Arcadia (City)
Arcardia is nominally an autonomous area of Ersonia, but is de facto controlled by The Academy, which controls all factors of the city government and administration. Tucked away in the Mystic Mountains, The Academy is the center of knowledge, sciences, and magic for the entire continent, with many coming to study or seek services. The Academy leases out its services to many rulers and nobles. The Academy is governed by the Council who operate out of the Tower of Illumination, which also rules the city as well. The city is also a haven for those interested in dark experiments that would be forbidden elsewhere, with The Council often willing to look the other way.
Weather
   Though not in a particuarly cold region, Arcadia has redular cold winds due to it's elevation, particularly in the winter.
   Spring/Summer/Fall: Resist 2 Cold w/
Endr
/
Fort
if outdoors Night/Twilight.
   Winter: Resist 3 Cold w/
Endr
/
Fort
if outdoors Night/Twilight. Resist 1 Cold w/
Endr
/
Fort
if outdoors Morning/Midday/Afternoon/Evening.
Events
   February 7, Wizard's Day: Festival in the town square w/ Free Food. Also magic competitions are held, where the winner gets an artifact.
   November 2, Morgeth's Day pf the Dead: Festival is held by Necromancers where people may pay to commune with the dead for 5G.
Encounters
   1: Some aggressive guards hassle you for not having a ‘made up’ pass and demand cash or else.
   2: Some professor’s pet tiger is running amok in the city and prepares to attack you.
   3: An Enchanted Clay golem bursts out of a nearby houses’ basement.
Administration
Leadership: Arcadia is run by a magistrate answering directly to the Tower of Illumination. Most important decisions are solely at The Council’s discretion.
Peacekeeping: The Town Guard {Guard (Common)} which patrol the streets, enforce laws, and answer to the Magistrate. Additionally a group called the ‘The Sentry’ acts as elite corps, guarding the key positions of the city owned by The Academy and answering directly to them. This group has within it elite guards {Guard (Elite)}, as well as some trained in magic {Blast Mage}, and magical sword combat {Magic Blade}.
Underworld
Black Market: Magic stuff
City Specific Stuff
Work
Farmhand (Labor): The farmers around Arcadia are always looking for a helping hand willing to work for cheap.
Quarry Worker (Labor): Move stones.
Lumberer (Labor): Move and cut Wood
Mine Shaft: (Shift) 8
D
Gold. Resist 1
S
+3
D
Fatigue w/ (
Str
/
Endr
/
Fort
).
Test Subject: (Shift) 3
S
+7
D
Gold. 3
D
:

             0S: Take 4
D
Impact Damage
             1S: Take 7
D
Impact Damage. +3G
             2S: Limb becomes Severed. (May Reattach.) +5G
             3S: Choose One:
                     One Random Body Area gains DR1, One Random Body Area permanently loses 1 Wound
                     One Random Stat goes up one, another random stat goes down 1
                     Gain 1 random Aspect and 1 random Mental Aspect
Training
Mage/Intellectual (Uncommon/Rare): Many freelancers in the city offer training on rare intellectual subjects. Make Cooler talk about who are where they are training you.
Fighter/Archer (Uncommon): In the afternoon the city garrison is willing to help teach the art of fighting for a price.
Quests
1: Dwarves in a Ether mines have unearthed a Cave Lizard that has halted the mining operation. This has been made more dangerous as the Ether walls are highly explosive if hit by too great an impact.
2: Escaped Specimen Retrieval, Arch-wizard Tobius lost his pet ‘Smoogl’
3: Mage’s Courier, Arch-wizard needs help transporting goods.
Epic Quests
1: Demon of the Deep Tower: The secret of the deepest levels of the tower is that a Demon slumbers and kills all who cannot answer his riddles. The Archmage that accidentally summoned the demon is long dead, but supposedly a way to seal back is hidden in his notes. Some of these may be in the tower, but some may need to be found from distant merchants.
2: The Library Expedition: A Mage needs escort in the deep forbidden aisles of the library. The Magic sealing the grimoires are starting to blend with reality. Wander for a 10-30 miles of aisle as you progress deeper. Spiders, undead and other monsters have made this part of the Library their home.
3: Siege of the City: An arrogant Ersonian Prince has decided that Arcadia has enjoyed too much freedom. Insulted by the council of Archmages his army now sits at the gates and demands capitulation. The ensuing siege and storming of the city will be bloody and explosive.
Outer Arcadia
This is mostly shops like most cities, with the difference that it is administered by The Academy. The city garrison is recruited from within the city and reports directly to the Academy. any come here to see the Academy including potential students, and those seeking help, though only some are allowed into the Inner City.
Backdrop
   1: The sun illuminates the nearby peaks of the mystic mountains which surround the city.
