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Glantri City


Glantri City


When a visitor overhears locals speaking of “Glantri”, one should not assume they are referring to the entire realm; they might just as likely be talking about the capital. Glantri City remains the center of practically all activity in the realm; well, all important activity, anyway. The capital, outside the province of any one prince, falls under the rule of the entire Council of Princes.

Originally called Braejr, the city was built upon the confluence of two rivers, the Isoile and the Vesubia. The Flaemish settlers designed their capital to use canals as its major thoroughfares. Before the Wrath of the Immortals, a typical city scene might show gondoliers poling down canals that glittered in the sunlight. In those days, laughing passersby would shout greetings to friends busily haggling with vendors on the water’s edge.

Since the war, visitors find Glantri City much different; people on the street hurry about their business, frequently looking over their shoulders. Gondoliers silently guide their crafts along the canals, which, strangely, seem murkier than in days past. Buildings on the outskirts of the city, recently built, lower class residential structures, stand on the dry riverbanks away from the canals.

Though it differs from the principalities in many respects; Glantri City remains the most uniquely “Glantrian” place in the realm. In this homogeneous urban area, birthplace and race matter little. What gets a person noticed around here; magical power? Wizards of great ability are not only politically powerful, but socially popular as well. They constantly try to out-cast their city neighbors by displaying greater pretense and more needless trappings.

Most princes actually spend the majority of their time in Glantri City rather than in their personal towers. Each has a lavishly appointed home and office in the capital, they are the leaders of Glantrian society, after all. Other city dwellers struggle for their attention and imitate their actions.

Demographics

  • Ruler: Supreme Judge of the Council (currently Prince Jherek Virayana)
  • House: None (no one house has control over the entire city)
  • Population: 40,000 (Approx.) within the walls.
    • 20,000+ (Approx.) in the suburbs.
  • GP Limit: 100,000 ducats
  • Laws: Mage Law
    • Private Spell Casting License: 10 dc per level of spell, culmative (i.e. 10 dc for level one, 30 dc for level two, 60 dc for level three etc.). One license is sufficient for all the caster's spells but a list of known spells must appear on the license. This license must be approved by the Great School of Magic's High Secretary; to whom the fee will be forwarded. This license is good of one year.
    • Arcane Business License: 20 dc per level of spell, culmative (i.e. 20 dc for level one, 60 dc for level two, 120 dc for level three etc.) Each spell intended to be used on a regular basis in exchange for services or money must be licensed separately. You must have a Private Spell Casting License to apply for the Arcane Business License. This license is good for one year.
    • Mundane Business License: Each activity with its usual time and place is licensed separately. For activities generating less than 5 dc per day: 1 dc per year, 5 to 100 dc per day: 5 dc per year and 20 dc per year for any larger business. For business that do over 3,000 dc in a single volumne, such as magical businesses, there is an additional 10% surtax that is required with each sale.
    • Weapon Bearing License: Weapons must be licensed separately; 1 dc per year for weapons less than fifteen inches; ten for each weapon of larger size. A surcharge of 5 dc for any divine caster. Arcane spell casters and nobility do not these licenses. These licenses are only granted if a licensed spell caster vouches for applicant.
    • Armor Bearing License: Armor and Shields must be licensed separately; 1 dc per year for shields, 5 dc per year for light armor, 10 dc per year for medium armor, 20 dc per year for heavy armor. Arcane spell casters and nobility do not these licenses. These licenses are only granted if a licensed spell caster vouches for the applicant.
    • Public Speaking License: Speaking in the presence of ten or more people in such a manner that all can hear requires a license; 50 dc per year. This license is necessary for scholars, magistrates, entertainers, army officers, merchants, parliament spokesmen and representatives dealing with large audiences. Listening, thankfully, doesn't require a license.
    • Hazardous Magic in Urban Areas License: A license is mandatory for producing magical effects in town, endangering large areas or crowds. The license costs 100 dc per year, per spell.

City Districts

The entire capital breaks down into distinct sections, each with its own dominant purpose. However, these districts all share a few common traits. They comprise mostly two and three story dark stone buildings. Visitors often remark on the skilled craftsmanship and the ornate detail evident in this stonework; even in the crumbling facades in the poor areas. As the city has grown to its current population of 40,000 it also has expanded beyond its protective walls. These “outside” areas, almost purely residential, do not appear in the discussion of city districts that follows

The Authorities

Glantri City is ruled directly by the Council of Princes, in particular, the Supreme Judge of the Council, Prince Jherek Virayana. This charge carries with it the right to enforce law and order throughout the capital (and other parts of the realm). Aiding the Supreme Judge are the Constabulary and Canal Master.

Other Groups of Import

While many professional and underground groups operate all over Glantri, most base their activities in the capital. The known and not so well known groups are as follows: