City of Greyfall
|Life In Greyfall|
|Life In Greyfall|
|Life In Greyfall|
Greyfall sits at the end of Conqueror’s Bay, where the Jeggare River spills into the Saphire Sea. The city fills the spit of land formed by two sharp turns in the Jeggare River and Endrin Isle (which splits the river at its mouth), with a few outlying areas on the far shore of the Jeggare. It stands on two hills: Garrison Hill on Endrin Isle and Citadel Hill on the mainland. The Narrows of Saint Alika separates Endrin Isle from the shore. Off the coast of the eastern end of Citadel Hill rises Jeggare Isle, a small rock that juts from the sea and provides a foundation for Hoolwatch Lighthouse.
Five landmarks give Greyfall a distinctive skyline. Three of these landmarks exist on a truly colossal scale and have survived for millennia. The Grey Keep stands atop a cyclopean, black pyramid that rises to a flattened top. The Pillar Wall stretches across most of the eastern end of Citadel Hill, a 100-foot-tall remainder of what once must have been a magnificent barrier. Just beyond the southern terminus of the Pillar Wall stands the Gatefoot, which obviously originally belonged to a part of the wall and that likely served as part of a gateway of some kind. The other two landmarks, while impressive, do not come close to the size or grandeur of the ruins. Standing at the westernmost point of the Merciless Cliffs, the Great Tower reaches 270 feet in the air and serves several military roles for the city. Directly south of it stands the equally impressive Hall of Summoning, the center of operations for the Acadamae.
The city of Greyfall is divided into a host of districts. These divisions are sometimes natural or man-made barriers, while others are more subtle changes in wealth and status.
The academic center of Greyfall, the Academae is the campus of this reputable magic school, which is large enough to gain district status in itself.
The centre piece of Greyfall and home to its world famous prisons and vaults, this castle towers over the rest of the city as it is built atop the remains of an ancient, black pyramid.
The only district beyond the Jeggare River, North Shore is home to many of the nobles families involved with Greyfall’s military.
The Silent district serves as Greyfall’s graveyard and is where all its dead are interred; the only living inhabitants are the priests of Akvak who tend it.
The heights sit atop the cliffs of Greyfall’s southern shoreline and are home to the most powerful people in the city.
The part of the city most visitors come to recognise, this district is the friendliest and is home to many of Greyfall’s docks, but it is quite crime free.
North point is where people first settled when Greyfall was founded and is home to many families that can draw their ancestry back to that time.
The poorest, and most overcrowded area of Greyfall; the living conditions in Oldtown are far worse than in the rest of the city.
The newest district, South Shore became a part of Greyfall only a quarter-century ago. It contains the Pantheon of Many, a massive temple dedicated to most of Idos’ most popular deities. South Shore’s population consists mainly of the city’s nouveau riche hoping to escape the cramped conditions found elsewhere in the city.
One of the newest sections of the city, it does not suffer from the overcrowding that much of the city does and many of its residents live here to get away from the city.
Two other unofficial districts exist within Greyfall, their boundaries not conforming to any design by the city’s planners.
All along the rooftops of Greyfall lie walkways and ramshackle abodes and shops. The Shingles serve as both homes to some of the cities poorest citizens and quick highways over the bustling streets for anyone wishing or requiring to avoid the crowds.
The vaults run beneath all of Greyfall and are far more than just sewers as they incorporate the remains of two other settlements previously located here.
Those who live in Greyfall respect and admire ostentatious displays of wealth, power, or knowledge. They consider confidence and competence the greatest of assets, and they deride or heckle those who display weakness, indecisiveness, or inability. Greyborn are quick to judge and slow to forgive.
Greyborn like to capitalize their words. The people of Greyfall feel this trait gives them an air of greatness and importance. In addition to power, Greyborn love predictability. They like to regulate their lives, creating strict regimens for themselves that they then slavishly follow. Upsetting a Greyborn’s routine can ruin his entire day and likely makes him cranky. To this end, Greyfall strictly enforces its laws (which often have harsh punishments far in excess of the
law codes of other governments) and rewards those who play by the rules. That said, Greyfall also recognizes that not everyone plays by the same rules, so it compensates by applying regulations to nonviolent criminals in the form of vice taxes and official recognition of the city’s single thieves’ guild.
Regulation and law dominate Greyfall and how it lives. The city’s charter, an officially sanctioned document first created by Emperor Halleck IV of Cadecia in 1592 AR, bears 247 amendments. These amendments add to the city’s unbreakable laws (those which no leader can modify, except by additional amendment) and are considered as binding and official as the charter itself. In addition, a thick, multivolume body of work spells out Greyfall’s many other laws and regulations, as well as the punishments for violating them.
The Grey Council is the mysterious, anonymous group that rules over Greyfall, their goal being to keep the city-nation neutral in foreign affairs, secure from foreign influences and military, and to secure the well-being and prosperity of the city’s denizens. It is based in the Council House, formerly Palace Arkona, a fortress-like structure located on the southern point of Endrin Isle.
Each of the six members is ranked in hierarchy with the highest having the most seniority. They are, from highest to lowest, Meisarch, Tessarch, Namarch, Iltarch, Pommarch and Dahaunarch. When a member of the council dies, every member below them will move up a rank and a new Dahaunarch is elected from among the citizens of Greyfall. There have only been eleven rulers since the creation of the council in 2327 AR.
The council’s members choose to remain anonymous. This has the effect of shrouding the council in fear and mystery, but more importantly it protects them from assassination, bribery and manipulation. It is illegal to speak or write the identity of any members of the council. The punishment is a torturous death.
The various duties of governance are delegated to each individual member of the council, their word being law except to higher-ranking members. The Meisarch is the senior-most member of, along with primary speaker for, the council and is responsible for keeping an eye on adventurers and unregistered wizards located throughout Greyfall and preventing guilds and monopolies of business from forming. The Tessarch oversees the judicial branch of the government of Amn and mediates problems between mercantile families, typically with the use of intimidation. The Namarch is responsible primarily for the importing conducted in Greyfall. Additonally, the Namarch along with the Pommarch, is charged with maintaining trade routes and regulating taxes and tariffs. The Iltarch is primarily concerned with intelligence, using agents (including the Cerulean Company) to spy on the interests of Greyfall. The Pommarch is responsible for exportation in Greyfall, along with shared responsibilities with the Namarch. Finally, the Dahaunarch commands the military forces of Greyfall, and ensures its security.
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