Setting:Tabula Gloria/For'Channar/The Imperial Capital of Tabula Gloria: Difference between revisions

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Welcome to the glory of Tabula Gloria, the Imperial Capital of For'Channar, here you can find the wonders of the world...

Read the accounts of the wandering adventurer's of the Traveler's Guild, and all of the strange creatures, odd and terrible that they have encountered...

Or visit the great Bazaar and meet the teeming masses of the Imperial City, although you may wish to visit a more relaxed and refined repast. Perhaps, if you wish to see a display of might, visit Fort Kay, near the Mercantile District. Or if the mysteries of the east appeal to you, visit the Embassy of Animar.

See all that the Imperial City has to offer, and be welcome!

Pamphlet from the Merchant and Trader's Guild, advertising the attractions of the Imperial City.

The city of Tabula Gloria on the west bank of the Ripari Gloria serves as the seat of the Imperial government. It can be best described as a growing sprawl, with the highest buildings being in the north-center of the city, known as the Old City. Here you can find both the Imperial District, where the functions of government are housed, as well as the Historical District, which has a number of museums, many of the guilds, as well as homes of the city's elite. To the east and southeast of the Old City, along the Ripari Gloria, is the Mercantile District, housing both the quays of the Imperial Port as well as the crowded tents and booths of the Bazaar. Radiating to the west, southwest, and south of the Old city are the various quarters of the Residential District. In general, the homes closest to the Old City and the north end of the city tend to be those of the wealthier citizens. The entirety of the city is walled off with a variety of towers staffed with soldiers, looking on. The soldiers within the city, for the most part, are incredibly helpful to those who aren't acquainted with the city as they are, pointing lost tourists in the right direction.

The Imperial District[edit | edit source]

There is no question of where you are whenever you visit the Imperial District. Mighty stone and gilded buildings tower over you as you work your way closer to the Royal Palace. Along the main street leading to the tall spire which is the Palace lies both the House of Servitude and the Imperial University, incredible buildings of their own right. Between these two buildings and the Palace lies the Embassy of Animar, a markedly different building than the others given the colorful and unorthodox style of classical Animari architecture.

The Historical District[edit | edit source]

As you leave the lofty towers and mighty monuments of the Imperial District, you will find antique houses and palaces. The full array of early Imperial architecture and culture is on full display as you travel throughout the Historical District. Many of these old buildings have been renovated and turned into various museums, each one dedicated to a particular facet of Imperial history and life. There are still some of these buildings which still house the Imperial elite to this day, many of them opening their homes to the public during certain festivals in the city.

A relatively new addition to the Historical District are the guilds. Starting with the Traveler's Guild, which opened during the reign of Margurim IX, the guilds render their services to the public, as well as non-governmental training in their represented disciplines. However, the maximum levels of training in which the guilds can offer is limited, as per Imperial law. As such, guilds tend to be a great place for a novice to learn more about a discipline before applying to the Imperial University for formal schooling. Ever since the opening of the Traveler's Guild, many other have opened, including the Magician's Guild, the Merchant and Trader's Guild, and the Lawman's Guild.

The Traveler's Guild[edit | edit source]

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The Magician's Guild[edit | edit source]

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The Merchant and Trader's Guild[edit | edit source]

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The Lawman's Guild[edit | edit source]

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The Mercantile District[edit | edit source]

Perhaps you would be in the need of some fresh air after traveling through the Historical District. Go east and you'll run into the Mercantile District, which lies on the bank of the Ripari Gloria. The fresh, crisp air coming in from the Northern Sea is sure to clean out whatever stuffiness you may have had wandering through the museums and guilds. Immediately, you can see the tall ships pulling in and out of the Imperial Port, the masts and sails as towering as the spires of the Imperial District. Gulls and other critters swarm about the Port in hopes of a shipment of foodstuffs coming in, or perhaps a garbage ship waiting to sail out, so it's best to watch your step if you're wanting to go near the edge of the promenade.

