Shinpenso

''This page needs to undergo massive formatting changes and filling things out. But, it's by far the most fleshed out part of the world considering it's an 80 page google doc and only about 55 pages made it to the Wiki. Enjoy''

= Overview = While the Dynasty still maintains an albeit weak foothold, the 7 guilds are the true owners of the city. Their societal influence through goods and services leaves the remnants of a dying government at their mercy. However, this relationship between government and business is only a small element to the larger fascination of this splendid city.

To push the boundaries of technology and industry has been the rising focus for a dominant section of the population. Of course, the discovery of arcane relics and mastery of mystical arts continues to be a lifestyle for the majority. Many might say you cannot have magic without technology and vice versa.

As alluring and unique as the city may sound, the political pressure is enough to keep people away. Decisions must be made quickly for newcomers into Shinpenso. Will they choose a side of technology versus magic? Or perhaps, will they choose to lend their skills to a guild to further their agenda? Maybe the truly ambitious will make their own rules. Whatever the newcomer’s decision it must be made quick and they must steel themselves against the unrelenting culture shock unique to Shinpenso, Crater City.

Siliconetics
Cyrex Mjoll

Symbol: Hollyhock topping a desert dune.

Motto: “Ambition blooms”

Overview: Remaking the image of mankind has been the pastime of gods for eternity. But, the altruistic storm giant Cyrex Mjoll has decided to try his hand at it. Beginning with Shinpenso, Cyrex has implemented his ultra-durable glass prosthetics across the city. From giving a new chance at life to war-wounded soldiers to augmenting the strength, endurance, and reflexes of high paying customers, Siliconetics has set themselves up to outgrow Crater City quickly. The ambitious attitude of the guild might make it possible for Siliconetics to provide Cyrex Mjoll with the resources to achieve his goals; even those goals that surpass taking the Shinju Dynasty’s throne.

History: Siliconetics started deep in the desert at a remote enclave where Cyrex encountered them on his travels. Living in isolation from the world for generations and focused entirely on their artistry, the dragonborn of Sehir honed their work into something breathtakingly new. Their purpose was originally to augment their bodies and abilities so they could thrive in an arid desert and defend their enclave. But, their passion became more than just another tool for war. By breathing dragonfire into the glass making process their techniques have developed tools that can only be classified as instruments beyond normal magic. Today, dragonfire glass is still researched and prototyped by artisans from Sehir, but Cyrex funded construction of factories thereby mass producing basic augmentations for Crater City.

Power: While the augmentations available for purchase from SIliconetic have made Cyrex’s profits immense, his power is granted by his expertise. Arguably smarter than other guild masters the storm giant has a perfect memory, can expertly speak over 60 languages, and has reverse engineered the techniques and trades of other guild services. Such genius abilities enable his guild to stride through their research breaking through intellectual hurdles that would otherwise take a long time and large investment. With such an informational edge it becomes difficult for anyone else after the Dynasty territory to match Cyrex’s pace. On the other hand, war cannot be won by one person, so it’s up to the Siliconetics guild master to play the cities game with care, lest he overstep and be overtaken by another.

Ideals: Ambition. Siliconetic’s philanthropy aims at providing a new life for anyone who has been crippled or wounded. Although the guild receives too many requests, they offer free surgeries in exchange for work. Not everyone that gets approved is disabled, but instead there are applicants with an ambition that could only be achieved by augmentation from the guild. Surgical contract terms and lengths are on a case by case basis, which typically revolve around serving the guild in some way. The worldly guildmaster believes that mankind, specifically humans, is ill equipped to keep up with the rest of life. Using Siliconetics, however, will allow mankind to overcome its shortfalls. This altruism coupled with an ambitious culture fostered within the guild has spread throughout the territory of Siliconetics. Citizens of Crater City live under the banner of Cyrex Mjoll because they believe in him or his ambitious goals, not the Dynasty’s.

Guildmaster:  Cyrex refused to sit idle above humanity. Coming from a lineage of powerful seers and renowned philosophers his clan possessed knowledge of world shattering events. However, they felt it was beneath them to intervene as the rise and fall of kingdoms are mere hiccups in the lifespan of a storm giant. Cyrex believes differently. Deciding to strip himself of his clan’s name and armed with lust for action and purpose beyond omens, the storm giant left his kingdom to roam the world.

Discovering lost archeological ruins, sailing the open seas, and traveling between worlds, Cyrex had become deeply entrenched in the lives of those he encountered. He learned the value of a good joke. The importance of a feast with an abundance of alcohol. Then, after a century and one year wandering the land, Cyrex discovered the secluded dragonborn of Sehir in the desert. Their ambition and persistence astounded him above anything else he encountered. The dragonborn thrived in the desert where other species suffered. Using the sand from their homeland they created a glass making technique that used their own dragonfire breath to create something the world had never seen. With their advanced glass making technology and his vision the guild Siliconetics was founded.

The technology comes from the masterwork craftsmanship of the dragonfire glass, but it requires magic not only for the creation of the glass itself but the synthetic organics embedded within. During Cyrex’s travels he met doctors and surgeons from other worlds who now remain employed under the banner of SIliconetics. Together, they used donor organs from other species and combined this with the mechanical components within dragonfire glass to create today’s version of SIliconetics.

Many people find it terrifying to see synthetic organics encased in dragonfire glass. Others look past that and see a cripple that can walk again, or hear a mute speak for the first time, or watch as an enhanced swordsman fights better than before. Siliconetics is seen as a fashion statement, a gateway to a new life, and a must-have for, well, practically anyone.

Cyrex Mjoll has lived a long life and seen a prophetic vision of mankind's future. When he isn’t working he meditates on that future. Many suspect he knows who will make the first attempt at the throne simply because of his family’s lineage, but others believe that it constantly changes and he must wait to see like everyone else. In the end though, the throne only seats one and the right person in charge could help a lot of people.

Outlook/Agenda: As the other guilds bicker and spew propaganda to influence the masses, Cyrex has read omens that fortel a great tragedy and thus looks beyond the opposing views of the city. If the little creatures below the sky do not adapt and grow they will be dominated by the constantly evolving threats of the world. This view is pushed to the extreme on all fronts. Broadcasts display famous people with Siliconetic augmentations, public demonstrations are held, and the guild publishes papers to continue this agenda. Once he takes the throne, the storm giant will use the resources of Crater City to protect mankind from the future he fears. Although Cyrex still comes from a line of royal storm giants he understands that the throne isn’t his by blood, or any of the other guilds for that matter, but who else is better to sit than himself.

Checks and Balances: Siliconetics’ has rooted itself into its district through its altruistic motivations and expert craftsmanship. This city, as it stands today, would simply be incomplete without the augmentations and enhancements provided by the guild. Despite their successes, Siliconetics is challenged heavily by their reliance on shipments provided by Transportation. Even though Cyrex is renowned for his intellect, he simply cannot bypass the dependency on Morvire’s services. Also, the Transportation guild has a naval and land vehicle presence that overwhelms even the most heavily augmented infantry at Siliconetics’ disposal. Fortunately, Cyrex’s cultural advancement has been a distinct advantage against the Monastery, but most important to the true game of the city is Siliconetic’s superior fighting force. The tactics used by the guild’s fighting forces enable rapid adaptation to situations making it difficult for the Monastery to compose plans against them.

Messenger
Isho Shia

Symbol: A Copper bird with an obsidian eye and its beak open

Motto: Talent and taste

Overview: With everyone able to communicate instantly over large distances, the Messenger guild has arguably changed the landscape of Crater City more than anything else. In just over a decade, Isho Shia climbed her way to the top of society and business all on her own, unlike the other guildmaster’s who lied, stole, or were born into a wealthy family. Inventing communication technology available to everyone, poor and rich alike, has made the city feel like a smaller place. Life from neighboring districts is no longer as strange and mysterious as it once was. Isho Shia’s genius invention more than connected everyone, it invented a new culture as well.

History: The Messenger Guild is fairly new in relation to the other guilds. Much of the city still remembers a time when communication relied on foot messengers to deliver letters across large distances. If one was rich enough they could buy a wizard to send a message, but the exclusivity of instant communication belongs in the past. During the war, prototype Ringlays were being deployed, which helped coordination between infantry commanders to happen more quickly. Today, citizens, both from the natural born and those that moved here, can’t imagine life without the guilds Ringlay systems. Shinpenso relies heavily on the Spell Towers which the Ringlay booths use to provide communication services. Though some of the city’s conspiracy organizations are concerned with the energy and information stores inside the heavily guarded Spell Towers, the Messenger Guild has assured they aren’t of any issue.

Power: The Guild’s primary source of power comes from their communications network, accessed by the Ringlay terminals. War is won with information superiority. While an expert spy organization has its uses, Isho Shia’s ability to communicate quickly and more effectively demonstrates the terrifying nature of quick communication as opposed to the slow acquisition of information. Her Order might probably be the weakest in terms of equipment, but their use of a tactical doctrine focused on agility and state-of-the-art Ringlay systems makes their hit and run tactics difficult to fight and plan against. Furthering her power through philanthropy, the Messenger Guild has reserved space on each Spell Tower to act as an emergency multicast system which can alert city services as needed. Each citizen can feel safer knowing they have a lifeline to nearby DEO offices.

Ideals: Persistence. Symbolising the rags to riches dream is Isho Shia’s personal brand. Isho is now well equipped with technology and people to further their research as well as nearly bottomless funds to support other projects. But, none of that would have been possible without tireless persistence in making her technology work the way she wanted it to. The Messenger guild is the top supporter of new technology and industrialization throughout the city and Isho has an eye for recognizing the value of a determined inventor over a one-time genius. As advances are made, many people attribute the success of new ideas to the love of hard work made famous by Isho Shia and her guild.

Guildmaster:  Starting life laboring away in a penal colony hardens the imprisoned in a manner that can’t be recreated elsewhere; not even in war. Isho Shia’s parents were captured during the Emerald Uprising for unlawful use of farming equipment. Although truth be told nearly everyone was arrested back then, no matter how innocent. Once all debts were paid by the time she was nearly a teenager her family moved to Shinpenso, referred to as the City of Opportunity back then. Her first encounter with the city was not nearly as harsh as the life she had come from. With a hardened resolve and determined never to be chained again she set out for work. It wasn’t long before the few skills she had learned in the penal colony would land her a job as a blacksmith apprentice.

She would come to outgrow the meager tasks given by her master and craved for something more. From an early age, she had an eye for tasteful craftsmanship. Life in the penal colony only further engrained her hatred for poor work as the products they made in service of the local warlord were pitiful at best. While she wasn’t an unskilled blacksmith, far from it, in fact, her failure came from an unwillingness to operate within the instructions of her superiors. Ask anyone in Shinpenso today, and they’ll tell you that the blacksmith regrets firing her. Despite her talents, she was released from work. Scraping by year after year it wouldn’t be until an ingenious breakthrough would pull her family out from poverty.

Developing a method of mass production for jewelry molds allowed her to eventually sell off the patent.

For the first time, she had more gold to her name than her parents had seen in their entire lives. This was enough to start classes at the famed University. The University, back when it was headed by Julius Lucretius, taught the nobility, the rich, and the supremely gifted all types of knowledge. From war tactics, wizardry, alchemy, history and, in general, how to experiment with arcane intricacies of the world. Nothing could have suited her talents better. Already she had been working on a project that would reshape the city, but the profits from her jewelry molds weren’t enough. She needed access to knowledge that only came with powerful connections, like the nobility has, or an absurd amount of money, like she has.

While at the University she absorbed as much as she could, but would be kicked out for failing to adhere to guidelines. Again. They considered her inventions and tinkering dangerous. She sought to place technology in the hands of peasants on the idea that everyone’s quality of life could be improved. The University staff felt, despite her money, she had no place in high society and certainly could not handle the knowledge they were offering her. On the other hand, she was an awe-inspiring figure to her classmates. Surely, there were some that were jealous of her intellect and actively sought to see her kicked out. But, among the majority, she was deemed a genius that was born only once in a few generations. The type of genius whose works changes the world around them. If only she played by the rules, perhaps she would have completed her schooling.

Failing as a blacksmith apprentice then as a student in the University would be enough to crush the spirit of any individual. Isho Shia is unlike others. She would go all in on her next invention. Unifying the essence of magic with the rigor of technology she was able to develop the first Ringlay. Two decades later Isho is revered as a genius and a cutthroat guildmaster. On one hand, she may be the most clever person the city has ever been graced with. On the other hand, she is as much a slave driver as the prison wardens were to her in her youth. Her employees are working hard maintaining Spell Towers. As reporters increase their coverage of the dreadful labor conditions within the guild the populace’s disdain of her increases proportionally.

Nonetheless, she is widely respected among different circles and her persistence to new inventions are a major benefit to the city. Today, Isho Shia is noticed by her tasteful fashion and her love of exotic accessories. On occasion she can be seen in a jumpsuit with all manner of trinkets and tools for her work. But, often in public she dazzles and shines with unmatched grace as her tall frame is decorated with long jewelry, draping dresses, and elaborate hairstyles. Silas Von Eledrin, guildmaster of Gardens is considered to be the trendsetter of fashion for the city, yet Isho Shia really keeps him on his toes. The two often challenge each other publically to pick on the other’s style. All in good fun of course, unlike her struggles against the Transportation guildmaster. Those two may kill each other before either makes a play for the throne.

Outlook/Agenda: Perhaps the right to rule isn’t determined by bloodright, the gods, or conquest. Perhaps Isho Shia is right, then. The right to rule is determined by merit. Already her work has sculpted a new way of life for Crater City and she could reshape so much more if the government put in power those whose quality was deemed worthy. Moreover, a new form of government, founded on the spirit of invention and ingenuity, would pull the city from its past and into a new age of development and success. Taking the throne will allow her to use the people, funds, and resources to unlock the secrets of the Dynasty and the lost relics of Mizuto. In her view, a meritocracy would benefit people no matter what their station is in life.

Checks and Balances: Unlike Fission, Messenger guild technicians pride themselves on deploying technology that they not only understand, but have crafted by themself. There is considerable suspicion against Fission for fishing up their technology from war wreckage, even if their understanding of it grows rapidly. Isho Shia is also much more outspoken with her products and this transparency bodes well for her in the public’s view. The University has existed much longer than Messenger, though. This means they are much more integrated into Crater City and, as such, Isho relies on their low cost education services. Without it, the cost to train Ringlay operators would be enormous and the guild profits, along with Isho’s expensive lifestyle, would crumble. Overall, the Silent Order which acts as Messengers private army is able to stay tactically relevant through their monopoly of the communications network. However, the Silent Order is the smallest District Enforcement Order compared to other guilds meaning any combat met directly could be devastating for Messenger.

Gardens
Silas Von Eledrin

Symbol: A Dozen black roses with a 13th single blood-red rose in the center

Motto: Conquer within

Overview: The abundance of joy provided by Silas seems to contradict his very nature, which makes many skeptical of his goals. Owner of the Gardens, the vampire guildmaster has control over all the casinos, brothels, and pleasure houses throughout the city. To the average citizen, his services provide an outlet for stress and a place to experience fantasies and delight in new pleasures humans have never felt before this. His establishments are mostly staffed by intelligent undead as part of a new law after the war in Shinpenso. As Crater City continues to evolve people have begun to associate Silas’ undead employees as servitors of enjoyment rather than the vile monstrosities they were once believed to be. His charm and wit make him the most beloved guildmaster, however, growing concerns for potential ulterior motives and the so called “Plague of Pleasure '' that ensnares the city may cast the undead out from society once again.

History:  Silas Von Eledrin and the undead fighters fought against the underwater Kingdom of Mizuto. He had been looking to integrate his people into regular society for some time now. Without their help Shinpenso may have been lost for good. But, the vampire knew he would need to seize an opportunity to stay in Shinpenso before he and his people became an enemy of the people again as they had been for centuries. He quickly saw that as the war was reaching its end the population was pivoting from united and patriotic to devastated and joyless. Opening a gambling hall quickly distracted the city from the destruction they had witnessed and replaced it with warmth and community. The Gardens bloomed out of necessity and Silas works diligently to keep himself as the center of entertainment and happiness or risk becoming the object of disgust.

Power: Entertainment is a unique form of power because it isn’t absolute like weapons or armies, but instead it is influential. The casinos, brothels, and clubs that decorate the Gardens’ territory are used to induce targeted change in society. The behaviors and attitudes of Crater City are being developed around the ideals of the Gardens, which can be used to manipulate perception of another guild, a current fashion trend, or even introduce new concepts into the culture. In relation to other guild masters, it appears as if people genuinely like Silas Von Eledrin for who he is rather than for what he can do for people. None of the culture-shaping Silas has been doing would be possible without his wealth, though. As the wealthiest guild owner the vampire in charge of Gardens has become the trendsetter for fashion and entertainment.

