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City-states, or just cities as they are commonly called, are player-run autonomous organizations. Each city has a number of guilds within it, as well as markets, governmental headquarters, barracks, housing estates, casinos and parks, and so on. Each city tends towards a particular ethos, often demonstrated by the city's choice of Divine Patron.
Cities are governed democratically, with each qualified citizen having one vote. The structure of city government may be illustrated as such: |
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In other words, the Populace of a City elects the 5 members of the Ruling Council (known variously as Archons, Viziers, Overlords, etc.) The Ruling Council elects one of its own to be the head of the government, and this city leader appoints the bureaucracy, which wields most of the administrative and executive power. The heads of each of the bureaucratic offices (known as Ministries) can appoint an unlimited number of aides to assist him or her in the duties of office.
Each Ministry has a particular duty. For instance, the Chancellor is in charge of valuing shops in the city, and setting the property tax rate, as well as collecting the taxes, and assisting with shop description changes, while the Minister of Security is responsible for city defences and putting bounties on city enemies.
Success in politics is considered by many to be the highest achievement in Aetolia; the Gods look to these leaders for the spark that might bring them to Ascension. |
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| As you assist in your city-state, perhaps by becoming an aide to one of the bureaucracies, or by helping out generally, the city leaders and elders may grant you city favours. These will help you rise in rank in your city. Each city-state has six unique ranks, with powers associated with some of the ranks. |
| The Cities of Aetolia |
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Ashtan, the City Reborn, lies on a group of islands off the northwest coast
of the continent in the Bay of Balaton. Once inhabited by a group of seers who
called the place the Misty Isles, the City is known for its preservation of
something called the Balance.
In epochs past, the seers who lived on the Isles guards a powerful artifact
known as the Globe of Balance. This Globe was a symbolic and magical
representation of the Balance that existed in the Universe. Rumor has it that
with the unravelling of the Grand Artifice around the City of Ashtan that
its citizens have found the Globe once again.
Though not all of the Isles have been revealed to the modern age, it is known
that three main islands make up the City. The northern most island is called
the Isle of Dusk, and it contains the massive Port of Ashtan and many of its
markets. The western island has been called in the past the Isle of Trees,
and is inaccessible due to the curtains that partition off the City. The
eastern island is known as the Isle of Tides; to get to it, one must navigate the strange curtains.
In addition to the three major islands, smaller islands dot across the waters
of the Bay of Balaton, including one that holds the Ashtan Colosseum.
Those who wish to visit the Misty Isles, but who do not wish to dampen their
clothing, can seek solace in the Ashtan ferry, which leaves from the mainland
periodically.
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Enorian, Beacon of Light, can be found at the southernmost tip of the
continent, situated between the wide plain of the Pash Valley and the rolling
blue waves of the Beryl Sea. The city of Enorian is reputed for its
architecture, particularly the gilded domes of the city's palace, university,
and museum. Due to these domes, it is said that the city shimmers gold during
the setting of the sun and emanates a pearly white radiance by the light of
the moon.
The Beacon of Light is home to many guilds, ranging from monks who strive for
the balance of body and mind to knights of honor and valor. The previously
mentioned monks, known as the Sentaari, and the knights, known as Paladins, are
two of the oldest and largest organizations of the city. In recent years, two
new guilds have founded guild-homes within the city limits, the Luminaries and
the Daru Monastery. Both of these guilds wield light against the forces of
darkness and shadow, corruption and apathy. The citizenry of Enorian is also
made up of forest-dwellers and magic-users.
Though a diverse group, all of the city's people defend her walls steadfastly
and with unity owed to the close-knit nature of its southern society, whether
the enemy is within or without.
The citizenry of Enorian put faith in light to guide both their laws and their
actions; this may be why the city is also referred to as the Beacon of Light. The
city could have also gained such a title based on its kind and loyal citizens,
as the Beacon is home to many healers and scholars willing to soothe and teach.
Regardless of by what nickname the city is referred, Enorian is a
magnificent metropolis of great purpose and great people.
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| Founded by the now ousted Consanguine Lord, Abhorash Nehekhara, the
subterranean city of Bloodloch is said to be located somewhere deep within the
boundless depths of the Vashnar Mountains. The vast Mhojave Desert lies at its
west gate, while the bleak Shamtota hills descend through a narrow gorge to
meet its east.
Ancestral city of the Consanguine, Bloodloch has had a long and perhaps
unsurprisingly bloody history, beginning with a lengthy civil war, the
connotations of which are still felt today, up to various modern day skirmishes
with other cities over land rights. In more recent years however, conflict has
slowly subsided allowing the city to concentrate primarily on its own
development and advances. A wide range of people find their home within the
caverns of the city, including a mortal guild known as the Infernal Knights,
and many of the Consanguine houses, both new and old alike.
Be warned that all mortals, save the Infernal Knights and the mysterious Indorani, wishing to join the city
of Bloodloch and retain their guild class do so at the price of servitude,
being seen as second class citizens and servants to the blood.
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Spinesreach is an ancient fortress that sits in a pass in the Tarea Mountains between the Dry Plains and the Northern Tundra. Once home to the great Ankyrean Order, Spinesreach was long concealed by the Grand Artifice, and its Citadel sealed by magics left by the now-extinct Ankyri. Little is yet known about the secrets left behind by the Order, but with the reopening of the Citadel, Spinesreach has once again become a full and thriving city.
Like the Ankyrean Order, the citizens of Spinesreach pride themselves on ingenuity, intelligence, and self-reliance. The Syssin, sworn defenders of Spinesreach, make their home in the city along with a large population of Consanguine who were ousted from Bloodloch in the coup that overthrew the rule of the emperor Abhorash. |
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| Formed of those individuals dedicated to the protection and preservation
of all Nature, the Duiran Council is based within the Great Oak in
Eleusis, which the Benandanti, the appointed leaders of Duiran, use as
the focus and seat of their powers. Membership precludes membership in a
city, as citizenship in a city inherently implies putting something else
before the wilderness. Ruled by five Benandanti, the Council has no
single leader, preferring to operate more on the basis of consensus than
on the ideas of a single person.
The Benandanti positions are selected by the Divine Patrons of the
Council, and one seat is reserved for each organisation which bears
interest in the preservation of Nature's balance. The Benandanti are
generally chosen from a wide variety of walks of life, giving the
Council many different views when discussing the best ways of preserving
Nature.
Nature is diverse, always changing in a cycle of death and rebirth. From
the dead and old, comes new life, just as a single seed will sprout in
the midst of the ashes of a fire. The Council are the mortal guardians
of this cycle of Nature, ensuring it never becomes unbalanced with too
much death, or too much growth.
The Duiran Council holds the power to punish those who harm the forests,
and indeed any part of Nature. From reckless harvesting resulting in the
mass death of plants, to wanton destruction of nature, the Council
reserves the right to set fines or punish enemies of the forest as they
see fit. Nature is not tame, it is wild, let those who would think to
harm it feel Nature's wrath.
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