Aefenglom

Aefenglom ( æ ven ɡlom ) is where characters will spend the majority if their time. A bustling port city, full of constant activity and commerce, Aefenglom is the main settlement on the continent of Geardagas, with the other large settlement being Dorchacht. Every day is something new, and there should never be a boring day for the typical citizen, let alone the new arrivals. The streets are home to every walk of life, from the rich to the poor to the very, incredibly lost.

If one were to compare the architecture to an Earth style that could be called familiar, it'd be best to say Victorian. Imposing, complicated, and with towering spires, the buildings are pressed close together in residential neighborhoods and almost seem sprawling in the grand scheme.

Streets in Aefenglom are largely cobblestone, which causes wheeled travel to be a little clunky at times. The quality of the streets degrades as one travels further to the lower class, and is nonexistent in the slums of the Outer City. The city prioritizes the quality of the Wall over anything else, so there might be places you'll find the upkeep wanting.

The general climate of the city -- and much of Geardagas -- is fairly temperate. Summers are warm, winters are cool, and the only downside many people see is that it's a little overcast. This can't be accredited to the industrial smog, as Aefenglom has always been like this, and there isn't a week where there isn't a bit of a misty rain in warmer months, or light snowfall in colder months.

## Culture

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Aefenglom culture largely resembles the Victorian time period in terms of fashion, trends, and so on, but the incoming Mirrorbound have influenced things quite a bit as well. The most significant aspect of Aefenglom are the festivals or holidays that are held throughout the year. Much of the population of Witches and Monsters in the city have a Bond, and the Mirrorbound are encouraged by the Coven to do the same.

### Festivals

While the natives of Aefenglom have a number of celebrations and festivals that rotate throughout the year, they have four large fire festivals (**Samuin, Faoilleach, Boaltinn,** and **Lùnasa**) and four smaller festivals that fall on the turn of the seasons (**Meán Fómhair, Modranicht, Eostre,** and **Litha**). Information on these festivals and their traditions, meanings, and such are easy to find by simply asking around or consulting books, many of which are helpful "guides" to improving your crafts and decorations for the holidays.

While the traditions all differ between seasons, there are a few rules that remain the same:

* **No magic** is done on during a festival (major or minor), as they're rest days. Only in truly dire emergencies is the use of magic allowed.
* Festivals go from **dusk to dusk**, meaning that unlike traditional festivals, they don't start in the morning. A festival beginning at dusk of the 1st of the month will have its first full "day" at the dusk of the 2nd of the month.

These festivals follow the common Gregorian calender. To learn more about the calender and names of the months used in the world, see Geardagas (Calendar).

#### Autumn

**Meán Fómhair (Septeril 21st - Septeril 23rd)**

Passed down from the years where the farms outside of the Bright Wall were safe and still in business, Mean Fomhair is a once-a-year event where growers of apples of all kinds celebrate the area's hardiest fruit. Boasting that only their apples have ever survived the Cwyld, they dare the bravest residents to test their luck outside of the city's walls by placing one as far into the maladied area as they can. The city also hosts a variety of events, ranging from apple-bobbing to cooking competitions involving the fruit, to hanging them from strings on cross-shaped wooden fixtures with burning candles - the intent being grabbing one down with one's mouth before hot wax begins to dribble down.

A small contingency of doctors and entrepreneurs have taken this opportunity of possible accidental injuries to peddle and promote their wares around the city; they're largely cure-alls and patent medicines, with herbal remedies offered from some of the Witches of the Coven. Taking most of them is simply taking an overpriced placebo, but there are a few that often have unexpected side-effects, covered in the clause of "it will do something to you" to defend against any legal action.

**Samuin (Octeuril 31st - Noveuer 2nd)**

The time of year for getting rid of weaknesses; each participant in this event should bring a small piece of parchment on which they've written down weaknesses or bad habits they'd like to lose. Traditionally, like Boaltinn, this was viewed as a liminal time of year - that is, the boundary of this world and the other could be crossed more easily by spirits, faeries, and other beings. While the use of magic is still greatly discouraged during Samuin, as it is during all holidays, the well of it is much stronger, and the draw to use it is more potent. Those who fall to its temptation are pelted with balls of paint - easy to wash out, and coming in a variety of warm-toned colors.

When festivities begin to come to a close, blankets and easy access to the rooftops of Aefenglom are offered for the fireworks show that brings in the new year officially. Those gathered together to watch speak of the year's highs and lows, remembering those they've lost, and appreciating the company of those who remain; it's a solemn event highlighted by bright colors and singing explosions.

