#undercity sewers
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almostlookedhuman · 6 months ago
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y-rhywbeth2 · 9 months ago
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Missed opportunity to represent it as such in-game, but the Undercity where the temple of Bhaal is situated isn't in the sewers; it's in an ancient, abandoned city buried in a series of caverns well under the modern city, and the entire ruin is populated by what's left of the undead residents and the Bhaalists (and presumably any of the Bhaalists' victims that they've added since have joined the undead crowd).
The Undercity also connects to the thieves guilds and the Undercellar, allowing connections with the rest of the Gate's criminal underworld.
Durge and Orin don't live in the sewers (that's further above them), they live in the haunted corpse of the city that was.
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daughter0fslaughter · 9 months ago
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‼️🩸🥀
-- "Stupid, stupid, stupid." Venomous, twitchy voice. "Disgraced, humiliated, and uglier tenfold. A sickly sour sight for rubbed red eyes, gawping over calamities such a fickle mind unable to understand."
"Did it come B-B-BEGGING for its marrow throne? Did it think it could claw its way through the putrid mountain?" Feigned, mocking panic. Tired corpse misted eyes widened in faux sorrow before flickering back to spite. A deep-set giggle rumbling at the back of her throat and clashing against the pea walls of the sewers.
A clawed index finger lifted into the air, a swinging pendulum with each sung out lyric.
"No, no, no, NO. It will not get close. Lest I rend its scales from its spine."
@dracourge
‼️🩸🥀
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waterbearable · 10 months ago
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fuck bhaal all my homies hate bhaal
#ari plays bg3#big mad. i just want to kill orin. i understand that this is how fights work sometimes but.#HATE things being difficulty added just because more guys pop up outta nowhere. its annoying. i dont like it.#i have 2 go to bed anyway so theres no way i was gonna get the farslayer but i thought about it for 2 seconds after restarting#and then quit the game sgdjdjdj#props to ppl who have finished this game multiple times because some of these difficulty spikes are. Spiked.#and it is not as enjoyable when you know /you/ have hit a level cap but your enemies have not.#i do not want to be able to progress to level 18 or anything i get that thats a huuuge boost#but like. idk man. level 14?#i just feel like i hit max level way too early in act 3.#anyway i have been a hater for too long in the tags#i do enjoy the game! quite a bit! but act 3 fatigue Hits. i want baldurs gate to be a big city but its a Lot#like. we already know that orin controls the undercity and gortash the city proper.#maybe there could have been a way to make the player choose b/w accessing 1 of the 2 city halves first and then balancing the undercity more#the obstacles to get to orin just feel like a lot more and more draining and closer together#compared to the lead up to gortash#and like. theoretically you could hunt orin down first but part of me is like. how. how would i have done that#to clarify i think my ideal would have been rivington and wyrms crossing always available but then most of the lower city/sewers#should be inaccessible to the party until orin or gortash is killed.#like i kno a lot of ppl didnt enjoy it but i actually was pretty satisfied w act 2! i think some of the act 1 stuff should have been#part of it technically#but i felt like the length and the throughline was pretty decent.#act 3 is a little decision paralysis inducing in a way i dont super love#WOW that was a rant in the tags. ok. we're normal now. i just have Thots
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bhaalswn-arch · 1 year ago
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I just don't like how there's a book of witness reports/accounts of Bhaalspawn that Cazador had. Then again, I see that where the ritual is taking place is connected to the Undercity/Sewers. ...Close to the Temple of Bhaal.
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gallusrostromegalus · 1 month ago
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Secret tunnels: who built them, and who uses them?
So there aren't "Secret" tunnels in the Seireitei.
There are "These are SUPPOSED to be secret tunnels to evacuate the nobles and central 46 in an emergency but you have a better chance of keeping a fart secret in an elevator than you do of any kind of construction project in Seireitei" tunnels.
There are "Well we definitely built this for a reason but it's been eight fucking centuries and fuck if anyone alive remembers what the hell it's for" tunnels.
There are even quite a few "this tunnel is a secret because it wasn't *built* by anyone, it's the by-product of centuries of dubious infrastructure and construction shortcuts and no small amount of subsidence. This is just a gap waiting to collapse, but sure. You can try your luck" tunnels.
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If there was ever a Master of these Sort-of-Secret tunnels, it was the 5th captain of the 11th division, Tokagero Kenpachi.
Certainly, Unohana and the fourth division collectively are the lords of the undercity now, but Unohana is a busy woman with lots to do topside. So in 1438, she Very Generously allowed the 11th to maintain the sewers and underground infrastructure while she figured out vaccines.
Tokagero regarded this as very kind of Unohana, because Tokagero was a water monitor of gargantuan scale, and regarded the dark and twisting undercity as her natural habitat. Which it may well have been, because that's certainly a space where an already large lizard might be exposed to Kido Corps magical waste or other Suspect Substances and grow to be large enough to swallow the fourth Kenpachi whole and assume his title.
Tokagero and the 11th had many a fine hunt in the undercity, after hollows that had escaped from noble-backed Bloodsports, to fugitives, to other strange creatures of the urban abyss, including a worrisomely large koi fish that Tokagero decided to grant dominion over the undercity's waterways as one Supernatural Beast to another. There was some wagging of tongues that Tokagero was backing out of a fight with Daikoi, but that was quickly silences by Tokagero flicking her own tongue and reminding everyone that she never packed provisions for these trips.
One day however, Tokagero discovered something bizarre.
Ice.
She'd been on the hunt of an escaped war criminal when she found him in an odd corner of the sewers with a very large hole where his head used to be, as if shot with an incredibly powerful projectile.
Weird.
She thought she felt a crackle of reiatsu before, but this was unlike any Kido spells she knew, and her quarry was not the type to do himself in.
Weirder still was the frigid patch of ice smeared against part of the floor an wall beside him. This bastard had no proclivity for Kido and did not carry an ice-type weapon, so where had it come from?
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"Youre back early." Jugram frowned at Lille Barro as he came in from the unusually intense blizzard outside castle silbern.
"Sewers 're haunted." Barro grunted, hefting his massive gun off his shoulder.
"Pardon?" Jugram blinked.
"Sewers 're haunted." Barro repeated, rolling his eye. "The sewers near the primary spy portals are PACKED with shinigami on the hunt for something- one of them nearly ran into me. So patrols will have to wait."
"Ah." Jugram nodded. "...coffee?" The second-in-cmand offered Barro, for lack of anything sensible to say.
"Hm?" Barro blinked, looking up from hanging up his strange hat. "Oh, yes. Please. Sorry, it's been a while since an enemy got that close and it's unnerved me. I keep feeling like I've forgotten something..."
"Just so long as you didn't leave the portal open." Jugram teased, confident in his commrade's competence.