   2: A caravan arrives with magic artifacts, many watch it come through the city closely guarded by armed men.
   3: Magic glowing crystal lanterns, light the dim streets in a turquoise light.
   4: A group of Mage apprentices are laughing as one of their friends robes catch ablaze.
Key Locations
Town Center: Includes Gates to Inner City and a Town Hall/Court here one can buy passes to the Inner City. The City Magistrate office is here as well, though for any important decisions they will defer to orders from The Tower of Illumination.
Week Pass for Inner City 3G, Day Pass for Inner City 1G
Saviours Child (Church of Azeal): A small church for such a big city, it still frequently hosts humans and dwarves who follow Azeal’s teachings.
Stores
Toag's Board and Store (General Store): As well as other general items, the failed out Mage student who runs the palace often sells various magical implements as well.
Daisy-Mage (Florist): A Witch named Daisy grows the biggest flowers and plants with a special blend of magic and love. Her flowers have unique colors too, from Blue Azul Roses to glowing sunflowers.
Robe N Globe (Tailor): A clothing store specializing in mage robes.
Inns/Taverns
Grim Grows: A dimly lit tavern and inn, frequented by dwarves and some humans.
Abracada-Bread: Favored by students and professors, the recipes are rumored to contain a hint of ether.
Witches Brew & Slumber: A dark and hip place, glowing bubbling cauldrons with coloured smoke distort the air.
Inner Arcadia
The inner sanctum in the city is for those who are guests of or working for The Academy, very few others are let inside. While mostly human, Elves and Dwarves on magical business can be found as well. The cobble streets are kept pearly white and the ivory white halls of The Tower of Illumination looms above.
Backdrop
   1: The sun catches the Ivory of the Tower of Illumination in a dazzling light.
   2: From the tower various bizarre electrical sounds can be heard as an experiment continues throughout the day.
Key Locations
Tower of Illumination: A huge tower made entirely of white marble, piercing the sky against the backdrop of the horizon. It has many staircases, windows, and porches. It is the central authority of The Academy. Requires special permission to enter, with all levels except the lower and middle being very hard to get accessed to. Guarded by The Sentry, the elite guard corps.
    Sub-Floors: Vault, Secret research areas, dungeons.
    Lower Levels: Servants quarters, dormitory, cafeteria.
    Middle Levels: Classrooms, research rooms, laboratories, experimental facilities.
    Upper Levels: Chambers of The Council, Court of High Magic.
The Grand Libray: (Closed Saturday.) The Greatest Library in the land. The library stands 5 stories tall and takes up 6 city blocks. It’s not unheard of people getting lost within the library for a few days or longer. Almost every book can be found here though many are only for sail on special permission.
    Very Rare Books: May take days to be ready. May cost 20 to 100G .
    Deep Library: Deep down in the furthest most forgotten corners there are rumors of the dead walking the aisles.
Stores
Rolls of Scrolls (Magic Scrolls): Has excellent selection including many rare scrolls.
The Trolls Tongue (Artifact Shop): Offers buying and selling of Artifacts as well as appraisal and identification.
Neval's Brews (Potions): Extremely good potion selection, though the ground is usually covered with potions, some of which are dangerous.
Olexander’s Exotic Pets: An exotic pet store run by an eccentric. Weird animals line the walls and some say he can get even stranger stuff for the right price.
    Hawk/Raven/Owl/Bat/Python/Weasel (Req. Animal Handle 1) 20G, Bear/Cobra (Req. Animal Handle 2) 35G
Outskirts
The area around the city includes farms owned and administered directly by The Academy. To the north is a Dwarf encampment for the dwarves who work in the city’s mines. To the east, various non-humans congregate in a makeshift camp, including various exoctic non-humans such as Lizardmen and Centaurs.
Backdrop
   1: Trees shade the paths in an out of the city.
   2: A large group of wagons are waiting at the gate as a guard inspects them.
   3: The non-humans are having a raucous gathering where many friendly (and unfriendly) impromptu games and combats are held.
Locations
Watch Towers: Garrisoned by the local forces, several based high upon the Mystic Mountain Cliffs.
Ether Mines: Rich in rare ether, these are used by the academy for their various experiments. Due to the expertise required in safely mining it, the workforce is almost entirely contracted out to dwarves.
Lizard Camp: Includes Lizard Chieftain, Lizard Guard Towers, and Lizard Huts. Lizard-Men have an unclear relationship with The Academy, seemingly based on rare materials the Lizard-Men provide. They keep a camp here and are tolerated by the Mage’s but untrusted by the local population.
Church of Ernok: An old shrine to Ernok, rarely visited, is tucked away in the cliffs around the city.