#### Winter

**Modranicht (Deceuer 21st - Deceuer 23rd; Deceuer 26th)**

Leading up to and on the day of Modranicht, houses are decorate with sprigs of greenery (such as holly, ivy, mistletoe, yew, and pine), and small feasts are held across the city. While all meals are traditionally taken with companions, Modranicht especially encourages all to join a massive one held by the city. After festivities are done and meals are taken, and everyone has recuperated, a hunting of the wren is held on the 26th. A holdover from pre-magic times, this involves the capture of a bird (traditionally a wren, but given the circumstances they'll take any small bird) and putting it in a cage; they parade around in costume, identities hidden, and play harmless tricks to "purge" bad behavior. Modranicht is also a time of gift-giving, and while all gifts are equal, there is special significance in crafting one of your own to give to someone else.

**Faoilleach (Feoveuer 1st - 3rd)**

A time of spring-cleaning and purification in preparation for the new solar year, of rebirth and youth. A lot of birthdays fall around this time, particularly those within the Coven. Originally celebrating the arrival of the sun; it was represented by a daughter of heaven whose name has been lost to ages. Still, the tradition of making merry and setting aside food for her as libation hasn't ceased. Other common activities during Faoilleach include making white wands out of birch, holding bonfires, and two concepts recently (read: within the past decade) introduced by the youth of the city: speed-dating and blind dates. Largely for fun, it encompasses the traits of good luck and fertility traditionally held by the holiday, and it encourages the forming of Bonds and getting to know new people. This is held over all days of Faoilleach.

The second of Feoveuer brings with it another tradition, however. More minor, it involves the lighting of all candles in the city and the selling of a thin pancake topped with fruits, nuts, and cream. Sharing them by feeding them to one another is the usual tradition, and for those participating in the dating aspect of Faoilleach, these are provided free of charge at eateries around the city.

#### Spring

**Eostre (Mareuer 21st - Mareuer 23rd)**

Eostre is characterized by parades, pies, and public drinking; it's essentially a time to celebrate the weather beginning to warm, and the fruits of a year's research into new specialties. Bells are hung on clothing to replicate fairies in folklore, a holdover from the old days where they'd use it to invite them in for Boaltinn later in the spring. Concert halls around the city are opened to all to celebrate with music, and many of the aristocracy open their doors in similar fashion, albeit to more exclusively invited guests.

As snow remains in areas where magic is more concentrated, such as around the Wall, the Coven, and the Haven, the city holds sledding competitions; the team that wins is given that year's special brew, a slightly magical concoction sure to get anyone who sips at it drunk within minutes. Runner up receives that year's specialty pie, something generally made with the rare and luxurious meat the city has to import, and all others who participate are rewarded with egg-shaped wooden spheres colored with enchanted paint to look jewel-encrusted. Parades pass through the city for everything and anything under the sun, with much singing and dancing.

**Boaltinn (Maiuril 1st - Maiuril 3rd)**

A celebration of summer arriving, of feasts and fairs, of divorces; coincidentally, it's also the day new Witches are inducted into the Coven. Cowslip flowers are hung from doors in the early morning to ward off evil and ensure the rest of the day is as celebratory as possible. Thorn bushes around the city are decorated with bright yellow flowers and trinkets, and once the sky begins to darken, twin bonfires are lit on either side of the city to signify the beginning of Boaltinn. Smaller fires are lit as well, guiding people's steps in miniature pilgrimage to each bonfire, where wooden poles have been erected; long ribbons flutter around them, inviting those to take part and wrap up the poles in a multitude of colors.

As with all festivals in the city, plenty of food is donated and shared among the populace, and invitations to sit down and eat together are a plenty. Witches, newly-inducted at the turn of the month, are given bright green satin bows to wear on their clothes, while older Witches wear red ones, and those unaffiliated with the Coven are invited to wear blue by the vendors hawking them in the city. Like Samuin, Boaltinn is a time of liminal boundaries, and the desire to use magic is strong - but only to push past one's limits, rather than simply soak in as much magic as possible.

#### Summer

**Litha (Iuneril 21st - Iuneril 23rd)**

A festival full of celebrating life and being or becoming close; brothels open their doors for free patronage, and drinks spiced with lovemaking potions are passed around the city with a wink and a smile. There are sober activities as well, for those who are either already taken (and not partial to having flings) or aren't a fan of physical intimacy, such as making flower crowns, traveling through garden mazes with a partner not dissimilar to the blind dates held during Faoilleach, and gathering around wells in the city to see if one can see their future spouse's reflection – though rumor has it, that works best if one is naked and has had a few arousing herbs. Florists in the city also sell individual flowers and bouquets for much cheaper, and each of the seven biggest shops have a special flower on sale. Collecting them all and placing them underneath one's pillow before sleeping is said to bring dreams of future partners.

For sailors, Litha is a day of thankfulness for gentle summer breezes, and the start of many a voyage out to sea - though if the sky is red in the mornings of Litha, it's considered a bad omen for the coming months, and the harbor is slowly decorated with all colors of candles to fend off the bad luck of setting out during such times.

**Lùnasa (Aguril 1st - Aguril 3rd)**

Traditionally, Lunasa celebrates all kinds of traditional marriages sanctioned by Parliament, generally of the arranged kind, and handfastings, a ceremony based more on love and how long it lasts; the Coven's Bonds err on this side of things, though some Witches do have official spouses. Many of them are made during Lunasa, prompting the city to dress for the occasion just in case they find themselves in the middle of a ceremony, and just as many of them are formally renewed. Like during Litha, shops offer lovemaking potions, but only to those renewing vows or taking them; smaller fireworks, like sparklers and fountains, are also a common sight.

Lunasa is also home to the city's largest fashion show, showcasing fun and upcoming trends in the city. No experience is required to sign up to show off designs or to model them, and hundreds of tailors and needlework experts come together to quickly make dreams into reality for the end of the festival, when the show happens in genuine. The clothing is often wild and sorted into three categories: children, where those 14 and younger can submit their designs and model them as well; popular, where those 15 and older can do the same to try and vie for the judges' vote on what's in and what's out; and bonding, where all ages aspire to modify and make personal the traditional garbs of marriage and handfasting.

### Entertainment

#### Music

Aefenglom's natives favor instrumental music and enjoy it both in music halls and at home. Orchestral performances are a surviving staple in the Entertainment District and even make their way onto the radio. When it comes to instrumental availability, folk instruments are what's most available to those outside of aristocracy, while aristocrats can get their hands on all sorts of musical instruments most available during the Victorian era. There are some fantasy contraptions considered to be instruments in Aefenglom, or even cousins of existing instruments as we know them augmented by magic, but the primary bulk of existing instruments are ones we're familiar with.

Prior to theater being re-legalized thanks to the Mirrorbound Council, many theaters in the Entertainment District had been converted into plain music halls. Nonetheless, even during Aefenglom's period of having all sorts of theatrical performance banned, music performance remained available.

#### Radio

Magitech radios owned by those who are more well-off broadcast all manner of shows, but the locals are primarily interested in radio and radio shows with a side of instrumental music. Since radio is often only available to those in higher classes, they're the consumer at the end of the line, but there's nothing keeping any Mirrorbound from trying to put themselves out there for a shot at something new! Anything broadcast is unfortunately put through a scratchy, retro filter, so keep that in mind when it comes to your character's potential broadcasts.

## Inner City

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The Inner City consists of six districts. Each district tends to have its own socioeconomic class, and may be divided further by Monster, Witch, or Human (or human-passing) in terms of how the population skews. However, no part of the Inner City is technically off-limits to anyone. At most, it may be considered a social faux pas or reception may be less than friendly if someone doesn’t fit in.

At its founding, the Residential District took up much of the city, when there was no real Aristocratic District. However, as Parliament grew, so too did the upper class. Now, a portion of the Aristocratic District has been carved out to make room for the Haven. It's obvious how recent this new "district" is, as there are still many signs that this area was previously home to families, soldiers, schools, and shops.

These days, the upper class live closer to the center of the Inner City and near the Coven, in the northwestern section of the city, while the lower class live along the walls. The closer one gets to the bay, the more industrialized the city is -- and the more likely you are to find the mid to lower class.

Each district has at least one police station and a fire station. There are also small police boxes and resource centers scattered throughout the larger districts to ensure that there's some form of immediate response while waiting for a larger force to arrive at the scene. The largest hospital is part of the Aristocratic District, but smaller hospitals and civilian-run clinics can be found across the entirety of the city. Upper- and middle-class districts like the Aristocratic District and the Haven, as well as the Shopping District, also have banks available.

**For a full list of businesses in Aefenglom, both NPC-run and player-run, see Businesses**.

### Aristocratic District

Well-lit with both the hum of electricity and the glow of magic alike, the Aristocratic District is the most well-kept area of the city, second only to the Bright Wall itself. Some of the most influential people in Aefenglom can be found here, as well as important buildings such as Parliament, the Coven, and so on.

Its appearance is sleek and clean. Greenery and stray animals are nowhere to be found, trash cans are available wherever you look, and the upkeep of the district in general is constant. Residents of the Aristocratic District can be eccentric. Their houses are sometimes multi-colored or made of several different materials. The majority tend to have family affiliated with Parliament in some way or another rather than being associated with the Coven.

Most of the Aristocratic District are human or human-passing; Monsters rarely reside here and are often not in the area unless they're employees, with a Witch, or within the Coven grounds. As such, those entering may feel out of place or attract stares. The most prominent Monster who might be seen here is Mhairi Ainsley, who is Bonded to the Head Witch of the Coven and ambassador to Parliament.

#### Parliament (Location)

*(This is about the Parliament building. For the governing body and its functions, see Parliament (Government)).*

The Parliament building is located in the middle of the Aristocratic District, is pentagonal in shape, and is incredibly tall. Made of fine quartz brick, the Parliament's building is where the laws of Aefenglom are formed and passed, where high-ranking court cases are brought to be inspected and judged, and where plans for protecting the city are officially made.

