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Greentide

 

Small City: Population 8,420 (87% dwarves, 13 % other races)

 

History

Greentide is a very old city, dating back to the Age of The Founders. It is the one trade city located in Reshyk, ever since Reshyk closed its borders to foreigners in the middle of the Restoration period. None are certain the exact reason this was done, but some suspect it has to do with the rapid development of what they call Runetech. Regardless of the reasons, non-Dwarves may no longer travel anywhere except Greentide on Reshyk, under penalty of death. Those that choose to ignore this warning can be found as burn marks around the walls.

The city is home to the most skilled enchanters in the world, selling items you won’t find anywhere else, and some enchantments which no other enchanter in the world can fathom. But there are also numerous artisans and merchants selling unique materials not found elsewhere. Although the majority of the city’s residents are Dwarves, any race can live in Greentide with a permit from the Chamberlain – though the cost for a non-Dwarf to live in the city is considerably higher due to taxes. Foreigners can have shops or homes, but many do not consider it economical to do so, as their professions do not generate enough profit to warrant it.

 

Government

Greentide falls under the jurisdiction of Reshyk's monarchy, which is ruled by King Rangrim Felbor. The local government in Greentide is similar to the magistrates of Arak, with the exception that they report to King Rangrim's court. In Greentide, the local Chamberlain is responsible for collecting of taxes, providing housing permits, administrative and civil issues, and maintaining the peace, among other stately matters. The Chamberlain's Office is much smaller than the Statehouses found in Arak, and it is usually quite busy. The Chamberlain of Greentide is currently Ingra Korvat, a female Dwarf in her third century, and is indeed related to Morak Korvat, the infamous Dwarven artificer responsible for the development of much of Reshyk's artillery.

To obtain a permit to own a home or business in Greentide, foreigners have to pay significant fees and taxes to reside there and must go through many stages of an administrative process to be given clearance to live in the city. For the vast majority of businesses, this is not economical, and so the non-Dwarven businesses that reside in Greentide tend to be very wealthy, selling things that fetch a high price, such as rare minerals, textiles, or enchanted items. Obtaining a permit also requires that your home and/or business be equipped with a listening device that reports anything you say related to Runetech or the Dwarves to the Chamberlain's office. Also, any talk of seditious intent is monitored as well. Attempting to tamper with these devices is punishable by forfeiture of your permits and exile from Reshyk.

Those wishing to do business in the city, even temporarily, do not need permits and can explore freely. However, the Dwarves' Runetech is extremely advanced, any non-Dwarf caught concealing their appearance, attempting to leave the city, or attempting to learn the Dwarves' secrets is detained for questioning, which can involve the use of special Runetech devices that prevent lying. Those who are found to be innocent of any wrongdoing are set free, but monitored by the local "Runeguard". Those found to be guilty of wrongdoing can either be exiled from Reshyk permanently, or put to death, depending on the severity of what they have done.

 

Economy

Greentide's economy is one of the most active in the world, and its magical trade is second to none. Merchants travel from all over the world to see the wondrous sights the city has to offer, purchase miraculous goods, and try the unique Dwarven cuisine. Reshyk has a wealth of unique resources not available anywhere else in the world, including Wardwood and Whisperwood, available at Whispering Warden Woodworks -- though most can't afford such luxuries.

They also export Glacierium from the Glacierium Depot for a fairly low price considering how easy it is to grow and harvest. Glacierium is of particular interest to those that live in hotter climates, such as the Yzerid Desert, as the ice chills the interior of structures built with it, and it regenerates faster than it will melt. Another export of note is Ironcap Mushrooms, which despite their name are not edible. They are extremely flammable, and if ignited, burn at extremely hot temperatures, comparable to Shadowflame Coal, but in small bursts. The mushrooms are a desirable alternative to Shadowflame Coal for some magical processes and alchemical purposes, as they are much cheaper and can be grown. The only downside is how volatile they are, so they have to be handled with extreme care.

Although Runetech is off-limits to foreigners, Greentide does make a sizable profit selling advanced tools to tradesmen around the world. These tools could be seen as the precursor to Runetech -- but they are simple enough that the key secrets to the mechanics of Runetech cannot be gleaned from them. Some of the more wealthy tradesmen from around the world have procured these tools, causing some turbulence in their local economies for tradesmen who can't afford such tools.

Although Reshyki cuisine isn't to everyone's taste, as it can be somewhat bland compared to Arakian cuisine, for example -- there are many who enjoy the unique flavors found here, and there are quite a few chefs who have made a killing making culinary blends between Reshyki cuisine and flavors from other parts of the world. One example would be Shawna's Skollbarken, who puts her own culinary flair on a traditional Dwarven dish that is wildly popular with visitors.

 

Notable Locations

Greentide has a variety of goods and services to suit everyone’s needs, including:

  1. Chamberlain's Office - This office is where the Chamberlain of Greentide conducts their stately duties, issuing permits for residence and business, and dealing with administrative and civil issues, as well as informing the residents of proclamations from King Rangrim. The Chamberlain, Ingra Korvat, is none other than the daughter of the infamous Dwarven artificer, Morak Korvat, who invented much of Reshyk's artillery. She has been targeted by dissidents in the past for her connection to Morak, both for information, and by those who wish her dead simply for being related to who many consider a monster.
  2. Melgar's Whizbangs - This simple market stall is owned by a Dwarven man named Melgar, who sells fireworks, and even a few wands that produce intricate firework illusions. He wears a long apron with fireworks poking out of its many pockets, and a headband. He will occasionally shoot off harmless fireworks when children pass by.
  3. Aellor's Astonishing Archive - The premiere boutique showcasing the finest enchanted items available in all of Greentide. You can find a large collection of common and uncommon items here, or even commission them, as well as a respectable assortment of rare and very rare items. If you are searching for something magical, you are likely to find it here, or at least be able to commission it. The boutique is owned by a pair of twin Dwarven brothers, named Morgrym and Mortrum Grayfist. There has been some confusion about whether they are actually twins, or clones, or something else.
  4. Wand World - A boutique shop that has wands for just about everything you can think of. The owner, a Dwarven man named Heltar Silverheart, has wands for almost every spell up to 6th-level, and some unique wands that the rest of the world has never seen. He is self-conscious about the fact that he can't grow a beard, and if you point it out, you may suddenly find yourself suddenly without pants, or various other tricks he will play out of spite. Heltar is a Dwarf in his 7th century, and laments about what will become of his shop when his time to meet Estrea comes, and he hopes to find an apprentice who will carry on the tradition.
  5. Tethra's Trinkets - This small shop carries various magical trinkets with minor magical effects. What the Dwarves consider a "minor" effect varies, though. The owner, a Dwarven woman named Tethra, has a mixture of common and uncommon magical goods at prices that would make a sorcerer's eyes bulge in Mythwell, as she can produce enchanted items much cheaper than the primitive Sorcerer's Cabal can. She is a kind, middle-aged Dwarf who feels the need to tell a story with every item she sells.
  6. Ferrek's Filamentory - This shop is owned by one of the few Ashenfolk in the city, and provides Filamentory services. He can extract the magic essence from within your body to tailor customized enchanted clothing, or to enhance your weapons and armor with enchantments related to identity. He can weave your essence into items so that you can always know their location and be able to summon them back to your hand regardless of where they are, and make clothing that will enhance your abilities. He can even weave your filament into the binding of a spellbook so that you can know its contents without physically holding it, or to keep prying eyes from reading its contents. The possibilities for utilizing your filament are endless. The extraction process comes at a cost though -- not only will it take an extensive period of time, but the process will severely drain you. The owner's name is Ferrek Strakeln.
  7. Legendarium - A book shop that specializes in books about legends of ages past. The shop also has books on elementary magic. What might be considered "advanced" magic at the Ars Aurum Academy might be found in the "teen" section here. Despite the advanced reading material, the shop is owned by a Vesperkin woman who was once an Orator, who goes by the name "Nessberry".
  8. Glacierium Depot - A large masonry warehouse that sells pre-cut Glacierium bricks and blocks for construction. The foreman is a Dwarven man by the name of Rurik Copperhearth.
  9. Whispering Warden Woodworks - A shop that sells Wardwood and Whisperwood, as well as several goods made from them. The shop is owned by a Dwarven woman by the name of Delani Brawnanvil, who is one of Dain Brawnanvil's cousins. The wood and wares are extremely pricey, but well worth it for what you can do with them.
  10. Shawna's Skollbarken - A street stall run by a Human woman named Shawna, who sells Skollbarken, one of Reshyk's most popular foods. She has brought her own unique flair to the dish by adding garlic and rosemary to the meat, which the locals seem to love. She barely gets by due to the heavier taxes placed on non-Dwarven businesses, but she is determined to one day be the most successful restaurateur in the city. Her business does well, but only enough to earn her a meager shack near the harbor.
 