Ideals: Power. Covert operations, limitless wealth, a plague of pleasure and immortality all point to Silas’ lust for power. All of his employees and business partners commit themselves to Silas because they believe he is the only one that understands what it will take to own this city. While his followers look to Silas’ power as something to wield and strike others down with, the vampire himself is old enough to know better. The way he uses his resources are meant to help his people. Specifically the undead who have been cast out of mankind because of fear and ignorance. Silas works carefully to change the public perception of himself and the rest of the undead by using the tools at his disposal to make his way into the culture of Crater City as a beloved figure rather than a monster.

Guildmaster: Originally living outside the city to the north, Silas’s early days as a vampire were spent hiding out in a meager estate just outside of a standard town. He was feared by the village and rumors spread about odd antics and kidnappings that he was apparently the mastermind of, but Silas Von Eledrin tells a different story. He admits that the undead terrorized the small village and had grown to become a problem. The undead killed anyone that wandered through graveyards or the outskirts of the area and had also destroyed farmlands and caused damage to the town’s structures. Silas set to work on saving the undead and bringing them to his estate.

As Silas got rid of the town's problems and learned how to lead the intelligent undead, as well as provide simple work for the mindless ones, his life had taken on a new meaning. The town remained hostile and its church had attempted to drive the vampire and his minions out further north by raiding his newly finished castle, but this couldn’t detract Silas’ goals. Although this town’s raid  failed, and had served more of an embarrassment to the priests than anything else, it had wounded Silas to see how evil mortals were. Too many generations had passed for Silas to even remember what being mortal felt like. From the moment of the failed raid he sealed himself away and began a mysterious project that would challenge him for decades. As his chambers crackled with arcane energy and the sounds of spells and experiments echoed through the halls of the castle, his undead army continued his previous pursuits rescuing undead from harm.

The intelligent undead who had practically taken over his estate would watch their master go through discoveries fueled by mania and brilliance, but also watched as Silas spiralled through depressive episodes. His hatred for mortals grew ever since the night of the failed raid, but now that he had gathered a massive army of undead and completed his secret project he planned final steps with his trusted officers They would wait for town’s harvest festival to unleash his secret project on them while the citizens gathered unguarded. The night before Silas left with his most trusted general to set arrangements, but what occurred changed the cold vampire’s attitude forever.

Simply put, his general had betrayed him for his own gain. But, a young woman had set things right for Silas. The story details change each time it gets repeated. However, one thing is certain: between the general and the young woman Silas had come to see good and bad in everyone. No matter if they’re undead or living. From then on he felt it was up to him to bridge the gap between the undead and living, then unify them under his banner. Silas hates seeing evil or good spread without justice or order. Furthermore he hates brutish behavior and therefore works to turn all creatures to see his worldview. He moved to Shinpenso during their war. While the majority of his forces were still undead, he saw that the Kingdom of Mizuto fought to dismantle the honorable and orderly culture of Shinpenso.

According to Silas Von Eledrin his undead were the turning point in the war. Due to their ability to fight without the use of water-breathing magic Shinpenso would have been overwhelmed by Mizuto’s odd technology. The vampire lord and his army had become tolerated by pockets of Shinpenso’s society during the war. They saw eye to eye and for the first time in centuries, Silas had been seen for more than a monstrosity. Between the ignorance of Mizuto and the non-hostile attitude of Shinpenso, Silas has now devoted his life to serving the city’s citizens. He works hard to push his values into the genesis of Crater City so that eventually his undead will have a seat within the city, as opposed to merely being a tolerated presence.

Standing at the helm of many social movements, Silas’ charming, accepting, and entertaining way of life has coursed through the city. The Gardens is definitely a favorite among the majority of poor and wealthy citizens, but the vampire lord may lose to the other guild masters. His guild’s services blemish his reputation and his gift to the city may be his downfall.

Outlook/Agenda: If you ask Silas, the city’s views and culture are beginning to stagnate again. While it’s radically different since it has healed from the war, much of Shinpenso clings to old views that stifle its potential. The Gardens guild was established to provide the citizens freedom and happiness during hard times so that society could move forward, yet this outlook hasn’t changed. Constantly investing in new magical and technological inventions as well as his relentless integration of undead into the population, Silas’s actions could single handedly keep the way of life here moving forward. However, the Monastery and the Gardens are opposed on all fronts, therefore most of their respective goals are crippled by the other guild. The Monastery glorifies the culture of the Shinju Dynasty and is outspoken against their concerns of the growing undead population. But, as Silas continues to make allies with other guild masters that want to push the limits of life, magic, and technology then he may see his goals fulfilled. Taking the last of the Dynasty’s power would provide the necessary resources to accomplish his goals without external assistance.

Checks and Balances: Gardens is able to maintain its current territory through revenue and influence. With the sheer amount of citizens visiting the guild’s plethora of entertainment opportunities makes for any act of aggression to involve a high amount of civilian casualties. However, The Monastery has been able to disrupt the growth of Silas Von Eledrin’s influence through their own propaganda routines thereby driving a stake through the heart of the vampire’s agenda. On the other hand, Gardens' outlook has allowed them a freedom in practicing magic unavailable to the intense bureaucracy of the University. Gardens’ own employees are given freedom to practice magic how they see fit, so long as it increases profits, whereas students from the University are stuck in classes slowly learning at the guild's pace.

Vrukei Ottohahn, the mad machinist
Symbol: Brain, half organic half metal

Motto: Action, not words

Overview: The strange devices Vrukei Ottohan was able to recover and repurpose after the war against Mizuto has led to an introduction of various applications. One particular machine has marked a definitive change in the city’s production and standard of life. With the intense heat generated by the stolen machine, Vrukei has powered districts with heating and cooling, introduced refrigeration, and engineered industrial locomotion for factory assembly lines.

History: Deriving its name from the technology that powers it, Fission was founded as a result of Vrukei’s dangerous experiment to use the 3rd Key of the Ascended inside the Glass Eye of Ka’Dok. The combination of mystical energy from the Key and the otherworldly technology that lived inside the Glass Eye changed Vrukei and poisoned his mind and soul. While he continues to fight against the sickness from his daring experiment, he has gained a newfound intelligence and understanding of machines. The other guilds laughed openly at his manic tinkering, but once the first forges powered by Fusion technology were functioning he silenced the teasing guild masters with his astounding success.

Power: Whether it’s an alchemist, enchanter, or wandsmith, the availability in basic magic items has only been made possible to the strange machine Vrukei had acquired during the war against Mizuto. While he himself isn’t entirely aware of how they function, he can at least keep it running for another 70 years, by his estimates. Fusion’s assets are well protected by the Soldiers of Steel, the guild’s personal army. This heavy infantry may not be mobile, but the other guilds fear their ability to mount an uncontestable siege.

Ideals: Mastery. Overcoming challenges is the greatest display of intellect. Fusion pushes it’s researchers to the limit as they seek new ways to power the world. In mastering the potential of the strange relic acquired by Ottohahn the guild and its engineers aim to be the first to understand the Kingdom of Mizuto’s alien technology. Furthermore, Vrukei and his people demonstrate mastery in more than just their work, but in mastering their mind and body. Deeply religious towards the bizarre machines they work on, the guild has placed mastery and science on a divine pedestal.

Guildmaster: The strange machine taunted him, then. Vrukei worked hour after hour to understand how it worked, but rarely saw progress. The Glass Eye of Ka’Dok he had recovered during his years raiding other worlds as a researcher was perhaps the most intriguing relic to be brought back. Neither the dwarves nor stone giants could have constructed something so beautiful and utilitarian. This left Vrukei to be the one to discover how it worked. Already, he had made a name for himself as a clever, yet manic machinist. The remaining members of the Empress’ research team were weary of his new trinket. The size, bigger than a noble’s station wagon, and complexity brought a wave of anxiety when they looked at it. As he began to tinker with it more his methods towards understanding broke the ethics set forth by the Empress. As such, he had been excommunicated from all projects and available resources.

Decorated with dials, controls, levers, and even more strange outputs Vrukei became obsessed in understanding how it worked. He spent time cataloging each piece into categories. He could not, despite all efforts, understand what the Input/Output Aux was meant for. It looked like it required an almost cylindrical key, but all he had was the 3rd Key of the Ascended. That relic was meant to open a manifold in the space between worlds to a powerful wizard’s pocket dimension. The key is only 1 of 7 and acquiring them takes nearly a lifetime of searching, but it was an heirloom left behind from his father. Perhaps his father didn’t even know what he possessed. Vrukei was taught that the best way to understand something is to break it and put it back together.

Desperate, Vrukei plunged the 3rd Key of the Ascended into the Glass Eye of Ka’Dok. The Eye attempted to consume his mind to power itself, but the key gave Vrukei control from within. Vrukei duelled within a sub-reality that attempted to imprison him. Outside the gates of Vrukei’s estate, now referred to as the Chrono district, onlookers could hear the duel. The sounds of grinding metal and bursts of magic haunted the air until the duel ended.

Vrukei emerged victorious and changed. Much of his skin was now covered with flaking metal that, he would later discover, was poisoning him in an effort to erode away his brain enslaving him to the will of Ka’dok. This story has been sung by bards, written about in stories, and portrayed as a drama in the Opera houses. A tale of a misguided son’s grave attempt at understanding things better left alone. Now, he is marked by his arrogance. Cursed to live his life obsessed with the thing that’s killing him.

Outlook/Agenda: It is the right of mankind to master the elements around oneself and turn them to tools which aid the pursuits of everyone. In general Fusion aims to provide industrial power to establishments allowing for higher turnout of products and services. They want to power a society where everyone can have their own portable machine which powers their every need no matter what shape or form it takes. Vrukei has made the plans of his research publicly available, but it isn’t usable by most. His intentions for taking the throne are the most direct: unlocking the information that was stored with the Shinju Dynasty will be what Vrukei needs to pilot mankind into a new genesis.

Checks and Balances: Vrukei may be the biggest hindrance to fusion because of his obsession with understanding each and every detail as well as being a recluse. Because of this, his people do most of the public appearances and do most of the politicking for Vrukei. But, Siliconetics makes the most use of thisby slandering the name of Vrukei’s guild openly; the two guilds have deep rooted philosophical differences on mankind’s relationship with technology and magic. Cyrex feels it’s the individual that makes a difference, not the technology or power one wields because those things can be taken away. Fusion and Siliconetics are two sides of the same coin, but they are the first to respond to any act of aggression with their own forces. The University has been known to feed misinformation to Vrukei’s research thereby sewing a divide between them.

Transportation
Morvire

Symbol: A Red Tiger with a dead dragon in its mouth

Motto: Influence over authority

Overview: Employing methods such as clockwork machines or using domesticated oozes to move cargo in the sewer system, Morvire has secured  public transportation methods through the streets and districts of Shinpenso. Crater City is tangled with metal cables used by clockwork rail cars, casting a net over the multi-colored lit skyline. TRANSPORTATION’s addition of simple and reliable travel has made Crater City feel smaller. While other businesses are much more of an attention getter, the silent climb to power from Morvire, plus his inheritance of the docks, has given TRANSPORTATION a firm foothold in the contest for the Dynasty’s territory.

History: It should serve as no surprise that the TRANSPORTATION guild is as strong as it is today. Coming from a line of nobility native to the country, Morvire was born to wield power and influence. Being a forward thinking man he funded clockwork technology prototypes for horseless carriages, but eventually his Crawlers became his flagship invention. While some horseless carriages are still used today, the city’s streets are far too narrow for efficient use of them which is why Crawlers move across high tensile strength cables between buildings and districts. The other guilds might not be as powerful as they are today if it wasn’t for the public transportation machines founded by Morvire.

Power: Moving people from place to place is simple with a transient system in place; it’s controlling their movements that’s the real power. Coming from a noble family, Morvire understands perception is reality. As citizens pile onto clockwork crawlers they are greeted with a smiling conductor who assists them in boarding, the arrival and departures are timely even if there are only two primary runs through the day, and safety is the only thing preceding punctuality. The importance of this perception has garnered an embrace by the people who believe Morvire’s nobility and benevolence more than earn him the throne. The other guilds also rely heavily on the ooze network for mass transport of items. This, to their unfortunate circumstances, places them at the TRANSPORTATION guild’s mercy. Each of them have their own method of transport, but it’s typically less expensive and more effective to use Morvire’s network for business. The docks also provide Morvire with a well of influence outside the city as he is able to get first pickings for new arrivals of important people before making their way into the city proper.

Ideals: Leadership. Morvire’s attitude is consistent and reliable; servant leadership first, foremost, and solely. This extends beyond the borders of Shinpenso. While, indeed, his guild and followers receive the benefit of his superb guidance, Marquis Morvire believes he could serve the neighboring kingdoms well with his investments in clockwork technology. His leadership is further demonstrated in his investments because he makes many of them without expecting a return on profit, but instead has his family name labeled on a variety of upcoming technologies. Reputation is the cornerstone of power, afterall.

Guildmaster:  Morvire embodies the mantra of servant leadership. It is more than a matter of pride, but a style that he spends his life continuing to learn and improve on. The noble class still residing in Shinpenso respect his leadership towards his followers, many actually imitate it, but nobility has no place in controlling a guild the way he does. His direct involvement in the development of technology and research towards unique inventions is beneath someone of his title. Marquis Morvire, though, claims that it is a nobleman’s duty to serve the people. Claiming that the education, opportunity, and social standing doesn’t make the nobles better than anyone else, but it makes them better equipped to lead and inspire. Morvire is the figurehead of a virtuous leader, which makes him equally loved and hated.

Nobles such as the Marquis find it of most importance to treat others as they ought to be treated, particularly when it comes to social standing. Despite his style of leadership and business ethics he still adamantly believes only a man of a noble title is equipped to take the Shinju Dynasty’s throne. A common man doesn’t know what the best outcome is for a city and its population, but Morvire doesn’t hold contempt towards those that are so misguided to believe they could command the throne better than he could. Although his personality can be off putting to many, it’s his ethics and vision which attract followers.

To this day, Marquis Morvire carries a burden of failure when he opened the docks to a mercenary company without his naval fleet present. Coming from a lineage of war-decorated naval officers Morvire’s blood is practically made of seawater. But, easy times make for complacent men. Morvire didn’t have his fleet present as they were getting inspection ready for a race against another noble house. The mercenaries went unchecked when they boarded the city. Typically, weapons are taken from anyone who is not licensed to carry one. The infamous soldiers of fortune got out of control at one of the taverns and spilled blood with a rival mercenary company killing innocents including a unit of the Royal Samurai.

Hanging his head in shame Morvire, and the rest of his family, hid from the public eye until they could properly mend the damage. Those he considers friends will tell anyone that day changed the Marquis for the better in most ways. He began to take oversight in anything he was involved in, which is what has brought TRANSPORTATION to be so prominent today. The continuous pursuit to improve everything he touches led him to meet the engineers who designed the first Clockwork Crawler.

As if this wasn’t enough, his recent pursuits have been to unify the underground city that lives beneath Crater City. Contracting development of domesticated oozes, Morvire believes that these creatures can be trained to carry cargo and weight that would take 4 horses. The speed at which goods and materials could be shipped would, again, shrink the city further. Enabling an increase in the availability of products for Shinpenso that could further the quality of life increase for the masses. Most importantly, the ooze network and the Clockwork Crawlers could be shared with the world and send mankind into a new era of prosperity. All of this could be served to the world under the leadership of Marquis Morvire.

Outlook/Agenda: TRANSPORTATION aims at furthering their already astounding progress. Movement throughout the city is near perfect in the eyes of Morvire. The underground network of oozes that transport bulk shipments throughout the city is Morvire’s greatest success in his opinion. It’s the duty of nobility to provide a higher standard of living for the lesser people of society, but TRANSPORTATIONs end goal is personalized transportation for everyone. Animals are expensive to keep and not everyone has the space for them in the city, but if his work with Vrukei Ottohahn proves successful then the individual can experience the conveniences of nobility without the same cost. More than just research and development, Morvire is trying to win the hearts of the people so that when he inevitably takes the throne, as is his right being of noble blood and native to Shinpenso, it is taken with minimal loss of life and received well by the people.

Checks and Balances: As if that wasn’t enough, Isho Shia actively works against Morvire. She despises the fact that he was born into power and pays for research to be done in his name without doing any of the work. He argues that leading people is the hardest work of any endeavor, but the two guild masters are so staunchly opposed they’re known for libeling one another with minimal tact and the as harshly as possible.

How society uses it: Much of Morvire’s transportation networks are abused by criminal organizations and other nefarious groups. This occupies much of his guilds time into implementing a variety of methods to contain and uproot the problems.

Prominent members:  

The Monastery
Shiro Tamashi of the Tamashi Clan

Symbol: Four elemental blocks with a white circle in the middle

Motto: Eternal unity

Overview: Citizens of Crater City are free to believe in who or what they want. So long as a Monastery, temple, or other place of worship is registered and licensed through the Tamashi family. Native to Shinpenso, the family finds purpose and power in keeping faith alive. Throughout the generations the Tamashi family has gone from serving as the Shinju Dynasty’s religious advisors, to pioneering research in natural science, to becoming one of the 7 major guilds within Shinpenso. The family manifests divine power through the 4 elements, water, earth, fire, and air, but their virtuous pursuit is determined by a 5th element Kokoro, which is understood to unite not only an individual’s mind, body, and spirit in one, but also unites individuals to one another. This pursuit of unity has landed them as the central approval authority for religious worship in Crater City.