##### Parliamentary Records

Located within the Parliament building, the Parliamentary Records are an archive that resides both above ground and under it, with vast differences in information available between the two. Above ground, one can find common history of the city, genealogical records, newspapers, recordings, and so forth; while underground, information deemed subjectively as "unimportant" by the Parliament resides. Both sides of the Records are lit naturally, one by large windows of both normal and colored glass variety, and the other by harmless fungus and moss that insists on making its home on bookcases and walls -- some even hanging like lacy chandeliers from the archive's ceiling.

The Parliamentary Records are off limits to the majority of citizens. Only those with permission may enter. It’s possible to gain permission by means of proving trustworthy through an internship or appealing to Mhairi Ainsley, as she may be able to help a Mirrorbound get an “in” (provided they seem sincere in their desire to learn about Aefenglom’s government.)

#### The Coven (Location)

*This is about the Coven headquarters. For the functions of the Coven and its role in Aefenglom, see The Coven (Aefenglom Branch).*

The magical head of the city, the Coven in Aefenglom is the largest branch of the official Coven of Geargadas, and is generally considered its headquarters as a result. In contrast to the rest of the Aristocratic District, the Coven has a wide courtyard all the way around its building, and the building itself is made of serious grey brick and mortar. Despite the foreboding make of the Coven, with its tall towers and iron fences, the Witches (and students) are all quite affable, laughing among each other and getting into any number of accidents in their quest to broaden their magical knowledge.

Monsters are more commonly seen in the Coven's grounds than anywhere else as well, due to many of them Bonding to the Witches within -- or staying with the Coven until they can find one -- as the living conditions there are superior to much else they can afford in the city. Magical gardens spring up all around the Coven with surprising speed and die at much the same rate, giving it an ever-shifting look, and classes are held both inside and out. The leader of the Coven, Nerissa Bell, and often her fully-shifted Bonded, Mhairi Ainsley, are fairly common sights on the grounds as well.

**The stables happen to house a single unicorn.** It's been there awhile and no one can say when it was brought in, but currently this is the only known unicorn in existence. Some members of the Coven are seeking a way to breed others of its kind.

##### Coven Library

Unlike the Parliamentary Records, everyone is welcome to peruse the Coven Library, including new arrivals. Bonded Witches and Monsters work in shifts, all of whom are available to help. The only thing of note is that of the Monsters working, **none are Dragon or Fae**.

Many of the books are written in a rune-like language reminiscent of Irish Ogham that's not immediately translated for new arrivals. Those familiar with the Earth version of the runes will notice some similarities, but will need some time to gain a rudimentary understanding. However, a number of the books can be easily read, as well, including those on the following topics:

* The Cwyld. There are a few recent studies on the subject, as well as those that detail the history of the blight, in-depth explanations of how Shades and Cwyltid are created, treatments, and more. Any information detailed in the article regarding The Cwyld will be available for reading about in the library.
* Magic and spells, including its history, alchemy research, and so on.
* The twin moons and lunar effects (full moons, new moons, etc.)
* Bonding and Bondmates
* Monsters and Witches (history, some research on Monster types though not much)
* Culture and history in Aefenglom (festivals, traditions, etc.)

##### The Looking-Glass House

A rather nondescript two-story cottage made of grey brick, The Looking-Glass House sits at the edge of The Coven's courtyard; stones which glow as you step on them mark the path to and from the two buildings. While fairly small and plain on the outside, the inside has been enchanted to be the size of a large library, with hundreds upon hundreds of mirrors hanging, standing, and resting inside its walls. Some are broken, some are cracked, and some seem completely uninjured - but all of them are just as plain as the cottage itself, showing age in the silver beneath their glass and in the greening of their metals.

The exception is a character's personal mirror; to characters, one mirror -- the one they came through -- will be decorated lavishly with metal-and-wood-wrought reminders of home, and the surface will be as clear as a brand-new mirror.

#### Undermael College

One of the most prestigious schools on all of Geargadas, Undermael College has some of the largest and tallest buildings in Aefenglom -- you can even see the spires of the main building from over the Bright Wall, or so it goes. Made of a myriad of different-colored bricks, with each graduating class being given a small section of their own to paint however they want, the college is also one of the most colorful areas of the city. A great deal of good old-fashioned book-learning goes on here, for all types of careers and programs (their medical and mortician programs are particularly good, given Heofonlic Hospital is in the area).

The majority of students are **human**. A handful of professors that teach here, either adjunct or full-time, also sit in the Parliament; there are records that can be found in Undermael College that aren't in the Parliamentary Records proper.

