Ashtan

Revision as of 18:15, 30 June 2005 by Delphinus (talk | contribs) (Damn apostrophes and their... boldness.)

Located on the northwestern edge of Sapience, the famed city-state of Ashtan, Bastion of the North, was founded in the days of legend, long before the rise of the Seleucarian Empire. It has been a prominent seaport on the Sapphire Ocean almost since the day Glanos established it, shortly after he and Sahart left Ceylon. Though the overseas trade dried up during the Anarchy Rebellions and the naval force fell into deprecation, in modern times Ashtan has still remained a powerful force politically, economically, and martially. Its primary principle is freedom, in mind, body, and spirit.

Guild- and house-wise, Ashtan plays host to a bevy of adventurers, including the Occultists, Shadowsnakes, Warlocks, and Ashura monks, as well as an array of guildless rogues enticed by Ashtan's promise of freedom. The city-state is actively guarded by the likes of War Witches, golden-armoured Knights of the Illuminati, and mounted archers.


Laws

Ashtan's laws are known as the Pillars of Ashtan, so named due to the fact that they may be read upon seven pillars on the Parade of Zarathustra within the city. While freedom is valued above all, a basic, though minimal system of laws is required, if only to protect the well-being of the citizens.

  1. Ashtan Law 1: Any unsolicited aggressive act against a citizen of Ashtan by a citizen of Ashtan will result in the offender losing citizenship. Any unsolicited aggressive act against a citizen of Ashtan by a non-citizen within the city of Ashtan will result in the offender being branded an enemy of Ashtan. In both cases, a fine of at least 5000 gold will be imposed.
    • Section A: Exceptions are granted to two citizens who have arranged a bloodfeud with at least one Archon's approval and as long as hostilities remain outside the city gates. However, if the the individuals of said predestined bloodfeud refuse and continue verbal assault on the other citizen, a fine will be imposed by an Archon. If said fine isn't paid within three Achaean months, the refusing citizen will be uncitizened.
    • Section B: All beings marked as loyal to a citizen of Ashtan are to be treated as citizens.
    • Section C: Members of Orders of Divinities have the right to defend their Patrons shrines from defilement using whatever means they deem necessary.
    • Section D: Citizens who choose to trespass upon citizens' private property, or any private property within Ashtan, void their city protection from aggression from the owner. The owner of the property may deal with the offender by force, although the city must be alerted first if possible. Noncitizen trespassers of property within Ashtan may be cityenemied. Private property exclusively includes guildhalls, Order temples, private homes and stockrooms. Owners are shopkeepers current on taxes, officially recorded leasers, homeowners, or member of the guild or Order being trespassed upon.
  2. Ashtan Law 2: Any Ashtan citizen found guilty of killing Ashtan loyalists will be fined 3000 gold per loyalist. If this fine is not paid within a month of its issue, the offender will lose citizenship until the fine is paid. Non-citizens found guilty of killing Ashtan loyalists will be branded an enemy of Ashtan and given a fine of 3000 gold per loyalist.
  3. Ashtan Law 3: No new law will be enforced upon the citizens of Ashtan until it receives 3 Archons approval. No current law will be overruled until it receives 4 Archons approval.
    • Section A: No law shall be enforced until the Overseer has had the opportunity to cast a vote.
  4. Ashtan Law 4: Shops owing more than two years taxes will be shut down by the city of Ashtan. Shops owing more than three years taxes will be repossessed by the city of Ashtan.
  5. Ashtan Law 5: Foreign merchants on announced visits to Ashtan, or foreign shopowners who are current on their shop taxes and in their shop or stockroom, will be extended the rights of citizens for the duration of their presence within a shop or stockroom in Ashtan, so long as they themselves observe Ashtan law and no hostility is brought to the Bastion by them. This may be revoked by any member of the Ruling Council, Minister, or Security Aide if it is felt said person is in violation of Ashtan law or abuse of this protection.
  6. Ashtan Law 6: Any citizen found conspiring to commit any act against the laws of Ashtan, with serious intent, will be subject to a minimum 10,000 gold fine, and a loss of citizenship for 3 years. Any non-citizen found conspiring will be subject to a minimum 10,000 gold fine, and enemied for 3 years.
    • Section A: Any citizen found conspiring to commit any act against the laws of Ashtan with a city enemy, with serious intent, will be subject to a minimum 20,000 gold fine, and an enemy status for 6 years. Any non-citizen found conspiring with a city enemy will be subject to a minimum 20,000 gold fine, and an enemy status for 6 years.
  7. Ashtan Law 7: Shrines of Divinities whom are citizens and current Patrons of Ashtan guilds within the city walls shall be protected as such:
    • Any citizen found defiling protected shrines within the city walls shall be outcitizened and fined 10,000 gold sovereigns.
    • Any non-citizen found defiling protected shrines within the city walls shall be enemied and fined 15,000 gold sovereigns.
    • Any shrines deemed potentially dangerous by the ruling council can be removed.
  1. Ashtan Guild Right 1: The Guildmasters of Ashtan reserve the right to revoke Ashtan citizenship of any member of their guild found breaking oaths they swore to the guild. At least one Archon's approval is needed to enforce this law.
  2. Ashtan Guild Right 2: The Guildmasters of Ashtan may approve bloodfeuds between Ashtan citizens who are in their guild, under the same provisals as a normal bloodfeud in Ashtan Law 1, Section A.
  3. Ashtan Guild Right 3: The Guildmasters of Ashtan's Guilds reserve the right to appeal to the Ruling Council for the removal or enemying of any citizen seen acting in a manner harmful to the Guild or the Guild's integrity. However applicable to most actions, it is to that Guild's responsibility to speak to the person before it is brought to the Ruling Council.