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fuckitwebhaal · 1 year ago
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Hi my name is orin bh'aalspawn slaughterkin craven way and i have long white braided hair (it's bloody is why i got my name) with red streaks and red tips that reaches my mid-back and pale white eyes like limpid tears and a lot of people tell me i look like Illasera (AN: if u don't know who she is get da hell out of here!). I'm not related to Abdel Adrian but I wish I was because he's a major fucking hottie. I'm a changeling but my teeth are bloody and bared. I have pale white skin. I'm also a Bhaalspawn, and I go to an underground temple in the Undercity in Baldur's Gate where I'm not the High Primistress yet (but I'm getting there). I'm a murderer (in case you couldn't tell) and I wear a suit made of flesh. I love Hot Topic and I buy all my clothes from there. For example today I was wearing a fetid rotting corset with matching bone lace around it and a bloody leather miniskirt, arterial fishnets and my bare bloody feet. I was wearing black lipstick, white foundation, black eyeliner and red eyeshadow. I was walking around outside of the Temple. It was stinky and wet because we are underneath the sewers and there was no sun, which I was very happy about. My brother and his Bhaalists stared at me. I put my middle finger up at them.
"Hey Orin!" shouted a voice. I looked up. It was… Minthara Baenre!
"What's up Minthara?" I asked.
"Nothing." she said shyly.
But then, I heard my brother call me and I had to go away.
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@drhu0806
sorry this isn't a githyanki i just think this is objectively funnier
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kottkrig · 8 months ago
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I think about the canon size of places in WoW sometimes... Lordaeron City mostly, and comparing it to the movie's version of Stormwind
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Imagining a massive fantasy capital city at this scale but it's dark and gloomy and has THOUSANDS of undead people as its citizens just walking around trying to rebuild their weird dead lives (plus a whole secondary Undercity flooded in its sewers)
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shadow-fell · 1 year ago
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Notes on Cazador's Spawn
Mostly for my own reference but hey, someone else might find it useful.
Cazador Szarr becomes the Master Vampire of Baldur's Gate in 1276 (list of master vampires) completing the Rite of Perfect Slaughter on his master, Vellioth.
Astarion's gravestone gives his years as 229-268 DR. There are two assumptions we can make here: the first is that this is just being written without the 1, so he's turned in 1268 DR. The second is that it isn't DR, but instead meant to be Northreckoning - which would make the dates 1261-1300 DR.
We have a few choices here: if it is in DR, either the 1276 date is wrong, or Astarion was somehow turned before Vellioth was killed. Because of that, I think it's a bit easier to assume NR, especially since he's "one of the first" and not "the first". But this is a bit nitpicky.
For the rest of the spawn:
Petras is around ~1390 ("one hundred years eating rats and dogs" from the Flophouse convo)
Yousen is around ~1430 ("only sixty years" after Cazador's defeat)
Dalyria was Physician General to the Parliament of Baldur's Gate (journal). The Parliament of Peers was founded in the mid-1400s, so she would have been turned after this point ~1450
Leon is at least from 1486 (6 years of favored spawn) maximum ~1480 (turned while Victoria is alive based on diary)
Violet and Aurelia have nothing that concrete. However, Violet does offer a prayer to Kelemvor after Cazador's defeat, so I'm going to assume she didn't pick up worship of a new god as a vampire, which makes her turning after Kelemvor's ascension in 1358.
This leaves us with like a century gap, with Astarion (and maybe Aurelia) being turned around 1300 and everyone else in the 1400s. But there's an answer to that as well...Jaheira and Astarion have a party banter
Astarion: Cazador always warned us to stay clear of this neighbourhood. Never said why, though. Jaheira: The last spawn who tried was sunk into the cobblestones and left for the sun to find. I had an unfortunate taste for theatrics, in my youth. Astarion: Ah. Yes, that was probably it.
The original BG games are set 1368/69 - so probably around then or shortly after is when Jaheira killed at least one of the spawn; we can assume there's a few more that got killed and replaced in the 1400s to get back up to magic number seven.
(more on the Szarrs below the cut)
The Szarrs were a merchant family. In 1479, they had been wiped out in an attack that destroyed their home in Tumbledown in the Outer City, leaving only Cliffside Cemetery within large caverns, and which were home to strange lights that could be seen from the river. Rumors about the Szarrs being seen as ghosts were commonplace.
The crypts under the Szarr Mansion we see in BG3 are the Tourmaline Depths, discovered by Donnela Szarr the architect - based on the article while she was Master Vampire in 1138-1204, but potentially earlier. I think it is reasonable to assume that the Depths are connected to the Cliffside Cemetery and Szarr family crypts underground (deeper than the Sewers or Undercity).
Amanita Szarr, or Lady Incognita, has a series of journals dated to 1477 recounting her turning.
Alturiak: describes that she was raised near Anga Vled, and rarely visited her 'Uncle' Cazador
Tarsakh: summoned on her thirteenth birthday
Mirtul: references every living (well, vampire) Szarr as Uncle Cazador, Granddam Fistula, Great-Aunt Dralia, and Cousin Blovart.
Kythorn: describes being turned, imprisoned in the attic. for refusing to participate. Then she drank human blood, and at least a year later, sent up a captive.
Flamerule: "succumbed" and declares herself Lady Incognita.
These span over 6 months (skips Ches after Alturiak). Reasonably, I think these were written during the period of the "captive" sent up, which puts her turning proper probably in 1476, born ~1462. We can probably date the death of her parents to be the killing of the Szarrs, while she was very young. About 15 years before 1479 is perfect time for a ghost story to develop while gangs to take over.
(Anga Vled is a gnomish village between Baldur's Gate and Elturel, along the Risen Road - so not far at all from where Act1/2 are set)
If we assume that the relations Amanita describes are accurate, the tree would look like this. Given that they're an elven family (or at least, Cazador is elven) that means we have a lot of space to work with, timeline wise, but the quotes around 'uncle' might mean he's actually Dralia's son or Amanita's great uncle, to give a bit more space.
??? (Donella Szarr?) |-------| Dralia Fistula |-------|--------| Cazador ??? ??? | | Blovart Amanita
The question is: if the Szarr family are all vampires, then what does it mean that they haven't shown up? And that Vellioth was apparently not a Szarr but was still the Master Vampire (and definitely in charge over Cazador?) Who turned them?
My personal theory goes something like this:
Donnela Szarr, wealthy (but not Patriar) elven merchant has at least two children, Dralia and Fistula (probably not real name because come on)
some time from 1019-1138, Donnela Szarr, while investigating the tombs below her family's estate, encounters Hideous Gathwycke and is turned as his spawn.
1138, Donnela Szarr kills him and becomes Master Vampire
Donnela turns Vellioth
Donnela potentially turns her children to grant them immortal life
1204, Vellioth kills Donnela, becomes Master Vampire
Vellioth takes control of the Szarr family (intimidation, magic, or potentially turning Dralia/Fistula, if they're his spawn and not Donnela's)
Cazador is turned by Vellioth (at least 1260, probably earlier)
1276, Cazador completes the Right of Perfect Slaughter
~1460, other Szarrs die; Amanita sent to the countryside.
~1475 Amanita turned
I imagine that Cazador was fairly young when Donnela was killed (young enough to not be turned yet), and knew Vellioth already, even if it might have been some time before he was turned. I'd put him at no more than 100 when Vellioth becomes Master Vampire; their relationship (and "martinet") feels very 'strict teacher' which makes me wonder if he was a tutor beforehand.
