseen by Pabble Ravenspanner, an industrious rock gnome female.
* **Tailor**
	+ Halston's (H14) - The gilded showrooms of Halston's offer the most extravagant clothing and fashion in Aion, as long as one has enough coin. A half-elf theskian, Halston is an over-energized visionary who cannot help but seek out the next great thing. He often stays up for days at a time, mingling in high class taverns and inns and keeping his finger to the pulse of a young and burgeoning city.
* **Taverns**
	+ The Golden Pearl (Q9)
	+ Swords and Spiced Wines (H16)
	+ The Handsome Trout @ ??
	+ Unnamed Tavern @ ??
* **Tinker -** (U9)
* **Undertaker -** (R21)

## **Defenses**

The city is ringed in a twenty foot high wall with tower fortifications every five hundred feet, eight towers in total. Two small castles flank the river on the west end of the city, acting as the gateways for traders who enter from the western roads. Barracks are placed in three locations throughout the city to help ensure peace and order. Near to Purity Falls rises the grand castle itself, a large structure split in two distinct halves; one resting on the northern shore, the other on the south, with bridges spanning to the smaller fortress built between them. Within this island fortress lies Aion's most secure prison, as well as the sacred vault where powerful objects of evil are stored for safe keeping.

A Sheriff commands a large force of constables who march through the city in pairs, dispensing order and helping the populace to settle minor disputes amicably. Additional guards are posted upon the walls and towers and within the castles.

* Large Castle - 50 guards
* Gate Tower x2 - 5 guards per tower
* Fortified Tower x8 - 5 guards per tower
* Small Castle x3 - 25 guards per castle
* Barracks x3 - 75 constables per barracks, 45 of which are out on patrol at any given time
	+ Total: 350 guards

## **History**

A new city, Aion's history continues to unfold before our very eyes.

## **Rumors & Legends**

Tavern patrons speak of a spoiled plot by cultists of Cyric who aimed to disrupt Aion's opening ceremonies, utilizing the sewers beneath the city to remain undetected.

## **Notable Locations**

### **Collegium Arcanum**

This massive campus is open to all who seek to further their knowledge, though the primary mission is the cultivation and tutelage of wizards. A separate building exists for each school of magic, each one crafted and designed to suit its school; the School of Divination is spherical and covered in stars, the School of Necromancy is wrought in marble and obsidian and vined with nightshade, and the School of Illusion lies hidden in an unassuming cul-de-sac, its true splendor hidden from all but those with the wits or the power to see through powerful illusion magic.

Ren the White, a wizened human wizard, sits as the founding headmaster of the Collegium Arcanum. He also serves as head to the collegium's school of abjuration. The head wizards of the other schools are listed below:

* Conjuration - Reverie, tiefling male
* Divination - Arlo Dundragon, human Chondathan male
* Enchantment - Princess Leiralai Mirandyr, wood elf female
* Evocation - Ildrex, brass dragonborn male
* Illusion - Fizzle Garnetgleam, spriggan (rock gnome) male
* Necromancy - Kelek Ashbinder, human Illuskan male
* Transmutation - Indira Shandar, human Halruaan female

### **The Adamantine Anvil**

A large shrine dedicated to Moradin, Berronar Truesilver, and Clangeddin, this 30 foot tall building is a silver-plated anvil. It gleams in the sunlight. Some might say it's a bit much.

### **Garnetgleam Spire**

This glimmering tower is home to the illusionist Fizzle Garnetgleam. When the gnome (actually a spriggan) is not off on adventures with Emerick Faramond and Co., Fizzle is busy stockpiling his prodigious collection of gems. The spire rises from the center of the Collegium Arcanum campus, acting as a landmark that can be seen from any place in Aion. The spire glimmers with radiance at high noon.

### **Hall of the Even Handed**

City Hall, where the magisters and city officials work. Contains a court for criminal judgment.

### **Purity Falls**

The waterfalls of Aion are not just a sight of splendor. As the mighty river roars down from the Omlarandin Mountains it passes through a series of massive sluice gates, gates that have been enchanted with permanent magic to purify the waters of any toxins or poison. The water then falls forty feet into the river below, where it begins a gentler journey westward through the city. On sunny days the mists of the waterfall catch the light, and vivid rainbows can be seen.

### **The Suldanarion**

A beautiful archway grown from two white trees, the Suldanarion stands as a testament to the New Wealth, a pact between Man and Elf to protect the woodlands of Tethyr against deforestation. By speaking the correct command words, one of the following special abilities can be used once per day:

* A dazzling display of light and smell and sound is produced.
* The archway acts as a Sending spell, connecting to a similar arch in Suldanessellar.
* The archway becomes a gateway to a similar arch in Suldanessellar.

### **Tel-Queyanna**

Shrine of Corellon Larethian and Angharradh

### **Temple of the Triad**

Located on the south side of the city, the Temple of the Triad is a grand marble pinnacle devoted to Tyr, Torm, and Ilmater.

* High Keeper: Kieran of the Crying God, a pious Chondathan male monk who was rescued by Emerick Faramond from Szass Tam's Doomvault, in Thay. He uses the **martial arts adept** statistics (found in *Volo's Guide to Monsters*), but adds the paladin's Lay on Hands class feature (30 hit points).

### **The Travelogue**

*Main article on The Travelogue*

The Travelogue is owned and operated by Carovar Silvertongue, who uses the society to bankroll a small but passionate group of explorers and adventurers with the goal of mapping the unexplored territories of Faerun. Their findings are published in a yearly almanac, also called the Travelogue. The society's foremost goal is to shed the light of truth and accuracy upon this magical, mystical world. A world of such splendors has no need of buttering up, as some of Carovar's more colorful contemporaries are known to do...

