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In Al'Adeaf, the ringing of bells occasionally drowns out the din of endless hammering and the cries of merchants hawking their wares. Pennants of golden sandblasted coins (depicting a white Aarakocra) flutter from rooftops and poles. Priests and merchants are everywhere, statues adorn every building in sight, wild animals burrow and crawl on and beneath hundreds of stone or wooden bridges, and brightly painted buildings with breathtaking architecture ignominiously stand half-sunken into the sand. Say what you want about the heat or the smell, it’s a memorable and beautiful city.
In Al'Adeaf, the ringing of bells occasionally drowns out the din of endless hammering and the cries of merchants hawking their wares. Pennants of golden sandblasted coins (depicting a white Aarakocra) flutter from rooftops and poles. Priests and merchants are everywhere, statues adorn every building in sight, wild animals burrow and crawl on and beneath hundreds of stone or wooden bridges, and brightly painted buildings with breathtaking architecture ignominiously stand half-sunken into the sand. Say what you want about the heat or the smell, it’s a memorable and beautiful city.
== About ==
== About ==
 
[[File:Bbintrotrade.png|left|thumb|300x300px|Al'Adeaf was known for its trades...trades of ALL kinds.]]
=== The [[Sanctity of the Markets Curse]] ===
While some cities dealt with curses like [[Perpetual Darkness]], Al'Adeaf had a special boon (or curse depending on if you're a spellcaster or not) which was an attempt to keep anyone from using magic to manipulate this holy site of trade and commerce. More can be read on the page linked above, but the general gist is that any magic or spells cast within city limits would cause bouts of '''Corruption''', which meant that the magic would still work, but would leave permanent and visible marks and traces, which took many forms. This alone kept many spellcasters from even attempting to visit Al'Adeaf, since sometime the corruption could affect their person. [[File:Bbintrotrade.png|left|thumb|300x300px|Al'Adeaf was known for its trades...trades of ALL kinds.]]


=== Laws & Traditions ===
=== Laws & Traditions ===
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* '''Mercenaries''' (including House Armies): Hard-living professional warriors who stay loyal as long as their pay doesn’t run out, mostly Hobgoblins.
* '''Mercenaries''' (including House Armies): Hard-living professional warriors who stay loyal as long as their pay doesn’t run out, mostly Hobgoblins.
** Includes a group known as "Bully Brugs Contracted Keepers and Killers"  
** Includes a group known as "Bully Brugs Contracted Keepers and Killers"  
* '''Monstrosities''': Most people have never seen one, but there are rumors that a loose community [[The Serpentine|of serpentine folk live underneath Al’Adeaf]]. They’re unlikely to have Waukeen’s best interests at heart.
* '''Monstrosities''': Most people have never seen one, but there are rumors that a loose community of serpentine folk live underneath Al’Adeaf. They’re unlikely to have Waukeen’s best interests at heart.
* '''Badlanders''': an unorganized and unpredictable group of barbarians, travelers, tourists, professional adventurers and piratical scoundrels seeking some quick coin, coming mostly from the badlands out west.
* '''Badlanders''': an unorganized and unpredictable group of barbarians, travelers, tourists, professional adventurers and piratical scoundrels seeking some quick coin, coming mostly from the badlands out west.
* '''The Sorcerous Cabal''': Sorcery is considered inhuman, unnatural, and antithetical to the grace of the goddess Waukeen. If one or more sorcerous cabals exist, they’re a threat to everything right-thinking people love.
* '''The Sorcerous Cabal''': Sorcery is considered inhuman, unnatural, and antithetical to the grace of the goddess Waukeen. If one or more sorcerous cabals exist, they’re a threat to everything right-thinking people love.
* '''Thieves’ Guilds''': Avoiding taxes is a mortal sin in the eyes of the goddess Waukeen, but making money is a blessing, so it’s fair to say the dozens of smugglers’ and thieves’ guilds are conflicted at best.
* '''Thieves’ Guilds''': Avoiding taxes is a mortal sin in the eyes of the goddess Waukeen, but making money is a blessing, so it’s fair to say the dozens of smugglers’ and thieves’ guilds are conflicted at best.
* '''[[The Seven Cities]]''': Distant rulers of not just Al’Adeaf, but Ugarat and 5 other cities in central Pteris, the secret police, and the vast government bureaucracy of committees that keeps the city functioning as well as it does.
* '''[[The Seven Cities]]''': Distant rulers of not just Al’Adeaf, but Ugarat and 5 other cities in central Pteris, the secret police, and the vast government bureaucracy of committees that keeps the city functioning as well as it does.
[[File:Aladeafmapsnippet.png|thumb|Example of Al'Adeafs dense and sandy architecture, as seen from above]]


== Architecture ==
== Architecture ==
Like all of the [[The Seven Cities]], Al'Adeaf was connected to the greater network of cities via an [[Iron Horse]] sometime around 700 [[PR]], the main train station was located in City Center.


=== The Statues ===
=== The Statues ===
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Public and private gardens are a symbol of wealth and power. Those who can afford it prefer roof gardens of rare and exotic flowers, but you’re likely to come across small hidden (and well-defended) vegetable gardens grown on other people’s roofs by those who need the food most. Hedge animals are  currently fashionable on the estates of the rich; hedge mazes are ''so'' last generation. More than one small island is entirely given over to public gardens, with any building within their borders deemed illegal.  
Public and private gardens are a symbol of wealth and power. Those who can afford it prefer roof gardens of rare and exotic flowers, but you’re likely to come across small hidden (and well-defended) vegetable gardens grown on other people’s roofs by those who need the food most. Hedge animals are  currently fashionable on the estates of the rich; hedge mazes are ''so'' last generation. More than one small island is entirely given over to public gardens, with any building within their borders deemed illegal.  


=== The Undercity ===
'''Buildings normally lose about 8 cm to the sink each year''', or roughly '''one floor per generation''', but a sudden sink is not an unheard-of  phenomenon; if you’re tremendously unlucky, a laundry line a comfortable story up today might lie on the ground tomorrow. Sinking buildings add complications, with sidewalks of varying heights and stairs leading up to (or down to) a building’s current front door. Architects work constantly to repair, modify and reinforce buildings.  
'''Buildings normally lose about 8 cm to the sink each year''', or roughly '''one floor per generation''', but a sudden sink is not an unheard-of  phenomenon; if you’re tremendously unlucky, a laundry line a comfortable story up today might lie on the ground tomorrow. Sinking buildings add complications, with sidewalks of varying heights and stairs leading up to (or down to) a building’s current front door. Architects work constantly to repair, modify and reinforce buildings.  


All but the most recent buildings reach deeper underground than they do vertically above street level.  Descending through usually flooded basements brings you back through the building’s history one  generation at a time. Many such levels are flooded with quicksand, but sometimes good drainage, airtight construction or ancient pumps keep most of the sand out. Anything might be forgotten down there, and it isn’t unusual to discover that your supposedly secure basements are being  used as an underground highway by smugglers. Paranoid homeowners pay architects to seal off their  basements and then live in a state of denial, trying to forget that those basements even exist.   
All but the most recent buildings reach deeper underground than they do vertically above street level.  Descending through usually flooded basements brings you back through the building’s history one  generation at a time. Many such levels are flooded with quicksand, but sometimes good drainage, airtight construction or ancient pumps keep most of the sand out. Anything might be forgotten down there, and it isn’t unusual to discover that your supposedly secure basements are being  used as an underground highway by smugglers. Paranoid homeowners pay architects to seal off their  basements and then live in a state of denial, trying to forget that those basements even exist.   
=== The Under-Undercity ===
Even deeper than the underground floors of buildings are those places that are so far gone that nature itself has begun the reclamation process. If you go deep enough under Al'Adeaf, you eventually reach underground caverns and passages that are claimed by the [[Merca|Mercan]] (''Mer-sehn)'' people, a serpentine race with connections back to ancient prehistoric Quelmar. It is in these underground dens that Al'Adeaf's greatest and most ancient enemies lurk: '''[[The Serpentine]].'''