The debate is whether the Szarrs were killed for mundane reasons (rival merchants), by vampire hunters, or by Cazador himself. If he killed them, it might be for refusal to let him turn them into vampires (Blovart as the exception), or some level of sibling rivalry? Amanita's parents are presumably not vampires since she was turned, but that doesn't remove the chance of monster hunters.
Based on the timeline, Blovart may have died sometime after Lady Incognita's entries, placing Leon as his replacement for the seven spawn (maybe the Favoured Spawn room was his by default, and became a competition after? The fact it only goes back 6 years is interesting). Perhaps related to how she left or died herself.
Dralia and Fistula's absence might be that they don't live with him, but I could also see if they discovered the Rite of Ascension and tried to usurp him and got killed for it. Cazador is fascinated by the idea of family, and I could see him very much wanting to keep his family intact but also has no qualms about killing his own mother / aunt if they actually posed a threat to his real goals.
All of this + the Lady Incognita stuff is very rough, presumably a lot of it having been cut with the Upper City/shift in direction for Cazador's story. For more links/information, there's also this masterlist.
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jessiemeows · 3 months ago
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hey all I'm half awake while typing this so some may not make sense lmfao but something I like to head cannon is that Cazador becomes obsessed with who Astarion is traveling with. He finds out all about every single one of them. His ego being ginormous thinking that none of them could take him on nor would they actually help Astarion in any way but has a tinge of doubt which is why he has all those wolves and ghouls below the palace just in case the high harper, the blade of frontiers or minsc the mad rashemaar somehow did come to seek out the vampire master to stop him from his profane ritual.
Especially if you're playing as durge then Cazador is relentlessly looking up the companions. There is no way that he had no idea about Durge, he most likely had his spawn avoid certain alley ways that durge was active in and very much made them steer clear of the sewers or the undercity. In Cazadors room where the skull of Vellioth is below the palace you can find a book about bhaalspawns (this is why I originally thought that Cazador was researching his companions. Especially if durge is romancing Astarion then ya Cazador is becoming obsessed with durge. He wants to find out about everything about them. Like why is the ex chosen of bhaal in love with one of his spawn? Truly something must be wrong with them, there must be some sort of flaw about them to why they would help Astarion of all people. He wants to take everything from Astarion so surely when durge and him walk in he will take his lover and make them into a spawn in front of him just to spite him.
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persephinae · 7 months ago
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🤔
please reblog for bigger sample size etc
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y-rhywbeth2 · 9 months ago
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Lore: Baldur's Gate #1
Link: Disclaimer regarding D&D "canon" & Index [tldr: D&D lore is a giant conflicting mess. Larian's lore is also a conflicting mess. You learn to take what you want and leave the rest]
The City | Demographics | Law & Legal System | Administration & Government | ??? - WIP
Might as well start compiling lore on the namesake of the game...
Featuring the city aesthetic (the depiction of it in-game wasn't nearly grey, damp or claustrophobic enough) and a mostly complete overview of the city and its major areas: the Lower City, Upper City, Outer City, Undercellar and Undercity.
Cultural titbits: like why you can't have animals bigger than peacocks; that you shouldn't live here if you have claustrophobia; how the Patriars clearly have it out for people with hay fever; the constant mould problem; where to go to get a glowing tattoo, a fake tan and the magical equivalent of a plastic surgeon; and why, in fairness to the Banites, the city requires very little effort to turn into a nightmarish police state under the control of an evil deity.
And if your Dark Urge is a sewer gremlin then that's a life choice they're making, not a Bhaalist thing: the Undercity isn't in the sewers.
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The city state of Baldur's Gate is one of Faerûn's more important ports, situated geographically between the massive trade centres of Athkatla and Waterdeep. It began its life as a fusion of the early fishing hamlet of Loklee (formed around 0 DR) and the pirate and smuggler hub that formed nearby. It was a popular port with a shipyard and visitor's wharves by 204 DR. The natural harbour the man-made harbour is built on is one of the only places in hundreds of miles that's safe for ships to dock at.
Due to the lack of nearby settlements to form competition, the trade hub attained city status and import early in its existence. It briefly fell under the early kingdom of Shavinar, though this was mostly a technicality and the settlement continued to govern itself and continued to do so when the kingdom fell in 277 DR.
The area was first officially recognised in the history books as the city of of Baldur's Gate in 446 DR.
The primary spoken language of the Gate is Chondathan, however during the Spellplague the city attracted enough refugees to become one of Faerûn's most populated cities, and it's a diverse enough location that many people are at least bilingual (not counting Common): many speak Chondathan, their native/ancestral language and a third.
As a major port the city has always been something of a melting pot and encouraged a policy of tolerance - you don't want to drive away merchants and trade, after all. Likewise, in the interests of encouraging trade, the city has enforced a stance of political neutrality and refuses to be drawn into international problems.
Officially, the city prides itself on being welcoming to all ways of life, to the point where anyone and anything goes as long as they obey the laws and don't rock the boat; even the open worship of the majority evil gods is completely unremarkable - what if you want to trade with a place where those gods are a major religion, after all? While Umberlee is worshipped everywhere near the sea (under threat of tidal waves and drowning in retribution for not worshipping her), Baldur's Gate is one of the few places she has an actual temple.
A shrine to any god - regardless of what their faith does or preaches - can be established in any of the temple districts for public worship, and the law will pay it no mind.
This reputation for tolerance and neutrality means it tends to be one of the first choices for refugees and immigrants looking for a new start. The city is extremely crowded, with many people packed into tight spaces and narrow streets, and its population numbers surpassed the metropolis of Waterdeep decades ago; standing at 42,103 people in the 14th century, it has likely more than doubled since. Visitors often find it incredibly - possibly intolerably - loud and busy, while locals consider them to be backwater farmers who don't know what civilisation looks like.
While the city doesn't discriminate legally against any groups, its reputation for tolerance is somewhat overexaggerated. Peoples who are viewed as monstrous by the Realms at large, such as orcs and other goblinoids, or drow, can expect to feel unwelcome as with everywhere else. The recent wave of unwanted human refugees from Calimshan have a strained relationship with the established Baldurians, who view them as foreign and wish they'd just assimilate and start speaking Chondathan already. The city is a human settlement by culture and demographics, retaining its historical human majority, and while the demihuman minorities are part of mundane everyday life, there have been incidents such as in the early 14th century, which saw the rise of The Sure Helm: a human supremacy group who had an issue with the non-humans in their society and were known to carry out hate crimes on the likes of half-elves and half-orcs if they thought they could get away with it.
On a slightly saner note: you have the freedom of religion to worship a god who demands slaves and blood sacrifice, but it's a bad idea to advertise that... Or get caught slaving and murdering, unless you're a very high ranking priest.
--
Local bards tend to refer to the city as the Cresent moon in their lyrics and poems, after the shape of the city layout. The musical traditions of the Gate focus on "brassy-voiced tenors" and "delightfully smoky altos".
Baldurians frown on drunk, debauched and disorderly behaviour in public: there's no space for this nonsense and you're keeping everybody on the street awake.
