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  2. Santuary, The Eternal City

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Sanctuary

Physical Information
Large Inflated
Societal Information
Undead, animals, the living Republic
Economic & Military Information
OOC Info


Sanctuary, also more popularly known as The Eternal City, is the capital location of the Eternum.
It is built alongside a mountainous ridge by the coastline on an island in western Eretejva.
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Overview

Demographic

Designation

Description

Architecture

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The Eternal City is broken up into five categories: The upper keep, the middle city, the lowlands, the docks, and the outer lands. The uppermost portion of the city is dominated by a large keep which houses the government buildings as well as the college. The middle city and lowlands have jettied buildings, that often connect above the streets. This layout provides a large amount of cover from the weather.

The middle city has paved stone roads, several parks, and some higher-end shops. The houses while jettied are large and spacious, and the housing is more rarely connected across. The wealthier members of the Eternum live in this part of the city.

The lowlands is the most compact area of The Eternal city, where most of its denizens reside. Because of the high density, it is actually rare that the jettied houses do not connect at some point above the street. This causes the need for artificial lighting to be present on the streets as daylight is all but snuffed out on their streets. In the lowlands right before where the docks' residence begins is the agriculture. The land is filled with animals living and dead, as well as fields of crops with a lean towards potatoes.

The docks have a residential section nearby to look after the needs of the aquatic residence and the sailors. Closer to the sea is lined with warehouses across the coast. the sea market is a popular local offering trade from all over Arethil.

Finally, there are the outer lands as their name suggests a distance away from the main city. It is a land where you are on your own meaning that it is a land where you need not worry about the law snooping. It is suspected that the main groups who currently live here are those who fear the city, fear the law, or those who desire to earn a name for themselves in creating their own bit of the city.

Points of Interest

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1 Lighthouse site
2 Platform-Balcony
3 Library
4 Amankh's quarters and research centre
5 Roost and entry to the underkeep
6 Orrery and observatory
7 Upper keep
8 College dormitory
9 Artefact room
10 College of the Eternum

11 Grand hall
12 Steve's habitat/ part of lower keep
13 Protected City, higher terraces
14 Lower terraces, part of the city
15 Unprotected settlement
16 Potato field
17 Military outpost/ storeroom
18 Port town
19 Hermit housing
. .



4. Amankh's Quarters/Research Centre
A large tower connected to both the library and the College dormitories, the structure doubles as both a research centre for important studies chosen by the council and the quarters for the Archmage of the Eternum and headmaster of the College, Amankh Kaltar. The tower is divided into two floors, with the research centre residing on the first with entrances from both the library and dormitories. Entry into the tower and usage of its services requires written and stamped permission from the council, often provided to those with what is perceived to be a valuable research topic that requires more extensive materials and focus. It very much resembles a continuation of the library, with walls lined by extensive and towering bookshelves brimming with ancient texts and scrolls. In the centre are various tables readied for a variety of magical rituals and procedures. A small area of the room is left clear save for a menagerie of wards meant to be used as a location for testing potentially volatile arcane effects without risking damage to the surrounding area.

Amankh's quarters are on the second floor, though no staircase is present leading into it. Instead, whenever entry is required by Amankh, fragments of ice are conjured to lift him and any companion he wishes inside. Once inside, one would immediately notice the lavishness of the room's design—rugs of Amol-Kalitian design are delicately strewn across the stone floor, maps of the world hang upon the wall, and statues of warriors and mages adorn the walls. A large window overlooks the College of Eternum so that the archmage may gaze upon his creation.

5. The roost.
The roost is perhaps the single largest building block in the upper keep. It has to be, for it houses a myriad of flyers both colossal and minuscule.
Most of the vertical space is empty to allow free travel, while the walls are covered in niches, alcoves, platforms, perches or nesting boxes of various sizes, as well as two sets of spiral staircases that lead to the observatory and orrery.
While there are many openings in the aviary to allow entry through flying, there are two main gates that lead elsewhere. One is a large door that connects with the upper keep complex and another is a massive, colossal gate that leads towards the balcony to the north. The massive gate has a smaller door in it, for convenience of the normal-sized folk. [1]
The roost is rather clean and well maintained, and all inhabitants have their own designated or favoured resting place.

The roost, from outside also allows entry into the underkeep.

12. Steve's Habitat.

Steve's tower has a direct connection to the bridge to the middle city, the only other formal pathway beside the long stairs. While Steve's majority of his animals remain in the fields or the roosts, below the tower, crossing the bridge, roaming around the platform that over looks the city, and all throughout the tower Steve's hordes of undead animals can often be found. The first floor of the tower contains many kitchens that seem to produce food, especially potato stew, none stop. This causes a slightly magical cloud that smells of potatoes to drift over the city. The next section of the tower is dedicated to rituals. Here all citizens are permitted to come if they would like to go through the process of becoming an undead. They also provide the magic required to maintain unlife. Next is Steve's personal rooms, inside which the avians of Steve's horde tend to roost. There is a floor dedicated to his personal library, filled with books on animals, magical beasts, agriculture, and theoretical magics, often containing theories students had themselves submitted. Steves personal quarters are relatively simple, and resemble a dorm if a good bit larger. He has a simple desk which always contains unfinished work, a simple bed that is never made, a small end table with a tall candle, and a small dresser with a few different pairs of mostly humble clothing. The room is mostly dominated by a large fireplace in the middle, and piles of fabric laid out upon the floor nearby for his undead animals to rest upon.

The long stairs
Among the first structures built were the long stairs. Their span is impressive and they are said to be roughly two kilometres long.
Due to their impressive length, sometimes litters are employed to help carry less agile, or rather, still alive passengers to the city proper or the keep itself.
[2]

History

Background

Lore

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