Outlook/Agenda: Mortals need faith or mankind will annihilate itself. The Monastery’s agenda isn’t to push their ideals or religious practices because all that does is lead to conflict. Instead, they implement controls on how the Monastery governs religious practices through Shinpenso by requiring licenses to cast divine magic, material components are only sold through authorized dealers, and spells can be limited if they feel an organization isn’t responsible enough for it. In the end, they’re trying to centralize how religion is organized, but aren’t concerned with who or what is worshiped so long as it’s done the right way. New faiths, religions, or even cults can apply for open worship in Shinpenso as long as they go through the proper training and licensing through The Monastery.

History: The Tamashi family is most likely one of the oldest families native to Shinpenso. Being this old, the Tamashi family has established themselves as part of the bedrock of the city and feel they are meant to preserve the culture of older times. The Tamashi family is known for their advocating for natural mysticism as a way of life. but they don’t force this as a singular religion. Many subcultures throughout Shinpenso’s history, as well as modern life, owe their thinking and ideologies to the teachings from the Tamashi family. While not always credited for such in depth research into mysticism, the family is rumored to have doctored some of the sacred texts to favor their family in the eyes of Shinpenso’s citizens.

Power: The Monastery’s strength comes from their control over religious practices. By limiting the availability of material components to cast certain spells and by restricting the legal rights of spellcasters, The Monastery has monopolized divine spellcasting. While the Shinju Dynasty had given this centralized power to The Monastery, and the Tamashi Family by proxy, as an extension of their rule since the Shinju Dynasty fell, the Monastery has only been able to exercise this power with their Body of the Listening Soul. This monastic group of enforcers hunt illegal faiths and abolish them by whatever means necessary. Their influential power comes from Shiro Tamashi’s odd behaviors. As a respected biologist he stands at the helm of research expeditions, but recently he has been going off on his own as if he is on a new quest. The rumors surrounding this behavior have surrounded The Monastery with an atmosphere of mystique in their otherwise transparent authority.

Ideals: Faith Faith in anything, whether it’s an oath or a higher power, the Monastery’s propaganda is based around mankind having faith in something bigger than themselves. They believe mortals are incapable of understanding the infinite and divine so they hold public sermons to teach about the basics of mysticism and spirituality. While reflected in their business practices, they were most effective as they built phosphorescent lighting for use on streets, buildings, and signs. These multi-colored algae encased in clear tubing decorate the city to serve as a symbolic gesture of Shinpenso’s many religions. More literally, the colorful lights are the Monastery’s way to keep their brand of ideals at the forefront of everyone's mind by being surrounded, almost oppressed, by these lights.

Guildmaster: Faithful to the established ideal, Shiro Tamashi guides the Monastery as a tool to keep the culture of Crater City alive. His experiences have taught him that faith in something is what separates us from the monstrosities in this world. Some say Shiro Tamashi is just an old man, disconnected from reality and unable to understand that faith won’t protect mankind forever. Many are waiting for him to die so his more  forward thinking children can take the seat as guildmaster. Other citizens, though, consider Shiro Tamashi is trying to build a Utopia. When asked or prodded regarding either of the two aforementioned comments regarding himself, Shiro Tamashi will comment that it is none of his concern what people think of him, so long as he does the right thing by the people.

His guild maintains a neutral and unbiased policy that adheres to strict guidance when providing a license or opening a new place of worship. So long as those practicing their personal faith can prove that their faith demonstrates the importance of understanding the unseen connectedness between all people, the same as Kokoro, then the Monastery will allow open practice of the religion. However, Shiro Tamashi views other religions with open skepticism. Normally a secretive man, he will happily engage in discourse with anyone to understand their faith. His argument is that the elements can be observed through the senses of the body, therefore it can be scientifically proven of their existence and importance in mankind. Many counter arguments have been presented, including a priest using augury to communicate with their god directly. But, Shiro still remains skeptical because even the one doing the augury didn’t actually observe their god with their senses.

While Shiro is kept busy running a guild, he still finds time to practice his martial arts and travels around the city in disguise duelling the best fighters the city has. After all, it is under his command that his guild defended Shinpenso from the Legion of Pestilence a few decades ago. Not much is known about the Demon Lord who commands the Legion of Pestilence, nor is much known about why they even attempted to attack Shinpenso, but Tamashi handled the 40 day war with remarkable efficiency and ruthless tactics. When asked about the battle the wise guildmaster continues to be cryptic and secretive in his responses, practically dismissing the event as just another minor moment in his life. The Tamashi family has forged a lineage of leaders, but Shiro Tamashi will certainly go down in history as one of the best because of his virtuous approach to life coupled with his martial prowess.

In his offtime, Shiro is a hobby biologist. His faith in the elements have crafted a scientific mind driven by a love for nature which has put perfection in his research. As if owning the Monastery wasn’t enough, Shiro Tamashi has decorated the cityscape with phosphurant lights which illuminate all sorts of vibrant colors. These Prismatic Lights, as they’re known as, are meant to serve as a reminder that faith comes in many colors, but it lights our path. Shiro is surely leaving his mark across the city from his teachings, his duels, and his Prismatic Lights, but his most important endeavor is his personal quest.

Almost randomly, Shiro will go missing for extended periods of time. It seems like everyone in the city has their own theory about what he is doing, but the one that seems to hold the most weight is that his family has uncovered something that would make the fight for the Shinju Dynasty’s territory obsolete. If this is true, then they would have a direct line to the throne because no one could compete with the Tamashi clan. The Shinju Dynasty may truly have some world changing research locked away, but if Shiro Tamashi and his guild have actually found something even remotely resembling the various rumors, then the Tamashi Clan will change the face of Shinpenso drastically.

How society uses it: Communing with the gods is tricky without a license. If the Body of the Listening Soul catches someone practicing illegally they will be punished accordingly. This has spawned "Spoofing." Spoofing allows citizens to commune with gods, but by acting and appearing as someone else. This isn't always effective and anyone found doing this will immediately be taken to the Tamashi monastery to work in mindless and soulless servitude. Many sects, even of ‘good’ aligned pantheons, oppose the centralization of organized religion in Shinpenso because the Monastery publicizes sacred rites and rituals which weakens the strength of certain practicing religions.

Checks and Balances: The Tamashi family and Von Eledrin, simply, must feud. The righteous and devout folk throughout history have always despised the undead. They are creations of evil and nothing good has ever come of them. The samurai of the Tamashi house swear to smite the undead and have put up forbidences within certain pockets of the city. But, Isho Shia and her tireless advent into furthing technology may destroy the culture that makes Shinpenso so beautiful. These conflicts divide the Monastery’s attention, thereby limiting their resources as they keep an eye out on Dynasty territory.

Prominent members:

University
Julia Lucretius, founded by her father Julius

Symbol: Octopus holding different items

Motto: Masters of mind

Overview: As a non-native to Shinpenso, it took her father, Julius Lucretius, decades to be considered a cornerstone in the operation of the city. But, his death left behind his young daughter to inherit the University. Now only 32 years old, Julia Lucretius has made the University a cultural juggernaut and the go to school for higher education within Crater City. Unlike her father who hoarded the knowledge for only the wealthy or proven individuals, Julia has opened the doors to everyone from laborers to politicians to aspiring or experienced arcane scholars. The information and resources provided by the University make the fees and long years of learning worth it. Although it is a fountain of knowledge overflowing to the people, the only information that leaves the University walls is that which is deemed appropriate for the public.

Outlook/Agenda: Knowledge and information are currency for the elite in Shinpenso. Julia Lucretius lives for absorbing information and collecting any type of knowledge possible for storage in the University library. In doing so, she has placed herself and the trusted patrons within her guild in a powerful position in comparison to her peers. Whether it’s raiding a smugglers den or mounting an expedition to an abandoned temple, the students of the university are playing a part in Julia Lucretius’ plans. The University controls the vast majority of higher learning within the city, which has, through the course of time, graced Julia with an abundance of secrets. Her military might isn’t as strong as other guilds, but the network of spies under her oversight may be the best to have lived in the past few centuries.

History: The University has prided itself as being the best to provide education in Shinpenso, probably even this side of the world. The education received here is not just mystical in nature, although today it spends most of its time teaching magic, the curriculum consists of logic, rhetoric, history, diplomacy, and philosophy. Through the multifaceted education system here, the University holds a reputation of prestige for nobility in Crater City. Currently, Julia has made it a priority to establish a basic education system for the citizens of Shinpenso that will teach literature, art, basic reasoning, and, most shockingly, magic to the common person..

Power: Knowledge is not power, but potential power. The spy network that exists under the University’s banner knows no rival within the city limits. Many live in fear that they are constantly being watched or listened to, especially those in higher places of power or authority are most fearful. While Julia has an excellent spy network as an extension of her power, she can only enforce so much through magic and might alone. Rumors circulate through the city regarding how she knows where to hunt for buried knowledge. The city seems to think that her dad, in his early death, bound his soul and mind into the Layers, the space between Raw Magic and reality, and gives information to his daughter. For Julia to make a move on the Shinju Dynasty’s territory she must manipulate the flow of information in her favor.

Ideals: At first thought, it seems the University prizes intellect and expertise, yet those who have been in the city long enough understand this isn’t the case. Julia seeks to dispense wisdom so that society may be pushed to a better version of itself. By controlling the output of information from her libraries she has been the driving force to expel the fear of magic from the public eye and, instead, place it in their hands to be used effectively. Craftsmen and laborers of any type can attend the University to learn the cantrips and simple spells to better aid their work. While to some, this may take the importance of magic away, it has actually driven further research into multiple fields of study, which have been handsomely capitalized on by the University.

Guildmaster: ''Julia Lucretius is not her father. She is neither greedy nor short sighted, and especially not as arrogant.'' Before the incident with her father Julia Lucretius was being groomed for ambassador duty. Shinpenso had come a long way in its advancement, both technological and mystical, therefore Julia was to help her father reach out to the rest of the world to introduce the city and all its splendor. Her father, the previous archwizard of the University, Julius Lucretius, never cared to take the Shinju Dynasty’s territory let alone the weird research they had left behind. He viewed politics as a game for the simple-minded who don’t have the patience to understand the rigor of magic. Yet, his greed for infinite knowledge not only killed him, but altered the course of his plans he set in motion for his daughter. Today, Julia runs the University and has already made sweeping changes in the past few years. Despite only being 32, she demonstrates clarity of purpose that serves the people more than the University, unlike her father. Perhaps the most shocking decision she’s made is continuing to collect all possible magical knowledge and store it in the University. This was something her father had done for decades. Buying up libraries, hiring mercenaries to collect odd trinkets or relics, and working closely with the Shinju Dynasty’s retired research team to absorb whatever he could from them.

Much of the older generation in Shinpenso envy the University. Some even attempted to open their own school because they simply couldn’t deal with the fact that someone so young was better than them and was violating all the old rules. Their school would have been a success, perhaps even worthy competition to the University, had the expenses not forced them to be bought out by a scriptorium guild, which is of course owned by Julia. Citizens who had family members die during the war relate to Julia, giving her advantage in public opinion, yet many are weary because of her extreme measures to implement magic. Rumors say that she is feeding her dead father's souls of young wizards and others say she is going to mind control everyone. While comical to most people, the rumors have made it challenging for Julia to be maximally effective as she scoops up all forms of knowledge.

Unlike her father, though, Julia has no plans to lock the information away in an ivory tower only to be discussed by the League of WIZARD-NAME. Instead, she has distributed a carefully selected amount of knowledge to the rest of the city including introducing it as part of the base education for most trades. Now any respectable craftsman in the city has their work aided by basic magic. Nothing that could harm anyone and certainly nothing that could cause hysteria to Crater City. This pursuit of knowledge and redistribution to society has increased the divide between industry and magic. The young archwizard has disrupted the status quo, which has upset the old guard of Shinpenso, but to Julia she is serving an even higher calling.

Intellect isn’t everything. University students are sent through courses in an effort to teach wisdom before intellect. If only Julia’s father, despite his limitless intelligence, had exercised patience and caution would he still be around to pursue his own goals? A wizard cannot be defeated, simply destroyed. But, the self-destruction of Julius Lucretuis, while devastating to those who knew and cared for him, left room for Julia to blossom into her success she experiences today. As long as she remembers to exercise the wisdom  she teaches, which seems more difficult with each endeavor she takes on, Julia may take the Shinju Dynasty’s territory with the snap of her fingers and a few magic words.

Districts:
Composed of 7 total districts and 3 points of interest per district, the districts are more akin to a city within a city. Each is still technically the territory. The populations are categorized with the following: majority, groups, community, family, individual. The majority population is the race most seen throughout the area here, but like anywhere in this city races from all around the world live here. Groups typically exercise some degree of influence in a neighborhood and share a common goal that spurs them to action, whether it’s fighting, stealing, or crafting something in order to see that goal manifested. Communities on the other hand share a common trait such as occupation, religious affiliation, hobbies, or anything else that brings the different races together, but isn’t going to bring them to action over a cause; this is what seperates a group and a community. A family is used to represent no more than 20 people. Individuals listed in this city guide are typically a reason to go to a specific district or neighborhood. An individual may be someone extremely well known, like a powerful wizard or grizzled veteran, but may also be someone with unique skills or connections like an alchemist or extraplanar being.

District Enforcement Order:

The guilds have established their own law enforcement divisions in their respective districts. As they continue to break away from the traditions of the Dynasty they no longer employ Samurai Clans. Instead, they have an Order of trained soldiers who adopt a style and way of life that supports the owning Guild’s philosophy. Each DEO is fiercely loyal to their guild, much in the same way the Samurai are to the Dynasty, and will enforce the law and will of their Guildmaster.

Charged with protecting the territory and people of the Guild the Orders are the local enforcement for crimes within their district of patrol. This does, however, leave some of them at the mercy of criminal organizations that rise up for their own sake. On the other hand, the Dynasty’s Samurai do still have city-wide jurisdiction yet their ranks have become so thin they are usually preoccupied with protecting the Dynasty’s remaining territory. It is a 3-way standoff in the districts between criminals, District Enforcement Order and the Dynasty’s Samurai.

Dynasty Territory
Dynasty territory is protected by the Immortals. Prior to the fall of the Shinju Dynasty, the Samurai clans served under dukes, all still abiding by the Dynasty laws, but ultimately under the command of a Duke or Duchess. Today, the clans have united to form the Immortals who have sworn to die protecting what little remains of their past.

The Immortals are a samurai clan created by the Shinju Dynasty to be the most elite army in the world. When one dies, another samurai sitting in reserve takes its place, thus giving them the title of Immortals. Their enemies are met with the appearance of an unending tide of deadly foes. Training is a grueling process that both exhausts and strengthens the mind, body, and spirit of the samurai. Unifying these three aspects during training is what separates the Immortals from other soldiers, including the guilds forces. Fearless, dismissive of pain, and cunning in all styles of combat, the Immortals defend the dynasty with unwavering resolve.

Within each district the local clan of Immortals has adopted their fighting style and armaments to best protect themselves against the unique armies of the seven guilds.

Outline: Keep traditional architecture in mind. Also, the points should answer the following questions:


 * Why hasn’t it been taken over
 * What are the Samurai like there
 * Has anyone tried in the past to over take it, why did they fail
 * Advantage of taking this point
 * Disadvantage of attempting to take this point

Point A: Castle
Overview: Without a doubt, the Castle of the Shinju Dynasty would be the hardest point to conquer due to the resource expenditure needed. This star-shaped castle is built with high wood and stone walls on top of an artificial mound that makes outright siege dangerous. Furthermore, the star-shaped construction and rock foundation are the first of its kind in the Eastern Kingdoms. This stronghold isn’t reliant on natural border protections and is instead built with manmade and magical defences leaving it unharmed as long as it has stood.

Occupying Unit: The Dynasty cannot fall to the rising plutocracy that threatens Shinpenso. Immortals stationed here are the most elite, but traditional, samurai. Representative of a past glory, this unit dons the original armor and swords used by the Shinju Dynasty when they were at their strongest. The need for continuing their historical fighting style isn’t just symbolic for them, but tactical as well. With the rest of the Dynasty samurai adapting to their surroundings and new threats the Immortals charged with protecting the Castle have instead become masters of their doctrine. This grants them battlefield supremacy over the guilds because their newly developed fighting styles, while strong, are not enough to overcome the Immortals here. At least, that’s how it has worked thus far.

Point B: Armory
Overview: Stationed just outside the Castle Walls is a large armory supplied with enough light, medium, and heavy armor to outfit units of infantry twice over. The original intent of this armory was to arm volunteer soldiers during the war against Mizuto, hence the immense inventory. With such an overwhelming amount of weaponry at their disposal, the Armory remains uncontested. Taking this point is clearly advantageous for the victor; outfitting an army is an expensive process and takes time. However, owning this territory places the occupying infantry directly outside of the Shinju Dynasty castle where they are threatened to be overthrown quickly and decisively.

