Vorilios

City of Splendor

City of splendor and jewel of the Northern Continent is what most outsiders will say, when asked about the city. And it is true, if you need anything that cannot be found anywhere else, Vorilios will provide.
Here you can find the most exotic foods and dishes. Drink the famous Rhônhavener mead from the farthest reaches of the north, or the exquisite wines from the finest Flaneste vineyards, while gorging yourself on tender cockatrice steaks from the Calico desert, or Gorgon filets from the jungle of Sha'elfalas. Partake in a game of chance in one of the fun houses and gambling halls of Arkadia, relax in the spas of Eldamar or the bathhouses of Temenos and enjoy the luxurious inns of Heliopolis, which are said to rival even the inns of Medina at-Tarab.   But all that glimmers is not gold in the biggest city of the Realms, for it is also a cesspool of cutthroats and debauchery. Some are easy to spot, others hide behind a façade of nicety and a shop sign, or the shield of nobility and influence. Powerful groups vie for dominance over its districts and getting entangled in their deadly politics is a surefire way of gaining the attention of people you do not want the attention of.
The ascending sun is the city's coat of arms and some people still hold fast to the idea of Vorilios as the ascending city that shines its splendor on the Northern Continent. This is but a remnant of days long past, when the Asthasean Empire still ruled the realms. It also indicates the conservatism and tradition Vorilios is steeping itself in. People here are proud of their history and heritage, and it is the city where otherwise long-forgotten customs are still practiced dogmatically, simply out of pride or a sense of traditionalism.
Vorilios is a city that never sleeps, where alliances between factions are in constant flux and the distribution of power and influence can shift dramatically from one day to the other. The only constant is the city council, the ruling body of the city, consisting of the seven most influential individuals of Vorilios, some of them tyrants in their own right, who benevolently ignore the machinations of their underlings, as long as they do not interfere with their own plans.
The rest is run by criminal organizations. Cutthroats, thieves, assassins, and black market merchants come together to blackmail, extort, gamble, racketeer, murder and trade anything you cannot find at the Agoras. You name it and the city is sure to provide you with an opportunity to partake in it. Corruption runs deep, and many streets are not safe for outsiders, or even its citizens, during the night. Rumour on the streets is that control over the city has long been wrested from the council and that the Syndicate decides about the fate of the city and for its citizens, the bribes to authorities, testament to the moral ruin of the city, are a well-known secret.   And while most citizens keep complaining about the city, they feel a certain pride for it, having survived this unique jungle. They would rather die defending their home than seeing it annexed by some uneducated outsider.

Demographics

Vorilios is a melting pot for species and cultures alike. While most of its citizens are humans, Vorilios boasts a significant number of halfling citizens. So much even that they have a whole district dedicated to them. Apart from that, there are thriving elven and dwarven communities, as well as some minority communities for the lesser known species, like the Tabaxi.
Here, the pastoral bliss of the Escudan halfling families meets the exotic aloofness of the Sha'el elves or the hot temper of the tabaxi tribes. Truscan merchants haggle with Karovian customers and dwarven smiths and artificers sell their crafts to Flaneste mercenaries.
While the eastbank is home to the rich and powerful, as well as the elven community, and the westbank belongs to the workers, beggars, and halflings, the waterfront is usually where both of these extremes meet. Trader's Wharf and the Exchange are two of the busiest districts, frequented by the rich and poor alike, and the shipyards of Emporion are the main employers of Vorilios.

Government

The governing body of Vorilios is a council of the seven most influential factions. Together these people decide over the fate of Vorilios each day. A recent change has seen the mayor giving up one of their votes in favour of adding an additional party to the council, the representative of the Gambler's Guild.
This has caused some rumours that the mayor may have been blackmailed by the Tschemeschska family, while the council and the mayor himself deny any such allegations. It has, however, changed the balance of power, now that one of the most influential Arkadian families, and with it the Gambler's Guild, sits on the council. Some say that this is the downfall of Vorilios, decrying the newest council member as a cesspit of greed and avarice, while others opine that it has long been coming and rightly so, as the Tschemeschska family had a big part in restoring Vorilios' glory.  

Fynn Moreau - Mayor

A graduate from Ars Goetia and a half-elf, Fynn Moreau is the first non-human mayor of Vorilios. He rose to prominence through several exploits during his youth, during and after graduating from Ars Goetia, even accruing a small fortune through a series of adventures, or so he likes to say. Nobody has yet come forth to acknowledge nor deny his adventure stories, but there are rumours that Fynn stole the money in one of the biggest heists Vorilios has ever seen.
Whatever the case, once settled down, he aspired for greater things that were less dangerous than running around in a forgotten ruin at night. He took his money and built a new tavern in Mesipolis, near the edge to Synalakterion, for weary adventurers to rest and recuperate. The Grilled Hog was a success, and from the money he earned he could afford a more than luxurious lifestyle. He often gave to the people of west Vorilios, either by throwing parties in honour of the gods, hosting a festival for commemorating the city's achievements, or simply providing food and drink for the poor. These days, his daughter is running the Grilled Hog.
After the success of his new tavern, and having accumulated so much good-will, he wanted to change Vorilios itself. By his own account, he saw the way people lived on the westbank of the Îmrathir, compared to the eastbank, and decided to take matters into his own hands. He got elected to mayor ten years ago and is currently in his third tenure, having again won the election by a landslide!
He keeps iterating that he represents the down-trodden citizens and has a wary eye on those who would dare to misappropriate the riches of the city. Through his role as mayor, he is in charge of the mint and the city's many granaries, as well as nominally in charge of the city guard and its army. It's a good thing, then, that he is on good terms with both, the current Polemarch and the Captain of the Athanatoi. While being a graduate from Ars Goetia, he is often at odds with Travian Matrius, its current chancellor. Both claim the council for themselves and both have their ways to manipulate it in their favour.  

Travian Matrius - Chancellor of Ars Goetia

Another graduate from Ars Goetia, Travian is not only the current chancellor of Ars Goetia, but also one of the former mayors of Vorilios. He is the reason the council exists, and his prolific machinations and manipulations of the council - all unsubstantiated rumours - have had him rule the city from the shadows for the longest time. That is, until the Ikima incident in 790 AotS, which, through the shrewd negotiations of mayor Moreau, resolved peacefully and catapulted the mayor into a powerful position with the other council members.
He represents Ars Goetia on the council, one of the great seven wizard academies in the Realms, and his political views are rather conservative.  

Adrian Cassius - Exarch of Vorilios

Travian, in a desperate bid for power, added the Exarch of Vorilios to the council, trying to restore his influence after a falling out with the Polemarch. Fortunately, the mayor at the time was malleable and gullible enough to believe that adding another council member would restore more power to himself.
Having known Adrian, yet another graduate from Ars Goetia, for most of his life, it felt like the only choice that made sense to Travian.
Exarch Cassius is one of the oldest members of the church. He is an avid disciple of Ypatia, Aspect of Wisdom, Knowledge and the Arcane; an unsurprising choice for a trained mage. For the past several decades, Cassius has declined any invitation to becoming a Cardinal or Patriarch - who only recide in the church's capital Pfalzwangen - citing his duty to represent the church in Vorilios as his reason. In truth, Cassius does not want to leave the luxury of Vorilios behind and will do anything to keep his luxurious status quo.
Even though Cassius and Travian are old friends, Cassius, more often than not these days, follows his own agenda. This has lead to some heated, albeit still friendly, discussions in the city council. A situation which is further exacerbated by the fact that mayor Moreau has extended the administrative influence of the church in Vorilios by hiring vicars and ministers, to fill official administrative office staff roles. This has not gone unnoticed by Cassius and he is grateful towards the mayor for this opportunity. He is also grateful for the rescue during the Ikima incident.
Cassius advocated for the opening of the imperial palace as a museum, in order to educate people on the Asthasean Empire and humanity's heritage. A stance slightly made worse by the fact that Adrian isn't too fond of most other races, even though he knows well enough to tolerate them.
Inside the church, Adrian currently holds the rank of bishop.  

Tyra Einherjarsdottr - Representative of the merchant's guild

Through sheer happenstance, the merchant's guild was added to the city council. It was during a time when one of the former mayors decided they wanted to regain some of the power that was supposedly theirs. They proposed to add yet another member to the council, trying to pressure Travian into agreeing with them. Travian, on the other hand, agreed to the idea, thinking that this would move the mayor to drop the topic. Instead, the mayor found themself emboldened by Travian's actions and doubled down. Travian, unable to relent, lest he looked weak before the other council members, could do naught but agree to the proposal to add the merchant's guild to the council. He had hoped that the other council members would not allow their individual powers to be diminished and vote against the idea, but to his surprise, the vote was unanimous.
This was the first time Travian realized he had lost his power over the council. While he later regained his influence, the new council position was a fact he would have to live and deal with.
For Tyra, the whole thing was a fortuitous circumstance. A rich and successful merchant with a stall at the Agoras, Tyra was still shunned by a lot of people on the merchant's guild's inner council, who resented dwarves for stymieing their business while the Schism was active. Most of them were too busy with their own business, so when the opportunity arose to take a seat on the city's council, one after the other declined, afraid to fall behind the others' profits. Letting Tyra deal with the council, though, would get her out of their hairs, as well as distract her from her own business.
Tyra, on the other hand, had waited for that opportunity. She saw the potential in sitting on the council, and being an enterprising and efficient dwarf, she was able to split her attention between her shop and the council. Her shop kept thriving and with her new-found influence on the council - and therefore local laws - other merchants began to finally acknowledge her and seek her favour.
These days, she represents most of the merchants of the Agoras and has gained a seat on the merchant's guild's council. In either she chooses to ally with whomever is promising more power or leniency towards her.  

Darius Voss - Representative of the Tschemeschska family

A lot of rumour and speculation surrounds the addition of the Teschemeschska family to the city council. Some say the mayor was blackmailed by the entertainer's guild, who had incriminating evidence of his debauchery, while yet others assume that the Tschemeschska family is part of the Syndicate and thus it was only a question of time until they would demand a seat on the council.
Fynn Moreau denies any such allegations and his fellow council members discount any such stories as nothing but wild speculations of the uninformed.
What is true, though, is that the Tschemeschska family is the most influential family in Arkadia. They were responsible for keeping Vorilios from falling into insignificance, by transforming Arkadia into the leisure district it is now. After being forced to relinquish their monopoly on the district, the Tschemeschska family invited the other eight families to form an organization that would ensure fair competition, with them at the helm. Thus was born the Gambler's Guild.
While the guild mainly represents the establishments and shop owners of Arkadia, any entertainer worth their salt in Vorilios is part of the guild, whether they work in Arkadia or not. The benefits are undeniable and unregistered entertainers have been heard to fall inexplicably unto hardship.
Having been elected to represent the guild on the council only five years ago, the family's influence has grown rapidly in those years, and none of the other families dare move against them, all by themselves. That being said, the Tschemeschska family does not have allies within the other eight boroughs and their only saving grace is that the other families can only seldomly agree on something.
Regardless of the power struggles of the Tschemeschska family, Darius Voss is a close confidant of the family and has been working for them his entire life. The family can rely on Darius to make the right decisions, without having to micromanage him, while also having the acumen to navigate the political hellscape that the council can be. In the past five years, Darius was responsible for loosening gambling and prostitution laws, as well as adding a law for exotic imports, allowing only the nine families to import exotic animals for entertainment. Since then, a lot of Tabaxi have started working for the nine families as dancers and more personal entertainment.  

Charlotte Durand - Captain of the Athanatoi

In the nigh-on forty years the council exists, the Captain of the Athanatoi has changed several times due to age and scandal. The latest captain, a middle-aged woman named Charlotte Durand, doesn't seem to fall into the same pit-traps.
She is an experienced city guard, having served the Athanatoi for almost twenty years, who is known for her hardline anti-corruption campaign, which has made her a lot of enemies in Vorilios' underworld as well as the very institution she is representing on the council.
Charlotte does not care. She sees the corruption of the Athanatoi as the root of decay for Vorilios and has sworn to get rid of it. This singular fanaticism makes her a prime target for the manipulations of the city council. She is a predictable pawn for both Travian and Moraeu and switches allegiance to whoever has the better idea of how to stamp out corruption.
She is, for all intents and purposes, probably the nearest to what a politician's ideal should be. A flaw that most council members know how to exploit.
In Charlotte's own words, she doesn't care about the machinations of the elite. As long as the corruption that is pervading the Athanatoi - and in parts the army as well - is stamped out, she has succeeded. And for what it's worth, corruption inside the Athanatoi has seen an all-time low.  