== Districts ==
== Districts ==
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=== [[The Beggar's Bodega]] ===
=== [[The Beggar's Bodega]] ===
=== The Tangle Bazaar ===
The Tangle Bazaar, located just south of the Beggar's Bodega, thrives as a bustling hub of commerce and social interaction, especially within the vast khan that anchors the marketplace. This khan, known for being the largest in the bazaar, stands prominently on the east side of the main thoroughfare, easily directed to by any local. Its structure boasts two floors surrounding an enclosed courtyard, complete with a fountain that serves as a centerpiece for the dynamic exchange of goods, stories, and culture.
The ground floor is a hive of activity, with large rooms opening onto the courtyard for merchants to store and sell their wares. Two staircases flank the entry hall, leading up to a balcony that encircles the courtyard, with smaller rooms on the second floor available for rent by travelers or merchants. The atmosphere is vibrant, marked by the comings and goings of people, the unloading and loading of donkeys and horses, and the myriad transactions and interactions that define the bazaar's pulse.
By night, the outer door of the entrance hallway is closed and barred, with a guard stationed to oversee the premises. He permits entry only to those who have rented a room, offering conversation and insights into the khan's inhabitants to those who befriend him.
Visitors find the Tangle Bazaar khan a place of endless fascination, whether they come to shop, browse, or simply enjoy the lively atmosphere by the fountain. For those looking to blend in or investigate the depths of the khan's secrets, the day demands a careful navigation of crowds and a keen eye to avoid detection, while the night offers its own challenges and opportunities for those daring enough to explore its shadows.
=== The Book Bazaar ===
A little lending library and research post at one point run by a lovely old woman named Lavinia.


=== Denford Boarding School ===
=== Denford Boarding School ===
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=== PussyCat Club ===
=== PussyCat Club ===
Having opened on 10/2/984 [[PR]], the Pussycat club was located in the Alderhall precinct on Kettle Road. It opened with a boisterous opening ceremony fundraiser which was meant to benefit the veterans of the ongoing  [[The War of Many Names|War of Many Names]]. The Club was full of gambling opportunities and was the largest casino in the city upon opening. When asked about it, the manager Peter Lankila (a secret [[vampire]] himself) said:<blockquote>''This is a new foundation of gaming and leisure in the heart of Al'Adeaf, and they provide so much benefit to the community here, and we wanted to latch on to that as we open the new facility and being part of giving back to the community in Flaughtland''</blockquote>There is also live entertainment and a bar on the second floor of the casino. The public bottom floor has a capacity for nearly 100 gamblers at a time, and the casino itself only opens after 8:00 PM every day (partially to accommodate the secret vampire running the place)
Having opened on 10/2/984 [[PR]], the Pussycat club was located in the Alderhall precinct on Kettle Road. It opened with a boisterous opening ceremony fundraiser which was meant to benefit the veterans of the ongoing  [[The War of Many Names|War of Many Names]]. The Club was full of gambling opportunities and was the largest casino in the city upon opening. When asked about it, the manager Vardan Lankila (a secret [[vampire]] himself) said:<blockquote>''This is a new foundation of gaming and leisure in the heart of Al'Adeaf, and they provide so much benefit to the community here, and we wanted to latch on to that as we open the new facility and being part of giving back to the community in Flaughtland''</blockquote>There is also live entertainment and a bar on the second floor of the casino. The bottom floor has a capacity for nearly 100 gamblers at a time, and the casino itself only opens after 8:00 PM every day (partially to accommodate the secret vampire running the place)
 
However, one floor BELOW the bottom floor was the secret basement, which was only accessible from a hidden elevator inside the Casino's vault, in the basement, the owner Lankila kept countless coffins and tombs which held his vampire thralls, as well as one large ornate coffin for himself to sleep in during the day.


=== Apswitch's Market ===
=== Apswitch's Market ===
The oldest market in Al'Adeaf.
The oldest market in Al'Adeaf.
=== The Den of Smoke ===
A popular opium den located in the Tangle.


=== Al'Adeaf University ===
=== Al'Adeaf University ===
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[[Category:Beggar's Bodega]]
[[Category:Beggar's Bodega]]
[[Category:Pteris]]
[[Category:Pteris]]
[[Category:Pteris Cities]]
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