Further south along the Ripari you will run into the legendary Bazaar. Rows upon rows of tents and booths, filled with people from the various Imperial villages, friendly tribes, and even those from faraway Animar. The atmosphere here is chaotic, at best, as barkers and merchants peddle their wares to the passing populace. Lacing their way through the tightly packed rows are bound to be pickpockets, rogues, and other such vagabonds looking for a quick coin, baubles, or worse. Fortunately though, there has been an increased military presence in the Bazaar, filtering out many of the less savory folks on the more busy market days.

The Residential District[edit | edit source]

Once you're done with the markets, the afternoon presents a great opportunity to stroll the various quarters of the city. With smaller buildings and more open air than the other Districts, the Residential District is a great way to wind down from the business of the early day. Though it is not officially mandated to be as such, the District is divided by the various ethnic groups which constitute the citizenry. Though they are all considered Imperials, the citizens will be quick to note their ancestries, finding a sense of something in between belonging and individuality in such identity. Despite the calamities which consumed the Old Empires, there are still those who claim them as their ancestry. Many of the residents also hail from tribal ancestry, including Eltyain, Alkhani, and even a few who claim Iotold ancestry. Then there is the rising population of the magic-less Triolites near the city wall, more than willing to tell a story or three to a passerby. There are even some who moved to the city permanently from Animar, brightening up the otherwise drab surroundings.

Fort Kay[edit | edit source]

Throughout it all, you will likely see a particularly unique landmark in the general direction of the Mercantile District. The main tower of the city's wall, Fort Kay, is said to have been one of the first forts built in the Empire, and the only of the originals which still stand to this day. Today it does not act as the mighty military fortification it once served as. Rather, it acts threefold. On the topmost level of the fort lies the headquarters of the City Guard, where a regiment still watches over the Port and the immediate surroundings. In the middle levels is the War Museum, exhibiting the great victories and heroes of the Empire. On the bottom level is the Imperial Arena, which is home to the various sports played for the people's entertainment - including gladiatorial blood sports, which seem to be a great hit with the populace.

Valdenar Cove[edit | edit source]

When you are done exploring the city proper, there are still other places nearby which may pique your interest. Exiting the Residential District through the Lunar Gate at the city's northwest, you can slowly climb a growing cliff to see some of the natural splendor preserved by the Empire. As you ascend the cliff, you can see Valdenar Cove to the west. Named after one of the first explorers in Imperial history, the cove is strictly off-limits to boats and other vessels, but open to the public to explore and to appreciate. The waters of the cove are some of the clearest this close to the capital, excellent for a quick excursion during the height of summer if you need a quick cooling off.

Also at the cove is another Imperial landmark. To the cove's northeast is a small, craggy island with what seems to be a lighthouse. Though it is not functional anymore and since been replaced, Watchguard Keep used to serve as both a navigational landmark for boats coming in and out of the city, as well as the first line of detection and defense for threats coming in from the sea. Be they raucous pirates, violent storms, or even one of the visits from the powerful Lord of the Tempest, the guards at the Keep kept a close eye on the seas and usually was the difference between a successful defense and a tragic defeat.

Northeclyff[edit | edit source]

Keep climbing and you'll eventually reach the top of the Northeclyff. At each end of the escarpment are two colossal statues, with another exactly between them. These are depictions of the three Emperors - Margurim IV, Margurim VI, and Margurim IX - who successfully drove the Lord of the Tempest back when he tried to wipe out the city in his stormy rage. Commissioned by Margurim XI and completed by sculptor Sharlonne Prekarion, the Monument of the Tempest-Breakers is a marvel of the Imperial world and a hit with Animari tourists to this day. More importantly, it has slowly become a place of worship among many of the Empire-faithful. As a matter of fact, the current Emperor, Margurim XII, was seen paying some sort of tribute to the Monument, perhaps starting a tradition which will continue into the future.