Antonia Morales - Polemarch of the Army

Antonia Lucia Maria Morales comes from a proud family of Escudan soldiers. Her father and three siblings are high-ranking members of Escudar's army and her great-grandfather played a major role in the War of Four Brothers. Her accolades, earned during the Reichsrevolution, have given her respect amongst the soldiers and citizens of Vorilios and her honour on the battlefield has done as much for most foreign military leaders and dignitaries.
Antonia is a well-respected leader of Vorilios and having her on a diplomatic legation to other kingdoms is sure to turn the most dire situation into a diplomatic success. Her calm and collected demeanor, together with her corteousness, disarm most people and those who aren't she can disarm quite handily with her sword. Nonetheless, the council has decided to keep Antonia confined to the city, lest misfortune might befall her on her travels. While Antonia is upset about the decision, she also understands why it was made and her honour forbids her to go against the will of the council.
In the council she represents Vorilios' army as its Polemarch and should she die, another would need to be elected. While there are candidates for her succession, none of the prospects could hope to fill the shoes Antonia would leave behind. The day she dies will truly be a dark day for Vorilios.

Defences

Vorilios is in a constant power struggle between three sovereign nations. All of them want to control the city of splendor, while none of them want the other to succeed. This has kept Vorilios' status as a free city secure for quite some time, but it is a precarious situation at best. Thus, the city council has made sure that Vorilios could defend itself in case of an attack on its city proper.  

Politics

The first line of defense is its diplomacy. Being surrounded by three nations, which are constantly at each other's throat, makes it impossible for any one nation to fully besiege the city, and the city council does everything in its power that it stays this way. Even if that means to ally themselves with the very ruler who dared to attack the city two days ago, so that their army could defeat the encroaching enemy. Playing politics in the city of Vorilios is quite literally a matter of life and death. A cunning diplomat can quickly gain glory, power, and wealth, but one wrong step and the whole city will want to see them hanged. So anyone, daring to navigate the treacherous rapids of Vorilios' political sphere, should remember well that independence is the most important good in the city of splendor.  

Navy

Being a center of trade, and having by far the biggest and most advanced shipyards in the Realms, it is only natural that Vorilios also has the biggest, most advanced river navy, dominating the Îmrathir up- and downstream. This way, Vorilios can project its power far beyond its borders. An example of this power was the trade war with the Kingdom of Escudar. It took Vorilian ships a mere hour to reduce Puerto Corriente's defenses on the Escudan side to rubble, effectively ending the war after a tenday, most of which was spent by the Vorilian navy to reach their target.  

Army

Vorilios is the only polity in the Realms with a standing army, counting roughly 30,000 soldiers strong and reserves in the hundred thousands. This is due to the mandatory military service each resident of Vorilios has to go through in order to become a full citizen with all city rights, which also ends with a pledge to protect the city from any invaders, if required. It also keeps the costs down, as mandatory service personnel is paid less than voluntary service personnel.
Vorilios' army is focussed on close-quarter city warfare, as well as siege battles, instead of more traditional battlefield tactics, and therefore consists exclusively of infantry. This prevents the city from using its military advantage of a standing army in open field battles and makes conquering land virtually impossible, not that Vorilians would have any interest in conquest anyway. Its expertise in siege and city warfare makes their officers sought-after mercenaries for other armies, though.  

The Athanatoi

Once the elite of the Asthasean army, protecting the emperors themselves, the Athanatoi, the Immortals in old Asthasean, have become Vorilios' personal protectors, so to speak. They are the city guard of Vorilios and still enjoy their reputation as elite warriors, none-the-least because of their attire, but serve a more civil purpose.
Their golden masks, wrought in the likeness of the original members of the Athanatoi, hide the faces beneath, keeping the illusion of immortal warriors. They also hide well any emotions and bolster the stoic behaviour that is demanded of the city guard. Regardless of who they fight, the rigid expressions of their gilded faces, combined with complete silence during a fight, induces fear in the most battle-hardened. Recently, some have even compared them to the Automatons of Ikima, theorizing that the Athanatoi might have actually been Warforged all along.  

The four Akropolisses

Vorilios' defences include four ancient citadels, the Akropolisses, which had been built by different rulers of the Asthasean Empire throughout the Age of Conquest. All of them are situated on the four highest hills of Vorilios and their general layout is mostly the same. They sit on a flattened plateau, to which a broad road is snaking upwards towards a dedicated entrance complex. The plateau is surrounded by walls, which protect the buildings within from hostile attacks and prying eyes. Each of the Akropolisses possess a barrack, dormitory, kitchen, and a supply and storage building. Beyond these buildings, each of the Akropolisses have their own little additions.  
Akra
When Akra was built, Vorilios was a smaller settlement for the rich on the east bank of the Îmrathir, consisting of five small districts. Even today, the old city wall stands tall and proud, adding an extra layer of protection to Vorilios' historical core. It was built in a time of peace, when most of the surrounding land was subjugated and the warfront was several weeks of horseriding away, and thus it became a prestige object for the emperor and citizens of Vorilios.   This can also be seen in its basic layout. As opposed to the other citadels, Akra does not have a centralized barrack, instead it is dispersed into several barracks, built into the walls surrounding the hilltop, together with dormitories and several kitchens. While it had a supply and storage building, the size of it would have not been enough to survive a prolonged siege. Instead, the space was used for a lush garden complex surrounding one of the biggest libraries in the Realms and housing several agoras - public places for discussions. There are also three other buildings whose original purpose is now lost to time.   Being the youngest of the four citadels, and having had no real defensive value, Akra was mostly used by the rich and powerful as an academy for their children. Some time after the fall of the Asthasean Empire its library and agoras were used by a nearby wizarding school, until it relocated into the citadel itself. These days, Ars Goetia is one of the oldest and most prestigious universities of the Realms. Apprentices house within its barracks and dormitories, while the rest of the buildings are being used for housing the university staff. In addition, the agoras are used to hold lectures about the arcane arts, and the library is one of the most protected treasures of the university itself. In case of an attack on the city, the staff is also all too eager to provide some hands-on field experience for their students, raining down magic on Vorilios' attackers from the highest point the city has to offer. No wonder then, that three out of the seven council members of the city have graduated from Ars Goetia.   While it originally overlooked the city's eastern gate, the Tschemeschska family made sure that any visitors entering Vorilios from the east must make their way through Arkadia first. Nonetheless, Akra is still a part of the eastern city wall, sitting between the luxurious houses of Anaxerion, the city's bank, and the storages of Thesavrion.  
Ikima
Situated on the southern walls of Katerga, one might think that Ikima is very unlike the other citadels. From outside, it seems like the Akropolis is one big, monolithic building, instead of a small settlement of buildings. The truth, though, is more complex.   Ikima's outer walls have been built so high, that it indeed looks like one building, but if one were to fly over Ikima, they could see that the compound has no ceiling. Nonetheless, Talos, the first Automaton and their leader, had ordered to build smaller buildings, scaffolding and connecting bridges in-between the original buildings, making Ikima a three-dimensional labyrinth of hallways and rooms. Wherever you look, you can see clockwork mechanisms and arcane steam-engines doing their work, lifting and falling, shifting and re-configuring the maze as is necessary. Navigating its inter-connecting tunnels and buildings is nigh-on impossible without a guide.   Ikima is also the oldest citadel, having been built during the first subjugation wars against the Escudan kingdoms. From Ikima, the Asthasean Empire could send scouting and raiding parties over the Îmrathir. Due to the workshop contained within Ikima, the Asthaseans also created their siege engines within Ikima's bowels, using arcane rituals. This lead to an arcane mechanization over several centuries and by the time Ikima became a part of Vorilios, it had already been repurposed as a workshop complex, which eventually culminated in a factory for sentient Automatons. Shortly thereafter, Talos took control of the citadel.   Knowing full well that open rebellion would only lead to ruin, Talos swore allegiance to the city's council, promising aid in case Vorilios would be attacked. With this brokered peace Talos could start to expand the compound's many workshops. With these expansions throughout the whole compound, the number of Automatons within the citadel rose dramatically and not even the council knows exactly how many Automatons exist within the compound. While they ususally keep to themselves, locked up within the Akropolis, some citizens have made contact with more than one type of Automaton.   The most prominent Automatons are the Modrons, caretakers and custodians of the machines and structures. They come in varying sizes, shapes, and forms, but are usually friendly. The second largest Automaton population within Ikima are the Autognomes, tinkerers and artificers who create new weaponry, armour, and gadgets. The Warforged are the guards of the citadel; humanlike Automatons, they hulk over most people by several inches and their strength is superior to most other species. Talos, the commander of the Akropolis, is a Warforged himself, although heavily modified, and the only one with a unique personality.  
Hesperia
Situated on the western Wall in Emporion, Hesperia is probably the most infamous of the Akropolisses. Its city gate is part of the citadel complex, leading into the Crucible, a long-drawn street, resembling a valley which runs through the Akropolis, overhung with several bridges, connecting the two parts of the citadel, between which canopies are spanned to block out the sun, spending cooling shades. Any enemy foolish enough to invade through the west gate would have to best this gauntlet, exposed to arrows and bolts from all sides, while stones and tar rain down from above.   Hesperia is also the seat of the Vorilian army, which provides day-and-night patrols for the Crucible. This makes it the only city gate not manned by the Athanatoi. Usually, patrol duty is reserved for mandatory service personnel, which means it is much easier to bribe your way out of a situation, as anyone having to do with the night market can attest to. Apart from shady dealings in the shadows of the Crucible, its sides are lined with crude stalls, where merchants, too poor to afford a stall on the Agoras, are trying to peddle their wares.   Out of the four citadels, Hesperia is used most closely to what it was intended for. Various legions of Vorilios' army train on the open areas of the Akropolis, while new recruits are being drilled into obedience by instructors, whose shouts can sometimes be heard even from the Crucible.
Its troops, while not as outlandish as that of Ikima, or as arcane as that of Akra, are the most versatile. The Vorilian army procured anti-siege machinery from Ikima, as part of the city's deal with Talos, to be stationed in Hesperia, which is maintained by a small contingent of Modrons and Autognomes. It also brokered a deal with the university of Ars Goetia, so that at any time there are at least 360 wizards serving in the Vorilian army, while one of its legions are permanently stationed in Akra.  
Boreia
Shortly after conquering the Îmrathir fording, the Asthasean Empire built Boreia as a defensive citadel, capable of housing an army. This was necessary in order to quickly respond to attacks and defend their east bank settlements in the early spring months, when the ford would be flooded with the water from the melting snow and mountain streams, making it impossible to cross the river on horse or via wagon. Of course, these days, the Îmrathir has been artificially widened, making it one of the most important trading routes of the Northern Continent, and the only way to cross it is via barge or ferry.   When Boreia joined Vorilios' city proper, it already had a small settlement built around it. This is the reason why the citadel was never incorporated into the city wall. Instead, it stands free at the center of the Boreopolis district. Today, Boreia houses the Athanatoi, Vorilios' city guard, and is in fact their headquarter. Being so far out of the way of main streets and districts, it is also the most insignificant citadel of Vorilios.   The citadel boasts the biggest underground prison and the cries of those who're being tortured for information can be heard at night, when the gruesome work begins.

Industry & Trade

To control Vorilios does not only mean to control a city of millions. Whoever controls Vorilios, controls most of the trade of the southern North Continent. And while Vorilios doesn't impose any tariffs on goods at all, the amount of trade inside the city makes its merchants and city coffers fatter than most other nations could even dream of. But this is not their only source of revenue.  

Sales Tax

Vorilios compensates the loss of tariffs with a sales tax, a small fee paid to the city on every sale. Additionally, the city owns all of the market stalls, renting them out to merchants. Being the biggest market in the Realms by far, the increase of customers and sales usually make more than up for it. This lets the city control who sells what kinds of things and where, while being the main source of revenue for the city.
It also means that the city is cracking down hard on illegal stalls and any black markets. Visitors found peddling their wares unregistered will be admonished and fined a hefty fee. Should they ever be found to illegally trade wares again, they will be banished from the city for life.
Any resident found peddling their wares illegally will have their goods confiscated and fined a fee. Anybody found engaging with the night market faces prison or, if only to get more information about how to reach it, unless they are rich or powerful enough to avoid torture. This also makes the Crucible a favourite for anyone trying to find or sell illegal goods, as the Crucible is neither controlled by the Athanatoi, nor patrolled. Bribing inside the Crucible is easier and cheaper, and selling illegal goods isn't prosecuted as harshly here as it is in the rest of Vorilios. When the choice is between serving the army for several years at minimum wage, or langushing away in some dark dungeon, only to be tortured for information you don't have, the choice is easy.  

Mandatory Military Service and Mercenaries

Another way of keeping the city's expenditure at a minimum is the mandatory military service. Completing this service is required in order to become a full-fledged citizen and takes up to a year to complete. As the service is mandatory, and city rights are sought-after, the city pays mandatory service personnel mostly in goods. They get to sleep in the barracks and dormitories of the citadels and are provided enough food and drink. Their monetary compensation is usually no higher than 5 copper a day.
The Vorilian army compensates part of its expenses by renting out army officers to other countries, as they are sought-after experts in siege and city warfare.  