Occupying Unit: These aggressive samurai follow a doctrine solely focused on an offensive style of swordsmanship. With more weapons at their disposal than one army could ever carry, they have trained to turn every strike, swing, or thrust into a lethal movement. This allows them to effectively combat the Fusion guild that surrounds them. The Immortals stationed here are heavy infantry units employing plate armor, heavy weapons, and shields to flood their enemy in a tide of steel and fury. Despite their aggressive and heavy combat style, they are weak to a magic unit that could pelt them from range, or worse, use their abundance of weapons against them.

Point C: Ship Repair Yard
Overview: The ongoing war between guilds and the Shinju Dynasty have left the Ship Repair Yard undermanned. While on one hand this bodes well with citizens who can always find work here, it does mean ship repairs are expensive and timely. Cranes, dust free warehouses, drydocks, and large open areas are scattered through the surrounding area giving the appearance of an acrobatics training arena more than anything. Taking this point is an attractive option for guilds because of the revenue generated and ability control ship repair. However, the process of taking this point is dangerous because of the expensive collateral damage to repair equipment, which may make taking this point too much of a financial burden. With careful planning, that could be avoided, but the risk may be too great.

Occupying Unit: Lacking a sufficient workforce, the Immortals in this location are forced to work the repair yard or risk an economic loss that would force them to surrender the shipyard. This provides a hidden advantage though, because now the samurai are able to hide in plain sight and gather valuable intelligence from the guild vessels that come in for repairs. This unit is the largest of all the Dynasty occupying units, therefore enabling their covert operations. They incorporate light, but swift, weaponry into their arsenal so that the Transportation guild’s forces can be cut down from the shadows. While it isn’t an honorable tactical doctrine it has allowed them to maintain a foothold on this point.

Point D: Three-horned bridge
Overview: During the height of the Shinju Dynasty’s reign the Three-horned bridge was created to display Shinpenso’s prosperity and had been decorated to create a rainbow of colored lights. The view was once so captivating that it became the symbol of Shinpenso as it stood out from the rest of the city skyline. Today, however, other buildings and superstructure crowd the view for the attention that once belonged to this masterpiece. The University once attempted to take this point, but being constantly surrounded by enemy ships, even if they’re docked, was enough to break off the attempt. To the courageous forces that may one day occupy this territory, the bridge will provide them access to the most traveled road as well as control over the gates which allow trade in and out via the river.

Occupying Unit: Being the only unit that incorporates battle magic this separates them from their counterparts, arming them with a frightful presence to foes. Although the samurai here are outfitted with only light armor and simple weapons, their coupled use of terrain and magic is devastating to infantry units. Being surrounded by siege weaponry the Immortals that occupy the Three-horned bridge have developed a fighting style giving them advantage against siege tactics from the water. Taking this point would require repeated waves assault, but money, control, and influence would be bestowed on the victor perhaps making up for the losses that will inevitably be incurred.

Point E: Memorial Monument
Overview: Despite the surrounding businesses, noisy environment, and the drone of daily life, this memorial site from the war is serene and left alone by the otherwise busy city. The monument is a large obelisk surrounded by a small mote of water with gravestones surrounding it, each stone carved with the name of the fallen. The serenity and respect this monument deserves makes it a moral issue to take over, even if it would be easy. But, the few dead that were recovered and given burial here could be communed with. Taking this point would make enemies of everyone, yet the information within may make it worth it.

Occupying Unit: Defending against the Tamashi clan, who feels like a distant ally to what remains of the Dynasty, was once a challenge for the Immortals. To overcome this, the Immortals occupying the Memorial Monument have learned to revere tactical mastery over spiritual perfection. They fight with traditional weaponry, but have equipped their armor with protection from divine magic. While the Monastery’s forces are energized with the spirit of Shinpenso, the Immortals fight with a precision only obtained by abandoning all things external and focusing on action. Should these two armies come into conflict, the battle of body versus spirit would be devastating.

Point F: Daisan Road
Overview: As vehicles, work animals, and enchanted shipments make their way into the city, the Diasan Road gate inspects incoming movements. The capacious facility used for random inspections has no windows and is enchanted with wards and glyphs to protect it from any mishaps they could occur with heavy shipments. The building might be the most uninteresting, yet unbreakable, fortress in the city. Taking this point poses many obvious advantages, such as the virtually spy-proof warehouse and the heavy foot traffic, which makes it a hotspot for standstills among dueling units. Although the advantages are plenty, occupying this spot before taking it under full control poses economic risk to the city at large.

Occupying Unit: The Daisan Road and Daishi Road samurai units have opposite tactical doctrines, but have sworn to help the other if aid is requested. The stronghold here is large and is mainly used for inspecting incoming and outgoing vehicles. Due to Daisan Road being a major supply line for the city, the Immortals garrisoned here are well aware that the guilds would be crippled if they waged a battle here. The Immortals of Daisan Road fight with heavy armor and have a small array of siege weaponry at their disposal. They focus on defensive fighting techniques and train outlast their enemy through endurance.

Point G: Daishi Road
Overview: The second major road leading into the city still belongs to the Dynasty. While Siliconetics and The Gardens have the surrounding territory under their own control, they cannot make a move on the toll building that provides the Dynasty with ownership of this point of interest. Given the lack of fortification and small footprint of the actual toll building, it is an easy point to take except that it would disrupt any incoming traffic from this road thereby diminishing profits for the nearby guilds. There is also the consideration that attempting from one guild to occupy for any extended time puts them at risk from attack from any other guild.

Occupying Unit: The Daishi Road and Daisan Road samurai units have opposite tactical doctrines, but have sworn to help the other if aid is requested. Defending a small stronghold is no easy task for the Immortals here, but as other sects of the clan have adapted to their surroundings, so have the samurai stationed here. They have become expert trapmakers thereby extending their influence in a perimeter well outside that of the toll booth. This unit relies on hit and run tactics making them a difficult openonet. However, careful use of counter-insurgency tactics and maintaining a high defensive posture on the point could be the key to victory, so long as the unit from Daisan road does not aid their brother unit.

Point H: Botanical Garden
Overview: Devoted to the study, conservation, and collection of plants from around the world, the Botanical Garden has been funded by the government since its inception. The gardens is the most visited Dynasty territory by the public, thereby cultivating influential power, and is also in the heart of the city. It is surrounded by guilds and buildings that have abandoned the artful styling of the city’s history leaving the gardens to appear out of place. Taking this point grants access to an extensive understanding of alchemy, medicine, and all things related to botany as well as the aforementioned foot traffic from citizens. However, the gardens could lose hundreds of endangered plants inside from even the smallest conflict, which would make conquest a wasted victory.

Occupying Unit: Surrounded by 3 separate districts the unit of Immortals stationed here must wield an imposing presence to deter an overwhelming assault. Their armor has been coated with menacing black paint and they are never seen without their Oni masks. This demonic visage they take on spreads fear through onlookers. By protecting the botanical gardens they have learned to incorporate alchemy, poisons, and magic potions into their fighting style unique to the warriors here. Despite this, they have no spellcasters in their unit and therefore are heavily reliant on potion use; this is both their strength and weakness.

District Enforcement Order: The Tempest Order
With winged helmets, heavy armor, towering shields, and deadly warhammers the Tempest Order acts as the guild’s police force ensuring the safety of citizens in the Spyglass District. They have devoted themselves to upholding the values of the guild thereby acting as the model citizen under Siliconetics’ rule. Their tactical doctrine implements the use of hammers, shields, and lightning making them an excellent heavy infantry unit. But, the Order relies on battle formations which makes them weak if they’re split apart or divided. While patrolling the neighborhoods they tend to keep to pairs, at a minimum. When working with the Samurai of the Dynasty they cooperate when they can and stick to their honest nature, but will not offer information unless asked.

Overview:
The Spyglass District received its name for constructing the massive spyglass built by Cyrex’s guild Siliconetics. Hovering above the district there are six land masses which are leftover anomalies from the war. The floating islands are home to influential government officials, wealthy patrons, and the largest is dedicated to Cyrex’s home, which also holds the Spyglass. Below the floating islands in the densely populated streets, the district first appeared cracked, shattered, and upheaved after the war, but is now repaired with dazzling glasswork and sleek enchanted machines. While it’s easy to find the dragonfire-glass augmentations throughout Crater City the district serves as the heart of innovation and expertise. The multi-sensory, rainbow-infused displays of complex construction both enthrall and overwhelm the senses of pedestrians.The smell of heat and sweat pours out into the streets when strolling past factories, adding to the crushing presence brought by Siliconetics.

Population:
Majority: Humans

Minority: Dragonborn

Groups: Rock Boyz, A.T.O.M, Beyond, Carvers

Rock Boyz

As Crater City continues creating a new way of life with the combination of technology and magic there are some who would cling to primitive traditions to halt this march of progress. Rock Boyz enact their agenda with a short sighted aggression that is only effective because of how frequently they cause damage to factories and attack nearly anyone with an artificial limb. Ogres make up most of the Rock Boyz, although some smaller creatures join out of fear, and it’s common enough knowledge that they are led, or controlled, by something intelligent and strong, though it is a mystery who or what that thing could be.

A.T.O.M: Artificers Tempering Obscure Magic is an Artificer-only guild that promotes Siliconetics ideology through community outreach, education, and other philanthropic pursuits. Through the past few years this group has built a relationship with the local community and has therefore established themselves as part of the bedrock of this district. They have been successful in promoting a positive view for anyone with augmentations and they successfully pushed for new regulations, including a citywide ban on bootleg augmentations, which have all placed them in Cyrex’s public favor. Furthermore, A.T.O.M is one of the most successful private research organizations in the city.

Beyond: While many groups, communities, and individuals in this district deeply value the altruistic vision of Cyrex, only Beyond seems to truly understand what it means for mankind to ascend. Undoubtedly the smallest group throughout the city, with less than 20 members and no formal structure, they can only be classified as a group because of their profound influence and prudent thinking. Citizens in this district admire the group members due to their charitable nature coupled with an indomitable will. Seizing control of their neighborhood would offer access to everything Diamond Meadows has to offer, but is likely not worth the dangers of public opposition to this group.

Carvers: Carvers have long been an albatross for Siliconetics. After stealing the design outline for dragonfire-glass prosthetics the Carvers have infected the streets with Inorganic Composite Extremities, or ICE for short. This group is difficult to uproot because they have no symbol, no stronghold, and anyone could be a member. Carver’s keep their skills and identity a secret, but if one finds a Hot Shop they can at least find a way to get ICE as a cheap replacement to Siliconetics. Due to the fact that Carvers equip the criminal underground with enhancements they control the code of ethics for criminals and gangs to abide by.

Community: Jade Ox Temple, Leatherworker’s Guild, Grounders Against Floating Structures

Jade Ox Temple: The Jade Ox Temple is a popular temple for aspiring monks. The monks of this temple are drawn to it because they teach strength in soul, mind, and body. This was once an unimpressive temple, but with the influx of Giants into Shinpenso the Jade Ox has grown to become an impressive order of strong and silent monks.

Leatherworker’s Guild: Despite the fact that Cyrex’s Siliconetics are the dominant craft in the city, the Spyglass district's own Leatherworker’s Guild has a huge communal influence. Not everyone treats their glass prosthetic as a fashion statement so the Leatherworker’s spend lots of time designing sleeves to make prosthetics look like real flesh. The guild is careful to make sure no known criminals are covering their augmentations as that would be harmful to their relationship with the community.

Grounders Against Floating Structures: The GAFS was started by a local conspiracy theorist who claimed the floating structures weren’t constructed purposefully. Instead, he and the members of GAFS believe the city is being ripped from the earth. The leader of GAFS is, unsurprisingly, zany yet charismatic and has therefore gathered a respectable followership of conspiracy theorists seeking to “put the sky in the ground” as they say.

Individual: Velvet, Yuko The Games Master for Shinpenso, Kira Yamiko Chief Doctor of Shinpenso, Commander Tzu Sun (retired)

Velvet is a well known bard throughout the city, but after an accident during the peak of her career she lost the use of both her hands. Eventually, Siliconetics replaced her hands with carefully crafted prosthetics and not only is Velvet back into playing music again, but she has also become a spokesperson for Siliconetics and the acceptance of the augmentations they offer.

Yuko, The Games Master for Shinpenso lives in a community amongst other influential figures on one of the floating structures above the district. As Games Master it is his duty to host annual competitions for Shinpenso’s top competitors as they compete for medals and glory. Yuko is constantly sought out for bribes, pitches, and sponsorship deals. Due to this fact he has chosen to live above the clouds so that only people who care enough about their time and money will visit him.

Kira Yamiko also resides in the same community as Yuko, living on a floating structure in a community of important people. However, as Chief Doctor of Shinpenso it is her duty to visit the medical centers throughout the city, but she is found in her home studying or meditating when not working. She may pass by in the streets unrecognized by the average person, but her name is well known amongst organizations that need her signature for anything medicinal such as alchemical concoctions, new surgical equipment, or healing procedures via magic.

Commander Tzu Sun (retired): The retired commander lives in a quaint and humble home. He could easily have a large estate provided by the government, which would be well earned with his work during the war against Mizuto. Tzu Sun enjoys his days playing games of dragonchess and will freely discuss military and combat tactics with anyone. He is sought out for his advice and chooses to live in the Spyglass district because of the large number of mercenaries and soldiers that wind up here.

Neighborhoods:
Stockpile - The rugged beauty of this poverty stricken neighborhood is clustered with small apartments stacked one over the other. While there is still much to be appreciated about the intricate construction and unique architecture, the unfortunate fact is that the neighborhood is littered with discarded junk. Residents here work all types of trades, but most are laborers that support the guild and cripples who are looking for a second chance with Siliconetic technology.


 * 1) 1d6 Swarm of Rats (MM pg. 339)
 * 2) A cripple, walking with a cane, hurls insults at a member of the party
 * 3) A crowd of citizens surrounding a pile of recently discarded junk from the guild
 * 4) 1d6+2 Ogres (MM pg. 237) from the Rock Boyz

Central park - The fresh air of the park this neighborhood is named after offers a reprieve for the senses that are typically assaulted by blinding ornamentation. The apartments and tightly packed buildings surrounding the park are home to poor families, but unlike the Stockpile this neighborhood is moderately safe. People here tend to be honest and gentler compared to the rest of the district, but the DEO in this neighborhood is some of the most strict.


 * 1) 1d4 Vultures (MM pg. 339)
 * 2) On the way to work, a guild laborer is being attacked by a Swarm of Insects (MM pg 338)
 * 3) A street performer juggling glass orbs has conjured a crowd of frightened onlookers
 * 4) 1d4 Cyclops (MM pg. 45)

Mountain View - Stuck on the ground, pedestrians look up at the floating structures that loom over like mountains. The street view however, is a sprawl of architecture traditional to Shinpenso, save for the unique addition of multicolored lights that reflect off delicate glasswork. Bards play openly in the street and the neighborhood is a hub for food from all over, but it still has customary noodle dishes, seafood, and ramen spots.


 * 1) 1d4+1 Hippogriff (MM pg. 184)
 * 2) A piece of rubble falls from a floating island, destroying a wagon with cargo
 * 3) GAFS member’s are setting up a makeshift catapult to attack the floating islands
 * 4) 1 Stone Giant (MM pg. 156)

Diamond Meadows - Home to well educated and wealthy citizens, the Diamond Meadows is privileged to have master glassmiths, talented actors, and brilliant inventors. The well kept streets are spotted with a variety of art that evokes a feeling of open-mindedness to even the most stubborn person. It’s sparkling homes shine radiantly off the sun as they studio apartments and high rise buildings tower over the rest of the neighborhoods.


 * 1) 1d6 Mimics (MM pg. 220) that looks like street art
 * 2) A bard advertising his show, tonight, at a local Inn. Discounts to anyone that brings his fliers
 * 3) A Cloud Giant (MM pg. 154) accidentally spills a massive goblet of wine from their 11th story window onto the streets below
 * 4) 2 Veterans (MM pg. 350) riding 2 Warhorses (MM pg. 340)

Crystalfrost Square - Luxurious, clean, and with quite a bit of wealth to toss around, the Crystalfrost Square rests under the floating island that holds SIliconetics headquarters. The people here are the most technologically advanced compared to the rest of the city as their augmentations and enhancements cost more than a king’s ransom. Citizens here are busy, though. They are helpful to their betters, savvy with equals, particularly fanciful to newcomers, and snobbish to the poor, but are quick to report any disturbance to the Tempest Order.


 * 1) 1d8 Spies (MM pg. 349)
 * 2) After accidentally bumping into someone on the way to work, the party is barred from restaurants in this neighborhood
 * 3) A crystal ball (DMG pg. 159) is found outside a prominent glasswork shop
 * 4) 1 Young Silver Dragon (MM pg. 118)

Points of interest: Floating Estates, Fort Kano, Gemstone Amphitheater, Ni Road
Floating Islands: Hovering above the city, centered over the Spyglass district, these incredible superstructures have been built and decorated to capture the attention of anyone from all over the city. Speckled with flower gardens, trees and a variety of wildlife, the Floating Islands offer the patrons living on them the desired feeling of disconnection from the city’s overwhelming atmosphere. Even if an individual can fly or arrange for a flying transportation service the average person will not be allowed past the blockade established by The Tempest Order without a letter of appointment. More than just a construction of vanity and prestige, the Floating Islands are an obvious tactical advantage because of the field of view one has over the rest of the city.