The gate has an array of cosmetic services available in the markets of the Wide, where - as well as mundane tattooists and piercers - one can hire wizards in the market to perform cosmetic alterations with transmutation magic: glowing tattoos and other strange illusions, tans, magically affixing gems and jewellery like pieces to your body, changing hair colour, texture and style, changing your eye colour, altering your height or your weight or your sexual dimorphism, etc etc.
It's considered bad luck to harm a cat. Many of the animals moved into the area by hitching a ride on sea traffic, and as they're extremely useful for keeping vermin down both on land and at sea, Baldurians are fond of them.
If you need help carrying your shopping or finding somewhere in the city, most street corners have youths known as "lamp boys" and "lamp lasses" you can hire - so called because of the lanterns they carry at night. With the founding of the newspaper you can also find them hawking the daily papers.
The trade the city brings is the lifeline of the Sword Coast (South), and the only place one can buy foreign and luxury goods in the entire region. That said, these goods come at a significant mark up compared to the prices you'd find in Waterdeep or anywhere in Amn.
The majority of silver trade bars (bars of metal used in place of coins, for ease of transport) are made in the Gate, and the city sets the standards for this form of currency.
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The city has always been heavily policed, and is known for being quiet and one of the safest cities in Western Faerûn; Baldurians don't expect much if any major disruption to the city's day-to-day life.
The city has its own City Watch - member of the watch being readily identified by their black helms, bearing a red stripe down one side - however the Flaming Fist Mercenary Company is the first thing that comes to mind when you mention law enforcement; you can barely go more than an hour without seeing at least one uniformed officer.
The City Watch used to be the city's police force, however by the end of the 15th century the Fist has taken on much of their role, and the Watch now functions purely as the private law keepers of the Upper City. They are permitted to live within the Upper City, and positions in the watch are now mostly hereditary.
Even when the Watch was the official city police the Fist boasted an army a thousand strong. By the start of the 15th century the Fist had taken over city patrols in a semi-official capacity. The two groups also overlap, and many of the Watch are also secretly members of the Fist. One in ten people in the gate - Watch or otherwise - are spies and informants for the mercenary company.
They may not be fully reliable as a police force however, as they are known to chose not to deal with some problems, declaring it a problem for the watch to deal with. Notably they do not police the Outer City and refuse to touch anything involving the Undercellar.
The Flaming Fist also has outposts in other realms, where it guards the foreign trade interests of the city, such as Fort Beluarian (a hamlet of 313 people) in the jungles of Chult on the Southern end of Faerûn. Being mercenaries, they are available for hire for any purpose that isn't considered flat out evil.
Of course the heavy policing and massive police presence, to anybody who cares to look closer at the city's outward appearance of security, is a giant tip-off that the city has a thriving underworld. The Thieves Guild is an ever-present force, and the religious tolerance means that there are a lot of other organised crime syndicates (ie the priests), murderers and extortion rackets running around. Such organisations keep close diplomatic ties to the Grand Dukes and the commander of the Flaming Fist.
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The weather conditions are typically rain, sleet or fog depending on season and time of day, and the streets and buildings are almost constantly wet either from the weather or the sea. The architecture is almost entirely stone, as it's less likely to rot. The streets are often slippery, and straw or gravel from the river is sometimes thrown over the cobbles for grip. The citizens take advantage of the moisture and damp to use their cellars to cultivate edible fungi. Damp, mould and mildew are a common menace, but it did lead a wizard named Halbazzer Drin to make his fortune by inventing spells that banishes mildew (12gp per casting) and dry out an area without damaging anything (10gp), so services exist if you need to hire them. The spell is not known outside of the city; Drin refused to sell knowledge of the spell to anyone for any price or offer. Due to the damp, the streets have no banners or other hanging fabrics around.
Buildings tend to be tall and narrow, with shuttered slit windows placed high up, which will be firmly shut at night and all day in winter, to keep out the gales and invading gulls looking for places to nest. The extremely narrow streets of the Lower City are full of window planters and hanging baskets of flowers, providing the sole spot of colour amongst the grey. As the city streets are so steep and narrow, the city has a ban on allowing animals larger than a dog into the city (it's too difficult for them to navigate and likely to cause traffic issues).
Boxed in by its thick, heavily fortified city walls and with no space to expand the city has largely built upwards, and the streets are filled with stone buttresses and arches supporting the upper floors.
Due to its stony architecture and frequent overcast, the entire city is often referred to as the Grey Harbour by residents. (This is also the name of the actual city harbour)
The city is built into the chalk white cliffs around the harbour, growing in elevation until the settlement stops at the outermost walls.
By the 15th century, the city was firmly divided into the Lower and Upper Cities, the latter of which is built into the highest elevation, cut off by a wall. In the population boom that followed the mass immigration of Spellplague refugees, many people were forced to make space for themselves outside of the walls, building the Outer City. Beneath the city lies the Undercellar
Descending from the Undercellar is a labyrinth of tunnels leading down into caverns buried beneath Baldur's Gate; housing the ruins of a forgotten era, where the Temple of Bhaal stands over the ruins, surrounded by the restless spirits and walking corpses of undead residents ancient and brand new.
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The Lower City houses most of the city, crafts and trade.
With the narrow spaces, cliffs, tall buildings and arches, the city can get rather dark at night. What public lighting is available is maintained by the citizens themselves. The wealthier parts of the Lower City, like Bloomridge, use oil and wick copper bowls, while poorer areas make do with candles in tin lanterns, usually such things are mounted on the walls and ceilings of the darkest corners; but when you want to navigate at night you'll usually be hiring lamp lads.
The Grey Harbour is one of Toril's most famous and best ports, frequented by legitimate merchant captains and pirates alike; many of the families living on the docks are the families of sailors. The area is very industrialised, sporting the shipyard, multiple cranes and railway tracks used to facilitate the moving of goods. The most notable structures are the Harbourmaster's Office, a tiny building with barred windows that deals with all trades and taxes - and the Water Queen's House at the end of the pier, which everybody with a brain makes offerings to and nobody looks too closely at whatever the Umberlant priests get up to in there, because the vast majority of people like breathing.
The Gate has little in the way of large fanciful festivals, but specific streets in the Lower City are prone to a centuries old tradition of "cobble parties", where the people living on a street pull up some chairs, benches and barrels and gather outside to share a mild drink, tell stories and chat. An ongoing cobble party can be recognised by the bright rose-red torches that are hung up along the street walls - these torches are made at Felogyr's Fireworks and can be bought almost anywhere in the city.
Bloomridge is as close the Upper City as you can get without actually gaining access, and houses the Gate's middle class. It was initially built in elevated platforms cimbing up the Upper City's walls using magic and Gondian engineering. It's various attractions - including fanciful architecture, florists, artisanal boutiques, fancy open-air kaeth houses (cafes) and dining houses (restaurants; also known as "skaethars" or "feasthalls"), and elaborate hanging gardens and floral arcades - made it attractive to those with wealth but no pedigree.
The district expanded as those who could afford to do so began purchasing and razing the original, less fancy buildings in the vicinity and building estates on the ground where they used to stand. Those who can't quite afford that instead opt to live in high class apartment buildings and flats over the local businesses. Buildings here often have rooftop gardens and balconies with pleasant vistas.