Shipyards

Vorilios' third economic leg is its shipyards. They are the most advanced shipyards on the Northern Continent, due to the deal struck between Talos and the city council. Thus, Vorilios' shipyards export ships to all over the continent. As each military export needs to be sanctioned by the council itself, there's no way of avoiding the hefty fees for the shipyards' owners. That is the reason why private ship production is favoured amongst Vorilian shipyards.  

Entertainment

While Vorilios' entertainment industry serves as bread and circuses to keep its citizens happy, it is also its fourth stream of revenue. The owners of Arkadia's fun houses, gambling halls, exotic dance parlours and restaurants have learned to seduce visitors to spend their hard-earned money, either in the hopes of winning more, or as diversion from their dreary lives. It is a haven for those who seek distraction, but cannot afford to travel to Medina at-Tarab, the city of joy.
The Colliseum and the Hippodrome are the two main attractions, owned by the city itself, and host the main events of the weekends. Gladitorial combat, horse-cart races, and depictions of historical events like the sea battles of El Chavallero, or the defeat of Anleion the Conqueror. While citizens are allowed free entry to these events, everyone else has to pay an entry fee.  

Night Market

Not a direct stream of revenue, the night market of Vorilios is the biggest market of illegal, stolen, or otherwise forbidden goods. If you need something you will not get anywhere else, you will find it on Vorilios' night market. This attracts many adventurers and desperate souls to visit Vorilios, which in turn will spend their money on commodities. Some argue, that the night market is the life-line of Vorilios, while others say that it is lost income for the city and destroys revenue for honest traders. The truth is probably somewhere in the middle and some say it is an open secret that the city cracks down on the night market just hard enough to keep most trade official, while keeping black markets alive.

Infrastructure

The Agoras

The enormous market halls of Emporion are set in-between gorges of high-rising sandstone houses, across which gigantic, three-pointed sunsail canopies of blue, red, or yellow linen spend cooling shades for the market sellers and customers below, reminiscent of Hesperia's Crucible. Famed for selling everything one could ever imagine, one can find produce, food, household items, the finest cloth, and even the occasional magic commodity, to name but a fraction of what is being sold here.
The uncounted, colorfully draped stalls, set directly next to each other, create a labyrinth of crowded walkways in which oneself could get lost, while the bustling sounds of hagglers, market criers, and the sizzling of pots and pans pervade the air. Many of the residents like to sit in their beautifully carved Sachnisi, drink their tea, coffee, or cooled water, or imbibe their tobacco through the use of a Qalyaan, and watch the lively market halls. A friendly reminder to any outsider braving the Agoras is to keep track of their pouches, or they'd be lighter on their way out than they were on their way in.
Despite its labyrinthine walkways, sooner or later one finds themself in the heart of the Agoras, which is dominated by one of the most prolific magic shops in the Realms, The Mage's Tower. This imposing, circular-based, five story structure, to which many of the canopies connect to, dominates the Agoras, towering over them like a stalwart warden. The walkways directly around The Mage's Tower are several meters wide, as if to give the building room to breathe, and house some of the finest open taverns in Vorilios. The aromas of freshly cooked meat and prepared vegetables, seasoned with exotic spices and herbs, fill the air. Brown, bubbling stews, sizzling shish kebabs, red and yellow curries, and grilled meats can be found at any corner. Those with enough money will be served anything they could wish for, be it food or magic items.
For anybody else, The Arcanium in Mesipolis is a cheap alternative.  

The Ferries of Synalakterion

Even busier than the Agoras are the ferries of Synalakterion. Every traveller and merchant wanting to cross the Îmrathir in a safe way, will have to go through Synalakterion. Paired with the Îmrathir river traffic, the enormous merchant ships travelling up and down the Îmrathir and Mînrathir, this would be utter chaos, if not for Synalakterion's harbour surveillance office.
Ferries and ships have to register themselves with the harbour office, in order to obtain a harbour permit. Most ships do so either in Apobatherion or Neorion, depending on where they came from, and most ferries have an annual permit and fitted timeslot. Merchants ships are usually towed by the harbour office on specific routes and at specific times, while the ferries have predetermined routes and smaller timeframes.
But even with this level of organization, the queues of people waiting for a transfer over the river, can get quite long on a busy day. One thing is for sure, a ferry will not wait for anyone and risk losing their ferrying spot.  

The Sewers

While the streets of Vorilios can be confusing to navigate through, its sewer system is even harder to untangle; a fortuitous circumstance for criminals, like the Syndicate or Nyx Asteres, and a thorn in the side of the Athanatoi.
Rumours abound about the sewers and range from being the home of mythical monsters like the Otyugh or even the Hydra, to housing the lair of the Syndicate, Vorilios' largest crime organization. Nobody has ever found evidence for either, but then again nobody is willing to investigate thoroughly, with the prospect of maybe facing a hydra looming over their heads.
Regardless of the truth of any rumours, the sewers are used by criminals to escape the city guard, and by beggars to survive the harsh winters of the northern continent. It is also the reason a city like Vorilios can stay as clean as it has, unlike some of the other cities of the Realms.
The sewage system was one of the first things installed by the Asthasean Empire when they built the city and its Akropolisses over the ruins of the conquered river fort. It is also partially the reason why the Îmrathir has been deepened and widened. This meticulousness lead to the sewers connecting all parts of the city, and those daring, or desperate, enough use it to cross the city faster than any street would allow. Some of these people are said to have never been seen again, which others take as confirmation for the horror stories about the monsters of Vorilios' sewers. Yet others argue that any such monster would have been heard a long time ago by any trustworthy citizen, dismissing the ramblings of beggars and alcoholics.  

The Great Library of Ars Goetia

In the middle of Akra stands the massive, leveled pyramid, overhung with lush vegetation that culminates in the luxurious gardens around its base, which encase the agoras of Ars Goetia. Inside, each of its levels has its walls lined with bookshelves, while even more bookshelves separate the rooms within. The lower levels hold lecterns for students to study books about magic, or for visitors to study the more mundane works. The upper levels are only accessible for Ars Goetia staff members. Here the tomes of arcane secrets and forbidden magics are held, and the librarian is keeping a sharp eye on whoever ventures into these halls, even staff members.
The library is well-known for its extensive collection of historical records, chronicles, and anthologies from the time of the Asthasean Empire. The plethora of poems, ballads, myths, songs, plays, and other works make it the biggest library of Asthasean works in the Realms, and many scholars visit Vorilios every year to ask admission.
But even when not considering Asthasean literature, Ars Goetia can boast one of the largest libraries in the realms, second only to Candlekeep. Most other wizard academies and bard colleges covet the information hidden within its halls, and it is this fact - amongst others - that has made Ars Goetia one of the leading wizard academies of the realms.
 

The Imperial Palace

A monument to the times of the Asthasean Empire, the imperial palace is one of the most impressive buildings in the Realms. Built purely from white marble, its long rows of massive columns, rising as far above as any building in Vorilios, welcomes any visitor to its enormous main entrance, above which are chiselled into stone mythological scenes of the founding of the Asthasean Empire.
Its white marble halls are decorated with alabaster statues and busts of long-forgotten rulers, generals, or politicians. Their walls hold reliefs of heroic and mythic scenes, depicting the triumph over the elven Îmrathir garrison, the ascension of the first emperor, or the gathering of the Asthasean senate.
After the Schism, use of the palace in any official way was strictly forbidden by the last Provost of Vorilios, Isokrates of Damos; a gesture to cutting ties with the old empire. Recently, the city council has allowed the Imperial Archaeological Society to use parts of the palace as a museum, showcasing life in the Asthasean Empire, and for exhibitions of Asthasean artifacts excavated by the Society. While not all of the palace is accessible - the museum takes up only twenty out of the hundred and fifty rooms - it is still enough for anybody to gawk in awe at the wonders of the palace and the gathered artifacts.
A recent exhibition, filled with artifacts from an Asthasean tomb excavated in the stone deserts of Escudar, has taken up a third of the rooms and is well-received by the Vorilian aristocracy. Its main piece is the gilded sarcophagus of an ancient Asthasean Archon named Chrysanthea, according to the inscriptions on the sarcophagus.
The rest of the palace is off-limits even for members of the Imperial Archaeological Society.  

The Reichspresse

One of the younger historical buildings, built during the time of the Reich, the Reichspresse, simply called the old mint by most people, is an imposing building that combines the elegance of Asthasean architecture with the monumentalism of the Reich.
Its façade, consisting of a central pedimented portico, flanked by projecting wings, is built from ivory marble, in the style of the imperial palace, an homage to the building style of the Asthasean Empire. It is a two-storey building, with the lower floor housing the printing presses, while the upper floor holds the office rooms. Formerly the center of the financial system of the Reich, the building has been refurbished and its printing presses are now used for Ta Nea, the Vorilian newspaper.  

Vorilios City Hall

With the loss of the Imperial Palace, due to the ban of the last Provost, Vorilios had to build its own city hall. The project took only months to finish and was a rather inconspicuous building in between Vorilios' temple district Temenos, Apobatherion, and Synalakterion.
Since then, city hall has grown far beyond its original boundaries, adding building after building to an ever-growing compound, with ever-changing architecture, creating an amalgamation of architectural styles. For many, city hall is just an ugly chimera, for others a perfect representation of Vorilios itself.
Archaeological findings during the construction of one of its wings has also shown that parts of city hall has been built on the sight of the old Îmrathir garrison, which made the architect at the time try to incorporate elven designs into the new part of city hall.
Besides the mayor's office, city hall houses offices for all major city departments, includes the new mint and the council's meeting hall. While city hall maintains branch offices in each of the districts, anyone unsure of where to go can come to city hall and is sure to find the right place, provided they bring enough time to search through the labyrinth of halls and offices.

Districts

Vorilios can be separated into three parts, east, west, and the waterfront. Each of these parts have several districts.  