Culture

With so many visiting Greentide to trade from all over the world, there are a wide variety of cultures expressed here. The local cuisine has not only Dwarven representation, but every culture around the world. Additionally, many local chefs enjoy taking Dwarven cuisine and blending it with their own, creating many intriguing, and sometimes bizarre, flavor profiles. Sweets are rare, as Dwarves generally do not enjoy sweet foods, but there are a handful of pastry shops to be found. One of the most popular local foods is Skollbarken, a skewer with minced mutton mixed with basil and caramelized onions, that is wrapped around the skewer and then coated in a duxelles made from Frostcap mushrooms that is packed on, before it is grilled.

Greentide is a city of magic. It is hard to walk down a street without seeing one of the many Runetech lamps illuminating the city at night, or animated illusory signs advertising the many shops for people to patronize. But magic is an integral part of the local culture. Dwarves by their nature yearn to know as much as they can about magic, as it is the essence of their being and a connection to their goddess, Aellor. Those who visit the city will find no shortage of Dwarves offering to teach them a cantrip for a cheap fee, or in exchange for knowledge. The Veskim Nul, the organization that maintains the Hat'aellor grand library in the city of Shimmerwind, has a presence in the city, offering great rewards for any new knowledge or books that can be provided to complete their collection. It is not hard to find someone to teach you almost any discipline of magic, including magics which are forbidden in other lands, such as Enchantment, which is illegal in Arak.

But magic is not the only craft found here. Just about every trade in the world has representation in Greentide, and if you are looking to improve your craft, there are a variety of lectures and demonstrations available for free to visitors. You can also find the most exquisite tools here, which seem like magic, even to those from places like Mythwell, where magic is as ubiquitous as it is in Greentide. There are also plenty of tradesmen in the city offering apprenticeships to those who want the very best education the world has to offer.

Though Dwarves are not the fall-down sloppy drunks some of the other races believe them to be, they do enjoy a fine craft ale or cider. The city has a handful of breweries which take the various fruits and ingredients imported by the city's visitors and turn them into unique drinks for the locals to sample. There is even a festival held every year in the middle of Quenten called "Reskif", during which the most successful drinks are produced en-masse and handed out in the market while fireworks provided by Melgar light the night sky.

The most popular holiday in Greentide is by far "Estrensa", which was borrowed and grown from the Ettinor holiday of the same name, which celebrates honored dead. The Dwarves originally adapted Estrensa by telling stories of their honored dead and holding public plays to tell tales of their ancient heroes. However, with the culture of magic that is so prevalent, this resulted in illusions being used for fantastic displays. Because Estrea is the goddess of death, something many people fear, the Dwarves incorporated elements of fear into the holiday, introducing decorations around the city meant to evoke fear, and putting surprise enchantments throughout the city for residents to find to scare them. Because of the tradition of telling stories of honored heroes, these fearful displays often incorporate villains of ages past, and many enjoy "defeating" these villains using the spirit of the heroes told of in these stories.

The city has another wildly popular tradition -- Rime Rush. It is a sport that uses Runetech equipment to allow the players to perform feats that visitors consider amazing. The sport involves two teams of 10 Dwarves who go out onto an icy field with 5 large pillars and 2 plinths. The pillars have a ball on them called a "tank", which must be brought back to the team's plinth and smashed with a large sledge to score a point -- and the first team to score 3 points wins the game. To get around this field, the players wear "Skimmers", a Runetech device resembling ice skates that allow them to zoom around at high speed. Each team has a "Runner", who must reach the top of each pillar using their Skimmers to retrieve the tank, while the opposing team's "Interceptors" try to take them out. The Runner is protected by their "Vanguard", whose job is to defend against the Interceptors. Finally, there is the "Crasher", who uses their sledge to break the tank once the Runner has dropped it off. Each team can choose how many Interceptors and Vanguard to use, but every team has only one Runner and one Crasher. This sport has become incredibly popular in Greentide since its Creation nearly a century ago. Once it became popular, elements of audience participation were integrated, allowing audience members to purchase obstacles to place on the field to change the dynamic of the game. The players wear enchanted armor to prevent serious injury.