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The Upper City is located in the oldest quarter of the city, the Lower City being built outside of the walls and stretching down to the harbour and then having the lower city walls constructed around it. The only gate connecting the two halves is the eponymous Baldur's Gate, the first of the many city gates constructed. It's also heavily guarded and the only gate by which outsiders may access the Upper City; there are numerous smaller gates, but they are exclusively used by patriars and those bearing family livery or bearing a letter of employment signed by a patriar. This district houses the Gate's oldest and most powerful families: anyone who isn't a patriar is either a servant or a watchman, who will most likely be a member of a family that has served a patriar family/the Upper City for generations. The exceptions tend to be a handful of the most successful and affluent business owners whose businesses have become popular enough with the nobility to be welcomed in. Every business and city service in this district exists to serve the upper class exclusively.
It's the most open and colourful part of the city; the shutters and doors are painted in fresh, vibrant paints. The streets are broad and well lit with ornate enchanted lamps; the terrain is mostly flat, unlike the streets of the Lower City, which can often resemble giant staircases.
Businesses that would cause unpleasant smells are banned from the area, and the Upper City maintains many gardens, windowsill planters and trellises where flowers bloom and fill the air with pleasant scents (unless you have hay fever, anyway). Wandering minstrels provide ambient music as they wander the streets - usually a singer playing a lute or harp accompanied by a flutist and perhaps a drummer who may provide a chorus.
They've also got drains, so the streets are less inclined to flood or turn to mud the way the rest of the city is.
There are no inns or alehouses here: a noble who wishes to drink will either host a party, attend a private club, or go slumming in the Lower City.
The Upper City houses the High Hall, also known as the ducal palace; the administrative building that provides a place for feasts, court hearings and government meetings. The meeting rooms are and have always been open for public use, however there is a rule that states you cannot rent a meeting room there twice within 48 hours (to stop people from monopolising the rooms). The High Hall used to be a more grim, military building but has since been renovated to appear more bright and friendly as a PR stunt following a giant riot over taxes.
The other two of the city's temples are located in the Upper City, the Lady's Hall - a Temple of Tymora - and the High House of Wonders, the temple of Gond (who is near enough the city's patron god). The building serves various purposes: a temple, workshops, factories and laboratories. When something deemed ready for the eye is released it can usually be viewed in the Hall of Wonders: a science museum across the street to the temple.
It's also where the Gate's largest marker - the Wide - is situated. It's the only large open space in the city, and the only open air market. Outside of festivals, performances and music is banned in the area. The Wide is usually packed with people forced to stand shoulder-to-shoulder, and those who are hired to perform deliveries in the Wide are always tall and large, capable of seeing over the heads of the throngs and pushing their way through. Goods are carried atop tall poles that are strapped to the deliverymen's chests or backs. Prices are lowest in the Wide compared to anywhere else, and any transactions that cannot be performed within a licensed store must take place here by law.
Permits to rent space in the Wide for the day are limited, and they usually go to whoever has the money to bribe the bailiff, watchmen and other officials who have sway in over the market's administration - which is usually the merchants of the Upper City.
As well as the usual fare of goods, the Wide offers a large range of cosmetic services including the mundane body modifications and stylists that one would find on Earth, and more esoteric concepts that can only be accomplished with magic; such services and the artisans who provide them are seasonal and ever changing. The Wide is the most colourful spot in the city, and the only place that's the exception to the lack of banners and other hanging fabrics. Historically the Wide was open all day and night, but in recent times the watch has been closing the area at dusk - nobody except for the patriars may have use of the Upper City after dark.
The Wide is only closed if the area must be used for something else, such as public Highharvestide festivals... or because a patriar decided to close it off for private use, such as a ball or wedding.
Just outside of the market area is the rest of the Upper City's commercial area; stores, insurance offices, trade guildhalls, Ramazith's tower and the public entrance to the Undercellar - a flight of stone stairs leading down to a pair of heavy oak doors at the southern edge of the market. The doors are shut, but the Undercellar never closes and if you knock somebody will open them and usher you inside.
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The Undercellar is a maze of underground passages lying beneath the city - mostly vaulted stone chambers created from the interconnected and abandoned cellars of the old Upper City, with hidden exits all over the city. Those who know where these exits are tend to guard them jealously, but may be willing to allow the Thieves' Guild access for coin or service. The Guild itself controls a fair few of these exits, and has been working on expanding the network.
It's also the playground for the criminal underworld of the Gate. The Undercellar's public image is that of a rather unprincipled festhall (a specific form of adult entertainment venue in the Realms that serves as a fusion of casino, bar, lounge, spa, brothel, playground, BDSM scene, LARPing club and so forth), which in a way, it is. Due to its dangerous reputation, it's incredibly popular, especially with those who are trying to look edgy and dangerous (particularly teenagers).
If one is openly carrying weapons, you can expect the armed guards stationed in the room to start following you closely; otherwise they'll leave you be. The guards are unlikely to care much about any disturbances, so long as they don't start disrupting everybody's business. Customers are not to venture further into the Undercellar without permission and an escort.
And behind that edgy, but mostly harmless veneer visitors play at and never see past is the real Undercellar, which is every bit as dark as its rumoured to be.
The Guild has its offices down here, and other rooms are used for varying purposes by other criminals. Want to put a hit on somebody, watch somebody get murdered in a Bhaalist red room, smuggle people or whatever crimes against humanity you feel like seeking out, this'd be the place to do it.
The Undercellar is policed by nobody except the criminals who do their work down there; whatever might take place down there, neither the Watch nor the Fists have any desire to know about them if you try and bring them to light. Want to avoid bad things? Don't get involved with the Undercellar.
The sprawling, pitch-black maze - if one knows how to navigate it - is a good way to get around the Upper City without detection. Somewhere down there is a passage that goes deeper, leading further into the earth and into the Undercity.
The Undercity is, clue in the name, the dead remains of a city buried beneath the living Baldur's Gate (specifically the original city that became the Upper City). At its heart is the Temple of Bhaal, and the city is inhabited by Bhaalists, alive and dead; the original, now undead, inhabitants of the undercity and any victims of the temple that have joined them.
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The Outer City, Cliffgate and Blackgate are not technically parts of the city, being constructed outside of them.
The soil surrounding the city is little use for agriculture, but it is sufficient for grazing, so most farmers are the likes of shepherds and cattle farmers. As livestock and large animals are not permitted inside the city, cattle markets, stables and such businesses will be found there. Many of the less pleasant businesses, such as butchers and tanners, have relocated here to spare the rest of the city the smell and mess.
Much of the structures are semi-permanent in nature, and the areas are not subject to official oversight or in possession of any particular infrastructure. They aren't policed by the Fist or the watch, the area is near enough lawless, and crime is frequent. "Security" tends to be overseen by the Guild, and while the government doesn't tax outside the walls, residents still have to pay their dues to the local thieves and thugs.
The Outer City is as crowded as the Lower City, but less sanitary or orderly: these places are dirty, loud, smell a lot and tend to be quite dangerous. Many of the residents are farmers, criminals and foreigners and immigrants of varying generation who can't afford or find a place in the city proper.