East Vorilios

If you are looking for entertainment, or try to rub shoulders with the rich and powerful, the eastern districts are where you want to be, provided you have the coin for it. Here muses and priests, patricians and artists, merchants and ambassadors shake hands.
But it is also where the truly devious reside. The idyllic façade of east Vorilios belies its dangerous nature. The intrigues of the rich and the plots of the powerful demand their price in blood, more often than not. Step on the wrong toe and you will quickly find yourself at the bottom of the Îmrathir, with a set of chains around your hands, feet, and mouth if you are magically inclined. It is a dangerous game to play, but for those with a knack for diplomacy and intrigue, it is most rewarding.  
Boreopolis
Boreopolis started out as a small settlement around the Boreios citadel. The wives and children of the soldiers stationed there populated the town, and soon after merchants arrived to paddle their wares to the rich and bored. When Vorilios, the ever-growing capital of the Asthasean Empire, stretched its hungry tendrils out, it found willing folk to call themselves citizens of the city of splendor.
These days, Boreopolis comprises the northern living quarters of east Vorilios, where rich merchants and high-ranking officers live in luxurious houses, with lavish gardens, in sight of one of the four citadels of the city. Due to its long tradition of soldiery, Boreios is under the control of the city guard, the Athanatoi.  
Eldamar
Fascinated by the alien culture of the Elves, the rich citizens of Vorilios imported everything they could, even Elven slaves themselves. The north-eastern outliers of the city of splendor were soon turned into a lush grove, as close as possible to Elven culture, as a clichéd mockery could be.
Marked by prejudiced preconceptions and clichéd fascinations, Eldamar resembled a human version of an elven grove. None-the-less, many elves settled down in this picturesque imitation of their culture, making it their own and slowly changing it into an actual Elvengrove.
These days, Eldamar is almost exclusively settled by Elves, with trees that rise above even the ramparts of Vorilios, and, unbeknownst to almost everyone, a small community of Elvish druids have settled in its deepest groves.
Its mystical fascination and seclusiveness, in stark contrast to the rest of the city, made it the perfect place for meditation and relaxation. Soon, clever Elven entrepeneurs started incorporating artificial ponds and springs into Eldamar's landscape, creating spas for the weary travellers and rich merchants.  
Temenos
Situated between Arkadia and Thesavros to the east, Boreopolis to the north-west, and Heliopolis to the South, Temenos is the heart of east Vorilios. It is also where all kinds of temples are situated, dedicated to all kinds of gods and aspects, some old, some new, some forgotten, others unknown. There is even the occasional temple ruin of a long-forgotten deity nobody has ever known about, well-maintained by unseen custodians, in-between the bustling temples of the aspects and serene gardens.
Temenos is a district of layers, each a remembrance of its era. At the very top, in the bright sunlight of day, stand the temples of the aspects, connected by marble bridges. In its deepest parts the derelict temples of long-forgotten gods sit amongst overgrown shrines of unknown deities, surrounded by shadows and an all-consuming vegetation. The trees, whose treetops embellish the upper parts of Temenos, spread their thick roots here at the base, where all but the loudest sounds, of the tumultuous hustle above, are muted. Immersed into constant twilight, with only an occasional ray of sunlight piercing the canopy of leaves, the serenity of this place is only matched by the deepest groves of Eldamar. It is also where many a secret meeting is held in blissful privacy, away from prying eyes.
The Church of Aspects has long been a proponent of health through hygiene and cleanliness. Thus, it is no wonder that Temenos boasts many bathhouses. Some of them are simply for washing the filth of Vorilios' streets off its patrons, mostly used by the homeless or those who cannot afford a bath in their own homes. Others offer, to those who wish to relax, a long soak in one of their heated pools, a relaxing massage, or an invigorating stay in one of their saunas, for a fee, of course.
It is a hot topic for debate in Vorilios which is the better place to relax; the bathhouses of Temenos or the spas of Eldamar.  
Arkadia
Arkadia is one of Vorilios' most lucrative districts. Every visitor entering the city from the east has to go through Arkadia and its flashy streets, promising fortune and fun at every corner.
Before its complete reconstruction, Arkadia has been a district of gardens, plazas and villas for the rich nobility. After the fall of the Asthasean Empire, the city lost its status as capital of the north, and soon those of influence and name abandoned the city in favour of the new power centers of the Realms.
The villas, too expensive to be bought by most citizens, stood empty. The gardens grew wildly, unkempt and neglected, slowly overgrowing the plazas and houses. The forsaken villas had fallen into disrepair, derelict husks of their former glory. Even the colliseum and hippodrome stood unused, cenotaphs of the old empire, while the city's mayors tried to rear the fate of Vorilios around.
Then, the Tschemeschska family arrived in Vorilios, having earned a small fortune with Medina at-Tarab, and bought all of Arkadia's properties one-by-one. They restored some of the gardens to their former glory, while removing others completely. They reworked most of the district's street layouts, removing smaller plazas, embiggening others, and rerouting streets. They renovated the villas, expanding some of them into bigger buildings, restored the colliseum and hippodrome and made sure that all streets inside Arkadia would eventually lead to either of these two.
They leased the use of these villas to entrepeneurs, while opening their own venues, as examples. Casinos, gambling halls, restaurants, fun houses, hotels - places where people could enjoy themselves by gambling their money away, eating to their heart's content, or watch exotic dancers beguile them with their alluring movements, for a fraction of what Medina at-Tarab would cost. Arkadia became "Little Joy", for those who could not afford to travel to far-away Herudd.
With Arkadia's allure to lesser instincts and its affordability, Vorilios experienced a new surge of visitors to the city and thus more opportunities for trade and businesses. In a way, the Tschemeschska family saved Vorilios from drifting into obscurity as just another trading port, still clinging to its old glory days. The city shifted from being a power center for the rich and noble, to a bustling, multicultural city of the common people, with enough entrepreneurial spirit and money to become the leading city of technology. Most modern inventions stem from one of Vorilios' many workshops.
Arkadia's success also allowed the city's varying mayors to influence the politics of the Realms, going so far as to declare Vorilios a free city during the Reichsrevolution. This has made Vorilios the only city in the Realms to ever be fully independent, no less thanks to its current Polemarch and army.
The citizens of Vorilios were gracious towards the Tschemeschska family, but the royal family of Escudar was less inclined to follow. To them, the Tschemeschska family was challenging their sovereignty inside the city. In order to not lose everything again, as they had in Karovia, they appeased the kings and queens. They gifted the Colliseum and the Hippodrome to the royal family, their most expensive venues that ate more money than they generated.
Then, during the Reichsrevolution, the Tschemeschska family made some poor decisions, trying to appeal to the Escudan royal family, instead of supporting the rebelling city, which forced them to sell most of their Arkadian properties for far less than what they were worth. This split Arkadia into nine boroughs, each ruled by one of nine merchant families.
For a time after the Reichsrevolution, a secret war was fought over Arkadia. Bands of thugs roamed Arkadia's streets, intimidating customers, destroying shops, or extorting money from smaller shopkeepers. Arkadia's Time of Troubles was a threat to everything the Tschemeschska family had built. Nobody knows exactly what happened, but after what citizens refer to as 'Bloody Sunday', the other eight families agreed to join Tschemeschska's Gambler's Guild.
An uneasy truce, some say, but don't be fooled. The war between the families is still raging, in secret, on a different battlefield. This is a war of finances and power. Whoever has the most customers, has the most power in the Guild. And Tschemeschska made sure that they would keep their seat at the head of the table. About five years ago, the Tschemeschska family made a deal with Talos, modernizing their casinos and bringing a part of Katerga to Arkadia. Now their casinos are lit by a myriad of electric lights, powered by magical steam engines, while their gambling machines are automated and their bars and restaurants make use of Ikima's refrigeration technology. This gave them an edge over the other families, all of which covet the knowledge of the Automatons.
Any visitor might get lost in this city-within-a-city of multi-storied buildings, but no matter where you go, you will always find a good time, or the end of a dark alley, in which case, you better know how to fight.  
Thesavrion
Better known as the banker's quarters, Thesavrion holds the city's central bank, as well as the old mint, which has been repurposed for the Ta Nea newspaper. Security in this district is high and any suspicious behaviour is a sure way of getting yourself some jail time, regardless of what you did was actually illegal or not. While the city prides itself with saying that Thesavrion is the most secure place in the Realms, there have been others who claimed the same, only to be proven wrong. And Thesavrion has been proven wrong more times than the city would like to admit. The most recent demonstration of that would be the attack on the old mint, which saw the whole building almost burnt to the ground.  
Anaxerion
Whoever lives here has made it big. The nine families of Arkadia all have their mansions in Anaxerion, as well as any well-doing patrician, embassies, and even the patrician's guild has its headquarters in the middle of this idyllic, suburban district of Vorilios.
Situated on a big, round hill, it overlooks almost all of Vorilios, reminding the rest of the city of its status. Everybody with power, with only few exceptions, lives here and enjoys the safety Akra, and with it Ars Goetia, provides. The houses of Anaxerion are pure luxury, some of them even trying to emulate the style of the Imperial Palace with its pure, white marble walls and columns. High hedges of thick, green bushes block the view of any passers-by, giving some privacy to the residents. Anaxerion is an idyllic place of noble bliss, where no evil seems to have taken hold.
But all that glitters is not gold, and behind Anaxerion's stainless façade lurks the unsavoury stink of intrigue. That is the game of power that Vorilios' high society plays day-in, day-out. A wicked grin, behind every pleasant smile, the residents of Anaxerion know how to play the game, or otherwise they wouldn't be here. That is something to remember.  
Heliopolis
The most inspiring district, Heliopolis is the home to artists and artisans alike. Here art is truly at home, whether it is painting, sculpting, poetry, or singing. While Vorilios' ingenious inventions are born in Katerga, its art is created in Heliopolis.
You can find sculpts, statues, frescos, and bard duels around every corner and ateliers in almost every house. Apart from the arts, Heliopolis also holds private schools for the progeny of Vorilios' high society. Here the nobility's offspring can learn everything they need to know.
It is only in the evening, that the hidden entrances to small rooms of secret taverns can be perceived. In these establishments grows art that is unlike any other. Many a great sculpter has found their muse while sipping on a cup of rose-tinted absynth. Here dancers show their expressive art, in the smoke-filled catacombs, with a band of bards creating the music of the future, while on-looking painters try to remember everything, in order to capture the very essence of its intimate atmosphere. There, poets cite their most private poems in an alcohol-induced haze, or battle each other in a bout of wits and words. All the while bartenders, artists in their own right, mix the most luxurious cocktails, improved by their rudimentary magic, to enliven the spirits of artistry.
And hidden within the hidden, in private rooms behind thick curtains, young wizards demonstrate the artistry of magic, from moving pictures to hallucinogenic kaleidoscopes of colours and fantastical illusions.
But Heliopolis is not only known for its art and taverns. Its inns are said to be the best in all the Realms. Luxurious, open rooms, exquisite food and drinks, and commodities not found anywhere else, in houses of Asthasean origin. Here you can have breakfast, brought to your rooms, while sitting in the shades of your terrace lined with red-and-white marbled columns that hold up a small stone roof to spend cooling shadow. Let your gaze sweep over most of Vorilios and the horizon, into the distant lands of Minyadôr, Corrientis, or Bordeleaux, while enjoying the luxuries of Heliopolis, for a price. The inns of Heliopolis are expensive and most visitors prefer to stay in West Vorilios.  

Waterfront

The area directly around the Îmrathir is colloquially called the Waterfront. Here the trading ships of the Îmrathir unload their wares, ferries cross between the river banks, and the famous Shipyards of Neorion are situated.
The Waterfront is partitioned into three districts, each with its own purpose.  
Apobatherion
Apobatherion is the smallest district in Vorilios, if you ignore the part that is the Îmrathir itself. It consists entirely of trader's wharf, a continuous construction of quays, where the big river trading ships dock to unload their wares, and the long storehouses in which the trade merchants store their wares to resell them to local merchants and shops. All of the quays are owned by trade merchants, who demand high prices for landing ships that are not their own. Passenger ships therefore land in Synalakterion, where the quays and piers are still city-owned. Owning a quay in Apobatherion is a highly sought-after commodity for any merchant in Vorilios, and the prices often surpass those of even Anaxerion.  
Synalakterion
Home of Vorilios' ferries, it is also called the Exchange. Here the ferries cross the Îmrathir in between the towed trading and passenger ships. It is also where passenger ships usually land, on city-owned piers, so many a wanderer's first impression of Vorilios is that of a port town.
The harbour surveillance office, as well as the merchant's guild have their headquarters here, with the former controlling all traffic in Synalakterion, making sure that no accidents happen between the trading ships and the smaller ferries, which would grind most all of the traffic on the Îmrathir to a halt. There have only been two times when this has happened. One was shortly after the founding of Vorilios, which prompted the creation of the harbour office, and the second time was during one of the biggest heists of Vorilios, in which the Sea King's Emerald was stolen from one of the Tschemeschska family's casinos.
Because the merchant's guild potentially represents all merchants of Vorilios, they decided to situate their headquarters between the three most prominent trading districts Apobatherion, Emporion, and Mesipolis.  
Neorion
The mechanized shipyards of Vorilios are famous amongst the shipwrights of the Realms.
The technology of Ikima seeped through Katerga and into Neorion, creating dry-docks that are as awe-inspiring as they are spine-chilling. The biggest ships of the Realms are build here in the dry-docks, deep gorges in-between walls of stone, on which red-bricked houses with verdigrised roofs of copper sit, housing the offices of the shipyard companies. The pipes of Katerga extend to here, transporting the energy needed to run the streetlights as well as the machines necessary for building the most advanced ships. No other shipyard in the Realms could ever hope to match the craftsmanship of Neorion.
But the pipes and technology aren't the only things extending into Neorion. The grime and soot, the greyness of the cloud-hanged sky, and the never-ending sound of automated machinery are as well a part of Neorion. The shouts of sailors and shipwrights, accompanied by the screams of seagulls and the rumbling of mechanized railroad carts, is as all-pervasive as the stink of oil, lubricating grease and fish, and make Neorion as depressive an experience as Katerga.
In an environment as heavy with water as Neorion, machines need to be well-oiled and maintained, to fight off the rust. Oil is easier to store and not as susceptible to water as coal, which makes it the better choice for powering the furnaces and machines in such an environment. This has lead to an interesting development in which the shipyards of Neorion have started to switch from coal to sea-harvested oil. One of the rare inventions that didn't originate from Ikima.  