Fort Kano: Fort Kano is a boundary fort located on the north-western edge of the city. Notable for its use in the Battle of Xhu-shi, this fort was specially constructed to aid magic users when defending against infantry. It’s high walls and heavy masonry protected it from basic assaults and positioned spell casters and archers high above infantry thus bombarding enemy forces. Surrounded by roads to ease with supply runs and nearby trees excavated for easy foot travel make Fort Kano a desired stronghold.

Gemstone Colosseum: While its name suggests an opulent venue it is actually named after the gemstone clans that came together to construct this utilitarian marvel. There are other amphitheatres throughout the city, but this colosseum is the only one of its kind with the ability to seat between 35,000 and 55,000 people. Although it provides no tactical advantage, controlling this point enhances the people's favor towards the owner. With the ability to host anything from fights to dramatic plays it is easy to entertain masses, generate revenue, and subtly deliver propaganda.

Adventure ideas
Adventures taking place in the Spyglass District are distinct because the services offered by Siliconetics has accidentally given crime a whole new power level to work with. The feeling that magic has taken a new form in the use of technology generates a dangerous awareness of the rapid deployment of technology for the sake of profit. The heroes in these adventures help keep people honest and find allies by pursuing altruistic goals. The villains, on the other hand, lie, cheat, and steal to enact devious plots or enhance their illegal expertise of technology at the expense of others.

District Enforcement Order: The Silent Order
Unlike other DEO’s that patrol streets, The Silent Order uses the technology of Messenger to monitor their district through surveillance techniques from their stronghold, as opposed to walking a petrol route. This centralized method of patrol allows them to watch and/or listen through the span of the district, but the citizens feel they cannot escape their presence. Crimes here must happen quickly and silently. Implementing range weaponry, traps, and high mobility tactics The Silent Order strikes with lethality so long as can stay hidden. Their defensive posture is weak, however, therefore they rely on striking first to cripple enemy forces. The Silent Order has a less-than-neutral attitude with the Dynasty’s Samurai. While they understand it’s important to work with the Samurai, they often withhold information forcing the Samurai to spend more time than desired in an investigation. This extra time forced upon them allows The Silent Order to use their skills to spy and develop an upper hand against them should it be needed.

Culture: Creative, inventive, persistent, sensitive

Overview:
Now that Ringlay booths are common in the city, the architecture, cables, lighting, and Spell Towers that are required to sustain Messenger services have cast a net over the streets. Specifically the Webline district gets the worst of the tangled mess of cables, hence the name of the district. There are the punks and rebels that have chosen to turn the chaos above them into a tool for themselves. Shopkeepers peddle their wares in the crowded streets as cable riders and tower climbers scream rebellion into the night, their silhouettes outlined by a rainbow of lights from tall buildings and superstructures. Steaming soups, sizzling meats, and a surplus of alcohol are easily found in any neighborhood of the district all available from street carts and wagons. As if there wasn’t enough activity going on the Ringlay booths dot street corners and storefronts only adding to the noise and sights with their ringing bells and glowing mechanisms. The Webline district is crowded with people, but has wide enough streets so one does not feel claustrophobic. Giant Spell Towers and looming cables make just about anyone feel small and unnoticed however.

Population:
Majority: Humans

Minority: Half-elves

Groups:  Ivory Syndicate, Webcrawlers, Artists Association, Evocators

Ivory Syndicate: The Riverwalk neighborhood is partly controlled by the Ivory Syndicate, a group dedicated to taking what they want by strength. The Ivory Syndicate’s members can be identified by their stained-white hair and they leave their imprint on the Riverwalk businesses by trashing stores and roughing up citizens who haven’t paid for their protection. Despite the fear they spread many have risen up behind them in support of their promotion of might making right; their followers live in a state of aggression that has fostered a tribe mentality around the Ivory Syndicate.

Evocators: Unlike the Ivory Syndicate’s views, the Evocators fall directly in line with Isho Shia’s way of life. Her guild has enabled her with the ability to create what she wanted for herself and the evocators take this idea to the extreme. They are frequently fighting with the Ivory Syndicate over territory in the Riverwalk. By calling up magic or divine power they create their own strength and dominate their slice of the neighborhood with furious zeal.

Artists Association: The Artists Association has chosen to enact their control over parts of the Needleback neighborhood to prevent the erosion of the city’s artistic spirit. It is neither magic nor strength through which they maintain their silent control, but through legislation, extortion, and blackmail. The Artist Association will not allow transactions to be made if compliance with their standards are not met. Art is expressed however deemed necessary by sellers in this area and even those who despise the rules still play the game because the money to be made in this neighborhood is too good to miss out on.

Webcrawlers: The Webcrawlers are a group of smugglers who have taken over sections of the Ringline neighborhood by buying up key locations. Equipping themselves with climbing gear and specially crafted gadgets they crawl the webwork of lines between the Messenger guild Spell Towers to move contraband throughout the city without fear of inspection on the ground. While their unique smuggling operations take place through the city, the Webline district is the central point for most locations, but their storefronts allow them to hide items in plain sight and launder money.

Community: Lineriders, Coffee Club, Matron Heart

Lineriders: It didn’t take long for adrenaline junkies in the city to climb the Spell Towers of the Messenger guild and ride their lines for sport. They are frequently mistaken for Webcrawlers, the group of smugglers, which has increased the attention of the sport due to the added risk of being caught. It’s a game of agility and stealth for Lineriders. To identify someone in this group they will have 4 straight lines tattooed in plane sight. If only tattoos were enough to convict someone. All of this is done for bragging rights and a thrill of adventure easily forgotten in the mundanity of life.

Coffee Club: Everyone drinks coffee in the city. Sure, there are purists that stick to tea, but this new beverage has taken the city by storm in recent years. The buzz surrounding this aromatic and silky beverage has spawned a cult following which naturally gave rise to a community of connoisseurs in the Webline district. They host tasting, roasting, and brewing competitions monthly where cash prizes and official Coffee Club titles are given out.

Matron Heart: There are many orphaned children in Crater City. The Matron Heart is a woman owned business, taking after the leadership advice from Isho Shia, to provide the necessities for homeless youth. All of the workers in the orphanage are volunteers, which means they rely on donations to stay open. But, this community of clever women have made it a necessity for important people, groups, or businesses to make public donations or their business suffers dramatically. There is speculation on how they are able to do this, but they will tell you they are just better at business than most, only they decided to do some good with their talents.

Individual:

Madam Katie: Madam Katie owns the Shangri-La, a most prestigious pleasure house, in the Webline District. Well-known for her magic 20 years ago, the madam has indicated that through magical competitions her powers were drained to being non-existent. After a magical duel with Magland the Marvelous, she was awarded prize money which she used to purchase the Shangri-La. She then changed the sex trade in her crook of the city. Madam Katie is well-connected to the underworld of the Webline District and her establishment is located in the Riverwalk neighborhood.

Magland the Marvelous: A little person with great power, even greater intellect and no patience for those who do not recognize her on the spot. She is the brains behind the giant Spell Towers. Working with her is in high demand, despite her temper, as she knows all the inner workings of the towers. Every five years, she posts that she will take on an apprentice if they can pass her magical test of one question: where exists the most magic? So far, no one has passed the test.

Mikail Fisher: Dragonchess grandmaster and retired commander now humbly lives in the Ringline neighborhood with his cat. On any given day, he can be found outside his butcher’s cart where he peddles his meats, not only selling quality cuts, but winning three or four dragonchess challenges simultaneously. Despite the public knowledge of his success as a commander, he refuses to talk about his past. It is rumored that he and his soldiers stumbled upon Qi-Shi, the deceitful green dragon west of the city, and they tricked him into letting them live in exchange for their silence.

Jet: An orphaned teenager, Jet has lived in the underworld of Webline for over 10 years and there is no one in the city who knows the endless tunnels and catacombs like he does. Although elusive, Jet is recognizable by his black dilated pupils from life underground. He can slip in and out of anywhere almost unnoticed and is considered an outlaw, with a massive reward on his head, by the District Enforcement Order of Webline. Jet’s connections, spies, scouts, and renegades run as deep as the Undercity itself, but are far more secretive thereby leaving speculation about his works. Buying and selling information is Jet’s living, but it is usually at a greater price than most are willing to sacrifice as payments are not of gold and silver.

Neighborhoods: Overflow (poor), Crater View, Riverwalk(rich), Needleback, Ringline
Overflow - Creativity takes many forms and in Overflow the residents display it with resourcefulness. The runoff from Messenger’s waste dumps right into the river where the Overflow sits, which makes this spot a great place to dump items better left unfound. The divers that adventure into this pocket of the river have made sport of the scavenger hunt for discarded items, but at great risk to their health. Recovered items are sold at the Drain, the nightly market.


 * 1) 1d4 Spies (MM pg. 394)
 * 2) The party finds 1d6 10gp gemstones (DMG pg. 134), but someone else in diving gear claims they found it first
 * 3) While walking through the Drain, a PC finds one of their items being auctioned by a teenager
 * 4) 1 bandit captain(MM pg. 343) with 2d6 bandits(MM pg. 344)

Crater View - North of the Overflow this neighborhood is primarily for guild workers that live in dorms, apartments, or large estate depending on their stature in the guild. The view of the crater serves as a reminder of Crater City’s birth, but the dense webbing between Spell Towers is a symbol of oppressive guild masters. The neighborhood is run down, though not in harsh poverty, yet is a lively place with tight streets, duplex shops, and noisy bartering.


 * 1) 2d6 Crabs (MM pg. 320)
 * 2) Boots with laces tied to each other and draped from cabling between Spell Towers fall on a PC
 * 3) A Linerider calls for aid while the Silent Order chases them
 * 4) 1 Sea Hag (MM pg. 179)

Riverwalk - Repair stations, pleasure houses, and food carts all walk along the edge of the river that bisects Crater City. To successfully navigate this neighborhood, one must either live here or have a map or else become lost through winding streets, intersecting allys, and circular footpaths. Armed with nearly supernatural persistence, shop owners barter and haggle at considerable length until sales are made, although the hurried frenzy to make ends meet leaves little room for generous spirits here.


 * 1) 1d6+2 Merfolk (MM pg. 218)
 * 2) The party gets lost and finds themself in a dangerous part of the neighborhood
 * 3) 3 pleasure house workers call out to the party to come inside
 * 4) 3d6 Giant Spiders (MM pg. 328)

Needleback - Spell Towers line this stretch of neighborhood spraying lights of purple, red, and green to the streets below. Service stations for the guild are at every corner with DEO offices just across the street from them, creating the looming presence of Messenger’s watchful eye. Crafty criminals still make their mark somehow as drugs, thievery, and smuggling are all nestled between the needles of towers, shops, and homes.


 * 1) 1d6+1 Thugs (MM pg. 350)
 * 2) The party can’t shake the feeling of being watched until the leave the neighborhood
 * 3) While on the run from the Silent Order, a group of thieves toss their stolen goods at the PCs
 * 4) 1d6 Giant Rats (MM pg. 327) and 2d4 Swarm of Rats (MM pg. 339)

Ringline - The wealthiest neighborhood in the district, Ringline is tastefully illuminated and the Spell Towers are coated so that their silhouettes add to the landscape rather than take away. It’s a small neighborhood though and one of the few places where the astonishingly rich are happy to live on top of one another, but that is because the careful placement of buildings drowns the noise from the outside rabble. This is the only neighborhood where the Silent Order makes its presence visible because Messenger headquarters is here.


 * 1) 1d4 Assassins (MM pg. 343)
 * 2) A homeless person being harassed by 2d10 Wealthy citizens (Noble, MM pg. 348)
 * 3) While doing nothing wrong, the party is being told to leave the neighborhood
 * 4) 1d4 Invisible Stalkers (MM pg. 192) conjured by the Silent Order

Points of Interest: Gong, Museum, Industrial Sanitary Sewer System, Harbor Shack
Gong: Suspended from a gold chain, this bronze gong has had many uses through Shinpenso’s history. It is most famous for its use in war to provide blessings to surrounding listeners and bolster the spirit to supernatural levels. Its other uses include religious ceremonies, musical percussion instruments, and healing. The gong’s origin is unknown, which makes it all the more desirable. The denizens of the temple that maintain the delicate nature of the gong have worked for centuries to uncover the properties and essence that makes it work. They have no allegiances to other organizations, but accept protection in exchange for providing limited services. This makes taking this point of interest a matter of fighting the guild in charge, rather than the caretakers of the area itself.

Museum of Shinpenso: This history and art museum operates to preserve the culture of Shinpenso including the artifacts that have been key pieces throughout history. The museum’s architecture and surrounding area are left untouched by the slow erosion of Shinpenso’s traditional culture, therefore making it a landmark and example of the city's origins. While most of the museum is free to the public there are rotating exhibits put on by collectors that use the Museum of Shinpenso and its curators to put on a display for the public. Despite its cultural and historical importance as well as its diminutive appearance compared to the rest of the city, the museum functions as a stronghold and its curators are trained samurai and martial artists that will defend this place from complete destruction.

Industrial Sanitary Sewer System: The Industrial Sanitary Sewer System is a system of underground pipes which brings the water waste from houses and businesses to the wastewater treatment plant. Massive amounts of sewage runoff pours into the river where it can be later recycled and treated by the work of magic purification machines for potable water. Constructed with concrete that has been made stronger with volcanic ash, the Industrial Sanitary Sewer System is one of the larger buildings in the city. Although water is a right for citizens of Crater City, the water treatment plant is one of the major points joining the pipework together from all over the city. This makes covert operations and smuggling easy to perform and easy to catch.

Adventure Ideas
Adventuring in the Webline District feels especially noir. The oppressive feeling of the looming Spell Towers, the cynical attitude of citizens, and the watchful eye of the Messenger guilds business creates apathy in the public eye. The heroes in these adventures swim upstream and overcome the depressing atmosphere to bring hope and remind people of the positives of Ringlay stations. Villains have been swallowed up by cynicism and abuse territory of this concrete jungle to perform heists, rob people, and release dangerous creatures in the streets for shallow amusement.

District Enforcement Order: The Scarlet Order
Culture: Charming, entertaining, opportunistic, egoistic

Overview:
Once, in an interview, Silas Von Eledrin was asked why his area was called the Rose District. Was it an homage to his guild’s symbol or was it a spinoff of his guild Gardens? Charming as ever, Silas smiled and stated that naming it the Redlight District was a bit too obvious for his taste. Despite the undead that live here, the Rose District is without a doubt the liveliest in Crater City. Much of the traditional architecture, such as slightly curved roofs, intricate woodwork, and bright warm colors have now been overlaid with gouache, gothic, and dark ornaments. The stark contrast of culture should shock those that wander the District. But with a myriad of spellcasters using illusions to advertise brothels, casinos, and clubs there isn’t much time to observe anything else. Each neighborhood within the district has their own section dedicated to Garden’s services. The pockets in between each of those areas consists of apartments, houses, and business all of which are short-single story buildings spread apart to make way for immaculate gardens and lush greenery.

Population:
Majority: Humans

Minority: Intelligent Undead

Groups: Stakeholders, Brine Pirates, Gambling Commission, Favored Ones

Stakeholder - The stakeholders are a group of business owners that want to dismantle Silas’ guild. Stakeholders despise the idea of an immortal businessman and even worse an undead one at that. However, outright killing Silas is left for heroes with a death wish and thin pockets. Instead the Stakeholders actively work together to stamp out Silas’ operations, specifically in Mortori Hill. Members recognize each other by presenting a wooden stake with a silvered base in their place of business; they aren’t hiding their intentions.

Brine Pirates: This strange group of undead arrived on the shores of Crater City one day and swiftly established themselves as a dominating group in the Rose District. Since their arrival, Gravesend has taken a new look and being near this neighborhood makes one’s hair curl. The smell of saltwater sprays the nose to passers by. Their control is exercised through a combination of force and fear. Even other undead keep away from the Brine Pirates because of their distinct toughness in comparison to other undead.

Favored Ones: Most of the neighborhoods in this district have a heavy undead influence, except for the Snake Pit. The Yuan-Ti, who believe themselves favored by their god above all other creatures, mainly keep to themselves except for two reasons. For one, their expertise in poisons and anti-poisons makes them the go to for toxins no matter who or what they will be used on. Secondly, those who need extra money or a debt paid can seek out the Favored Ones to be test subjects for new alchemical experiments. Despite their sinister operations, they can only maintain their influence over the smallest area in the district.

Gambling Commission: The Gambling Commission operated in the heart of the Rose District in The Spire. This tower of casinos and clubs must abide by the Commission's rules for fairness, profit, and charming character in order to operate in the Rose District. Their auditing and quasi-judicial essence as well as enforcement methods give them the appearance of being a mob more than an organization. So long as dues are paid and orders are followed, business runs fruitfully and happily while casino patrons get to enjoy stress free gaming.

