Alexandria

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Alexandria is the city in which much of the gameplay on the Emblem of Ea takes place. Much additional information can be accessed by looking at the entry for Alexandros, which describes the life, culture and geography of the region surrounding the city of Alexandria.


Alexandria is set primarily on a cliff overlooking Brightwater Bay and is bisected by the Tornmawr River. There are three main gates to the city: one leading along Brightwater Bay to the south and eventually to Veyshan, one leading into the desert areas to the west and eventually toward Myrddion, and one to the north leading into the Eldwyn Forest. To the east, the city abuts the Red Ridge Mountains.

Local Laws

The nation of Alexandros is, at present, a confederacy consisting of the major political communities within the region of Alexandros centered around the Lord's City of Alexandria and its governmental bodies. In the past this was a confederate monarchy but the invasion of Charn shattered the old government and the interim leadership of Myrddion effectively scattered what was left of the noble houses at that time. Today, the leaders of the human nation of Alexandria is itself a regency with a council composed of the remaining noble houses of the old Alexandros Kingdom and an appointed regent in absence of an established royal household. The regent is Lady Rawyn Telenil, who also goes by the title of the Highlady. Well respected, loved and an active part of the community, Rawyn is rumored to be a powerful sorceress and a veteran of the old wars where she and her allies were an instrumental part in the disposing of Altima, the Witch Queen.


City government wise, Alexandria City itself is governed by a city council made up of key guild leaders, merchants and city officials who represent the major interests of the city and are aided by district represantives who each are elected from the major districts of the city. Alongside the council is the Lord Mayor and his officials. The current Lord Mayor is one human by name of Dathan Marinas.


Laws and Enforcement: Alexandria is a large bustling frontier city and a border nation. Adventurers make up a larger percentage of the population here then they do in other lands and though they are more common they are still very unpredictable. This and the fact that Alexandria is a sea port, a center for several prominent industries and geopolitically central between the two major super-powers on the Great Continent, means that innumerable things occur and a thousand plus intrigues go on every day.


During the Myrrish Occupation Era, Alexandria adhered to the same code of justice Myrddion used in its western lands. Now that this era has passed, Alexandria's previous system of laws have come into play but they are very similar to the Code of Justice with some modifications such as the Edict which allows the construction of shrines to the dark gods provided the clergies are not promoting the breaking of the law or adversely influencing the well being of the citizens.


Four major peacekeeping forces operate in the city dealing with crime on various levels from petty crime to investigating major happenings, sometimes with the aid of the adventuring populace. The Honorable Alexandrian Order of Watch-Constables are the primary law enforcers within the city and are the common 'guards'. We do not permit PCs to play the role of city guards. This is a staff role as guards have the ability to pursue and arrest people as they see fit.


Though not truly a corrupt city, Alexandria does have problems with issues of bribery, corruption and manipulation where the city guard is concerned. They respect the wealthy and the powerful and they accept bribes. They tend to turn a blind eye to happenings that involve enemies of the city and troublemakers and they have no problem labeling adventurers troublemakers just by virtue of the field they work in.


Many guard members are also simply level 1 or 2 warriors and so they're not going to be so swift to step up to, neck and neck, with a raging eight foot tall Orc without some backup. The guards are willing to do their job but they aren't on a payroll to get killed either. When in doubt, they will bring backup in but many of them are terrified at the prospect of having to face down a Troll or a Beholder and lack the skill to do so.


The order known as the Citadel Elite make up a small but potent force of individuals recently established by Lady Rawyn under the guidance of an ally known as the Hound of Myrddion. The Elite are paid and trained to deal, officially, with dangers beyond the talent of the Watch Constables and to keep watch over the city where major threats are concerned such as the pursuit of the escaped prisoners from Skyhold or powerful rampaging monsters. Their numbers are often drawn from powerful and skilled adventurers as well as distant individuals from more exotic lands. The Elite are a small group at present and they do not have the power to arrest on sight though they may detain and hold individuals until proper authorities arrive and they may seek and obtain warrants.


The Skyguard are an order of trained griffon riders that were originally brought in by Myrddion during the Occupation Era but they remained in the city after the withdrawal of Myrrish Forces. The Skyguard primarily concern themselves with law concerning Alexandria's dense skies where airships are concerned. From great merchant vessels to smaller gnomish skiffs, the Skyguard are authorized in handling all manner of troubles.


The Arcane Congress was an order formed as a sub-group of the Academy of Sages and they were brought in by the City Council to aid other groups in investigation of magical circumstances and the misuse of magic. Once they have identified problems they turn the information over to the city guard and to the council who then deal with the perpetrator. They, like the Elite, do not have the power to make arrests but they can seek warrants once proof is obtained.


Lastly, Alexandria's Adventurers often come to the aid of the city in times of trouble and often are the first people on scene to an unusual event. Lady Rawyn, an advocate of the adventuring populace despite her peers' warnings, has called upon them in the past to aid in investigations and likely will continue to do so in the future.