#### Heofonlic Hospital

Made of the same crisp opalescent brick the Bright Wall is built with, Heofonlic Hospital is the biggest and the best hospital in Aefenglom; all other hospitals in the city are branches off of it, and many apothecaries are at least affiliated or sponsored by it. Open to everyone, Heofonlic Hospital prides itself on both its non-magical and magical cures -- it has a wealthy amount of Undermael graduates working with medicines, alchemy, and such to cure as much as possible, while Coven Witches specializing in evocation and abjuration do their best to take care of anything else, and those of more magical origin (like the Cwyld) as well.

#### Aristocratic District Bank

While there are banks all over the city, the bank in the Aristocratic District is the largest and most secure bank. Anyone is welcome to open an account here, but it’s generally expected that one would have a relatively sizable sum of cunes and/or investments (for example, characters who are currently running a business in Aefenglom) ready to deposit into their accounts.

Otherwise, the smaller banks and branches in other districts are perfectly sufficient for the average resident to store their earnings or exchange denominations.

### The Haven

Formerly part of the Aristocratic District, the Haven is just as well-kept and brightly-lit as the district it hails from. Much of the landscape and fixtures are the same as in the Aristocratic District, though it lacks any formal emergency services due to its roots as part of a district that already did. It’s a relatively safe and clean area, and one would generally not feel unsafe walking around at night alone.

#### Housing

**The Haven is where newcomers such as your character are likely to take up residence.** The Coven is currently handling expenses for the houses themselves in a program implemented by the Parliament, though if your character wishes to have anything extra -- like maids, chefs, and so on -- they'll have to pay for them themselves with their own earned money.

The houses tend to be on the tall and ornamental-side, large enough to fit several families (or, according to the upper class, their one family, several dozen servants, and guests), especially those homes closest to the Aristocratic District. They become a little more modest and smaller as one gets away from the realm of high society and nearer to the Residential District proper. These homes were once occupied by the aristocrats of the Aristocratic District; as a result of being displaced by Parliament to make room for the Mirrorbound, the some members of the upperclass *do* harbor resentment towards the Mirrorbound.

While it’s common for characters to reside here starting off, it’s possible for them to find residence elsewhere.

**For information about the types of housing available to your character or to claim a home, see Available Housing.**

### Residential District

The Residential District is technically split in two by the River Temese, called the Eastern Residential and the Western Residential respectively. While they share some of the same general characteristics, such as greenhouses protruding from the roofs and sides of the buildings where they can be managed, both sides have some differences unique to them.

Some of the Monsters residing here are refugees from Dorchacht.

#### Eastern Residential

Closest to the Aristocratic District and the Haven in the north, its houses tend to be of a modest-size and very well-kept; most of the aristocratic population was shuffled here, and their original owners moved across the river. The spottiest parts are closer to the Bright Wall itself, whose upkeep has been prioritized over simple housing. More Monsters live -- or rather, squat -- in the houses over that way, though their population is still minimal compared to humans on this side -- about one Monster to five humans.

#### Western Residential

Across the River Temese, the houses of this side of the district retain a modest-size, but are in worse condition -- some even in genuine decay at the furthest side, closest to the Bright Wall. The edge by the Harbor District suffers graffiti, those looking for a quick buck or a fresh face, sailors sleeping drunk wherever their feet land them, and whispers of discontent. In general, the Western Residential District is the half of the city most displeased by the changes made -- as a good portion of them lived on the Eastern side of the river and were shuffled over here, overcrowding an already fairly populated area. Most Monsters live on this side, still outnumbering humans four to one, and tend to group in neighborhoods together.

### Entertainment District

Colorful beyond belief, the Entertainment District of Aefenglom has it all -- bars, clubs, gambling dens, miniature cockatrice fights, music halls, painting classes, music singing around every corner, melding together magically into something symphonic rather than the cacophony one might expect from so many different songs playing against each other, and more.

Theaters were once shut down; however, theater performances have been allowed once more thanks to the efforts of the Mirrorbound Council, **as long as permission from the City Guard has been granted** (it’s up to players how simple or difficult they’d like to make this process for their character) **and no magic is used in these performances**. Usually, a City Guard will be posted outside the doors of a theater performance in case anything goes wrong. Remnants of the shutdown do remain, such as old “do not enter signs” or theaters that simply couldn’t afford to reopen and have since fallen into disarray. Others have been permanently revived into a trendy place to live, being transformed into an interesting housing building with only their grandiose size and stage hinting at what they once were.

The red-light district, with its gentlemen's clubs, cabarets, and other more promiscuous establishments, is tucked against the river, on the edge bordering the Shopping District.

### Shopping District

A curious district that starts off colorful by the border it shares with the Entertainment District and that gradually fades out further away from that edge, ending up paler in coloration closer to the Harbor District. Shops for just about anything can be found here. Pets, tools, instruments, art, weapons, kitchenware, stationary -- name it, and it's likely somewhere. Specialty shops for enchantments, runeworking, alchemy, and apothecaries unsanctioned by the Coven are found on the south side of the Shopping District, the way into their magical little sector characterized by the vines crawling through the cracks of buildings and an alleyway lit by glowing blossoms that seems to stretch on forever.