The Blackgate is the historical slum area, and grew around the inland-facing Black Gate to the North West, growing around the Trade Way connecting The Gate to Waterdeep.
The Tumbledown district, located in Cliffgate outside the city gate of the same name, is the middle child of the expansions, leading down the cliffs. The land was owned by the Szarr family generations ago, before they were all (supposedly) slaughtered by a rival family in the night. Tumbledown is an extremely foggy area, full of graveyards and tombs, and rumours abound that the ghosts of the dead Szarrs haunt the streets there and steal people away. People do disappear there, but most people are sceptical that it's due to ghosts.
The Outer City is a newer, larger slum that grew around the Basilisk Gate and spread along the Coast Way - the road between the Gate and Athkatla - as the city population exploded at the end of the 14th century.
Immigrant communities have taken the opportunity to build their own settlements in the Outer City, styled in their own architectural styles, such as Little Calimshan; a tenement on Wyrm's Crossing is exclusively occupied by halflings; Whitkeep houses a gnomish community who does most of the city's tinsmithing; half-orcs lodge in Stoneyes; a shield dwarven community is located in Shieldgate.
These communities are considered outsiders by most Baldurians, and generally there's no love lost between those inside the walls and outside.
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darkelfguy · 2 months ago
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In the autumn of 2002, Morrowind's first expansion, Tribunal, was released to the public, introducing a new city, the capital of Mournhold to Morrowind's game-world. But under than thin veneer, Tribunal was at heart a massive dungeon mod, with a labyrinth of interconnected dungeons, from sewers to crypts, Daedric shrines, Dwemer halls, and more.
That old-school dungeon delving design was somewhat passable in 2002, but under the harsh light of the modern day, Tribunal's dungeons are an exhausting experience, lacking detail and distinction.
Today's Mod of the Day aims to modernize those old Tribunal dungeons, for today we're showcasing the massively sprawling dungeon overhaul mod The UnderCity by Lord Zarcon.
Covering over 40 of Tribunal's vanilla dungeon interiors, The UnderCity is the largest overhaul for Tribunal's dungeons to date, vastly reworking and rebuilding huge swathes of the sewers and ruins beneath Mournhold.
No longer bland and anonymous caverns, you'll now discover epic vistas on your journeys through the UnderCity, massive ruinous halls, verticality-inducing chambers, forbidden and forgotten shrines, fortified goblin outposts, and much, much more.
Not only does the UnderCity overhaul the dark depths beneath Mournhold, but it also expands it, with some dozen new interiors for you to delve through, promising new encounters and new treasures for you to discover!
This is by far and away the largest dungeon mod of the 2024 Morrowind Modathon Modding Competition, and it is a beautiful and atmospheric makeover of a long neglected part of the vanilla game.
To say the least, if you're planning to play through the Tribunal expansion, it is an absolute must-have!
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trappedinafantasy37 · 2 months ago
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It is now time to go down into the sewers and to face Orin. With this run being just Shadowheart and Minthara and no Durge, this definitely feels a lot more personal for Minthara.
The moment we passed the threshold into the Undercity, Minthara drops the alurlssrin confession. Of course, Shadowheart has no idea what that means. But Minthara is walking down into that temple terrified that she will not make it out alive and she wants to tell Shadowheart she loves her in the best way that she can
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Did not exactly feel like doing this bullshit of a fight, so I engaged in a little pro-gamer move I like to call, "If they can't see me, they can't fight me." You'd be surprised how many problems you can get out of if you just avoid them entirely!
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Behold, the Temple of Bhaal in all its dreadful glory!
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Orin is quite excited to see Minthara again! Oh, how she missed her Minthara.
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Turns out, Orin is not too happy that Minthara has a new girlfriend now and wants to get rid of the competition. What is it about evil lesbians that compels them to resort to violence to solve their problems?
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I have learned quite a lot of things about Orin these past few days. Not only is Orin capable of turning invisible in the middle of a fight, but she can also resurrect the dead! Who knew? I sure as fuck didn't! What else is she hiding?
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YES! SHE DID IT! BABYGURL KILLED ORIN ALL BY HERSELF!
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Death is too good for Orin, she deserved worse. Minthara deserved the honor of doing worse.
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Even though she personally dispatched of Orin, Minthara has a hard time believing that Orin is dead and that her nightmare is over. She is still quite terrified. Once, she had believed that killing Orin would make her feel better. But vengeance is not all its cracked up to be it would seem.
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But, it's okay. Shadowheart is here to make it all better. Orin is dead and can never touch her again.
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I almost exclusively play Durge and have always found the fight to be easier in a one-on-one duel. Sadly, Minthara is not granted a duel or the ability to confront Orin directly. Stocking up on some spell scrolls and with some carefully targeted attacks, I was able to make it so that Minthara was the one who fought Orin. And she won.
Like I said, Minthara being my only companion on this run definitely made the confrontation with Orin feel a lot more personal for her. She is sidelined and regarded as if her trauma is just an after thought and doesn't get the opportunity to confront her abuser. Perhaps Minthara's character development gets stunted because she isn't given the proper chance to work through her trauma like all the rest. It will forever infuriate me. But, that's what fanfiction is for and I will always give Minthara what she actually deserves in my little stories.
Next up, the Elder Brain and the end of the game.
< The Foundry and Gortash | Doomsday >
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racefortheironthrone · 8 months ago
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Warhammer Gaslamp: Imperial Society
(For the Introduction, see here)
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The State
In many ways, the Empire of Man in 2725 IC is scarcely recognizable compared to the rickety feudal monarchy of the 2500s. While the Grand Provinces still exist on paper, the vectors of power have transformed radically. In exchange for generous subsidies from the central government, seats in the Imperial Parliament's House of Nobles, and other privileges, the Elector Counts and the provincial nobility have ceded much of their de facto independence - such that it is now provincial law that must be approved by the Emperor's Prime Estates in Altdorf for harmony with Parliamentary law and Imperial regulation, not the other way around.
While the electoral franchise has been gradually extended to all adult men with an income of 12 marks (one for each of Sigmar's tribes), as well as veterans of all income levels, the Imperial Parliament's power of legislation and the purse is balanced by the immense state capacity of the Imperial Bureaucracy. A massive civil service of some 2 million public sector workers who answer to the Emperor and his Chancellor (who also serves as the Chairman of the Council of Ministries) the Imperial Bureaucracy is fanatically meritocratic and even though the sons of the elite are disproportionally represented (especially in the top ranks), mere birth and privilege are not enough to succeed in government. Even the bluest of bloods must still pass the draconian Entrance Exams and follow those up with a strong record of Yearly Performance Assessments in order to survive the political knifefighting and rise through the ranks.
In addition to the General Staff of the Imperial Armed Forces, the Treasury Ministry, and the Ministry of Industry and Public Works, one of the most influential of the Ministries is the Health Ministry. Emerging out of a longstanding compromise between the Farmer-Artisan Party and the Patriotic Party, the Health Ministry is in charge of the Sozialversicherung Gemeinschaft, which provides modest old age, widows and orphans, disability, and kurzarbeit pensions to all citizens of the Empire...as long as they give yearly blood samples to the Imperial Plasmic Survey. The Survey tests tens of millions of samples for signs of epidemic, industrial, environmental diseases, and malnuitrition, which it uses to triage people into Imperial Hospitals and District Health Centers.