Shopping

Most popular and readily accessable among tourists and citizens alike is Central Market and the surrounding shops, just a stride away from the city gates. One of Rurin's many outlets, it offers a wide array of utilities that would appeal to every adventurer, from inks to commodities to basic food and clothing. Further north, in the northwestern corner of town may be found Dockhand Square, a popular crossroads of sorts. Aside from being the most frequent haunt of the Ratman, the seaside district is dotted with many odd adventurer-owned shops, catering to all manner of tastes. Venturing east and south, one might find a cluster of adventurer-owned shops along a particular curve of Croce Lane, as well as the smithy of Listar, the Royal Blacksmith. On the far east side of the city, steeped in the upper-class elegance that is the Accron Overlook, is Amadia's Jewellery Shoppe of Ashtan.


Dining

If one finds his palate a bit dry, he might stop by the nearby Seadog Tavern on the northwest corner of Dockhand Square, where a good flagon of mead is always on tap. Or, if in the mood for a more unique taste, Fire and Spice, located just one west of the tavern, might be to your liking. It is here that Dagon, the barkeep mixes all manner of drinks unique to the city, from Golden Apples to Electric Demiurges and beyond. Warm meals are also available at the Fire and Spice, prepared by local culinary master Chef Cornelios. Across Anza Street from the Loving Hearts Orphanage is Cinnabeth's Creperie, where one may partake of crepes, tarts, and pastries of all varieties. In the northeast of the city, steeped in the shadowy Descent, is the Ugly Humgii Bar and Grill, where the more laid-back eater can settle down and buy some burgers, ribs, and other such grillside staples, and may even partake of the relatively unique chance to create a custom burger with toppings of his or her choosing.

Recreation

In the northeasterly section of the city, just off of Deer Grove Road lies the Pheidas Gambling Parlour, where one might tempt fate with Diella, the cardshark, or Croesus, the roulette attendant. In Dockhand Square, at Fire and Space, one might find the exotic firedancer Naodia. Or, if books are more your style, the Great Library of Nicator might be for you. Just off of Lycaeneum Avenue lies a solarium where acupuncture may be purchased from Aiden and massages from Jael. If the outdoors strike your fancy, perhaps a bit of fishing in the Accra River is in order, or possibly a swim in Lake Balaton, beneath which the submerged ship of Sinope houses the hall of the Shadowsnakes.


Facilities

The Nicator Archives, Ashtan's news archives, may be found in the Great Library of Nicator. Just off of the northern Parade of Zarathustra, which juts through the vertical centre of the city, are the Postal Office of Ashtan and the Royal Bank of Ashtan. Off of Market Street is the cluttered workship of Schliemann the Unlocker, Ashtan's resident locksmith. The slaughterhouse of Ashtan may be located just north of the Descent. All of these facilities are available to citizens and visitors alike.


Landmarks

On the eastern side of the city, across the Accra River lies the historic the historic Cyclade, the hill upon which the monastery of the Ashuran monks is seated. The hill originally held the "Minorus Basilica," built by the Church during Shallam's occupation of Ashtan. Easy access to this Basilica was what the Church had in mind when they built the Sanctuary Bridge across the river. In 172 AF, the Kharon monks took the fortress as their own, and when they moved to Hashan, they took the fortress with them. The Ashuran Monastery took its place. The Arboretum of Enlightenment, de Vermiis Art Gallery, and Loving Hearts Orphanage were all built by the legendary Occultist Servelan de Vermiis. The Arboretum contains many strange and exotic plant species. The de Vermiis Art Gallery, while receiving critical praise, has been said by some to depict the Church in an unfair light. The Loving Hearts Orphanage is where children are led to be slaughtered so that their pineal glands might be harvested. The Iron Citadel is the former fortress and guildhall of the now-defunct Infernals guild. It was burned down by the angry citizens of Ashtan after the guild rebelled against the city. The guild tutor's magically-preserved head may still be seen piked before its ruins, a testament to potential turncoats.

Residential

The Accron Overlook, through which the Accra River flows, is the upper-class residential district. It is here that the houses of the merchant princes reside, as well as wealthy adventurers in nearby Golden Apple Estates. The Dowager Montaganet lives here in her classy but simple Dorian-style mansion. Lady Korkill resides here, resting on the laurels of her father's coal-mining company's meteoric rise from the ashes. Also of note is the estate of John Bailin, who made a fortune selling inks and dyes across the land. Polygnotus Way is the middle-class residential sector. The Descent begins the lower-class section of the city, starting off with decaying old mansions and melding into cramped but tidy dwellings. Martin's Sorrow, with its disease-ridden streets and dilapidated buildings, caps it off at the dead bottom rung of the social ladder. The sculptor Cornelius Von Storung once lived here. He is better known as the Unknown Artist, and now resides in the upper level of the de Vermiis Art Gallery.


Famous Faces

More than a few famous faces have hailed from Ashtan:

  • The wise King Martin ruled circa 200 years before the rise of Seleucar.
  • The resistance fighter Zarathustra led the citizens of Ashtan and Thera, around the same time, to revolt against their Shallamese captors.
  • The valiant King Tephicles oversaw Ashtan during the Wars of Succession.
  • King Tiryn, known as the Tree King of Ashtan, brought one of each type of tree from the Aureliana Forest to brighten the life of his bride.
  • Epicurus, the renowned philosopher, has lived in Ashtan since he was a young man.
  • The Ratman, local rat collector of Ashtan, grew up in Martin's Sorrow.
  • The legendary Occultist Servelan de Vermiis was from Ashtan, and it is also here in 190 AF that she conducted a vast and complicated experiment involving the Loving Hearts Orphanage, de Vermiis Art Gallery, and Arboretum of Enlightenment, summoning the Unnamable Horror from across time and space and merging with it to become Eris, Goddess of Chaos. Rumour has it that the Spawn of the Unnamable Horror may still be summoned from somewhere within the city.


Streets: Anza Street, Aurelian Crescent, Croce Lane, Elm Street, Golden Walk, Guardian's Avenue, Lycaeneum Avenue, Manike Way, Market Street, Merchant Street, Parade of Zarathustra, Pine Street, Oak Street, Outlaw's Alley, Polygamus Avenue, Polygnotus Way, Protean Way, Radiant Path, Stagira Boulevard.

Shopping Districts: Croce Lane, Dockhand Square, Merchant's Quarter.

Eateries and Bars: Fire and Spice, Seadog Tavern, Ugly Humgii Bar and Grill.

Recreation: Fire and Spice, Great Library of Nicator, Pheidas Gambling Parlour.

Facilities: Nicator Archives, locksmith, Postal Office of Ashtan, Royal Bank of Ashtan, slaughterhouse.

Landmarks: Arboretum of Enlightenment, Ashuran Monastery, Cyclade, de Vermiis Art Gallery, Iron Citadel, Loving Hearts Orphanage, Sanctuary Bridge.

Residential Areas: Accron Overlook, Descent, Golden Apple Estates, Martin's Sorrow, Polygnotus Way.