### Harbor District

While not the worst area in Aefenglom, the Harbor District isn't the most glorious, either; it's dirty and smelly, with the stink of sea and her sailors, the unwashed bodies of workers of both human and Monster make, and the smokestacks of the factories and other industrial buildings that call the district home. Many of the middle- to lower-class work here if they don't own their own shop or business, starting early in the morning and working late into the night for just enough cunes to put dinner on the table. Orphanages also are easy to spot in this district, usually close to a factory where the children can walk and earn some cunes -- given the patron of their shelter is, generally speaking, the well-off factory owner.
### The Bright Wall

Solid, illuminated, and opalescent, the Bright Wall is all that stands between the citizens of Aefenglom and the Cwyld. It stands 30 feet tall, 50 feet around the Coven, and besides the bay it has five permissible entrances, four of which are guarded with monumental doors. If you find an unsanctioned entrance, cracks in the wall or bars broken in drains, it is your duty as a citizen to report it to an official.

The Bright Wall is guarded both top and bottom by the City Guard, and they’re a bit strict about it to make sure no one damages the integrity of the Wall. Those in Aefenglom consider the Wall the last resort standing against them and the threats in the Wilde -- though it should be noted that the Wilde is not immediately right outside the wall, but rather contains farmlands, the Outer City, and some wooded areas. Nonetheless, despite being bordered by the Outer City, the Bright Wall is considered under Aefenglom jurisdiction alone.

### The Farmlands

As a port city, Aefenglom relies on imports/exports and fishing, so farms don’t exist within the city proper beyond chicken coops, private gardens, and smaller orchards. That said, farmsteads can be found outside of Aefenglom’s Wall, close to the Wilde. These neighboring farms raise all manner of crops and livestock, and are especially protective of them given the proximity to the creatures in the Wilde.

Farmers are always looking for protection and help, so characters are welcome to come by seeking seasonal work. Some Monsters can make the sheep skittish, though; if you happen to especially resemble a wolf, just take care you don’t spook the livestock.

### The Outer City (Slums)

Considered a lost cause to much of the upper class, the Outer City is referred to as the Cwyldtid occasionally in hushed whispers, but is largely called the Slums. Effectively the forgotten of Aefenglom, they're the most prone to attacks from the Cwyld as well as the Shades that can carry it, and is home to many infected that are too far gone in the infection -- but still within their right minds -- that have decided they don't want treatment. The closer you are to the Bright Wall, the more intact structures are, and the more intact the minds of the infected. Further out, the buildings are more along the lines of shanties and ruins.

Every month, Mirrorbound and other volunteers are requested to come help in the Outer City to provide things such as entertainment (plays, music, reading) or medical aid, or to help guard the city against the Wilde.

### Bright Bay

Renamed for its connection to the Inner City, the bay is home to the majority of Aefenglom's commerce. The import and export of goods is the lifeblood of the city, and travel is easiest to accomplish via the bay or the river. The Bright Wall extends to the docks themselves and dips down into the water to ensure that any aquatic Shade can't bring their infection into the city -- not without a fight, anyway.

### The River Temese

The Temese ( tameze ) is the secondary means of travel and commerce for civilians of Aefenglom, and flows through into the Wilde. It’s much less secure as there are no boundaries or guards posted along the riverbank, up until it reaches the Wall. There, the water is cleansed as it passes through the gate stationed at the river, and becomes the most heavily guarded and investigated entrance to the entire city, despite its lack of a door.
## Government and Military

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Aefenglom is officially headed by Parliament, with the Coven holding some jurisdiction over what occurs on its headquarter grounds and goings-ons regarding investigations into the Wilde and the Cwyld. Political tensions are not *especially* high, but as is common with any city, there’s been discontent with a number of things from the way the influx of Mirrorbound is handled, the presence of the Outer City, the conditions in the Residential District, and more.

### Parliament

Parliament is the main legislative body for Aefenglom. Made up of some 350 members, Parliament is where the laws of Aefenglom are formed and passed, where high-ranking court cases are brought to be inspected and judged, and where plans for protecting the city are made. **There are no elections**. Instead, Parliament seats are occupied by those born or married into wealthy families, and some have bought their way in altogether. While a well-known fact, Parliament prefers not to discuss its nepotism out in the open and will avoid commentary if the matter is raised.

Some with formal magic training have sat and do sit in Parliament, but there are very few of them, with the majority of those in Parliament being humans. As for Monsters, no Monsters currently have an official seat in Parliament, nor have they ever. As a result, some have expressed discontent with the way Parliament handles certain laws that specifically affect only Monsters, such as consequences for going feral, and the lack of significant Witches in Parliament has also led to some tensions with the Coven in the past.

