The Seat Of The Empire
Vlorissfarne Lead(s): Shadovaskaya (anangrybeaver)
Vlorissfarne is the first city of the Empire. A well-defended walled city, Vlorissfarne stands proudly on the coast, wedged between sea, mountains, and the vast twilight forest. While the Empire and its drow cohorts retain their tight grip on Vlorissfarne, the city as a whole consists of many races, and many walks of life. Merchants, guards, artisans, and politicians may all find work and protection beneath the banner of the Regency. To join this faction, one must simply speak with any member of the ruling council.
The city of Vlorissfarne is first and foremost ruled over by the Empress Qeth Sosin(shadovaskaya), as she controls all of the Empire.
In times of the Empress' absence, and in more immediate day-to-day life, the duties of the city fall to the Queen Regent Thea d'Aveneras and the council of Vlorissfarne.
Beneath the council, the city is reigned over by the founding house, Quellar d'Aveneras. This noble house oversees the guards of the city as well as the Empire's larger military forces, though not every member of the guard or the Legion is a member of the house.
Council of Vlorissfarne
Legate Zeddax Hlatlar (dingo winterwolf)
Steward Sunl'in d'Aveneras
Queen Regent Thea d'Aveneras (anya pexington)
Guard Captain T.J. The Badger (zhandra Osterham)
Merchant Master (-)
Laws of Vlorissfarne
- Lolthian priestesses are to be respected and obeyed in all their commandments.
- Murder is not allowed within city limits. Formal duels are permissible.
- If an insult offends enough to warrant a challenge, the offended may claim their retribution whether or not the challenge is accepted, as such an insult is the issuance of a challenge in and of itself.
- Dragons are not allowed in their full forms within the city walls, for sake of preservation of the city's buildings and residents.
- False accusations made against a Drow by a non-drow are punishable by execution.
- While worship of deities besides Lolth is tolerated, blasphemy against Lolth is punishable by any Drow magistrate or grounds for execution in the presence of a Lolthian priestess.
- Merchant stalls must rotate their positions every other day to provide all merchants with access to good business locations. Not yielding will result in imprisonment, and suitable punitive measures.
- A Golem or slave if owned by a drow shall be considered under the protection of that drow and her or his house.
- Thievery, Arson, and other such crimes are not punished for the crime itself, but rather for being caught in the act. If one succeeds in committing the crime and is not witnessed, no charges can be brought against them at a later date.
Districts and Locations
Vlorissfarne is made up of four 'districts' that separate the city by residents and businesses that you are likely to find there. Each district is on another level of the natural mountainous landscape upon which the city is built. Below is a brief description of each district and what is in them!
The smallest of the four districts, this is also the most affluent. Here you will find grand houses, home to the nobility of the city as well as the Empress herself. Also in this district is a bright, blooming garden that gives the area its name. Nestled against the city wall is a public bathhouse, where those with the coin can come for an evening of pampering and relaxation in the form of scented baths and soothing massaged.
The council district is home, as one might guess, to the city council building, also knows as the Vlorissfarne Embassy. This is where the various councilors of the city hold their meetings, as well as the once monthly council audience where citizens and allies can come and speak with the council or ask questions. Also in this district is the city apothecary and a few more grand houses for the upper class of the city.
The Market district is the largest but poorest of the districts, taking up the tier right below the council district. The citizens who live here are rather cramped, dwelling in multi-story apartments and sometimes one on top of the other. However, here is also where everyone in the city comes to get their goods, and it can be found bustling at almost all hours of the day and night with merchants hocking their wares. The market district is home to the city's bakery, tailor, and a myriad of other small shops and stands where one can get just about anything they need.
While not exactly a district like the other three, Vlorissfarne's Main Street is still a notable stretch within the city. Along this major road one will find housing, businesses, and the entrance to the tower that looms over all the rest of the city. Main Street is lined by a tavern and smithy on one side, and a scribe shop and the city's infirmary on the other.
Often known as just the 'mage tower', Zer'tath Tower is the pride of Vlorissfarne. A massive spire that reaches high above the city walls, this tower is home to the mage guild, as well as the central crystal that powers the city's mysterious clouds and the guards network of communication crystals. The ground floor of the tower is where the monthly open court is held; a gathering for all to come from far and wide to hear the important news and announcements of the realm.
City Guards uphold the laws of Vlorissfarne, investigate, interrogate, and capture criminals, as well as solving petty squabbles in the streets, the Underdark, and the outlaying forest. However, Guards of Vlorissfarne are encouraged and compelled to uphold the law in any place they go to. For Example: A Guard visiting Isk'Waere would be expected to report to the leaders of that realm if they need any tasks done and lend aide when requested by allies.
What is expected
1.) Guards must be willing to report all cases they investigate to keep a clear line of evidence and clues. ((Notecard, save all Guard related rps))
2.) Guards are meant to be impartial. It doesn't matter if you're hunting a criminal who killed your father. If we aren't hunting him for that, then his petty theft is all he'll be charged for.
3.) Guards must know not only the Laws of Vlorissfarne but the laws of ALL allied realms. They are taught this through training and it is not expected to know the laws of each area right away. They will learn through training and meeting these people. We are to maintain good standings with our allies this way.
4.) Guards must know not only the royalty in Vlorissfarne but the leaders of ALL allied realms. They are taught this through interactions with the leaders and by being introduced or introducing themselves. They will learn to maintain respect and understanding of our allies this way.
5.) Guards must train in some form of fighting. Even medics are expected to be able to fight in some capacity. Can't fight? No weapons? No worries! All Guards will participate in group and/or one on one training in order to be able to learn to defend themselves!