ANGEL'S REACH
Perhaps the only “Free City,” it unintentionally
fell away from the empire due to its remoteness. Once a trade
city, things dried up when the dwarves closed themselves into their
mountains and the elves withdrew as trade partners. It lost
its importance to the empire. Now it is steadily “going
native,” as the city’s culture absorbs more and more
of the elven ways, and the ways of the barbarian tribes of the
Northern Black Forest.
All races mix and mingle here – enterprising dwarves,
gnomes & Halflings, Barbarians (elven, human, dwarven),
elves, centaurs and the infrequent Fey Folk. Life is
slower, more natural. If half-elves have a place they
can call home, it’s Angel’s Reach. It is
also where many independent Rangers come from. Plenty
of adventure is to be had in the Northern Black Forest and
foothills of the Eastern Alps.
Situated
in the foothills of the Florentian Alps, this isolated city
carries the memory of frendlier times between the races. The
Elven and Dwarven embassies stand as empty reminders of those
days.
The most prominent feature of the cityscape is the central
Angel's Spire. A structure built before the empire conquered
and "civilized" the town. Those who remember the
glory days of the tower tell of the importance to sages and wizards
alike. |
 |
Size: |
Small City |
| Population: |
5,000 |
| Trade: |
Fur, Cultural artifacts, Wood, Honey, Mead,
Sheep, Wool |
People
of Interest
Kjartan Bragassan -
Duke & Governor
of Angel's Reach
Once a favored member of a noble house in the Black Forest.
He was assigned as a liasone to the Everqueen by Then
Emperor Aristus III of Florenta. The region had an intoxicating
influence on Kjartan that found him at odds with his
ambitions back home. To save face, his father petitioned
to have his eldest son appointed as Baron (regional govenor)
of the northlands. The venerable emperor cared little
about Angel's Reach and agreed. At best, the young noble
might find a way to improve tax collection from the rogue
region. At worst he would dissapear into an untamed wilderness.
In their own words:
Viktor Grimsdottir - Loremaster
of the North Country
Viktor is the cartaker of Angel's Spire. He and his staff
tirelessly work to restore and catalog the wonderous
libriary and artifact collection. Mush of their time
is spent hunting down stolen artifacts that once belonged
to the tower. Viktor regularly contracts with adventurers
and bounty hunters to recollect these prized items. He
pays well and commands respect of the locals, many of
whom remember the days when the towere was a source of
inspiration for all.
In their own words:
“Our cause is not a noble one, butone of duty. Our history
and culture is not for sale. It is every man, woman
and childs duty to see that our former culture be restore
for the benefit of all.”
Emiliana Tomasson - Disciple
of Kakari'Ton, "Gail"
As High
Priestess of the Dragon Disipes in Angel's Reach she
is a self appointed recruiter of talent. The order is
snall and selctive. The Kabbalah of the Dragon is a granite
temple of sorts where the Cabal meet.
In there Own words:
“Perfection is a lifelong goal. The timid need not apply.”
Places
of interest
Angel's Spire -
The tallest of the five spires, this ancient structure
was built around PE 610. The King of Valkyre, Ik'Tevire
as the town was known then built the tower to appeal
to the pagan God Wulf (God of the hunt). Wulf was so
pleased by the structure that it is said that he took
up residence in the high reaches of the tower.The king
and his high shaman were said to have kept company and
shared council.
Kabbalah of the Dragon - Constructed
of granite blocks and slate roofing the sturdy four story
building is home to the Cabal of the dragon Shaman. Said
to be desendents of the God of the hunt. Few are admitted
into this structure without direct invitation.
Longhouse of the Forgotten - A Dwarven
embassy of sorts. Left over from the early days of the
city. It is said to be haunted by 25 dwarven warriors
who committed ritual suicide after being denied access
to return to Delmharven.
Snow Ghost Inn & Pub - Named after
a legendary ranger hailing from Fel County. The pub is
bustling with activity day and night. The Ice Horn
Stout is a local favorite beer.
The Glaive, Public House - Not to be
outdone by the Snow Ghost, The Glaive too brews a famous Roughneck Stout.
Dryleaf Tavern - Catering more to Fay
tastes the Dryleaf serves wines, meads and teas of wondrous
variety
Azimuth's Tower - A short tower compared
to Angel's Spire reaching a mere 380'. This tower is
home to a thriving Mage guild. Strange otherworldly sound
and flashing lights can be seen from the upper floors
at night.
Iceblock Tower - Home to the Red Yetis.
Government
Angel's Reach finds itself in the enviable position of
being an easily defensible fortified mountain town. Security
is assigned to the Red Yetis, Kjartan Bragassan's right arm
. A force of Passwar veterans and former guards from Port
Icarus who petitioned the governor after their pay had
been cut. The men and women are tough and loyal to the
Duke.
Merchants
& Guilds
As in other cities within
the Empire, merchants and guilds masters enjoy considerable
prosperity and influence. In Angel's Reach, the three guilds
represented are the Teamsters (overseeing all overland
transport, caravans, carts & wagons, stables & all
beasts of burden), the Merchants (overseeing all buying
and selling of goods) and the Tradesmen (overseeing all
aspects of construction [carpenters, masons, plasterers,
painters, engineers, roofers, etc.] and manufacturing [smiths
of all types, leathermen, tailors & weavers, woodworkers,
even artists]). These guilds are less powerful here than
in areas closer to the Empire.
Rogue tradesmen often bring their wares to sell here. This
sometimes erupts in open quarrels, but rarely turns to
violence. No taxes are paid to the Empire here. as such
the prices tend to be lower for local goods.

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