## **Inhabitants**

### **Governing Posts**

* High Steward of Aion: Lord Favasham, a fastidious Tethyrian male noble who has accompanied Lord Emerick Faramond from Saradush to help him rule Aion with the proper Tethyrian traditions and customs. He uses the **noble** statistics (found in the *Monster Manual*). He is lawful neutral.
* Lord Warden: Den Nafaril, a charming half-elf male from Myratma who has come to Aion to serve the savior of his hometown. He uses the **knight** statistics (found in the *Monster Manual*), but adds half-elf racial features. He is lawful good.
* Archmage: Ren the White, an ancient human wizard who has extended his life several centuries beyond his natural life span. He and his lover, Amber, helped Emerick Faramond to close his first Pool of Radiance in Myratma after the defeat of the Flamed One, Tyranthraxus. He uses the **archmage** statistics (found in the *Monster Manual*), but adds the Arcane Ward feature of the **abjurer** statistic block (found in *Volo's Guide to Monsters*). He also has the same spells prepared as the **abjurer** instead of the **archmage** for his 1st through 7th level spells. He is neutral good.
	+ Amber, a high elf male adventurer from Cormanthyr, accompanies and protects Ren the White. He uses the **assassin** statistics (found in the *Monster Manual)*, but adds high elf racial features. He is neutral good.

### **Civic Posts**

* Chief Mason: Oshen Robar, shield dwarf male from Mithral Hall. He uses the **commoner** statistics (found in the *Monster Manual*), but adds shield dwarf racial features.
* Chief Carpenter: Raz Rajenis, strongheart halfling male from Neverwinter. He uses the **commoner** statistics (found in the *Monster Manual*), but adds strongheart halfling racial features.
* Master Architect: Valmora, protector aasimar female from Arabel. She uses the **acolyte** statistics (found in the *Monster Manual*), but adds protector aasimar racial features.
* Chief Agrarian: Elmoram, wood elf male from Suldanessellar, and brother of Elgranin. He uses the **druid** statistics (found in the *Monster Manual*), but adds wood elf racial features.
* Chief Forester: Elgranin, wood elf male from Suldanessellar, and brother of Elmoram. He uses the **archer** statistics (found in *Volo's Guide to Monsters*), but adds wood elf racial features.
* Master Smith: Tagran Martur, shield dwarf male from Gauntlgrym. He uses the **berserker** statistics (found in the *Monster Manual*), but adds shield dwarf racial features.

### **Faction Representatives**

* The Emerald Enclave: Laquilin "Leafburn" Miranwyn, a wood elf male druid from Suldanessellar. Leafburn is the brother of Eilonwy Mirandyr, an adventuring companion of Emerick Faramond. He uses the **druid** statistics (found in the *Monster Manual*), but adds wood elf racial features. He is true neutral.
* The Harpers: Oronder the Wonder, an elderly half-elf male wizard who hails from Waterdeep. Oronder is a devout follower of Oghma and a proud member of the Harpers. He uses the **illusionist** statistics (found in *Volo's Guide to Monsters)*, but adds half-elf racial features. He is chaotic good.
* The Lords' Alliance: Sir Royce Rondham, a dashing young Chondathan male noble of Suzail in Cormyr. Sir Royce is a very active member of the Alliance and is no stranger to combat. He uses the **knight** statistics (found in the *Monster Manual*). He is lawful neutral.
* The Order of the Gauntlet: Sir Farus Turil, a seasoned Tethyrian male knight who came to Aion from Darrowmar. Sir Turil has spent many years with the Order and is known to be just and resolute. He uses the **veteran** statistics (found in the *Monster Manual*). He is lawful good.
* The Zhentarim: Lady Demorai Hyacinth, a Chondathan female noble whose pedigree far outshines her beauty. The Hyacinth family is an old and proud house of Zhentil Keep, and Lady Hyacinth has a wit as sharp as the fiercest blade. She abhors combat, but uses the **noble** statistics (found in the *Monster Manual*) if she must defend herself. She is neutral evil.
* Bregan D'aerthe: Rizzen Renethil, a taciturn drow agent from Menzoberranzan who keeps his profile very low. Bregan D'aerthe's allegiance to Aion is due to a brief professional relationship between Emerick Faramond and Sharlotta Vespers, one of Jarlaxle's most trusted agents. Rizzen uses the **master thief** statistics (found in *Volo's Guide to Monsters*), but adds drow racial features. He is neutral evil.

## **Temples**

**The following temples and shrines have been built in the city:**

* Azuth, Patron of Magic Users - V19 - Wizard’s College
* Chauntea and Lathander, J17 - The Dawning Plaza
* Denier, God of Writing - F8
* Eldath, Goddess of Water and Tranquility O19~O20
* Gond, God of Craft and Invention - V9
* Helm, God of Vigilance and Watchfulness - G22
* Kelemvor, Gatekeeper of the Underworld - R22
* Milil, God of Poetry and Song - H9
* Oghma, God of Inspiration - G8
* Selune, Goddess of the Moon, build on opposite riverbank from Lathander temple - R17
* Sylvanus, Built near the garden, along with Rilithane Ralathil - W28
* Sune, Goddess of Love - E12
* Tymora, Goddess of Good Fortune - J14
* Waukeen, God of Trade - E15
* The Adamantine Anvil - dwarven shrine to Moradin, Berronar Truesilver, and Clangeddin - J22
* The Tel-Quessaina, Shrine of Latherian & Angharradh - V28~V29