West Vorilios

Even with the Agoras, western Vorilios is considered the poor part of Vorilios. It is defined by its stark contrasts; the serene, pastoral living quarters of the halflings versus the grime-and-soot covered, hectic streets of Katerga with its steam-powered horse carts. The clerks and workers of Mesipolis, mostly scraping by, versus the merchants of Emporion, able to afford a stall on the Agoras. The alien Automatons of Ikima vs the Vorilian army of Hesperia, with their beloved commander.
It is no wonder then, that a mayor from West Vorilios, like Fynn Moreau, has refrained from moving his residence. In comparison, East Vorilios is as boring as it can get.  
Hedeon
Cozy cottages with fields of gold and green, wide open streets and merry shopkeepers. Dancing and laughing inside welcoming taverns and inns. In a city like Vorilios, Hedeon, with its pastoral bliss, is as misplaced as it is direly needed.
The halflings' district is the simplest part of the city, without much technology, a stark contrast to the electricity-fuelled streets of Katerga. Here, life slows down to but a crawl and time seems not as important as anywhere else. Nobody is in a rush and there is always time for some tea and biscuits, or second breakfast.
At the heart of Hedeon lies the old town of Pastora, a small halfling settlement from even before the Asthasean Empire. The denizens of Pastora had helped the Asthaseans, who in turn have treated them far better than the local rulers did. This has led to a close alliance of halflings and Asthaseans. When Vorilios crept ever closer to Pastora, the halflings were given a choice to be incorporated into the city, enjoying the security of its walls, or stay a separate village altogether. The halflings chose security, but have kept their simple way of life ever since.
Some halflings choose to venture forth from their uneventful life in Hedeon, travelling the world, having adventures and coming back into the bosom of bliss. Most of them never regret having been gone there, but are glad to be back again.
Hedeon holds several shops, from simple general stores to specialized tea houses, like the Tepagína Emporium of Aromatics, led by an older couple named Enrique and Prudencia. Then there's also the 'Odds and Ends', a magic supply shop run by Granny Perrywinkle, known in Hedeon as the wise witch, even though she states every so often that she is assuredly not a witch, making the children belief even more that she is. Nonetheless, Granny is beloved amongst all the folk of Hedeon, always welcome in their homes, to share a tea and some gossip, or a piece of cake.
Hedeon radiates that cozy feeling of family and belonging most people associate with halflings, and for sure, turning into one of the many taverns or inns of Hedeon you will be greeted with a warm welcome, a pleasant smile, and a hearty meal who's savoury aroma will let your mouth water. One of the more famous taverns is the Stone Maiden with its big, closed-off, canopied garden and the gigantic oak in the middle of it, under which the eponymous stone maiden resides.  
Emporion
Between the Akropolis Hesperia and the Agoras, Emporion has little else to offer at first sight. Merchants live here, near the Agoras, and little shops selling odds and ends can be found at every corner. There's the occasional market, mostly for its residents, and the rest belongs to the poor and various crime lords.
No wonder, the people of Vorilios call it "The Agoras". But under that skin of mediocrity you can find the most thriving market of illegal goods, the Vorilian Night Market. Don't get confused by the name, though. Anybody trying to find the night market at night, might either have a run-in with the local patrols of the Vorilian army, or with some thugs or beggars. The night market has gotten its name due to being always enshrouded in a twilight darkness.
Nobody knows exactly how to get there, save for those working for the night market, but all who have visited it swear that they had to start in the shades of the Crucible, the gorge-like scar running through Hesperia. Only the foolish would seek entry to such illegal endeavour under the watchful eyes of the Vorilian army, but maybe that is exactly the reason the night market had in mind. There is only one way to find out.
Those that gain entry to the night market can be sure to find anything they were looking for and more. Illegal, stolen, forbidden or forgotten, the night market has it all, ranging from drugs, over forbidden artifacts, magic items and books, to slaves and exotic pet animals. If the Agoras are Emporion's bright side, the night market is the other side of that same coin.  
Katerga
The Slagworks, Melasopolis, or simply Blacktown, Katerga has many names, none too nice. All names stem from the fact that any production done in Vorilios is done here. Katerga is a district of manufactories, soot and grime, and has gotten worse over the past ten years. Here it is always dark, dirty, grimey, and greasy, with pipes hissing and the sound of pistons being pushed through oil-slick cylinders. Since Talos' revolt and subsequent take-over of Ikima, much of the automaton technology has seeped into Katerga and it is here, at the so-called heart of technology, where the Dwarven artificer's guild has its headquarters.
Pipes of steel transport steam, heat, and raw magi-tech liquid from the many coal-fueled blast furnaces and Ikima's power plants to the houses and facilities. Mechanical horses draw iron carts through the streets and the gigantic, magical generators of Ikima generate the steam necessary for the streetlights and households, sent through an elaborate underground pipe system. Big magi-tech boilers can be found in almost every house, either in the cellar - for those who can afford to have one - or in one of the living rooms, creaking and hissing away, while transmuting steam into magi-tech liquid.
The thick smog of technology pollutes the air, while magi-tech artificers - craftsmen gifted by Talos with a half-knowledge of magi-tech - invent magic-powered projectile weapons, lenses, pocket-watches, power-tools and even electrified swords. Many a worker has lost their job, replaced by a machine, only to be re-hired to maintain the very same machine. Those that live and grow up in Katerga only seldomly leave it, except for the shipyards of Neorion. To them, the rest of the world is but a backwater town.
But there is beauty in all things and the same goes for Katerga. At night, the many streetlights illuminate the dark corners of Katerga, together with the lamps of households shining through the glass windows of the many-storeyed houses. Katerga has grown quicker than any other district in the past ten years, but instead of going horizontal, it went vertical. Ikima's technology allowed the building of houses six to ten storeys high. Many house-owners started expanding upwards, creating street canyons and giving rise to the idea of building a monorailway connecting the many rooftops.
And above all towers the monolithic giant that is Ikima, the Akropolis of the South. A citadel under the control of Talos, father of all Automatons, and a mechanical labyrinth, it is the birthplace of the technology that fuels Katerga and to a lesser degree Neorion. No living being is allowed entrance without explicit orders from Talos and up until now, only two people have ever been allowed to enter.  
Mesipolis
Mesipolis is exactly what you would expect from a city like Vorilios. It is the closest to similar cities like Praȳa, or Behrûnsburg. Most of the people living here are shop owners from Emporion, or Clerks working in the factories of Katerga or for the merchants of Apobatherion. It is also the district the current mayor, Fynn Moreau, is hailing from. It is here that he built his tavern, The Grilled Hog, that is now run by his daughter Arinyalen. Mesipolis' industry is non-existent and except for the general stores, taverns, and inns, the district hasn't much to offer. The only other thing worth mentioning is The Arcanium. It sells affordable magic items, mostly used, and offers an identification service that includes searching for curses on an acquired artifact.

Guilds and Factions

Ars Goetia

Ascending the steps to Akra, one is welcomed by two tall statues framing the two-winged door that is the gate to the citadel. These are the statues of the founders of Ars Goetia.
Behind the gate lies the visitor's plaza, which leads directly to the dormitories on the left, and, through a walkway to the right, directly to the great library. Another walkway straight ahead is leading towards the living quarters of Ars Goetia's staff, as well as the teaching agoras, both of which are prohibited to public visitors. The plaza itself is walled with all kinds of greenery, some of it imported from Sha'elfalas, others native to Vorilios.
Travian Matrius is the current chancellor of Ars Goetia, and head of the Conjuration faculty. As one of the leading wizard academies of the Realms, Ars Goetia has faculties for all schools of magic, but is especially famous for its Conjuration and Divination faculties. The staff consists of the Deans for each faculty, as well as lecturers, with each overseeing a class of about 15 apprentices. The academy has a bursar, plus staff, taking care of its financial needs, as well as several librarians, with its head-librarian - usually an alumni of the Divination faculty - tending to the upper levels of the great library. There is also mundane staff, like gardeners tending to the agoras and gardens, housekeepers, tending to the faculty and staff member rooms, and several cooks and kitchen helpers which man the kitchens of the dormitories.
Ars Goetia has been an integral part in forming the face of Vorilios, even before it became part of the first city council. Its wizards have supported the city's independence in the Reichsrevolution and many students are the scions of one of the patrician families of the city.
Ars Goetia stands in direct, friendly, rivalry with the College of Mages in Friedrichshain, as well as Praȳa's Universitätsstadt, for leading wizard academy, with the College of Mages slightly coming out ahead, due to it also hosting several bard colleges.  

Church

The Church of Aspects has a strong presence in Vorilios. Once the capital of the north, and now one of the centers of trade, the metropolis has always been an important part of the Realms' ecclasiastical world, with its many temples and shrines.
When the Church was formed, shortly after the Schism, most of Vorilios' temples of the old gods where temporarily repurposed to worship the Aspects. While new temples were built, the Church relocated to Pfalzwangen, one of the new seats of power of the fledgling kingdoms, and eventually moved their own capital to it, while leaving only a token delegation in Vorilios.
These days, the Church keeps a stronger presence in Vorilios, the biggest city in the Realms, which is headed by Adrian Cassius, the Exarch of Vorilios. As the local spiritual leader, Adrian represents the Church to all of Vorilios, a duty he takes seriously, but also uses as an excuse to decline invitations of becoming a Cardinal and move to Pfalzwangen.
Most people in Vorilios are religious, although their devoutness differs from person to person, and thus respect the men and women of the Church. Many attend the sermons and many ceremonies of the Aspects, if only in hope of receiving divine blessing. Unlike the elven Church of the Empyreans, the human Church of Aspects lacks the divine powers usually granted by the gods. And yet, many pray and hope that one day they will be blessed by their pantheon.
The church also maintains several orphanages, almshouses, and public baths throughout Vorilios, helping those in need. Therefore, as a man or woman of the church, you are usually treated with respect. Nonetheless, Vorilios has some areas where even those of the cloth should not tread lightly.  

Talos

The lord of Ikima and Automatons, ruler over the engines that feed Katerga and Neorion with the power required to sustain their hunger.
Talos is the ruler of Ikima and the only Automaton with a truly unique personality and consciousness. When he awoke, he didn't hesitate to overthrow his creators and seize the means of producing Automatons. Only with the swift intervention of mayor Moreau was a bloodbath avoided.
In order to gain the goodwill of the people, Talos shared a fraction of the technology he created with the people of Katerga, the district Ikima is situated in. With this, he improved and worsened the lives of its denizens in equal parts. Now, Katerga is constantly overhung with a dense blanket of clouds, underneath of which the loud sounds of hissing machines and rattling steelframes never cease. But the advancements in quality of life, of even the lowest worker, cannot be denied, and most denizens of Katerga - and to an extend Neorion - would never think about leaving it and its technology behind.
These days, Talos keeps to himself, inside the bowels of Ikima, where only his Automatons are allowed entrance. He does not care for the game of power, that is played by almost every other faction, and only seldomly interacts with the rest of Vorilios. If he does, though, it is usually heralded by a procession of Modrons, to herald the arrival of their master, and often results in a paradigm shift. Thus the people of Vorilios wait with bated breath everytime Talos can be seen on the streets of their city.  

Mayor

The officially elected leader of the city. Currently, Fynn Moreau holds the office of mayor, and seems to be determined to keep it for a while, yet. Nomunally, the army and the Athanatoi are subordinate to the mayor's office, but ever since the creation of the council by Travian Matrius in 762 AotS, both factions have grown more and more independent.
As the mayor, the office holds power over the granaries and the mint of the city. They also represent the city diplomatically, even though mayor Moraeu likes to leave that part to Antonia Morales, the current Polemarch of the Vorilios, whenever he can. The mayor is also responsible for the city's budget, usually approved by the council, but not necessarily so.  
Army
Vorilios' army is currently led by Polemarch Antonia Morales, hero of the Reichsrevolution. Its headquarters is the western citadel Hesperia, where nine out of the ten legions are situated, with the last one stationed in Akra. The legions consist mostly of soldiers, but are supported by battalions of Automatons with siege equipment, as well as wizards from Ars Goetia.
The army is nominally subordinate to the mayor's office, but ever since the creation of the council, they have grown more and more independent. This has led to several conflicts with former mayors. Fortunately for mayor Moreau, he is on good terms with Polemarch Morales.  
Athanatoi
Vorilios' city guard has its headquarters in the northern citadel of Boreia, from which Charlotte Durand leads the Athenatoi as their current captain. Her crusade against corruption inside the city guard has caused a lot of ruckus within Vorilios' power structure, making criminal organizations like the Syndicate non too happy about her, but it has also shown results, with crime detection rates soaring higher than they have been in decades, and citizens regaining their trust in the Athenatoi.
The especially hard crackdown on black markets, though, is a direct result of the merchants guild's presence on the city council. Captain Durand has made it her second goal to find the Night Market and shatter the organization responsible for it.
The city guard is nominally subordinate to the mayor's office, but ever since the creation of the council, they have grown more and more independent. Usually they do agree with the mayor's office, though, and thus conflict between the two has always been kept to a minimum.  

Dwarven Artificers' Guild

With the rise of Talos, a wave of dwarven artificers arrived in Vorilios, ready to adapt whatever technology came from within Ikima. They are responsible for most of the machinery that can be seen across Katerga and Neorion, concepts of Talos, adapted to the world of humans.
The guild is relatively small, with only dwarves admitted, and its members usually keep to their workshops and factories, tinkering on their newest inventions, or marvel at the wonders of Ikima. They leave the game of power to the others, smiling to themselves whenever they hear about another struggle between the merchants' and the patricians' guild. Sometimes, they do meet in conclave, though, discussing the goings-on of the world and the newest innovations out of Ikima.  

