Coldrock (City)
Coldrock is considered the great fortress city of Western Ersonia. Starting as mine in ancient days, it bacame a port during the reign of Arthurus, and then a fortress during the the proceeding wars between Ersonia and Venica. The town has been carved out of large rock formation on the base of wide river bank, with a busy port not far from the ocean. It is protected by both city walls and a walled port. Legend has, the city has never fallen. A castle with a large lighthouse sits ontop of the rock, where the rulers reign.
Weather
   Coldrock, while not the coldest part of the world, is not warm either.
   Spring/Summer/Fall: 4
D
0S: +1 Cold (Morning, Midday, Afternoon), +2 Cold (Evening, Night)
1S: +1 Cold (Morning, Midday, Afternoon), +2 Cold (Evening, Night)
   Winter: Resist 2 Cold w/
Endr
/
Fort
if outdoors Night/Twilight. Resist 1 Cold w/
Endr
/
Fort
if outdoors Morning/Midday/Afternoon/Evening.
Events
   January 24, Day of the Burning Ships: Festival in the port where ships are burnt at night to commerate a victory against Skelvaar pirates.
   August 25, Summer Festival: Festival of games and dancing. Flowers brought in from all over the region.
Administration
Leadership: Arcadia is run by House Ironside, a long family line with direct ties to Ersonian royalty. The heads of House Ironside run the city, command it's garrison (along with the Western regiments of the Ersoniana army), and administer justice as they see fit.
Peacekeeping: Guards of House Ironside keep order in the city, patrol during the day and knight, and bring anyone breaking the peace to their commander's judgement.
Underworld
In addition to the usual centers of illicit dealings (gambling dens, drug dealers), a cavern carved deep into the rock that once served the mining is used as a large arena for fighting. While not legal, authorities look the other way, and many come to watch exotic animals and powerful warriors due battle, betting heavily on the outcomes.
Work
Farmhand (Labor): The farmers around Arcadia are always looking for a helping hand willing to work for cheap.
Dockhand (Labor): Load and unload ships.
Quarry Worker (Labor): Move stones.
Mine Shaft: (Shift) 8
D
Gold. Resist 1
S
+3
D
Fatigue w/ (
Str
/
Endr
/
Fort
).
Training
Coldrock is a hub for Fighters, Rogues, and Archers who may be able to provide training for Rare abilities.
Encounters
   1: Petty theives demand payment at knife point.
   2: Docked Skelvaar pirates challenge the party to a test of mettle.
   3: A confrontation between visting delegations of High Elves and Stone Dwarves threatens to drag the party into it.
   4: Bored Guards attempt to extort the party for funds.
   5: A robbery occurs directly next tothe party, threatening to drag them into the conflict.
Quests
1: Skelvaar pirates are attemmpting raids, and the party can work to defend the city.
2: A deep mining cavern fell through. The party is offered to kill the underground creatures now roaming the city tunnels.
3: The party is paid to storm a ship that will dock with illicit goods.
Epic Quests
1: Giant's Attack: Several giants are assulating the walls, probably brought on by some evil force. The party can attempt to protect the city or possibly just try to survive.
2: Skelvaar War: The Skelvaar and nobility of Coldrock are at war, with pirates beseiging the walled port and attempting to raid the city. The party may find themselves on either end of this deadly conflict.
Rock Face
The main part of the city the sprawls out from the face of the rock, and surrounds both the river and neighboring fields. The Rockface district is home to most of the deziens of the city, and contains a large mix of both poor and mixed sections. It has shops and centers of all kinds, usually very busy trading. It also has a large river dock bustling with activtiy. The city is surrounded by large rock walls, with a wall ringing the port as well.
Backdrop
   1: The rock casts a cold shadow against the sunlight and the bustling town below.
   2: Snows fall against the city, lining the streets, and putting white powder against the rock.
   3: Bustling crowds fill the narrow alleyways in the cold weather.
   4: The fires of the lighthouse tower atop the rock are all the can be seen through the mist.
   5: A cool mist .
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.
Underrock
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
Stonecrown
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.