Community: Inkmasters, Church of Unyielding Sunlight, Addicts Anonymous

Inkmasters: Tattoos have historically been an important part to the culture of Shinpenso as the markings represented lineage, deeds, and major events in an individual's life. This small community of human spellcasters now live on the fringes of society in the Rose District because their work has become a perversion of what it used to be. Their inkwork can be used to embed magical energy for simple spell uses, such as cantrips, which has had both benefits and drawbacks to life in the city.

Church of Unyielding Sunlight: The Church of Unyielding Sunlight is a small community devoted to turning away undead inhabiting the city. This community, unlike some others, is unified under a single cause, but are unable to enact control over a section of the district outside of their temple. This hasn’t dismayed them though as they continue to provide education, rally others in protest, and in some cases attack undead to drive them out from the city.

Addicts Anonymous: This group, founded by a doctor and his friend, offer nightly services throughout the city, but is primarily concentrated in Petalspire where addiction afflicts the most people. Their purpose is to cure people of their addictions, whatever form it may take, by grouping them with other members in Addicts Anonymous. Each member’s identity is kept secret, but it can't be helped that sometimes an important person’s identity gets leaked. This has led to an increase in secret locations for individuals whose reputation would be damaged severely.

Individual: Marcus W. Smith, Enya Xilu, The Collector

Marcus W. Smith: Founder of Addicts Anonymous Marcus W. Smith has been around a long time, even for an undead, he is considered old. Marcus is even tempered and calm to the point of lifelessness and keeps his office doors open to anyone seeking help. With eternity at his disposal his organization has been able to flourish under his mentorship and he personally has helped hundreds beat their addictions. Old life and a heart for helping, Marcus is well connected and knows everyone, but is a vault of secrets that are only revealed if they’ll help the greater good.

Enya Xilu: Those desperate for money will work for Enya Xilu recovering odd ingredients or participating in experiments for new concoctions. There is nothing she won’t make for someone, which ends up surrounding her with dangerous allies, but the cost of her elixirs are extraordinarily high; such is the price for silence. Despite her questionably legal practices, she is transparent with clients and requests a lock of hair or drop of blood while working together, yet she always returns it when the job is complete.

The Collector: Where else would a loan shark find business other than the outskirts of gambling strips where the recently-made-poor desperately need money for their next big win. The Collector, whose real name is known, also collects unfinished contracts from the other districts. The contracts are still open and paid for by the original party, but The Collector finds distressed people to close out all while he takes a cut. Beyond all doubt, The Collector is an evil person taking advantage of those who are down on their luck.

Roh Sunborn: Everything is not what it seems in the Rose district where undead roam free and sinister deeds are done in the open. What difference is a paladin running a thieves guild? Roh Sunborn’s guild members have all sworn to fight against the undead by stealing what Silas Von Eledrin loves most: his money. The Carrion Beetles, all serving under Roh Sumborn specialize in heists, breaking and entering, and theft, but if left unchecked they will become a greater threat. Roh Sunborn can be found in his small church that acts as his guild hall and is protected against undead.

Neighborhoods: Gravesend, Snakepit, Petalspire, Lotus Spring, Mortori Hill
Gravesend - Gravesend is everything you’d imagine how the undead would live, except this neighborhood is primarily populated by homeless mortals that have lost everything gambling. Those who do have a place to stay live in low built housing to accommodate slummy inns, cheap brothels, and rotten restaurants. The people here are a constant headache begging for money, offering themselves for even a few copper, and generally reeking of desperation and pity. Visitors avoid these unsafe streets and residents know how to survive the dangers here.


 * 1) 1d4+1 Rust Monster (MM pg. 262)
 * 2) A group of beggars offering themselves to a Mind Flayer (MM pg. 222)
 * 3) An old human, with 3 zombies chained to them, calls out to the party from an Inn
 * 4) 3d6 Skeletons (MM pg. 272)

Snakepit - Night workers sell themselves, casinos offer enchanting deals with magical advertising, and pleasure houses offer an unforgettable evening. All of this and more in the Snakepit. Crater City’s unsleeping neighborhood is row after row of crowded, yet spacious, streets and skyscrapers with hovering illusion spells that advertise all types of services for various businesses. People here are mostly visitors looking for a getaway from the mundanity of work, but the tenets here are charming and business minded.


 * 1) 1d4+1 Giant Poisonous Snake (MM pg. 327)
 * 2) A tall building’s advertisements suddenly changes to read ‘Free Ale’
 * 3) An alleyway is being guarded by a Yuan-Ti Abomination (MM pg. 308)
 * 4) 1d4 Phase Spiders (MM pg. 334)

Lotus Spring - An extensive roadwork and network of transportation centers run through the gray streets. Centered in the neighborhood is a quiet spring, which is a reprieve from the lively, sometimes horrid, atmosphere of the Rose District. Tame tea houses, humble food markets, and gentle workshops run through the rows of streets with quaint houses. The area is built with traditional Shinju construction, but is overlaid with a gothic appearance from the undead that work in the adjacent neighborhoods.


 * 1) 1d4+1 Cockatrice (MM pg. 42)
 * 2) A revenant offers free tea to the party if they’ll hear the undead’s story
 * 3) A street cooks stall is knocked over spilling food onto the sidewalk
 * 4) 1 Vampire Spawn (MM pg. 298)

Petalspire - Petalspire is named after the giant tower decorated by flowers, brambles, and colorful shrubs that diffuse stress and anxieties for its patrons. The Garden of Sin is a prestigious collection of services for the extremely wealthy, extremely noble, and even more extremely perverted who can chase insatiable satisfactions unsuitable for commoners. Isolated rooms circulate in suspended animation around the tower giving the appearance of a blooming flower, but more importantly offering perfect privacy to occupants inside.


 * 1) 1 Succubus or 1 Incubus (MM pg. 285)
 * 2) A human, covered in blood, is thrown out of the Garden of Sin’s lobby
 * 3) A Scroll of Protection from Undead (DMG pg. 199) is found in the street
 * 4) 1 Werewolf (MM pg. 211) and 1d4 Dire Wolves (MM pg. 321)

Mortori Hill - Long ago, this area was a simple hill used for harvest festivals when Shinpenso was just a village, today it pedestals Gardens headquarters and Silas Von Eledrin’s castle. The guild has taken care to keep the delicate flowers blooming outside of his estate. Living outside the castle grounds is the city’s wealthiest people who have taken care to separate the atmosphere of the city from their seemingly quant area. The architecture of curved roofs, wooden exteriors, and lush gardens reminiscent of Shinpenso’s history are kept alive in the undead’s demanse.


 * 1) 1d6 War Priests (MM pg. 348) attacks the party accusing them of being Gardens’ employees
 * 2) A Druid (MM pg. 346) is seen casting entangle outside of Scarlet Order stations
 * 3) A Vampire (MM pg. 297) is sitting under a tree telling jokes
 * 4) 1d3+1 Banshees (MM pg. 23)

Points of Interest: Lotus Pond, River checkpoint, Castle Von Eledrin, Daisan Road
Lotus Pond: This pond stands out from its surroundings as lovely lotus flowers poke up between large lily pads resting on the pond’s surface. Walking in this tranquil public place with its benches, nearby trees providing shade, and small critters invoke a sense of nostalgia in reminding observers of the city’s origins. Lotus Pond is highly contested due to the healing properties it provides; however, it only has so much to offer and is therefore left alone by the owning guild. The guild owners don’t want to overtake this point by force because that would mean disturbing the serenity, but it’s no secret that the pond holds magical secrets in its depths.

River Tollbooth: The river that bisects the city is important to the commerce and employment of the guilds. Located on the south end Shinpenso is a checkpoint where boats entering must pay a toll. Since a gate has been installed, the owning guild uses the tolls to recoup their investments as well as support river cleanup operations. While income is the primary function of the toll, it is also used as a means of randomly inspecting ships entering the city. There is neither a toll nor an inspection required when leaving the city.

Castle Von Eledrin: Looming over the rest of the district this fortress, once called Castle Okeida, now belongs to Silas Von Eledrin. Since the vampire has taken over rumors have circulated through the city about the inner workings of the castle. Some people believe he is purposely reconstructing the inside for his evil desires, but others say he is merely uncovering dark secrets of the castle's ancient history. Although the surrounding grass and trees have withered since the vampire's occupation, the fence and exterior of the castle are almost gaudy in their appearance. Journalists, reporters, and fanatics of Silas crowd the gate waiting for him to come out only adding to the garish sight of the once graceful castle.

Adventure Ideas
While adventures occur in the Rose District the rush of energy, adrenalized pacing, and progressive culture shock newcomers. The allure of casinos, lust of pleasure houses, and enchantment of hedonism are so overwhelming that one forgets the amount of business owned and operated by the charming and opportunistic undead. The heroes who decide to explore the Rose District find themselves helping intelligent undead and preventing their demise, unlike anywhere else. But, through shady deals, expensive plotting, and plagues of coercion the villains bring a bad name to anyone on their side.

District Enforcement Order: The Adamant Order
Culture: Steadfast, determined, orderly, forceful

Overview:
Smiths pummel their hammers, food is prepared with perfect precision, and lawmakers push papers, all of them moving and living according to their function. The existence of nearly every worker is like the heart to the body as each of them act with respect to their role to support moving the guild’s goals forward. As Fission has deployed their strange machines through the district they have erected a jungle of metal where anything natural has been broken down and repurposed. Monstrous skyscrapers, widely available refrigeration and heating, plus power without fire or magic have widely changed Crater City, but Metalheart burdens most of this change. Living here, for the average person, means living in confined housing while navigating narrow streets all while slaving at an assembly line or some other factory. The smells of oil and sweat are contrasted by the fresh seawater used to power Fission’s equipment. At night, the skyline is illuminated with speckled yellows and warm hues of orange making it easy to forget the sense of imprisonment in the Metalheart District.

Population:
Majority: Humans

Minority: Constructs and Dwarves

Groups: Circle of Rust, Coalbacks, Mithril Order, Cult of Ka’dok

Circle of Rust: In the Steel neighborhood a group of druids have risen up to undo the progress of Fission. It is their firm beliefs in nature that lead them to uproot machines and disrupt the operations of anything automated or mechanical. Their views directly contrast Fission in that the Circle of Rust wants to use natural forces and animals as the means of providing quality of life enhancements to the city by mastering a symbiotic relationship with the natural world as opposed to dominating and controlling it the way Fission does.

Coalbacks: Having dealt with the Adamant Order, the law enforcement of the district, for far too long those that call the Chimney their home rose up to take over a major section of their neighborhood. After destroying an armory that belonged to the Adamant Order the Coalbacks, armed only with tools from mechanic work and their knowledge of machines, they had overtaken a slice of the neighborhood. They no longer wanted to deal with the strict policies of the ruling guild which means this section of the district is actively fighting for their freedom with the Coalbacks leading the way.

Mithril Order: The men and women of the Mithril Order act as a privatized military in the Gold neighborhood. Wealthy patrons, key personnel, and the highest ranked guild members have employed the Mithril Order as a means of driving out the Dynasty’s Samurai. These monks and martial artists of the order have nearly limitless funding compared to other groups and they serve at the privilege of the leaders occupying the Gold neighborhood. Their countless hours spent mastering the Way of the Mirthil Fist make them capable of dispensing law and order with mechanical efficiency.

Cult of Ka’dok: Since the Bright Night at the Ottohahn estate there has been speculation and conspiracy surrounding the events. Now that most of the chaff has blown away and the truth of the events have been revealed a cult has spawned that worships the extraplanar being who blessed Vrukei with his knowledge. This cult spreads a gospel of technological mastery, transhumanism, and mechanical order in order to gain followers and increase the potential of the technology that Fission works hard to create and understand. While others have wanted to simply seek the truth of the science which has invaded Shinpenso in recent years, this cult has made a religion of it instead.

Community: Forgeshifters, Blacksmith’s Guild, Dynasty Research Team #26

Forgeshifters: The Forgeshifters are a group of engineers employed by the governing guild that spend their time researching the devices which provide power to the city. While the Mizuto kingdom was evil in their attempts to conquer the city while the Shinju Dynasty ruled, their technological advancements are something to be admired. The Forgeshifters now spend all their available resources to reverse the workings of these devices and understand them in an effort to upgrade them in support of Fission’s efforts.

Blacksmith’s Guild: Since the advent of a new way of production and assembly for common goods, many businesses have gone bankrupt because of their inability to keep up with the times. The Blacksmith’s Guild, located in the Iron neighborhood, has thrived with the new way of life in Crater City. Never before has expertise with metals been so important, especially in the Metalheart district. The guild is always accepting new members for any specific interest. Whether it’s weaponsmithing or forge engineering the guild will train and equip its members with the ability to find stable employment.

Dynasty Research Team #26: Since the Bright Night many strange things have occurred, most notable is the misfiring of spellcasting ability, both magic and arcane, in the Gold neighborhood. Shortly after it became aware to the local populace the DRT#26 deployed themselves to the area. The team has spent their time in this Wild Magic Zone attempting to predict the randomness of Raw Magic and how it interacts with spellcasters. While there has been no progress in their research it has attracted a lot of attention throughout the district, but the inhabitants of the Gold district silently abhor the Research Team.

Individual:

Baron Quon Lio: The 3rd Baron of House Lio now uses his resources to support what remains of the Shinju Dynasty. His land brings in a considerable amount of rice to the city, which he uses the profits to exert what little control and influence he can muster. There are others from the Dynasty’s nobility that support his efforts, but few are as boisterous as he. The Baron has an estate in the Gold neighborhood where he employs specialty trained handymen to keep the classic look of Shinpenso alive. His small network of employees, coupled with his profits from rice, all backed by his steadfast devotion to the nobility have made him a target.

The Fence: Her identity is kept a secret, but the reputation of The Fence is well known. Able to sell anything from items to living creatures and payment is always delivered on time and quietly. Rumors state that she is an albino from under the city, which may explain her abilities. Although, it doesn’t explain why no one from the under city seems to know who The Fence could be. Her calling card is a simple white sheet of paper folded in half like a triangle. With a variety of goods passing through her circle of influence she is highly valued for the information she has. Almost nothing is kept hidden from The Fence for long.

Hotun: Massive, imposing, a little quiet and with a doorstop of a jaw, Hotun labors at his forges in his personal temple. As a cleric of Kagu, the god of thunder and fire, patron to blacksmiths and potters, he lives as an example of the benefits of a spiritual life. Something which is dwindling in this district. Hotun’s acts of faith involve working metal, his songs of praise are like the thunderous slamming of hammer against the anvil. The cleric’s shop is one of a handful licensed to sell adamantine weapons. Adventurers can also bring him rare minerals. Recently, he has come forward as the craftsman of Kusanagi, sword of valor.

Elua: Thin, small, and wirey hair this lanky trap maker is considered an outlaw by the Adamant Order. She is infamous for springing traps against the DEO for sport and entertainment. While the traps themselves are complex and intricate her true genius is in her careful deployment of the roguish devices. Elusive and difficult to pin down, a reward is offered by the Adamant Order for information on her whereabouts. On the other hand, those who seek her aid must prove themselves. Any traps, damage, or overall annoyance someone can cause to the DEO, Elua will find them out and make herself available after they have proven to think like her.

Neighborhoods: Chimneys Bronze, Iron, Steel, and Gold
Chimneys - Say one thing about this bankrupt neighborhood, say that those living here have an unbeatable view of the city, despite the smog. After Fission moved its administrative operations, this neighborhood became home to the factory workers, miners, and laborers. As such, the old and emptied offices have been converted to cramped apartments stuffed with families. Navigating the streets involve thinking three-dimensionally as intersections run horizontally to other neighborhoods, but vertically through the Chimney.


 * 1) 1d4+1 Smoke Mephits (MM pg. 217)
 * 2) A member of the Circle of Rust is preaching anarchy and rebellion
 * 3) A group of Coalbacks shout at the party to get behind them or leave, all of them armed with maces
 * 4) 2 Gray Oozes (MM pg. 243)

Bronze - Living here, simply put, sucks. Fortunately for anyone else the smiths, crafters, and handymen are a dime a dozen and experts at their work meaning cheap labor for high quality work. Families live on top of their own shops, if they have the space, otherwise they are tucked away in neat, orderly columns. The air is hot from the guilds forges that power the district and the only reprieve are the taverns with some of the coldest beer in Crater City.


 * 1) 1 Helmed Horror (MM pg. 183) with 1d3 Flying Swords (MM pg. 20)
 * 2) A guild forge’s turbine suddenly spins fast, panicking residents
 * 3) A blacksmith has their tools stolen by thieves
 * 4) 1d4 Animated Armor (MM pg. 19)

Iron - Fission guild’s trade schools are stationed here meaning there is an awful lot of foot traffic and cargo deliveries from other districts. The colors of black, slated grey, and amber are just a silent backdrop for the power generators that emit colors of yellow and green lights and send spirals of fumes in the air. Food culture is unique here. The busy Iron neighborhood has most of their food from packages and is heated instantly by simple magic, but trash is left everywhere.