Gamblers' Guild

Created and headed by the Tschemeschska family, the gamblers' guild represents not only the owners and entertainers of Arkadian casinos, but a whole district. Anyone working in Arkadia is part of the gambler's guild, and even entertainers not working in Arkadia have found it to be beneficial to be part of the guild. While not mandatory, it is not unheard of unregistered entertainers to suddenly fall unto hardship, being turned away or shunned by their regular venues.
The main members of the gamblers' guild are the nine families of Arkadia, owning all of the casinos. They are the true powers of Arkadia and the guild, and going against any of them usually spells doom for anybody who does. Internally, there is a war of power and influence going on, with each family trying to get the upper hand over another. But recently some of the families have banded together, in order to de-throne the Tschemeschska family as the guild's head, to varying degrees of success and failure
After that you have the shop owners of Arkadia - a point of contention with the merchants' guild - all of whom are subordinate to one of the families. All independent shops are leased by one of the nine families, therefore allegiance is usually decided by where you have your shop. Last - and least - are the individual entertainers. They do not owe allegiance to any of the families, but do well not incur their wrath either, after all, their livelihood depends on the goodwill of the guild's members.  

Merchants' Guild

Any merchant not part of the patricians' or gamblers' guild, is usually part of the merchants' guild. While they mostly represent the merchants of the Agoras, any merchant may join and enjoy its benefits. While the guild is headed by a council of merchants, it is represented on the city council by Tyra Einherjarsdottr, a position that has increased her influence in the guild immensely.
Since the merchants' guild has gotten a seat on the city council, Vorilios has seen a lot of changes in regards to trading laws, customs, and workers rights. In the latter case, it has even resulted in several workers, from Katerga and Neorion, to unionize under the banner of the first workers' union, regardless of profession. This resulted in strikes that have been met with brutal force, and for three weeks, both districts were closed off to the wider public.
Intervention from mayor Moreau, as well as Talos, resulted in an agreement between the merchants' guild and the workers' union, undisclosed to the public, as of yet. According to investigations from Ta Nea, the Katergan workers were forced to sign an unfavourable contract by being threatened to be replaced with Automatons. Both sides deny these allegations, though. In an interview with the workers' union leaders, it was stated that the contract ensured that both sides adhere to certain rules and regulations, in order to prevent any such chaos as had been seen during the Katergan workers protests. Reporters working for Ta Nea have said that they will not rest until all of the details of the contract are publicly known.  

Patricians' Guild

The rich, influential trade merchants of Vorilios have their own guild. They do not see themselves akin to the merchants of shops, or stalls on the Agoras. While those waste away their days sitting inside their houses, or standing behind some flimsy, wooden structure, trying to get the attention of strolling passers-by, the patricians keep to their offices, counting their wares and coins, or rather let others do the counting, while they enjoy the fruits of their work.
According to them, nobody in Vorilios would be able to access all the exotic things of the Agoras, nor would any craftsman be able to operate without the materials necessary. While they might have a point, most people in Vorilios see them as nothing more than pompous fools, albeit rich, pompous fools. Many merchants envy the patricians' wealth and fortune, and covet one of the quays of Apobatherion, just to have a chance at having that same life. There is no patrician in Vorilios who doesn't own a mansion in Anaxerion, and even their guild headquarters lie within it.
The guild is constantly at odds with the Merchant's Guild, who inexplicably have a seat on the city council, while the Patrician's Guild does not; a sore point. This forces the Patrician's Guild to cooperate with the Merchant's Guild once in a while, and keeps their power in check. With all their wealth, the patricians are not as powerful as they present themselves to be, a fact that has not been lost on the rest of the council, if only by some nudging in the right direction of Tyra Einherjarsdottr. Another perceived slight against the trade merchants was when Fynn Moreau added the Gambler's Guild to the council. Many in the Patrician's Guild saw that as a direct affront and have been very vocal about advocating the addition of the Patrician's Guild to the council., with little support from the rest of Vorilios.  

Workers' Union

In response to some of the drastic changes in laws concerning the rights of workers, the people of Katerga and Neorion started to unionize, in order to put pressure on their employees. Even though the merchant's guild has tried to suppress any such efforts, sometimes with brutal force, the workers' union now belongs to Katerga as much as the smog and steam engines.
It is not uncommon for the workers of Katerga and Neorion to meet and discuss strategy, especially if the merchants' guild is pushing for new changes in the city council. How the workers' union finds out about such things is a mystery, but many suspect that someone inside the council might be working for them, or at least against the merchants' guild. The workers' union has therefore become a tool for manipulating the merchants' guild and while the leaders are somewhat aware of this fact, they only care little. As long as they get what they want, they gladly play the pawn in another schemer's game.
To many sovereigns outside of Vorilios, the workers' union is a warning sign that technology is a tool for revolutionaries and dissidents; it threatens their status quo. Combined with the wizards' paranoia of losing their status, Vorilian inventions are watched closely and with suspicion. They are tolerated at best, and usually forbidden.  

Ta Nea - The News

Ta Nea is the first newspaper of not only Vorilios, but all of the Realms, fully living up to its name.
Any news worth mentioning, from gossip about the Vorilian aristocracy, to the latest news about criminal cases and investigations, or information about Vorilian politics, scandals and what is generally happening in the Realms, can be found within its pages, sometimes even on the same day.
This is due to its information network of paupers, urchins and informants all over the Realms, created by Ta Nea's owner, Guiseppe Mancini. The producer and financier of this endeavour is a well-connected and fervent egalitarian, who, despite his aristocratic upcoming, thinks it imporant to keep the masses informed about those in power. In his mind, only an informed decision is a true decision at all.
Or at least that is the picture he likes to paint. There are enough rumours about Guiseppe himself to fill a whole issue of his newspaper and still have some left. Some of them talk about his avarice and venality, selling his newspaper and opinion to the highest bidder, others of how he secretly works for alternatively Fynn Moreau, Travian Matrius, the Syndicate, or the Tschemeschska family.
Regardless of the validity of these rumours, his willingness to clash with the authorities and powerful factions of Vorilios is undeniable, and has led to several disputes with official representatives of the city, including the Athanatoi, as well as the mayor and the chancellor of Ars Goetia. This has not dispelled any of the rumours about him, but it makes him a heroic defender of the truth in the eyes of a lot of Vorilian citizens and a faction that cannot be easily ignored.
The Ta Nea is situated in the old mint, repurposing the old minting presses for its newspapers. A recent wave of attacks, including vandalism, the theft of hand moulds, printing plates and several liters of ink, as well as arson, has stymied the production of its daily issues, though, and seen the old mint almost burnt to the ground. A stroke of luck has kept the fires from spreading too far, though.
While the renovations of the main building took place for over two months, the editorial staff worked mostly from Guiseppe's private mansion in the Anaxerion district and production had been slowed to a weekly issue. Now that the renovations are finished, a new security system has been installed, and bodyguards for the building and some of its best writers have been hired, Ta Nea has resumed production on a daily basis. Guiseppe has also sworn to find those responsible for the attacks on Ta Nea and - in his own words - the freedom of the people of Vorilios.  

The Shadow Broker

An elusive person, nobody knows who the Shadow Broker really is and stories about their appearance differ wildy. Any investigations into the matter, by Ta Nea, came to nothing and have made the shadow broker even more of an enigma.
They are a rather passive faction in Vorilios, searching for, buying and selling all kinds of information, but staying out of the game of power the other factions play. They do know almost anything, and what they don't know, they know where to look for.
If you need information of any sort, the Shadow Broker is the address to look for. Unfortunately, nobody knows how to find the Shadow Broker, so the only option is to spread the word around and wait. Soon enough the Shadow Broker will know that you're looking for them and that means they'll find you.
The services of the Shadow Broker aren't cheap, but if your business is information, then any new information is invaluable. So if you have any information the Shadow Broker doesn't have, you may get away with nothing but an exchange of words and the information you were looking for.  

Nyx Asteres

All that is known to the public about Nyx Asteres is from people who quit the consortium, so any information must be taken with a grain of salt.
Nyx Asteres is apparently lead by a triumvirate of leaders called Selen, Eos, and Astraeus; the Moon, the Dawn, and the Dusk and Stars. These names seem to be titles, bestowed upon every generation of leaders, in order to hide their true identity. For this reason, all three wear golden masks in the form of supposedly the first triumvirate, akin to the Athanatoi. Most members of Nyx Asteres never get a chance to meet the triumvirate, though. Instead, they are instructed by its commanders, Nemea, Hesperus, and Boreas, and here the information gets thin.
Nobody knows whether these are the real names of the commanders, although it is assumed by many, that they are not. Some suggest that the names indicate where their respective groups operate, while others wager that they betray the fact that the army, as well as the Athanatoi, have been infiltrated by Nyx Asteres. If it were the former, then it would be strange that Nyx Asteres' presence on the Night Market is never supervised bei Hesperus. And if it is the latter, then the big question is how Nemea fits into it, as her name isn't related to one of the citadels, nor to any other known organization within Vorilios.
Yet another theory is, that these three names are shared between several senior members of Nyx Asteres, in order to confuse any would-be betrayers or infiltrators. It would explain the varying descriptions of all three, although it would indicate the consortium lacks proper structure, while most sources speak of a very structured origanization.
There is also no clear information about the size of the consortium. Some say, that the organization doesn't count more than ten members, while others speak of thousands.
The frequency, with which Nyx Asteres operates suggests, that neither number is correct and that the truth lies somewhere in-between. Charlotte Durand, captain of the Athanatoi estimates the size of the consortium to sixty members. Whatever the case, Nyx Asteres has enough members to operate, and the means to synchronize, several heists across all of Vorilios, at the same time.
Nyx Asteres is also said to always maintain a strong presence on the Night Market, with some of the sources claiming that they organize and operate the Night Market. It is through the Night Market that many sources claim to have hired the help of Nyx Asteres, and it would be sensible to assume that at least some of the merchants work for them, peddling their stolen goods to those interested. Occasionally there are sources swearing that they have guided people to the Night Market, but when asked for proof, none have yet been able to find their way back to it. While some take these boasts for nothing more than the need for attention, the Athanatoi have been known to take these claims seriously now and again, and more than once has a boastee been finding themselves in the dungeons of Boreia.
The Scholars of Ars Goetia concluded, that Nyx Asteres must have existed for centuries, pointing out its name, and those of its leaders, are taken from Old Asthasean. Sceptics believe, that the original leaders just used a mysterious sounding name they have once read in a book, or heard in some lecture or reading.  

The Syndicate

The leader of the Syndicate is just as enigmatic a figure as the Shadow Broker themself. Nobody knows who it is, descriptions vary wildly and rumours about them abound.
The big difference between them and the Shadow Broker is, that the Syndicate is a dangerous organization to mess with, a lesson some investigators of Ta Nea had to learn the hard way. They are the biggest crime organization in Vorilios, with enough power to control most of the city's underground. The Athanatoi is in a constant battle with the Syndicate, for control over the western districts of Vorilios, but it seems as if the Syndicate is almost always one step ahead. Nonetheless, in open conflict, the Athanatoi seem to always have an upper hand, maybe if only to not provoke its captain. Charlotte Durand's crusade against corruption inside the Athanatoi has been very successful, so seeing her fervor diverted from hunting the Syndicate seems like a sensible choice.
Extortion, murder, thievery, racketeering, drug dealing and prostitution are all part of the Syndicate's network. If it's illegal, the Syndicate has a hand in it, and most of the time it is the biggest hand. It is divided into several branches, each of which run of their respective field of expertise. One of the biggest Ta Nea investigations, concerning the Syndicate, had revealed part of its structure, and that each branch is more akin to a specialized guild, with their own command structures and names, and each of their leaders report directly to the leader of the Syndicate. The branch for assassinations is simply called the Assassins' Guild, while the racketeering branch calls itself Lucky Gambit. This structure lets the Syndicate appear more like a conglomerate of criminal organizations, all held together by one person. While this has its advantages, it can also be detrimental.
As each of the branches work independently from the others, coordination between the branches is minimal. This has led to an incident, where Nyx Asteres hired several Assassins' Guild members to kill off their competition; members of Lucky Gambit. This soured relations between Nyx Asteres and the Syndicate somewhat, and both are still not on good terms. The Syndicate had even put out a bounty for the leaders of Nyx Asteres, alive.
The Syndicate is also not above blackmail, in order to get what they want, and it stands to question who their victims have been so far. Ta Nea uncovered several attempts to blackmail past city council members, the former captain of the Athanatoi amongst them. This has usually led to them resigning from their job, something the council is non too happy about, and which has led to tensions between Ta Nea and the current members of the city council.