The closest representation Monsters have is the Ambassador, Mhairi Ainsley, the only Monster who appears at Parliament sessions and who has full access to the Parliamentary Records -- as well as the ability to grant other Monsters with a keen interest in politics. Others feel this is not enough, leading to some stirrings of attempts to get more Monster representation in Parliament, although nothing has been formally moved thus far.

### The Coven (Aefenglom Branch)

Run by the Head Witch Nerissa Bell, The Coven is not an official legislative body but holds a strong influence over what occurs in the city. In charge of investigating the Cwyld, as well as formally training the Witches in Aefenglom, and credited with promoting Bonding between Witches and Monsters, the Coven often takes over when it comes to handling major crises to keep the city safe. It is also the largest Coven branch in Geardagas and its headquarters are considered the unofficial headquarters of the Coven of Geardagas. This has especially been the case recently, as contact with other Coven branches have proven extremely difficult due to the increasing spread of the Cwyld and the dangers outside the city. Only the Dorchacht Branch is currently in frequent contact with the Aefenglom Branch.

The Coven has some jurisdiction over what occurs on its grounds, which is most significant for the Mirrorbound: due to arriving from the Looking-Glass House, Parliament considers the Mirrorbound the Coven’s responsibility and as such will not interfere with handling Mirrorbound issues related to Bonding, ferality, or magic-explosions unless it becomes too great a threat to the locals as a whole or a particularly heinous crime is committed -- although the Coven *does* have the option of turning a Mirrorbound over to Parliament at any time.

The Coven is considered more sympathetic to Monsters than Parliament, given how many of its Witches have found a bondmate in another Monster and the fact that Nerissa herself is bonded with a Turnskin.

### The Mirrorbound Council

Formed after the liberation of Dorchacht, the Mirrorbound Council was created when Parliament gave the seats originally belonging to the family responsible for kidnapping and torturing Mirrorbound and refugees to the Mirrorbound as compensation -- allowing the Mirrorbound some more rights and representation within the city.

The Mirrorbound Council makes proposals and motions amongst themselves before bringing them to the attention of Parliament to be approved, and have so far accomplished such things as a community garden, renovation of housing in the Western Residential, etc. There are no restrictions on who can join the Mirrorbound Council (the youngest member is 13) and all who wish to participate are welcome to do so.

OOCly, a post goes up every month for players to submit proposals, discuss motions, and vote on how they’d like to influence the city going forward.

### Military

Characters might notice that the Barracks is one of the places open for housing, and may question why so many military barracks are unoccupied. The reason is that what remains of the army is currently inactive in its original role, due to the ineffectiveness of non-magicked weaponry against the Cwyld. Most soldiers are currently ordered by Parliament to protect the Wall and outlying settlements, but are not as unified as they once were. Naval forces are relegated to protecting the bay and coastline near Aefenglom more than they are looking to face off against a non-Cwyld threat.

The closest thing to a land-based military is the City Guard, which also covers a sort of police force, as well. They have outposts at every door of the Bright Wall, and are led by Captain Swain Kershaw. Comprising both humans and Monsters, many members are volunteers with combat experience, though the founding force are a lot of military officers from when the Aefenglom military was disbanded to better focus on combating the Cwyld.

Outposts operate as smaller versions where supplies are held, meetings are had, and patrols are given. They patrol both the Wall and the city itself. Essentially, because of the ever-growing threat of the Cwyld and the fact that Aefenglom has not faced any threats or tensions from neighboring settlements in a long time, the military has effectively been disbanded and repurposed to fight the Cwyld instead.
## Technology and Development

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Technologically-speaking, Aefenglom is the most advanced in all of Geardagas. This is because of the vast industrial sector within the Harbor District and the Coven’s hand in promoting and creating magitech. **Witches** innovate new magical power sources that compare to steam, electric, or gas in efficiency in order to reduce the strain on resources, as well as create new devices for ease of life. **Monsters**, meanwhile, still find employment in business and industry, but are not as known for being involved in tech or development.

### Science & Research

Much of the Coven’s research nowadays is dedicated to researching the Cwyld, and how to combat it. The Coven proper is responsible for this undertaking, where much of its more intense, live study takes place in the infirmary, where Cwyld cases are handled. Beyond magical study, Undermael College is home to all manner of scientific study and research, from medical breakthroughs and beyond. Undermael College has a vast library that is only outshined by Parliamentary records, containing any manner of accessible text on commonly understood concepts in Geardagas.

Most scientific understanding is on par with the Victorian- and Edwardian-eras—think science in the early 1900’s, but with a magical twist to improve or bolster it. For example, Aefenglom lacks what we consider modern forensics—but they make up for that shortcoming with magic. Divination and tracking spells are Aefenglom’s way of performing forensics. If there’s a magical solution to be had, it’s likely Aefenglom uses it.