 

Defenses

In comparison to Shimmerwind, Greentide's defenses are fairly relaxed. But compared to the rest of the world, Greentide's defenses are otherworldly and impenetrable. First of all, the walls are made of a special type of ice that is as hard as metal. This ice, called Glacierium, on its own grows when exposed to Flow, similar to Eskite. However, the Dwarves have a way of binding the Glacierium to hold a certain shape, in the form of a brick. The advantage however is that if the brick is damaged, it can be repaired by being exposed to Flow, which will cause it to grow back into its original shape. However, if too much is lost, the enchantment will fail. The walls of the city made of this material are only 10 ft. thick and 30 ft. tall.

Atop these special icy walls are Runetech devices that resemble cannons, but with more narrow exit holes that are mounted on rotating platforms similar to a ballista, called Flow Stingers and Flow Lancers. The Flow Stingers are the less powerful version, which are used to vaporize anyone foolish enough to attempt to leave Greentide. Those who have been in the city long enough know the terrible sound made by these devices as they charge, and as they emit a brilliant flash of energy, which turns most creatures to dust. The only time the Flow Lancers are used are when there is an inbound Voidspawn threat -- though this is extremely rare due to the low levels of ambient Flow in Reshyk.

There is only one exit gate from Greentide on the northwestern edge of the city walls. Besides that, the only way out of Reshyk is the docks. The exit gate to Reshyk is a wondrous thing to behold. It looks like any other gate in another city, with the exception that instead of big wooden doors, there is a shimmering chromatic field blocking exit. This field prevents anyone who does not hold a special pass issued by the Chamberlain from passing through. Any illusion within 30 ft. of the gate is automatically dispelled, and it is heavily guarded by the Runeguard.

Though not strictly a defense specific to Greentide, the harbor is patrolled by several Dwarven warships which are equipped with artillery capable of blasting a lesser ship apart in seconds. Although not necessarily a "defense", the city's harbor is equipped with a Runetech device called a "Wave Collapse Apparatus" that calms all water in the bay, preventing storms from sending waves towards the city. Any water within a large radius of the city is stilled, providing a calm ride to the shore.

Finally, the city has a number of sensors mounted on the walls of buildings that listen to conversations and will report to the Chamberlain's office if a conversation is heard that could be considered hazardous to the integrity of Runetech's discretion or that could be considered seditious.

 

Crime

Much of the crime committed in Greentide is either related to foolish foreigners attempting to leave the city or learn about Runetech, both of which can carry a death sentence depending on how successful you are. The Dwarves are not overly eager to put foreigners to death, but depending on how successful you are in learning Runetech's secrets, it may be necessary. However, that is not to say all crime in Greentide is related to these two acts -- the city has its fair share of thieves and murderers like any other major city.

The city maintains a group of peacekeepers known as "Runeguard", which have responsibilities similar to that of the Enforcers or Arak. However, the Runeguard are also responsible for preventing foreigners from poking around where they shouldn't be and watching for signs of tampering with or investigation of local Runetech. The Runeguard wear identifying outfits that are a mix of shades of blue, with tunics having decorative trim and segmented plate armor over it. While they are wearing their helmets, their eyes glow, as they are enchanted to provide them a mix of information -- such as the ability to see magic, invisible creatures, and illusions. They also wield enchanted axes that have glowing edges, which have been demonstrated to be capable of cutting through even stone.

When a foreigner is found suspected of attempting to steal or learn about Runetech, depending on the severity of what they were doing, the punishment is exile, or death. For example, someone who is curious about how the city's enchanted lights work may simply be given a stern warning, as that is not dangerous information, since even some places in Arak have these. However, if you were caught sniffing around one of the city's Flow Lancers, you would immediately be put to death, no questions asked. If you are caught while disguised by an illusion, such as invisibility or altering your appearance, you would be questioned, and if your intentions are shown to be malicious, you might be exiled or executed depending on what they find. The Runeguard has devices capable of getting the answers they want out of you if you are foolish enough to try and play dumb.

Type
City

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