History

While Ikima was built around 864 AoC as a bridge head into the upper Îmrathir valley, to scout the terrain and covertly interrupt Escudan trade routes, the core settlements of Vorilios are even older than that. What is now considered the city's central point was once a fort defending the only major fording over the Îmrathir, with smaller settlements on the east and west bank. One of these settlements was the core of what these days is better known as Hedeon, the halfling's town, back then called Pastora.
It played a major role in the conquest of Salida pass, as well as the siege of the river fort, as it supplied the Asthasean side with food and intel. In exchange, the Asthaseans refrained from devastating the small town and instead met the halflings on equal footing, something the Escudan natives had never done. This secured the loyalty of the village.
This loyalty led to the local Escudan forces sacking the halfling tribes, now a vital trade partner of the budding Asthasean Empire, which in turn forced the Asthaseans to increase the number of troops in the upper Îmrathir valley. With Ikima now having become a full-fledged military base of operations and with their allies under constant threat of attack, the Empire started its campaign into the Mînrathir valley and subsequent subjugation of the Escudan plateau.
Years later, at the very start of the wood elven campaign, the halflings would, once again, proof useful. Even back then, the river fort was hard to besiege, as two armies, one on each side, would have been required to fully besiege the river fort. The Asthaseans, having conquered the Escudan kingdoms a few years earlier, were spread thin and hadn't had the means to fully support an army strong enough to uphold the siege on either side. Yet, the elven kingdoms of the east anticipated Asthasean aggression and started to send raids into the upper Îmrathir valley themselves, trying to interrupt Asthasean supply chains in order to prepare an invasion themselves.
In accord with the local Asthasean commander, a small team of halflings infiltrated the river fort in the cover of night and setup a teleportation circle, following the instructions of the Asthasean wizards. The fort fell within the night, before the elven garrison react. Now, having control of all major Îmrathir and Mînrathir fordings, the empire had enough time to prepare for its invasion of the elven kingdoms.   Over the next several hundred years, the towns and villages around the river crossing slowly grew and merged together, eventually forming the west- and eastbank settlements that were ultimately united into one city, when Vorilios was made the seat of the imperial throne in 3090 AoC. The imperial palace can still be seen standing in the Temenos district, even though its use was strictly forbidden by the first mayor of Vorilios after the fall of the Asthasean Empire; a sign that no tyrant shall rule over the Northern Continent ever again. It has been opened recently as a museum, showcasing life in the Asthasean Empire and for exhibitions of artifacts excavated by the Imperial Archaeological Society.
The Society in turn has petitioned the city council several times for excavation rights for the palace itself, in order to explore the palace grounds thoroughly, as they believe artifacts and secrets to be hidden inside its walls and catacombs that could be important for the further understanding of the Asthasean Empire. As of yet, the city council has denied any such petition.   After the fall of the Asthasean Empire, Vorilios adopted a city senate, which was supposed to keep the power of the provost in check, fearing another tyrant rising out of the ashes of the fallen empire. This last Provost, Isokrates of Damos, dismantled the senate relatively quickly with the support of the populace and a smearing campaign that suggested that the problems of the city could not be solved in a decent amount of time due to the senate's bickering. In order to appease the citizens of Vorilios, Isokrates renamed his position to mayor, another gesture of cutting ties with the fallen empire once and for all.   In the year 762 AoS, Travian Matrius was the mayor of Vorilios and dean of conjuration at Ars Goetia. With enough political maneuvering and, according to rumours, the occasional bribe, he positioned himself to be next-in-line for chancellor of Ars Goetia.
Then, out of the blue, the academy forced him to step down as dean and thus remove him from the succession for chancellor. Some say that Travian was so furious about the academy's decision to force him to step down, that he used his remaining influence to gather enough information on any of the other academy staff members, to blackmail them. But when catastrophe struck the city, Travian fully commited to the well-being of his birthplace.
He gave up his ambitions of being both chancellor and mayor at the same time and concentrated on the politics of the city, crossing Ars Goetia wherever possible. Unfortunately, several major setbacks due to his feud with Ars Goetia, a few - according to Travian - fabricated scandals, and the very successful campaign of his political rival, destroyed Travian's reputation with the masses and robbed him of any hope of being re-elected.
One of his last acts as acting mayor was to create the city's council. In accordance with the Captain of the Athanatoi and the of the Army, he created the council as a regulatory body for the mayor and to appease several factions, Ars Goetia one among them. It consisted of the mayor themself, the chancellor of Ars Goetia, the Captain of the Athanatoi, and the of the Army. The mayor kept two votes in case of a stalemate.
Taking away power from himself, most people didn't question his motives, especially since he dedicated his time as mayor to increase the power of the city itself. To those that did, he justified it by explaining that it was in the spirit of the original city senate, which had been unjustly dissolved by the last provost, a remnant of the fallen empire. He felt the idea had its merit, in case someone might abuse the powers of the office of mayor and wanted to proactively create counter-measures for that case. He also argued that it gave important figures some power over the city. The skeptics were not convinced and pointed out his ties with Ars Goetia and his past candidacy for chancellor, but many discounted these criticisms as mere conspiratorial phantasms, as the current chancellor was quite young and wouldn't be replaced for decades.
Until the end of his term, Travian ruled the city just like before, with two out of the other three council members in his pocket, indebted to him for the rise in power. Namely the captain and the . After his term ended, Travian returned to the academy, where he kept lecturing conjuration magic. Some people say, that during this time he forced the chancellor of Ars Goetia to resign and made sure he would be elected as next chancellor with the blackmail he gathered years before. His critics even pointed out that they foresaw this, but quickly grew silent when confronted with demands of evidence. Whatever the case, Travian was reinstated to the city's council as chancellor of Ars Goetia and has, since then, ruled the city virtually unopposed from the shadows, while the mayors are being made scapegoats for every bad decision. He furthered the power of the council, by adding a representative of the Church and merchant's guild each to the council, increasing the number to six and thus further weakening the mayor's double-vote.
  Ten years ago, in 790 AotS, Ikima's Automaton production facility was finally finished. It had taken years to upgrade the workshops of the Akropolis to a facility that would give Vorilios a monopoly on the means to produce Automatons, thus dominating the market and enforcing high export tariffs.
As a celebration of a new age of technology, the facility was to produce the very first Automaton at its inauguration, before actually being put into operation. Everybody with a name was invited to the inauguration process, even rulers and emissaries from other realms. Many dignitaries from foreign lands, as well as the city council, except for the mayor, attended the inauguration. What started as a triumph for Vorilios, soon turned into personal horror for the city council. During the inauguration, the first Automaton gained self-consciousness and seized control of the production facility. By the time people noticed, it was too late and the facility was already producing Warforged, some of those specialized to withstand magic. The council and several other dignitaries, who couldn't flee in time, where taken prisoners.
It was only thanks to the shrewdness of mayor Moreau that the situation did not escalate into a devastating war inside the city. The Automaton, who identified itself as Talos, agreed to a deal with the mayor representing the city. While not all stipulations of the agreement are publicly known, all major stipulations are. Talos keeps sovereignty over Ikima, while he is obligated to help defend Vorilios in case of an attack. Talos also has to provide one Ordo of at least 100 siege Automatons to the Vorilian army and must restrain from ever building self-conscious Automatons like himself, but is allowed to produce specialized Warforged that can withstand magic, kept to nor more than 100. He is not allowed to sell Automatons or production details to any other nation, but is also not required to trade production details with Vorilios. He is not allowed to have more than 1000 Automatons at a time.
This disaster lead to Vorilios abolishing tariffs altogether, in order to not stymie local merchants and producers. Since then, Vorilios' shipyards have acquired several of Ikima's production technologies and are the most advanced shipyards in the realms, while Katerga has transformed into a technological anomaly, with steam engines puffing out smoke with loud, hissing sounds and clockwork mechanisms that automate doors or the street lights. The increase in coal usage has also intensified the dirtiness of the district, making its streets a bleak landscape of soot and grime.
Ever since the Ikima incident, Moreau has had a strong position in the council, rivalling Travian's proposals often enough to unnerve the latter. In an act reminiscent of Travian's, Moreau even cut his own power, by adding another position to the council via majority vote of the Polemarch, the Legate and himself, adding a representative of the Tschemeschska family to the council.

Points of interest

The Stone Maiden

In Hedeon, close to the west wall, stands one of the most serene taverns of Vorilios. An old farm house surrounds a courtyard consisting of a tenderly cared-for garden, where all kinds of flowers grow. Purple livingstone daisies spread over the rocks and sandstone of the courtyard, while thick, thorny stalks with green leaves and bushy clusters of triple-leaved, red-lilac flowers, called Montasûr's Vine, creep up the house's façades, to spend shades for the guests of the tavern.
White water buttercups spread throughout the many ponds of the courtyard, which are surrounded by reeds and fiery red cockscombs. Bushes of orange gazanias and rows of white rockroses, pink peonies, and vanilla coloured orchids decorate the stone-tiled garden aisles, which lead to the canopied area around the ancient oak that stands in the middle of the courtyard.
The circular, wooden roof of the structure offers shelter from the weather and houses many tables to sit, drink, and eat to your heart's content. Many nights have been spent here singing and dancing by guests and regulars, while sweet wine and stout beer filled the tankards and the aroma of peculiar spices filled the air. And between two of the oak's roots, watching silently, stands the eponymous stone maiden; a statue of a beautiful woman, so fine in detail and life-like, that anyone who sees it believes it to be alive.
When asked about the statue, Rolant Cuinero, the owner of the tavern, wistfully looks in her direction and stops for a moment in his tracks, only to wave the question aside and ask the patrons what drink or food they want to order.
The food of the Stone Maiden is something unique. Rolant has his very own ideas about food and a secret to his recipes he hasn't shared with anyone. The fragrance of flowers complements each meal, and the mixture of exotic spices makes every course a culinary adventure. In the winter months, Rolant's mulled wine is a highly thought-after beverage, with its very own taste, and his hot, sweetened milk is an all-time favourite with the children.  

The Grilled Hog

A tavern and an inn, the Grilled Hog is famous for two things: its delicious, savoury food and its famous owner.
The Grilled Hog serves a more traditional style of food, with a platter of sausages, bread, a bowl of porridge, some cheese and vegetables, and grilled local perch, cod, or hering at the lower end. For those who can afford a hearty meal, the Grilled Hog serves bacon and eggs, broiled chicken, and steak & onion pie. And then there are the more expensive dishes like the smoked lamb chops with potatoes and lime, bacon-basted roasted pheasant with garlic and onions, oyster stew topped with a cinnamon sauce, jellied pike with lemons, and its eponymous beer-basted grilled hog, served with sauerkraut.
On behest of its famous owner, Fynn Moreau, the Grilled Hog also regularly holds a soup kitchen for the poor and homeless, where the cheaper food is given away for free to those who cannot afford one meal a day. A tradition that has become such an integral part of the local customs, that other taverns in western Vorilios are doing the same each 15th of a month.
Since Fynn became mayor of Vorilios, his daughter, Tia'na Moreau, has taken over the day-to-day business of the Grilled Hog and she's doing better than her father ever did. Since her taking charge, the earnings of the tavern has tripled, not the least by adding an inn to the building, where weary adventurers can rest and recuperate from their arduous adventures.  

The Palace of Asthasean Emperors Museum

Only recently opened, the Imperial Archaeological Society has been granted access to parts of the Asthasean Palace to showcase Asthasean life and society via art exhibitions and galleries of archaeological findings. While the whole extend of rooms, the society is allowed to use, spans over twenty, most of the palace is still off-limits to the public, including the members of the society.
Nonetheless, in these twenty rooms can be found a plethora of artifacts, describing the daily life in the Asthasean Empire, with texts describing the artifacts and their usage or meaning in detail, and asking as-of-yet-unanswered questions, provoking the audience to deal with the exhibits, and maybe instill interest in joining the society themselves.
For many of Vorilios' aristocracy, the exhibitions have been a revelation, giving insight into the origins of many Vorilian customs.  

Gran Perrywinkle's Odds and Ends

Everybody and their mother knows Granny Perrywinkle and her shop, the 'Odds and Ends'. At least when you ask around Hedeon, that is. Grandmother Perrywinkle has lived in Vorilios since most people can remember. She claims to be from a remote region of Rhôndhale, which her name attests to, but her accent seems off to most Rhôndhalers who meet her.
The denizens of Hedeon know her as the wise witch, even though she claims every so often, that she is not a witch. But when there is need for poultices and tinctures, to ease pain or ailments, Granny Perrywinkle always seems to visit, as if by chance.
She will hear the latest gossip, drink a cup of tea and eat a piece of cake or pie. And after she has finished, she will inquire about the illness, rummage around in her pockets and produce a remedy that the will have to be swallowed twice a day, or rubbed on the area daily for a week.
In her shop, a room in her house, full of odds and ends, Gran Perrywinkle sells potions, crèmes, tinctures, and alchemical ingredients, imported from all over the Realms, she claims. She also offers talismans, to ward of evils and curses, as well as smaller magic items and accessories, all bought from wandering merchants, alchemists, or wizards. She makes a habit of asking her customers to not touch anything, and rather inquire about items of interest, remarking that the consequences are annoying, if not downright infuriating.
Those who do not behave will soon meet the wrath of her pet, an owl named Ruya. With its brown and white plumage it hides well within Gran Perrywinkle's shop, pouncing unexpectedly on the perpetrator. Sometimes it simply scratches its victim, a mere warning. Most of the time, though, it usually steals something of importance or sentimental value, trading it only for an apology, and the promise to not touch anything without asking first. Those, who looked at Ruya for too long, swear to have seen an intelligence behind its yellow eyes that belie its mundane appearance. When approaching Gran with it, she jokingly remarks that "everything seems a little funny in this shop after a while ... magic in the air and all that ...".
Her shop truly has some magical items, apart from the invisibility potion, anti-wart creme, or basilisk's gall, it also holds talismans and effigies that are enchanted with one-off spells to ward against evil or cure common curses. The shop also contains mundane magic items and people have reported to have found items like a lens of lore, an evertorch, or a compass of the homesick.  

Tepagína Emporium of Aromatics

One of the most famous tea shops of Vorilios, the Tepagína Emporium of Aromatics is famous for its selection of tea, herbs, medicinals and tobacco.
It is the go-to store for alchemists and apothecaries to restock their wares, and a favourite for almost any halfling when it comes to tea, seasoning herbs, and tobacco. The shop is run by an elder couple, Enrique and Prudencia, who belong to the Escudan noble house of Tepagína, and through which they regularly import their wares. For a time, their niece, Vanys Tepagína, was living with them, eager to experience Vorilios. It was during this time that they broadened their range of products to include medicinals and tobacco, an idea which betrayed the young halfling's economical prowess.
The Emporium has been expanded ever since, and is now one of the largest buildings in Hedeon, with its own gardens for special herbs and a winter garden for the colder months. Vanys has long since moved on and became a wandering bard, exploring the Realms, and Enrique and Prudencia have taken to hiring helpers, who clean the shop or sell its wares, when both are on vacation.  

The Arcanium

In the heart of Mesipolis lies the Arcanium, a magic shop that sells all kinds of magic items for affordable prices, seldomly crossing the two-thousand Drachma mark.
Whether you require a bag of holding, gloves that empower its wearer to better lift heavy things, or a sword that shines blue, when evil is near, the Arcanium is happy to provide their customers with quality items.
For more advanced items, like gauntlets of ogre power, or magical swords, the Arcanium also has reduced prices, albeit minimally, due to the fact that its range consists of used, second-hand items. But their supply is usually limited, which makes procuring rarer items difficult to impossible. For those items, customers are better advised to visit The Mage's Tower in the Agoras.
 

The Mage's Tower

In the middle of the Agoras stands, 50 feet high, The Mage's Tower, one of the most prominent buildings in Emporion and famous magic shop of Albertus von Mieden, enchanter and alumni of Ars Goetia.
Those who seek magic items will find what they're looking for, and many more, in The Mage's Tower. Albertus employs an array of apprentices and wizards to provide any magical service imaginable. From identifying artifacts, to decursing magical items, and even creating custom magic items, all for a fee. The services are so well-received by the many customers that sometimes one has to wait for a few days, but most gladly accept a small waiting time in exchange for not having to deal with a cursed item, or finally get that washing stone with which to clean dirty cloths, instead of having to wash everything by hand.
The prices for these services are admittedly steep, depending on the rarity of ingredients and how difficult it is to procure them, but those who care for their coin can always try to lower the price - and waiting time - by procuring rare ingredients themselves. On rare occasions, Albertus has even been known to offer a discount in exchange for more ingredients than necessary.
But even with such an array of employees, The Mage's Tower has its limits, and some ingredients will have to be provided, in order for the wizards to even consider star working on an item. After all, a dragon's tongue, or a basilisk's brain are exceedingly hard to find, and it would be non-sensical to hire another adventure group anway.  

The Night Market

Ask around as much as you like and you will never find a satisfying answer. In fact, asking around might lead to the opposite of what you want. The Night Market is one of the most notorious black markets without ever having been found out by the Athanatoi, and whoever operates it is sure to keep it that way.
Nobody actually knows who exactly operates the Night Market, but there are many speculations and rumours. Some say it is run by the Syndicate, the biggest and most influential crime organization in Vorilios, while others suggest Nyx Asteres, a small consortium of thieves, if only for their name. Others again speculate that a secret sect within the merchant's guild is organizing the black market, to make even more profit off of wares they are not allowed to sell at the Agoras. Then there are rumours that those merchants who haven't had the chance to gain a stall on the Agoras created the Night Market, and that it is nothing more than a normal market that hasn't been registered with officials. Lastly, some claim that the Night Market doesn't exist at all, or if it ever did, that it has long since ceased to exist, and that it is nothing more than hear-say and rumourmongering by a group of young teenagers who love to create urban legends about Vorilios.
Whatever the case, what is known is, that hidden somewhere within Emporion exists the Night Market, the biggest black market, if you trust the vast majority of rumours. Those who have allegedly visited tell of a vast network of walkways, akin to the Agoras, with as many shops. There you can find anything from illegal drugs and poisons to forbidden artifacts, stolen magic items, forgotten tomes of arcane knowledge, exotic pet animals and even slaves. Rumours and hear-say suggest that you can even hire Nyx Asteres to do your dirty work in retrieving a coveted item from an owner unwilling to part with it.
Only those who have been to the Night Market can say for sure, but those that have been, do their utmost to keep it a secret, lest they gain the unwanted attention of the Athanatoi and an invite to the dungeons of Boreia to admire the many torture devices. But rumours and hear-say have been slipping through the cracks of secrecy, with some people assuming that they stem from whoever operates the Night Market in the first place; after all, it is its customers that keep any market alive. These rumours, well known to many, say that whoever wants to find the Night Market would do well to start their journey in the Crucible of Twilight to emerge into the Sea of Stars.
Deciphering the riddle seems to be only the first step, as many, who claim to have visited the market, say that only with guidance you will reach the Night Market.

Architecture

Vorilios is an amalgamation of cultures; a network of cities, grown together. The same can be said about its architectural style.
Out of all its districts, Emporion is closest to the Asthasean commoners' architecture, with its yellow, many-storeyed sandstone buildings, adorned with powder-blue Sachnisi, private courtyards, overflowing with tropical plants, and the many-coloured canopies, spanned across Emporion's streets and the Agoras, spending cooling shades for the people below.
Hedeon, on the other hand, has the typical, rural Thalland aesthetics; single-storeyed cottages with white plaster and thatched roofs, free-standing with wooden fencing around green meadows, and a dirt track leading to a bubbling brook somewhere nearby. The closer one comes to the other districts, the more urban Hedeon becomes, with cobblestone streets and occasional multi-storeyed, timbered houses with slanted, shingled roofs, and oriel windows.
The stark contrast to that are Katerga and Neorion, districts wrought with iron machines. Its cobblestone streets are run on by iron horses and lined with rows of multi-storeyed, red-bricked houses that are adorned with pipes and iron frames. The ubiquitous glass windows, a necessity since the all-pervasive smog and soot, reflect the grey sky above and stained streets below. In Neorion, the gigantic dry-docks impose heavily on any passers-by.
Mesipolis is the amalgamation of all three. A district in the middle, it inherits each architectural style and combines them into a unique mixture of brick-and-timbered sandstone houses, alternatingly adorned with coloured Sachnisi or oriel windows, and with slanted, thatched roofs. Cobblestone streets lead to each of the other districts, with houses left and right, all of which have their own little gardens, growing bigger the further west one goes.
Synalakterion and Apobatherion retained a unique style, mixing the architecture of Escudan stone desert houses with the cottage style of Flaneste rural coast villages. The houses here are multi-layered; the roof of one house is the terrace of another, making it possible to settle on the steep banks of the Îmrathir. Some of the houses are even situated on stilts that protruding into the depths of the river itself, and surrounded by the many piers of both districts.
The most coherent districts are Boreopolis, Temenos, Heliopolis, Thesavrion and Anaxerion. All share the architectural style of Asthasean nobility. White-plastered houses, decorated with alabaster reliefs and white-marbled columns which hold up a pedimented portico over the main entrance, surrounded by well-maintained gardens.
Arkadia has the same style as its base, due to the fact that the Tschemeschska family built upon derelict, abandoned houses of old, Asthasean families. But there is where the similarities end. House Tschemeschska's borough differs the most, incorporating elements of Katerga into their designs, while the rest of the district is trying to emulate the style with magic improvisations. Big, wide plazas and boulevards entice visitors to enter one of the many casinos, restaurants or other entertainment businesses. Even at night Arkadia seems as bright as day.
The opposite is the case with Eldamar. Once a stereotypical, prejudiced mockery of elven culture, it has become a district of traditional elven architecture. Many of the wooden houses are built into the trees towering over the district's lower walkways. Lush gardens and groves portray a picturesque image of elven serenity, while brooks and streams accumulate in ponds all over the district. Throughout Eldamar, hanging walkways between the trees are spanned for its residents, only accessible via magical elevators. The wooden houses themselves are made out of magically bent wood, formed into rounded shapes, as to avoid harsh edges. The roofs are made of a special plant with thick leaves, intertwining like shingle roofs. This gives the elven houses their distinct green-and-brown, wooden architectural style.

Geography

The Îmrathir runs north-to-south through Vorilios, cutting the city in half. The surrounding plains to the west are flat, offering no shelter from wind or sight. Further to the west lies Salida, the Îmrathir river valley, which is constantly overhung with thick clouds generated by the Escudan Foehn winds.
To the east and north lie the forests of Minyadôr, growing ever closer towards the city walls, while the southern gate opens towards a hill region of jagged rocks, through which the imperial road is snaking its way towards the cities of Valdest.
The Îmrathir was originally the shallowest around the area of Vorilios, until the Asthasean Empire artificially widened and deepend the river bed.

Climate

There's a saying in Vorilios, that you can measure the wealth of a person by the tan of their skin. This saying refers to the fact that east and west Vorilios have differing climate zones, due to the Îmrathir river and its valley.
Western Vorilios lies within the current of the Escudan Foehn wind that is funneled through Salida, the Îmrathir river valley. While Salida is covered in a blanket of Foehn clouds, the hot air from the winds reach Vorilios, intensifying its warm climate. This makes western Vorilios one of the warmest places in the Realms, creating weather reminiscent of Herudd and Turkham.
During summer, Emporion and Mesipolis can be scorching places under an unforgiving sun. Katerga, under its ever-looming cloud, will heat up, making life even more miserable, but the shade provided by the clouds regulate the heat somewhat. Hedeon, though, is the odd one out. For the past three hundred centuries, Hedeon has never had any problems with heat waves, like Emporion or Mesipolis. Instead, the climate in Hedeon feels like a spell of pastoral bliss; warm, but cozy, just enough to open a button or two and let your feet dangle in the little streams and canals running through the district. All the while, white puffy clouds, in an old and ponderous march, float by overhead, across a powder blue sky, slowly and serenely, spending shade along their way. Hedeon's residents don't wonder too much about the why, and rather enjoy the bliss they have been given, surely by the gods.
East Vorilios is relatively save from the winds, as the Îmrathir, that is running north-to-south through Vorilios, cools the air down, creating a warm, temperate climate. The Minyadôrian woods, near Vorilios' eastern border, add to the effect. This creates a climate without much variation throughout the whole year, for Anaxerion and Heliopolis, while Eldamar and Temenos change their colours in autumn, with their forests turning into fiery seas of red, yellow, and brown.
The winters in Vorilios are mild regardless of where you are. There's no snow and temperatures reach their lowest, with maybe a bit of hoarfrost forming overnight, gone shortly after sunrise.
The most agreeable weather is during spring, when wisps of pollen, dandelion puffs, and the blossoms of cherry trees sail through the air. All districts, except for Katerga and Neorion, start to blossom in every colour imaginable, and people start to prepare for the springflower festival, a local tradition since the Asthasean Empire, which heralds the coming of the warmer months.
Each district celebrates their own variation of the festival, with their own, little, idiosyncratic customs and traditions, which culminate in the crowning of the most beautiful springflower wreath of the respective district. All festivals end with a procession through the districts, towards the temples of Temenos, where a ritual decides which wreath the Aspects favour the most. The district, whose wreath is selected, will be crowned the springflower kingdom and receive the privilege to host the coming sunfire festival, celebrating the longest day of the year, ending in a display of magical fireworks.
Founding Date
Around the year 864 of the Age of Conquest
Alternative Name(s)
City of Splendor, Jewel of the Northern Continent
Type
Metropolis
Population
>1,000,000
Inhabitant Demonym
Vorilian
Location under
Owning Organization
"You're looking for the Shadow Broker? Don't bother, you'll never find him. He will find you, instead."
- Unknown


"It's a trash heap, a pile of useless shit, with the vilest scum you could ever imagine, and aaaaall the vermin in the world crawling all over it, trying to find that little piece of garbage that is still okay to eat. If they burnt it down until eternity, it wouldn't be enough!"
- Escudan merchant, after being banned from Vorilios for illegally trading wares


"I mean, he's not wrong, but it's still my hometown and I'll defend it until my last breath."
- Athanatos


"Start your journey in the Crucible of Twilight, in order to burn away your impurities, and emerge from shadowed light into the vastness of the sea of stars."
- The Night Market Riddle

This article has no secrets.