### Magitech

It’s thanks to the Coven’s influence that much of Aefenglom’s technology is magitech. All lights in Aefenglom are magitech, and plenty of common appliances and housewares are magitech. There’s plenty of business found in the repairs of magitech. In Aefenglom, things are built to last: nothing goes to waste, and everything can be repaired or salvaged.

To start, magitech in Aefenglom is based in enchantment and runic disciplines of magic. Dragon scales are a very important ingredient in a lot of magitechnical pursuits, particularly when enchanting an item, and are highly valued by magitech builders. Magitech items are often made with a specific purpose in mind. A few examples of specific uses for magitech include magitech imbued with purifying enchantments to cleanse Wilders of the Cwyld when venturing in the Wilde, or magitech prosthetics, such as a fully functional arm with functional digits or embellishments. Characters who have cyborg parts or are robots with special features may look to magitech to restore some function to their parts.

Magitech weapons aren’t readily available, per se—but the potential for them is plentiful. Magitech weaponsmiths are more likely to make custom arms for customers, and are required to inspect each item for defects and proper function prior to its sale. Most commonly, magitech and enchanted weapons are tailored for Monster use, as they can’t use any direct offensive magic like Witches can. This is also to encourage Bonded pairs to combat Shades and Cwyldtid together, as the Monster can rely on magitech while the Witch uses their magic.

Leylines are a feature magitech can interact with, such as in the case with radio broadcast. Aefenglom uses resonance crystals that, drawing magic from the leylines beneath the city, transport sound to homes that can afford one—notably, the more well-off. Like this, citizens can receive radio and radio shows in their homes, though the quality of radio in Aefenglom is a bit more retro/scratchy sounding than the clarity afforded by modern standards.

Aefenglom is considered to have the greatest magitechnical advancement, but besides the watches, the most advanced they get is a very basic automaton. If a character arrives with a piece of technology on their person that normally requires battery charge or electricity to function, they are free to get the object, such as a digital camera, augmented or modified to be more magitech in nature—and therefore easier to charge.

Despite the fact that magitech’s such a prolific export from Aefenglom, there’s not much focus in researching, refining, or pushing the limits of magitech as-is.

### Transportation

Aside from boats, vehicles in Aefenglom have limited use and aren’t relied upon as modes of transportation, nor does the city place much focus on developing modes of transportation. Part of the reason for this is because save for the heart of the city proper, Aefenglom’s cobblestone streets are too uneven in places for the tires of carriages or carts to navigate. This is especially true beyond the Bright Wall, where it’s nigh unnavigable.

Steam, magitech, and man-powered vehicles are the primary sorts of transportation devices available. Vehicles, such as horse-drawn carriages and person-pulled carts, are the most common, with bicycles—both penny-farthings (popular among aristocrats) and more modern, even-wheeled bicycles—seeing occasional use. There’s a locomotive, but it’s small and runs on magitech, and it’s unavailable for public use, and there are no commercial automobiles save for those owned by the incredibly rich.

Boats are an exception to these rules, as Aefenglom is focused on their vast application, being a port city. The Harbor District is a bustling center for commerce, and boats are heavily relied upon in trade. Some land-bound vehicles exist in the industrial sectors of the city, primarily the Harbor District, where they can be used to transport goods and equipment from docks to the heart of the city.

### Medical Advancements

Undermael College is home to a renowned medical program intended for practicing more traditional medicine rather than magical healing. There’s a place for mundane medicine, where doctors can cooperate with Witches who perform healing magic to bolster the effectiveness of their practice. Witches who wish to become healers can even benefit from studying in the medical field via Undermael College. Anatomical theater is a sanctioned practice for healers, both magical and mundane, to learn their stuff, and all are free to attend should they be interested in learning.

Aside from the healing magic available for practice by Witches, much of Aefenglom’s medicine, while regarded as the most advanced there is in Geardagas, is still inspired by Victorian medicine. It’s a mixture of magical remedies, such as potions or spells, and medicine or cures seen in our history.

There are a lot of “patent medications” in Aefenglom, just as there was in the Victorian era—snake oil, bottles of piss being sold as a hair growth elixir, and so on—from people looking to make a quick cune off of desperate folk. Legitimate medications that work as intended are available, but it can be hard to distinguish the real deal from the fake unless it’s coming from a reliable source, such as the Heofonlic Hospital or a Witch certified by the Coven to concoct elixirs or potions.

Using asthma as an example condition, Aefenglom’s doctors and healers might be inclined to treat it with magical tonics; they may be just as inclined to suggest black coffee, as people in the Victorian era thought caffeine could alleviate symptoms of asthma. Doctors might also prescribe jimsonweed, belladonna, and henbane, all members of the nightshade family, which would be inhaled as a powder or smoked, rolled in ozone paper. If your character has a medical ailment that needs treatment, any Victorian-era solution is a viable one to find in Aefenglom.