 * 1) 1 Iron Golem (MM pg. 170)
 * 2) A player falls into a pile of trash
 * 3) A sewer grate is superheated and glowing molten red
 * 4) 1d6 Quadrones (MM pg. 226)

Steel - Filled with well educated people that have a modest amount of livelihood, the Steel neighborhood is prosperous and decently safe during the daytime. The classic look of Shinpenso’s raised foundations, wood beams, and red curved roofs have been replaced with polished metal, stylized automation services, and a sleek, hard edged outline. Because of this, homes and business have been piled on top of one another making great use of their space, but the nausea of rotating buildings can be disorienting.


 * 1) 2 Cultists (MM pg. 345) and a Shield Guardian (MM pg. 271)
 * 2) 2d10 Animated Objects of varying size (PHB pg. 213) begin to fly and crawl around
 * 3) A Homunculus (MM pg. 188) is hopping around with iron nails in its hands
 * 4) 1 Fire Elemental (MM pg. 125)

Gold - Untouched by the grime, sweat, and filth of other neighborhoods, everything from restaurants to public transportation is clean and orderly to the point of boring. Immaculate skyscrapers command attention with opalescent decoration and trimmed lines leaving no room for error so that this area is an envy to peers and divine to commoners. Guild HQ is stationed here and the building is a display of Fission’s power and headstrong attitude. Walking through here is quiet, unlike lower class neighborhoods, but the imposing stature of the guild invokes a sense of mechanical imprisonment bordering on slavery.


 * 1) 1 Stone Golem (MM pg. 170)
 * 2) An Amulet of Proof against Detection and Location (DMG pg. 150) is found around a dead DEO Agent’s neck
 * 3) A sudden scream is head nearby, but quickly muffled
 * 4) 1 Earth Elemental (MM pg. 124)

Points of Interest: Estate, Prison, Watchtower, Dynasty Armory
Estate: Overlooking the harbor rests an old estate once belonging to a low ranking member of the royal family. With its height and many windows the home on the estate grounds once offered the owner a superior view of the surrounding neighborhoods, but with the industrialization of magic and increase in common technology the view is now crowded by the new way of life. The estate house’s architecture is typical of the traditional culture of Shinpenso with complex woodwork, tiled roof, and an elevated foundation, however, that has also taken a corrupted appearance due to Vrukei’s machines and inventions. The Estate now serves as his stronghold and is watched over by the strange constructs that serve the Fusion guild.

Prison: Once, this prison was small, unimpressive, and something people looked at as a benefit to society. Now, unfortunately, it has become a looming monument that threatens to silence and oppress citizens rather than protect them from criminals. Armed with the cutting edge security, this prison is an impenetrable fortress. All of the guild funnel their criminals and enemies here which puts the prison owner in a decidedly advantageous position and rewards them with powerful friends and favors. Storming this prison would be a suicide mission, but rumors circulate about individuals being freed by determined groups. It takes an experienced army to bust one person out, which prevents most of the guilds and the Dynasty from attempting a siege against this point, despite the benefits that come with controlling it.

Watchtower: Positioned outside the Dynasty Castle walls, protected by high fences and District Enforcement Order patrols, this watchtower stands tall at 60ft with a room on top of it for watchmen. Due to its location, both next to Dynasty territory and stationed between two districts, it is heavily desired for the informational advantage to be gained. However, tensions are high around this spot border and small scale fights have broken out making this a hot zone and local populace has virtually abandoned the area out of fear. Fusion has made considerable investments into research to better protect and upgrade the aging wooden watchtower.

Adventure Ideas
Good and evil plots set in the Metalheart District are governed, quite simply, by the rules of the guild. The rigorous schedules of laborers and routine maintenance of stolen technology ingrains feelings of imprisonment to the Fission guild. The only hope is the rapidly increasing comprehension of Mizuto’s technology. To master a craft, further a field of research, or enforce the law are all acts of heroes in this district. Chaos, disorder, and destruction are the tools of villains whose purpose is to dismantle organizations and invoke fear towards Fission’s constructions.

Overview:
The Transportation guild’s Dragonmouth District runs the length of the city's harbor. With a multitude of docks, floating buildings, and the view of the city's skyline this district immediately sets the city’s atmosphere for visitors. Most visitors stay on the archipelago of businesses, taverns and shops. Wandering through this district can be a dizzying experience. It feels as if things are always moving because of the different transportation methods employed by the guild. The river that bisects this district only adds to that feeling as there is constant foot traffic on the bridge between the two sides of the district. Not to mention the diversity of people in this district where all types of ancestries live packed like sardines. Once the spinning feeling of energy dissipates one begins to experience the fullness of life present here. Crater City’s skyline is the symbol of modernity with daunting towers, dazzling lights and a dance of magic and technology all built with the intent of patching the damage to this side of the city from the war.

Culture: Confident, decisive, dependable, assertive  

Population:
Majority: Human

Minority: Halfling

Groups: Clockwork Brotherhood, Merchant Guild, Tidegrifters, Laddermen

Clockwork Brotherhood: The Clockwork Brotherhood is a subsidiary group of the Clockwork Order. They impose a rigid order much in the same way that the Order does, but on a smaller scale in the Coppernest neighborhood. Due to the fact that they are the group which maintains and operates the clockwork transportation through the city the Brotherhood can greatly impact another guild or group’s performance if they don’t follow the usage instructions of their transportation system. The Brotherhood’s enforcement division uses their technology to enhance their combat power.

Merchant Guild: Composing of local and long-distance traders, wholesale or retail sellers, and owners of various categorical goods, the Merchant Guild is undoubtedly the wealthiest minor guild in the city. Having bought up most of the property in the Dockrow neighborhood they are able to intercept newcomers at the docks. With this advantage they can control pricing and make deals before other guilds get the chance. Their constant intervention with new ships and arrivals has upset the Transportation guild’s DEO, but with enough money people can play by their own rules.

Tidegrifters: These swindlers sail off the coast of the city between floating docks, small islands, and trade routes to loot and plunder. While they operate on the ocean, they can be found in the Fisherrun neighborhood using stolen goods to bully locals. Anyone not paying taxes for the protection offered by these thugs will be made an example of. The commoners live in fear and report Tidegrifter activity to the Dynasty’s Samurai or the Transportation guild’s district enforcement division.

Laddermen: The Laddermen are a group of escalade soldiers that fought in the war against Mizuto. Known for bravery and unequaled in fortitude the Laddermen are exemplars of traditional Shinpenso virtues of loyalty and courage, but without a war these highly trained soldiers needed work. Now the Transportation guild has funded the Laddermen to aid the guild’s enforcement division in the Piper Point neighborhood. Without active employment and resources, the Laddermen would grow restless, thereby posing a major threat to anyone opposing them.

Community: Divers, Public Transport Union, Equestrian Federation

Divers: Shortly after the war cleanup teams dove deep into the sea to recover potentially dangerous items before it fell into the hands of citizens. The dive teams recovered the important and deadliest artifacts, but lots of unique trinkets for the average person remains buried on the seafloor. Today, Divers organize into teams to search and recover what they can and resell it through fences on the black market. Organized Dives are infrequent and occur when harbor patrols will be busy elsewhere. Despite their secrecy Divers can be found with moderate success by spending some time in various inns and asking around.

Public Transport Union: Another division of the Transportation guild they regulate all modes of transportation in the city. Work closely with the owners of said systems, but they set the schedules, perform quality assurance, and perform the administrative duties of the guild as needed. Their involvement with the community is to help ensure the public image of the guild is received well as well as promoting the use of Public Transportation in an attempt to expel any prejudice or fear people may have. They host monthly meetings to gather reports, complaints, and recommendations from citizens.

Equestrian Federation: Without the need for horses due to the advent of new technology, the Equestrian Federation has taken to reutilizing the work horses in other areas. They also host races and provide an area for hobbyist equestrians to practice. The Transit district community owes much to the Equestrian Federation because they were able to monetize their program thus lending to greater advancements in transportation technology development and production.

Individual:

Fujii Marlowoto: As a gruff and witty detective, Fujii Marlowoto is found in his small office on the 6th floor, room 221, of the Tatemono Tower. When he isn’t working, Fujii frequents bars throughout the district both to enjoy a smooth drink and to keep an eye out for suspects in a case. Those that get to know him understand him for his contemplative attitude and willingness to offer help for cases deemed intriguing enough for his interest. His workload piles up quickly, as such, he hands out open cases to those looking for work. He doesn’t have much money to offer, but the work that comes across his desk tends to have their own rewards anyway. Fujii Marlowoto’s favorite drink is a whisky ginger highball with Suntory oak barrel aged whisky.

Swani Roson: The smell of sawdust, sweat, and seawater permeate from the mustachioed boat maker’s workshop. He crafts custom vessels that have been improved by the technology made available by the guilds and now Swani is known for making impossibly fast small form boats. He carries himself like most in this district, with an air of contagious confidence, but he has all the reason to be arrogant because there may not be a better sailor in the city. Generally loved by most people he may be connected to a multitude of crimes that require a getaway driver, yet no proof or evidence has been brought up to convict him.

Tyson Pierre: Earning an honest living isn’t easy in Crater City. Tyson, however, is no stranger to hard work and charges a fair fee for anyone in need of a sorcerer. Tyson Pierre, always seen in the latest fashion trend, earned a great deal of respect in duels and competitions throughout the city's 7 districts. With a few titles to his name he has decided to stop dueling and move to training up and coming sorcerers. More importantly, he coaches the next generation of sorcerers on how to safely use the powers they were born with. He acts as an ambassador for people who have a distrust of sorcerers. He won’t turn down a job so long as it is both legal and the payout is adequate.

Lucy Sunbeam: Crater city is home to many odd things, especially in the Dragonmouth District, but it comes to a surprise to newcomers to find a Sprite running her own shop. Lucy Sunbeam first came to the city angered at the rapid expansion, and excavation, of the surrounding forest. But, like so many, Crater City charmed the sprite and she found purpose here that’s more important than a small grove in the woods. Now she runs an herb shop where she barters and trades with all the incoming and outgoing goods from around the world. Those who are numb to the city’s diverse culture shop at Lucy’s as casually as they would any other business. But, some shop simply for the awe of seeing a Sprite outside of her home in the forest.

Neighborhoods: Creekhead, Coppernest, Piper Point, Fisherrun, Dockrow
Coppernest - Noisy with the sounds of busy railways and cramped with diverse residents from around the world, Coppernest at least offers some of the best bars in the city. Scrapyards of metal, clockwork gears, and all manner of components are dumped here leaving a pile of scraps for the poor to fight over. As railways cut through the streets and pass through gaps in people's homes the deafening roar is enough to drive most people away from the neighborhood, but residents stay to take advantage of the readily available public transportation to other districts and neighborhoods.

Fisherrun - Split with a view of the city and the freedom of the few islands off the shoreline generate mixed feelings. The smell of fish, seawater, and sweat promote an atmosphere of hard work in this slightly impoverished neighborhood. On the streets, there are all types of races either passing through the city for work or here to stay. No matter why one finds themself in this neighborhood, the multicolored silhouette of Crater City’s skyline ensnares most. Street construction can change from wooden docks to stone pathways in an instant making it nearly impossible to keep track of where they are.

Creekhead - The flow of the small streams which branch off the river cutting through the city are complemented by the flow of railcars that flow and cut through buildings. As one of the poorer neighborhoods, transportation lines and housing are all stacked one on top of the other, making residents feel like trapped animals. Creekhead offers fish markets and cheap goods brought in from other neighborhoods. The only concern with living here is the rough enforcement form the Clockwork Brotherhood.

Dockrow - Composing of the chain of islands and stretch of wooden docks this neighborhood homes a wide diversity of cultures from around the world. As ships come in and out of port carrying different goods from far across lands, the clash of cultures and peoples adds to the already intense atmosphere. Building architecture seems to have no pattern here with everyone displaying their proud heritage. Crater City natives barter and shout various services. Despite the differing races, they all speak the same language, the language of money, which means any one person can experience superficial luxuries from around the world.

Piper Point - While the rest of Dragonmouth is littered with impoverished people bartering and selling themselves, Piper Point is the pinnacle of old Shinpenso nobility. Towering over the rest of the district, Transportation’s headquarters is located here, a building of perfect design unchanged by the war or new technology. The neighborhood is clean and has a tasteful layout of all the guild’s services, although some nobles even have private modes of travel. Delicate food, the sound of timely railway runs, and a view of the city that makes one feel detached from the rabble feels regal compared to the rest of the district.

Points of Interest: Zoo, Lighthouse, Converted Warehouse, Ship Repair yard
Zoo: Housing a multitude of exotic and magic wildlife, the Shinpenso Zoo is a popular spot for families to spend their day off and view animals that they may never see otherwise. For the owning guild, this generates a lot of revenue and has become a status symbol in the district. As conservation efforts and animal rights became more important, the guild has been able to leverage this to both monetary gain and social influence. While there is no obvious tactical gain in controlling the Zoo, its communal atmosphere and promotion of holistic causes are unparalleled benefits in maintaining favor over a district population. Rather than being taken over by force, it was bought by the Transit guild and even though the legal arrangement for that is questionable, the bill of sale dispels most rumors.

Lighthouse: Originally used to mark a dangerous section of Shinpenso’s coastline, the Lighthouse has been converted to act as a signal for docking ships and boats moving through the river. The repurposing of the lighthouse was aided by the Tamashi family, the owners of the Monastery Guild, who provided custom made bioluminescence light fixtures to communicate messages with ships. It is also common knowledge that underneath the lighthouse is a well protected secret that only the owning guild of this point is privy to. Considering the lighthouse has been occupied by the Transit guild for a long time, it is a secret only they and a handful of Dynasty family members know about, but no one has dared hint at what could be under there.

Warehouse: Tucked away on the outskirts of the Transit district, a large warehouse is used to store the guilds clockwork gears, widgets, and components for their citywide travel system. Heavily fortified and guarded by the guild’s District Enforcement Order this warehouse has become more of a fort for protecting secrets, than a location for storing equipment. The nearby area compliments the warehouse with its industrial parks and heavy equipment making it a point of interest that is easy to navigate to, but the warehouse is well protected by surrounding machinery and cleverly disguised siege equipment. With the ability to store, or even hide, many objects in one secure location makes the warehouse desired territory.

Adventure Ideas
All manner of adventures happen in the Dragonmouth District due to the man made islands, multiethnic culture, and high trade volume. Due to the availability of public transportation here crime happens quickly only for perpetrators to vanish with the wind. It's easy to feel average here with so much variety brought in from the world leaving. But, to stand out, heroes and adventurers must work faster than crime and be more confident and assertive than the residents. Adaptability is the key to success in Dragonmouth. Even for villains, they must act in a similar fashion as heroes by having their presence felt at all times. In order to succeed, the enemies of the guild here steal, take over vehicles, and disrupt supply chains to achieve their goals.

District Enforcement Order: The Exalted Order
Culture: Inspirational, uplifting, just, sentimental

Overview:
This side of Shinpenso was once an uninteresting hill used by terrace farmers. The step-like appearance of crops used to be iconic when the city was, in fact, no bigger than a village. Today, the old hill now houses the majority of the Stairway District’s land. Each building has the appearance of being stacked one over the other like stairs with The Monastery guild’s stronghold at the top. The guild’s unique bioluminescent tubes light up the district in a captivating display of every color. During the day, the neighborhoods are busy with the minutiae of supporting or operating the multitude of places of worship. At night, however, the district explodes with energy from drunken nights at winerys, a bloody bout at the Duel Arena, or the various street performers. While the atmosphere is boringly busy during the day and spritely spirited at night, the presence of the Exalted Order watches closely. Like a hawk circling over wounded prey, the Exalted Order waits for criminals, illegal religions, and other District Enforcement Orders to reveal themselves.

Population:
Majority: Human

Minority: Aasimar

Groups: Shadow Monastery, Hidebound, Heraldic Society, Enrollment Guild

Shadow Monastery: This group has established themselves firmy on the border of the Earth and Fire neighborhoods. All of their nefarious operations are conducted after dawn and before dusk with the intent to spread discord through the district at large. By calling on the powers of the Shadow Realm their control over darkness shrouds them in mystery that they use to invoke fear in anyone that would oppose their plans. While the specifics of what they do are difficult to pin down with any specificity, the Monastery and its followers are clearly trying to spread evil and destroy anything that is good and just.

Hidebound: Garrisoned in the Soul neighborhood, this group consists of Shinpenso natives that have grown discontent with the Tamashi clan and their pursuit of religious freedom. Hidebound actively works to stamp out any religion, cult, or place of worship that is not rooted in the beliefs of old Shinpenso. Hidebound is careful to work within the legal limitations of the city, but as they have grown their methods have been outright illegal yet they remain untouched by the law, with the exception of the Dynasty's Samurai, most likely due to secret connections to powerful people.

