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Itis

Profile

  • Kind: Capital
  • Founded: Old (≈1,000 years)
  • Population: Large (≈100,000)
  • Environment: River-side
  • Ruler: Elected council
  • Overall condition: Decent
  • Known for: Magical grass and the crater of an old meteor

Geography & Layout

  • Fortification: Light
  • Underground: Sewers
  • Outside Features: Training site of the Branching, the Exploratory Guild of the Maze

Districts

  • Civil districts: 5
  • Plus a separate industrial district

District 1 – Slums

  • Condition: Far worse than the city overall
  • Entry: Lightly guarded
  • Crime level: About the same as the city, with more frequent trouble
  • Housing: Limited, few houses, very few residents live here permanently

Locations:

  • Barber – shows favoritism to certain clients, good quality, not associated with any guild
  • Club – notable social meeting place, very poor quality, not associated with any guild
  • Club (entertainment) – important entertainment venue, good quality, not associated with any guild
  • Butcher – quality unspecified, not associated with any guild
  • Inn – quality unspecified, not associated with any guild
  • Tavern – quality unspecified, not associated with any guild

District 2 – Upper Class

  • Condition: Impressive
  • Entry: Guarded, strong watch presence
  • Crime level: Almost none
  • Housing: Limited, only a few residents live here

Locations:

  • Bathhouse – exciting/thrilling, fine and regarded as the best, not associated with any guild
  • Bank & Exchange – good quality, guild-affiliated
  • Baker – best quality, not associated with any guild
  • Tailor – best quality, guild-affiliated
  • Luxury Furnishings – good quality, guild-affiliated
  • Doctor/Apothecary – good quality, not associated with any guild
  • Barber – best quality, not associated with any guild
  • Barber (second) – good quality, not associated with any guild
  • Soothsayer – good quality, guild-affiliated

District 3 – Botanical

  • Condition: Far worse, squalid
  • Entry: Lightly guarded
  • Crime level: Equal to the city average
  • Housing: Extensive and very crowded

Locations:

  • Doctor/Apothecary – famous for their history, good quality, not associated with any guild
  • Magic Shop – sells magical jewels, customers are effectively coerced into buying here, good quality, not associated with any guild
  • Cobbler – everywhere in the district via huge marketing/signage, good quality, not associated with any guild
  • Alchemist – good quality, guild-affiliated
  • Outdoor Recreational Area – quality unspecified, not associated with any guild
  • Inn – quality unspecified, not associated with any guild
  • Stable – quality unspecified, not associated with any guild

District 4 – Upper Class (Second)

  • Condition: Far better, magnificent
  • Entry: Lightly guarded
  • Crime level: Far worse, crime is frequent
  • Housing: Extensive, very heavily populated

Locations:

  • Rare Botanical – famous for top-tier marketing, incredibly high quality, over the top, not associated with any guild
  • Cobbler – very good quality, guild-affiliated
  • Inn – superb quality, not associated with any guild
  • Bank & Exchange – superb quality, not associated with any guild
  • Butcher – great quality, guild-affiliated
  • Baker – good quality, guild-affiliated
  • Tailor – exceptionally good quality, guild-affiliated
  • Luxury Furnishings – great quality, guild-affiliated
  • Doctor/Apothecary – great quality, guild-affiliated

District 5 – Administration

  • Condition: Better than the city, impressive
  • Crime level: Less crime than the city
  • Entry: Fully open
  • Housing: None, only workers operate here

Locations:

  • Hired Help – crossbowman, has a significant history, guild-affiliated (internal guild), about to expand, poor quality due to rapid enlargement, dedicated to a ruler deity
  • Inn – famous for its marketing, great quality, associated with a hidden deity, not associated with any guild
  • Courthouse – poor quality, not associated with any guild
  • Chancery – great quality, guild-affiliated
  • Town Hall – poor quality, not associated with any guild
  • Treasury – great quality, associated with Arral, not associated with any guild
  • Hired Help – scribes and clerks, very poor quality, handled by a single person, not associated with any guild
  • Academy/University – good quality, associated with a knowledge deity, not associated with any guild

District 6 – Industrial

  • Condition: Magnificent
  • Entry: Guarded, with a strong guard presence
  • Crime level: Far worse, driven largely by dissidents
  • Housing: Limited, some residents live on-site