Secretly, the Imperial Plasmic Survey also tests citizens for were-Beastmanism and other forms of mutancy, and signs of vampirism and vampiric transfusion (and increasingly less commonly, unlicensed witchcraft). The Health Ministry then passes on the information of anyone who fails their tests to the Schwarzmänner - the secret police descended from the Ancient Initiatic and Holy Order of the Templars of Sigmar - who will hunt you down like the dog you are.
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The only way for one of the "Untervolk" to escape the hunt is to flee into the sewers, subway tunnels, and ancient sub-sub-sub basement communities known as the Undercities, where they fight a desperate war for survival (and food) against the Skaven.
The Church(es)
In the last two hundred years, most of the Imperial Cults have fallen under the benevolent paternalism of the Church of Sigmar; while Morr, Verena, Shallya, Myrmidia, Taal, Rhya, Mananna, and the like are honored by those who have need of their services, their clergy are largely dependent on the Church of Sigmar for their financial livelihood.
As I have already mentioned, the Church of Sigmar is increasingly polarized between the Orthodox Volkmarites and Radical Hussites. Socially conservative and stronger in the north and west of the Empire, especially among the bourgeoisie, nobility, and larger farmers, the Orthodox Volkmarites believe strongly in obedience to authority. In their doctrine, Sigmar's Plan has predetermined for every person in the Empire their proper place on the Great Chain of Being, and Sigmar does not make mistakes.
By contrast, the Radical Hussites are stronger among workers, agricultural laborers, and small farmers in the south and east of the Empire. The Hussites believe that "the Strength of Sigmar is in the People," and that all believers stand equal in the ranks of His Army. Moreover, Hussites believe in "Strength Through Progress," that in order to be strong, the Empire must constantly reform itself to meet the crisis of the day. Proof of the righteousness of their beliefs is to be found in the Avatars of Sigmar, who are continually born into the world to serve as the Messiahs of the People, and show them the new path – Valten the Martyr being the most famous of these Avatars. Hussites await the coming of a New Avatar of Sigmar in the coming Time of the Comet.
While most of the conflict between Volkmarite and Hussite are carried out in pulpits and Church councils, both factions also recruit and sponsor Hammermen, the modern descendants of the Warrior Priests of old, who still carry two-handed warhammers as symbols of their faith, although they have long since traded red robes for long Army-surplus greatcoats. Among the common people, the Hammermen are seen as incorruptible tribunes who will see that justice is done in all those cases that the Reichspoletzei don't consider worth their time, but they are equally likely to turn their warhammers on their rivals.
In recent decades, the religious status quo has been violently disrupted by the Neo-Ulricanism of Nietzsche Zarathustein. Growing ever stronger in the North, especially around New Middenheim-Ulricberg, Neo-Ulricanism emphasizes the need for the individual to move beyond conventional social authority and become independent moral agents in the world by continually testing their strength against the darkness. As Zarathustein writes in Man unt Wulf-Man, “he who wars against the abyss shall never fall into the abyss.”
Institutions of Learning
In addition to the Imperial War Academy and the various State Universities, the Imperial University of Neüscience and Techno-Sorcery bears particular mention, as it is the institution whose Technomancers have given the Empire the upper hand in economic development and mechanized warfare. When the winds of the Aethyr shifted westward starting in 2594, gradually bypassing the Old World and drawn across the Great Sea to the "gulf stream" effect of the Vortex of Ulthuan, magic began to weaken on the Continent, even as a new breed of super-engineers began to produce inventions and discoveries once only possible through sorcery.
While initially denounced by the Colleges of Magic and rigorously investigated by the Schwarzmänner, the Technomancers were vindicated by the fact that repeated tests done by the Imperial Plasmic Survey demonstrated not even latent aptitudes for witchcraft. Under pressure from the Emperor and the General Staff, and with the strong patronage of the Monopolhauses, the Imperial Colleges of Magic, the University of Altdorf, the Nuln College of Engineering, the Imperial Gunnery School, and the University of Nuln were merged into the Imperial University of Neüscience and Techno-Sorcery (known better as the “Exploding University”), with rival campuses in Altdorf (specializing in theoretical neüscience) and Nuln (specializing in applied neüscience).
The common people of Altdorf and Nuln would be more outraged by the dangerously weird and weirdly dangerous experimental research perpetrated by the faculty and student body alike, if the University wasn't such a boon to the local construction, manufacturing, and sanitation industries. As it is, they only storm the campuses with torches and bricks when the University forgets to pay its parking tickets, or when the wrong team wins the University Blood Bowl Cup.
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gallusrostromegalus · 1 year ago
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How does trash pickup, Recycling centers, &/or Hazardous Material Disposal work for Soul Society in AEIWAM? Is there a Kido-based ritual to break things down into Reishi? Are there Tech Repair Shops?
Sewage in Soul Society works really well but very dangerously because those fucking idiots built the city directly on top of an active supervolcano.
Let me back up:
There isn't a good consensus on how big the Seireitei is (Yoruichi says it takes 10 days to walk 1/4th of the way around the circumference, but whether that's her speed, the average person's or how long a patrol group takes is unclear), Or any real maps of the place, but it's generally agreed that
the city is LARGE. Yoruichi says it would take her and the kids ten days to walk to the next gate 1/4th of the way around the city. Maybe that's 8 hours average human walking speed minus 'trying to herd a bunch of teenagers' but that's still a long trip!
Even before the Seki-Seki stone wall was put up, the city was pretty much circular.
Unlike pretty much every real city, there's no river running through it. Where are they getting their water?
There is a Small but substantial and TOTALLY ISOLATED mountain in the middle of the city made of apparently hard-to-mine rock. A Lonely Mountain, one might even say.
The only visible natural sources of water I've seen evidence of are hot springs in both the Yoruichi/Urahara Super Secret Training Ground/Love Nest and the first division grounds.
Soul Society is run by jackasses and if there's a stupid way to do things, that's the way they're doing them.
In fact, the Soul Society as a whole is almost suspiciously Amestris-shaped, but instead of nefarious alchemy, it's negligent civil engineering
...all this leads me to believe that Seireitei is built DIRECTLY ON TOP OF the caldera of an enormous supervolcano. The city gets it's water from the aquifer of rainwater that's collected in the underground cracks and fissures of the Caldera, and the seki-seki stone wall is set up around the really convenient geographic barrier made by the rim of the caldera.
"Hey!" I hear some of you nerds objecting "Aren't calderas usually concave? Seireitei is convex, if anything!"
You're right! Most Calderas are concave! But they will absolutely fill in with sand and dirt over the true floor of the caldera over time and develop Mounts like the thing at the central part of the city and start to rise WHEN THEY'RE ON THE VERGE OF A CATASTROPHIC ERUPTION.
So yeah! The Gotei-13 has an almost infinite supply of hot water, and probably less than a century to figure out what to do before The Big Kaboom.
Anyway, back at sewage:
There's been a city where the Seireitei is since time immemorial, and even though it's done the istanbul-not-constantinopple shuffle a few times, very little of the actual infrastructure has changed. Empires rise and fall but the desire paths stay the same.
This is especially true in Seireitei, because unlike very nearly every major IRL Municipality, it doesn't have a river running through it, something that usually necessitates Sewer updates By Force. But compared to a river which is constantly moving around in it's bed, a volcanic aquifer doesn't move much until it moves a whole fucking lot real fast, so the undercity of the Seireitei has really had time to... Develop isn't quite the right word.
"Ferment" is closer.
Above-ground waste management is the provenance of the actual local city government- yes, there is a Mayor of the Seireitei that the Gotei-13 has to pay property taxes to. Yamamoto maintains a lot of goodwill with the Mayor by dint of sentencing ill-behaved shinigami to shore up the municipal labor pool, and by knowing the mayor's family for the last millennium. So you'll see Shinigami doing things like trash collection and street-sweeping, but they're just there on probation.
-But nobody wanted to deal with the undercity. It's got a soul of it's own. Washington DC, which is less than 500 years old as a city and on top of a swamp, has an undercity that goes down over half a mile. Imagine how deep the sunken buildings, abandoned secret tunnels, and sewer system of a city that's millenia old, not sitting on actual mud and constantly subjected to high levels of magical background radiation might develop.
An Appetite, for one thing.
The 11th likes to talk a big game, but the reason the 4th is in charge of sewer maintenance is because the only people with the guts for it were people who got degrees rummaging in the guts of living people. Sewer maintenance really is a lot like abdominal surgery, if you were able to walk around inside the patient.
It was Retsu Unohana's idea, actually. Chigiri was a battle medic and aged rapidly for a shinigami. She was old when the court guard finally went from "Yamamoto and his gang of assholes" to "A for-real governing body". Her successor, Kirinji was more interested in traumatic injury recovery than preventative medicine, for obvious reasons- his triage was constantly full of combat casualties and early kido experiment victims Blood Loss was still his #1 Killer.
But Retsu had been reincarnated in and spent her youth in South 80, in the utterly undeveloped conditions there, and held deep, personal grudges with Dysentery and Cholera. For all his talk of healing waters, Kirinji had no sense of the importance of water sanitation, and it was a continuous point of contention between them for her apprenticeship.
"FINE!" He shouted one day after a particularly nasty row. "IF IT'S SO GODDAMN IMPORTANT TO YOU, YOU HANDLE IT! FORM NOW ON, YOU'RE IN CHARGE OF SEWAGE, SLUDGE QUEEN!"
She made her first descent the next morning.
She did not return for six weeks, and Kirinji almost thought he'd resloved that particular problem when she reappeared from the depths, a changed woman. That long in the darkness, alongside the buried secrets and skeletons of the city, with the horrors that did not dare brave the sunlight- it would change anyone, and most would come up looking at least mildly haunted.
Retsu Unohana is not most.
She looks radiant, almost like The Kenpachi again, covered in the horrors of the underground as she used to be covered in blood. She thrives on a challenge, and excels at the art of purification, and now, she has been given the single greatest challenge of purification in history. There is something beautiful and terrible in her eyes as she explains that it does down at least five miles, look at this, she thinks it's from the neolithic era, and there are incredible boneyards of thousands of skeletons, and fungi the likes of which she's never seen before- She is ecstatic- a creature kept in captivity, finally released into it's natural habitat.
It's hardly a surprise, if you consider Minazuki. Stingrays are benthic creatures, right at the bottom of the river, deep in the muck and decay.
It's been a little over eight hundred years into her tenure as a medic, and she has tamed much of the beast. The upper levels are well-mapped and have been made clean and well-lit, enough that even the civilian sanitation forces of the city can regularly enter and work in them without any particular unease. Infant and preventable disease mortality has dropped astronomically. Nobody's had cholera since the 1800's . While they have other jobs, all members of the 4th division are required to take at least one tour in the depths of the undercity.
Horrors still lurk in the depths.
They're pretty sure they lost Tokagero Kenpachi chasing one of those, shortly before Unohana became captain, and she's been reluctant to let other divisions assist since then. The Fourth Division's Fourth Seat, rumored to be the unluckiest post in the entire Gotei-13, is permanently stationed underground, and she loves it that way.
It's only recently that the 11th has been allowed to come along on descents, after Zaraki vanished for two days and then emerged victorious from a manhole in the 5th division with a tentacled horror she'd been tracking for decades that lived at least three miles down. He apologized- he had meant to come up in the 4th to present it's corpse to her directly, but well, you know what his sense of direction is like. Anyway, I saw it scuttling around in the rain aquifers and we don't need it tracking literal shit into the water supply so I went after is and d'ya think maybe I can take the lads down sometime? They' get lazy between deployments and you have a triage up here to manage.
Charmed, she agreed.
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Hm. I just re-read that ask and it's actually about dry waste managment.
Sorry. I got very excited about the sewers.
I am now about to get worse about trash.
I don't think they have plastic in soul society- given how bug-themed the 12th division is, I'm pretty sure the casing on Rukia's soul pager is made of Chitin, and if you break it, it bleeds. Also it makes people with shellfish allergies break out in hives.
Since pretty much all the waste in Soul Society is either recyclable or organic matter, I think those trash pits Yumichika and Ganju were fooling around with are really more like Kido-enhanced composting centers. All waste goes into them and the bottom of the pit is pulled out in a tray, like with a vermiculture tower, if the worms were eighteen and a half feet long and hungry enough to swallow anything that falls in the pit, because Mayuri is incapable of making anything that is not at least slightly awful.
The compost is then shaken out for any spare glass or metal that made it into the compost and that's sent off to the 12th division forges to be recycled. it's baked to kill any dangerous pathogens and Giant Garbage Worm Eggs so they don't breach containment, and measured for nitrogen, phosphorus and other important plant nutrient content. Based on it's composition, it's then shipped out to farmers in the upper districts of the rukongai because "Free, A+ grade fertilizer if y'all don't start revolutions, pay your taxes and give us first dibs on crops" is an amazing incentive for rural farmers to not start backing the local warlords.
It was 12th division founder Uhin Zenjohji who came up wth the scheme- he remembered the lengths upper-district farmers were willing to go through to make sure their land remained fertile, what kind of demand Nitrogen was in, and the ravages of phosphorous runnoff, so he could kill two birds with one clod of shit by supplying farmers with 'free' fertilizer that kept them loyal to the court and was tailored to that area's nutritional needs and watershed capacity.
The fact that it kept a lot of swamp and waterway areas pristine so he could indulge his birdwatching hobby was a nice benefit too :).
NORMALLY, those pits are covered, clearly marked, and usually the site of a major traffic jam because that's the local collection point, but when Ichigo and friends arrived, Aizen had whipped everyone into believing they were being invaded by an elite force of super-assassins and not like. 4 high schoolers and a furry. All the street signs and markings came down, civilians shuttered themselves inside, and generally made the Seireitei as difficult to navigate as possible.
I wonder how much Zaraki's rotten sense of direction was exacerbated by that.
ANYWAY! That's my thoughts on trash! Deep undercity horrors and giant compost worms over an active volcano!
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