Locations:

  • Tavern – incredibly exciting, poor quality, part of a guild of entertainment
  • Thatcher – great quality, guild-affiliated
  • Carpenter – good quality, not associated with any guild
  • House of Leisure – great quality, not associated with any guild
  • Smith (Large Foundry) – big foundry, good quality, not associated with any guild

Government & Power

Leadership:

  • Elected council
  • Unity: thinly veiled discord, barely disguised hostility, but not yet open violence or shouting

Governing Priorities:

  • Focus: Industry and innovation
  • Approach: Moderately aggressive, enforced externally, usually without open force
  • Success: Barely successful

The powers that matter:

  • Bracks: distinguished, a large house in the city, do not actually desire this level of luxury
  • The King: distinguished (barely), the Great Palace in the city, too accustomed to this life to imagine an alternative
  • O'Eh Sisterhood: respectable, a large estate within the capital, actively prefer and embrace this way of life
  • The Temple (the Plaza of the 3 doors): ostentatious, highest status, a huge palace outside the capital, revel in being at the top

Military:

  • Exists, but "disbanded and ready" (inactive structure, can rapidly re-form)
  • Recruitment: mandatory, only of elite citizens
  • Size: insignificant
  • Specialty: none
  • Facility: a simple military structure inside the capital

Nobility:

  • Hereditary, by blood, five primary houses
  • Supportive of the leadership, disliked by the people
  • The friction: the nobility approves of the leader, while the people do not

Espionage:

  • Spy network: modest in scale but highly effective, with a few spies abroad
  • Infiltration: immersed and seeking deeper connections. Caught spies are executed, and ultimatums issued to the nations involved
  • Counter-intelligence: modest, with some agents inside the borders
  • Watchfulness: wary, diligent and concerned but not extreme

Economy

Market:

  • Ample, centralized marketplace
  • Only sponsored merchants may open a stall, no stall fees
  • Selling outside the market is banned to limit crime

Trade & Resources:

  • Produces: the magical grass that grows here, and Itian, the mineral the old meteor left in its crater
  • Exports: Itian, sold since the city's early days, never a rich trade, but a steady one

Society

  • Culture: Self-improvement, pursued moderately (likely stronger in the past)
  • Population density: Populous, almost dense, plenty of people but rarely cramped
  • Demographics: Wide distribution, ~20% Algeronians, many other groups present
  • Wealth: Impoverished, could be much better off, but bad stewardship (which they blame) keeps them down
  • Visitors: Arrive in droves, locals are unfriendly toward newcomers, viewing them with fear, contempt, or suspicion
  • After dark: Active, inns and taverns always open, several services run at night. The gate closes at night, but guards are eager to open it
  • Law & crime: A robust city watch (the Bracks could deploy it far better, but stewardship is incompetent or corrupt), crime uncommon, no organized crime

Religion

  • Dominant faith: the Four Sires, the state church, worshipped at the Plaza of the 3 doors
  • The O'Eh Sisterhood, keepers of forbidden magic, serve as an official counterweight to the church, based at the O'Eh Tower
  • A minority Achan presence keeps a convent at the edge of the city (the Distillery)

Relations

  1. Nevaria – hated enemy
  2. Red City – enemy, but almost friendly
  3. The Islands – enemy, with some reservation

History

Short summary. The full timeline lives on the History of Itis page.

Founded as a mining camp by an envoy of Queen Itis at the meteor crater, Itis won its independence under its first Podestà, Astergius, then rose to capital of Algeron after the Voltan dynasty and the O'Eh sacrifice. It later fought two wars with Nevaria.

Notable Locations

(named places from the map)

  • The Great Palace – the King's seat
  • The Mausoleum – for the victims of the founding sacrifice
  • Ludum – the sealed meteor mines, now a prison behind a circle of runes
  • The O'Eh Tower – seat of the Sisterhood
  • The Plaza of the 3 doors – the Four Sires' main temple
  • House Bracks – the guard-keeping house

Notable People

  • The Master of the Wild – oversees the maps, surveys the lands beyond, watches for outside threats, and regulates hunting. Very fat, incredibly competent, and overqualified.

Secrets

  • A group of feral animals secretly roams the city. Only one public incident has surfaced, and the authorities are working to keep it quiet.
  • Word is spreading that the chiefs are not great.