Heraldic Society: The Heraldic Society exists to develop and document royal lineage in Shinpenso. If a person believes they may be connected to a royal bloodline, thereby earning them privileges and rights in the city unavailable to common people, they can submit a request and pay a fee to have the Heraldic Society dig into their family tree. Due to their function, the Society has a great deal of influential power because they operate by affirming someone's royalty. Those who go on to enjoy the benefits of newly discovered royal connections, but forget to pay their respects to the Heraldic Society face challenges and adversity in their life.

Enrollment Guild: The mundane administrative work of getting a Monastery, faith, or individual license to practice divine magic in the city tends to be a hurdle most people don’t find worth the effort. Thus, the Enrollment Guild works with those seeking a license to smooth over the process. Fees, however, are expensive for the average person and it still doesn’t guarantee a license will be issued on the first go around. This bureaucracy may be arresting the development of new faiths in the city, but it has fattened the coin purses of artisans employed by this guild. Anyone looking to employ their services can find them in the heart of the Fire neighborhood.

Community: Undead Right Activists, Wine Institute, Duel Arena Association

Undead Rights Activists: With the increase in a wide array or faiths and practices, not to mention the undead population in the Rose District, there has been a push for acceptance of intelligent undead to have a formal place in society. Many believe their nature can’t be changed, they will always prefer the life of the undead over the living and that they trend toward evil tendencies which are not beneficial to a functioning society. The role of the URA is to combat this perception. They frequent public places to increase people's exposure to undead. These activists are headed by a Revenant whose purpose in undeath is to rage against the living on their terms.

Wine Institute: Due to historical reasons the Wine Institute operates out of the Stairway District, but has no direct affiliation with any of the Monastery’s missions. The purpose of this community is the education and training of vintners throughout the area and working with the government to combat over regulation of alcohol taxation. The Wine Institute often hosts weekly events including tours through vineyards. This community is headed by a retired Archdruid from the Dynasty’s Circle of the Vine.

Duel Arena Association: Since the invention of religion it has been the duty of the faithful to prove their favor in both their own faith as well as opposing faiths. This leads to bloodshed and fighting which causes expensive property damage to the surrounding area. Rather than watch the city continue to spend money policing and arresting these crusaders, the Duel Arena Association stood up as a safe place for these duels and of course a way to monetize the traditions of the religious. Every night the DAA hosts a series of fights for citizens to come watch, gamble, and represent their faith by supporting their champions. Sometimes another district will host the DAA as a way to generate revenue outside of normal means.

Individual:

Senno Rikku: With all the change rapidly taking place in Crater City it’s refreshing to know the long standing tradition of tea ceremonies still happens. Unfortunately, modern tea ceremonies have become a perverted and hedonistic version of their former self. It is now used at parties to get drunk or high. That’s why individuals like Senno Rikku, master of traditional ceremonies, are vital to Shinpenso. His services offer healing properties and can cure all manner of poisons and some diseases. The magical properties of his art make him a sought out person and he is highly favored by the Monastery guild for his upkeep of ancient habits. Short with a long beard, Senno Rikku is available to host a ceremony for a modest fee.

Teishi: Residing in her home in the Soul neighborhood, Teishi operates a jewelry repair shop. She has retired from her work as part of a Dynasty Research Team into ancient imperial regalia. Having travelled around for archaeological digs and spent two centuries studying artifacts and their creation stories. Recently, the young elf’s attention has turned to Kagami, the mirror of wisdom. Its unique properties are truly awesome, but Teishi’s interest is in the reason for it’s creation and why an empire would feel the need to deploy such a powerful artifact. She still consults DRT’s and adventurers in her downtime. Teishi also trades gemstones of varying value and is willing to teach people how to enchant them.

Saburo “Stormsurge” Adelardus: This fighter for hire is an expert on slaying elementals, no matter how exotic. Saburo’s expertise on elemental culture, tactics, strengths and weaknesses have made him a local legend. Not everyone travels to another plane of existence and lives. He played a key role in the war against Mizuto by developing the battle strategy that would deal the final blow against the Rolling Flood, Mizuto’s water elemental infantry unit. Today he keeps his skills as sharp as his sword by joining adventurers and taking jobs that require a strong fighter. He can be found in the Air neighborhood of the Stairway district in his small home tending to his garden.

Songbird: Unmatched in art theft and forgery, FIRST NAME LAST NAME, known as Songbird is wanted by the Monastery guild. Most notable are her forgeries of worship licenses allowing individuals to open their own organized religion, church, or other place of worship without proper approval. Other crimes include jewelry and art theft, evading arrest, and money laundering. She is also wanted for breaking and entering into the guild’s official stronghold even though nothing was reported stolen or missing, but instead she had left behind her calling card. Rumor has it the guild is still finding them in hidden locations. Songbird’s street name was given to her because she leaves behind origami birds in place of the items she steals.

Neighborhoods: Air, Water, Earth, Fire, Soul
Air - When looking at the district from far away, the Air neighborhood makes itself visible with numerous steeples, chapels, and large towers that stand erect above the others. Most of the faiths that are placed here are peaceful and deeply spiritual, which has bled into the microcosm of culture tucked away in this part of the city. Streets are filled with chimes, chorded instruments, and the fact that this neighborhood is on the upper section of the district gives pedestrians a view of the yawning immensity of Crater City.

Water - Hilly streets are decked with fountains and tastleslly placed biles all while the stench of sewage assails the senses. Religions are a dime a dozen with organizations ranging from small gatherings of 5 to crowds of hundreds of people only adding to the swallowing immersion of this impoverished neighborhood. Furthermore, the fact that this section is stuck on the lower part of the district means pedestrians are stuck looking up at better temples and cleaner living, giving birth to jealous and jaded attitudes that permeate through the streets.

Earth - Tacky and overused biolumes spray colorful advertisements for pop-up temples, which steal away from the pure intentions of The Monastery. Instead of an aura of calm, the Earth neighborhood is packed with run down buildings, tightly nested homes, and mobile shops squeezing between crowds of shady citizens doing dirty deeds. Based at the lowest end of the Stairway district this neighborhood is highly multicultural with the advent of new religions from all over.

Fire - Adjacent to the Air neighborhood this affluent section is constructed with open grounds and fields of elaborate gardens to host enormous festivals and  exciting events. The construction is in a neo-traditional design with wood beams and elevated foundations, but uses illusion magic to add intricate decorations. When walking the open street between immaculate buildings the sense of freedom and open air and reinvigorating compared to how tightly woven the architecture of other districts and neighborhoods can be.

Soul - A five story tower, architecture untouched by Crater City’s advancements, ascends over the neighborhood threatening to pierce the sky. Each level of The Monastery’s stronghold is accented with single color biolumes, yellow for earth, blue for water, white for air, red for fire, and purple for soul; this represents the Universe and everything in it. All of the splendor and beauty of the lights touch the rest of the wealthy neighborhood, the ambiance is divine and pure. Walking these streets is, somehow, strangely silent and tranquil, but is untouched by anyone not part of the guild’s elite. This is the only guild stronghold in the city that separates itself from the citizens in its district.

Points of Interest: Prismatic Cherry Tree, Shrine of Ryu, Library, Memorial Monument
Prismatic Cherry Tree: Whether a botanical mutation or mystic enchantment, the origins of this one of a kind tree remain a mystery. However, the properties allow it to actively shield against specific types of magic, both divine and arcane. Towering at 70 feet tall, doubling the height of a normal cherry tree, it is surrounded by finely groomed grounds where some the guild conducts some of their operations under the umbrella of safety. There were once extensive notes on cultivation techniques, such as rooting, trimming, and grafting, about how to manipulate the tree to activate its warding capabilities. The varied colors that dance from leaf to leaf and branch to branch are enthralling and clues into the activated properties of the tree. While this obviously means not all properties can be active at once it is certainly worth the investment the Monastery has placed into understanding it’s properties.

Shrine of Ryu: The famed and historic Shrine The Shrine of Ryu is a historical landmark that has been taken under the control of the Monastery. Ryu is a symbolic figure to Shinpenso depicting a four armed warrior wielding the four natural elements and is used to represent the dogma of ancient Shinpenso. Once open to the public, the Shrine now has walls surrounding it and is used by the Monastery for their own plans. Visitors still come by and the Monastery hosts tours of the shrine to keep the spirit of Shinpenso’s traditions alive. It sits on a high point in the district overlooking the many tiny buildings that house new and different faiths.

Library of Shinpenso: Stacked with all manner of books, tomes, scrolls and more, the Library of Shinpenso is a public building maintained and protected by its employees. At two stories with many large rooms and a courtyard in the middle, it also exists as a place of gathering and safety. Except for the basement. The first room to the basement is an old and dusty collection of odd information that is accessed on formal request only. Further into the basement is an ancient archive with twisting tunnels that is more akin to labyrinth. Getting lost is obviously dangerous and even the guild owners and librarian employees don’t have the place fully mapped out. There are rumors of hidden entrances in proximity to the Library of Shinpenso that lead directly to chambers of forgotten knowledge.

Adventure Ideas
Adventures that are set in the Stairway district stand out because of the political landscape that overlays religious motivations. While resurrection magic is illegal in the city, there is still high availability of it to be found here. As such, themes of powerful, undying figures with elaborate schemes are common, deals with dangerous patrons are made often, and the eternal recurrence of an evil religion seeking domination. Heroes are hallmarked by their ability to find peaceful solutions through diplomacy and resourcefulness, rather than conquest. Villains here are identified by their illegal practices to gods deemed unsafe in the eyes of The Monastery.

District Enforcement Order: The
Culture: Analytical, curious, neutral, blunt

Population:
Majority: Humans

Minority: Elves

Groups: 27th Street Gang, The Bloodborn, Librarian’s Union, Freedom Familiars

Freedom Familiars: Starting as a group of expelled senior students, the Freedom Familiars have become an information hub that rivals, or perhaps even aids, the Universities own spy network. These young wizards have become experts in using familiars gaining an advantage in gathering information to exchange for power, money, and control. When they aren’t busy with their front business of servicing common citizens, the Freedom Familiars are using their skills to crawl and worm their way into places they don’t belong.

The 27th Street Gang is a well known thieves guild that operates free from the law because the district enforcement order avoids their poverty stricken neighborhood. While the gang is well known for theft, smuggling, and assassinations, the true extent of their operations as well as their depth of skill is left a mystery to outsiders. Individual members of the guild are focused on self preservation, but the goal of the guild as a collective is to steal from the University for profit and power.

The Bloodborn is a group of oppressed sorcerers who have managed to amass a considerable amount of wealth, likely from a benefactor, which enables them a large degree of control over their neighborhood. Acting through peaceful protest, community outreach, and civil disobedience, the Bloodborn want to eradicate the bad name of sorcerers. The Bloodborn swear they never act with harm, but anytime the Campus district has a magical mishap they’re the first group to be blamed.

The Librarian’s Union is a violent group of ‘do-gooders’ seeking to spread their ‘Living with Magic’ agenda. While they generally leave the poor or helpless population alone, they have been known to attack tavern’s where adventures frequent if word gets out that they’re using magic without a license or, more generally, not living up to the ‘Magical Life’ the Union thinks is best. This violent, although sometimes comical, spread of violence in the name Magic leaves some citizens terrified of all magic despite the University’s mission of education.

Community: Body of St. Rescartes, Dragonchess Federation, Archaeologists Guild

The Commune of St. Rescartes is a community devoted to logic so much that it has become a way of life for followers. The members of this religious enclave participate in a variety of research or advice for business, individuals, or government. Every day one can find someone from The Commune giving public demonstrations or lectures in science, technology, and magic.

The Dragonchess Federation is based in the Campus district, but is a citywide community that hosts the beloved game of Dragonchess. While the community is known for hosting district competitions every season, and an annual citywide competition, they also provide funding for schools and recreational areas. Official events are found at the headquarters or individual business that are licensed to host games.

The Archaeologists Guild is a community of history loves, treasure seekers, and anthropologists. The guild’s primary mission is to promote the widespread knowledge of Shinpenso’s true history, but they are most known for expeditions to strange locations. Their administration building is located in the District where citizens can sign up for digs, expeditions and more.

Individual: Oracle of Gohai, Vyrrus the Brass Dragon [titles omitted for brevity], Case, Yoto and Toyo

The Oracle of Gohai: A haggard, weathered, kind old woman that once lived in the northernwestern mountains of Gohai. Her premonitions and divine abilities once awed and amazed. In Crater City, however, she is not nearly as unique. It seems the availability of magic teachings made easily available by the University has actually diminished how exciting it once was. Nonetheless, the Oracle of Gohai is still a sight to behold. She can commune with gods, patrons, and read strange omens, much of which is not of use to a commoner. For a fee, individuals can ask about life, death, or seek advice in the form of the Oracle’s premonitions.

Vyrrus: What would magic be without a Dragon or what would Crater City be if the spectacular was made ordinary? Vyrrus, a Brass Dragon, works in the University. He has publicly allied with the guild in an effort to increase his expansive libraries and to engage in lengthy conversations with intellectuals. He is a nearly limitless well of information, but can go missing for extended lengths of time presumably to his home outside the city, though no one knows where that is. He hosts elaborate feasts at least once a month where all are welcome. His peaceful nature and willingness to teach and talk have made his lair within the city a waypoint of neutral ground in the Quillnest district.

Case: There is no weave runner like Case. At least, that used to be the facts. Now he is a mess of a drug addict and helpless to his own cravings. From time to time he has been employed for dangerous heists or to steal information, but he has since given up taking contracts for powerful entities. Now, if one can catch him in a state of sobriety, he uses his skills to fight against the system. As a punk and a rebel, Case can run the Layers uncontested and unseen. As a street rat, he is a faceless and nameless sod not worth an ounce of pity. Still, people seek him out for a hope to catch him on a good day.

Yoto and Toyo: The fraternal twins are renowned for their tracking abilities. Be it a creature, item, or location these two can locate anything with enough time, determination, and money. They’re always chasing after more challenging and risky hunts, even placing themselves in deadly danger on more than one occasion, and because of this are always found out in public bragging about their latest adventure. Most of the community in the Quillnest district believes they will find Yasakani, the jewel of benevolence.

Neighborhoods: Inkblot, Echo Park, Upper Lair, Lower Lair, The Stacks
Stacks - The Stacks is a poor neighborhood whose inhabitants primarily work in mass vellum production supplying parchment for the University’s diverse needs as well as being the main paper supply for the city. Due to the low standard of living, not to mention the stench from production, keeps the average person away because of high levels of crime and unsanitary conditions. Pockets of the district are still maintained by the enchanted cleaning services, but most of the tools used to keep the district clean have been stolen or damaged. Homes are little more than rooms with beds oriented like cramped books on tight shelving and food is offered from old coach wagons.

Lower Lair - The Lower Lair makes up most of the appearance of the district with high-rise guild funded housing, which gives the Quillnest its name. Students without a network of connections or funding work odd jobs here using their newfound skills for hire, decorating streets with displays of dazzling magic and pop up shops offering inventions, trinkets, and gadgets. The break-neck view from the streets is daunting as the poor and desperate residents gauk at the splendor of the Upper Lair whose visage is pristine and lustrous.

Upper Lair - As a small amount of the high-rise guild funded housing ends in the Upper Lair, the remaining silhouette of the neighborhood is littered with the presence of magic. Food is prepared animated pots and pans, wands are a dime a dozen, and areas are kept clean with simple spells. However, it wouldn’t be Crater City without its pockets of disaster where expelled students, dangerous spellcasters, and maniacal kingpins sit in the shadows of dark alleys between stone buildings.

Echo Park - In the center of this neighborhood rests a wondrous park where conversations magically end in rhymes and footsteps move in rhythm. Radiating outward from the enchanted landmark businesses advertise potions, enchantment services, and knowledge of the highest value. Streets are lined with familiars that help with navigation and small critters have been bred to eat the garbage left behind. Unfortunately, the overpowering presence of the other neighborhoods suspends the tranquility and replaces it with a feeling of being out of time with the rest of Crater City.

Inkblot - The construction of the University defies physics with unsupported roofs, lights that never diminish, and stone floors that adjust temperature for a perfectly warm atmosphere. As the studies conducted in the University continues to grow and change with the city new buildings are shoved where there is space giving the presence of an inkblot when viewed from above. Scrying eyes and crystal gemstones constantly survey the areas allowing for almost no privacy save for the Obsidian Bunker, which contains strange secrets.

Points of interest: Obsidian Bunker, Museum, Bardic Boulder, Gate leaving the district
Obsidian Bunker: Built from volcanic runoff, the wizards that oversaw the construction sunk this defensive fortification into the earth to defend and protect key personnel. Reports declare that the University has converted this to act as a research facility, but the business conducted underground remains a secret. This was the first piece of territory brought under control of Julia Lucretius and since then the guild officials are seen moving in and out of the facility escorted by elite squads of warriors and wizards. Taking over this point would be undoubtedly fruitful so long as research into bunker busting war can be developed and executed. The location itself isn’t secret as it can be plainly seen in the Inkblot neighborhood. It is warded against all types of magic that would allow it to be remotely accessed.

Museum:

Bardic Boulder:

The Bardic Boulder is perhaps one of the strangest points of interest in the city. The Shinju Dynasty was known for discovering, creating, and hiding seemingly harmless oddities, but today the Bardic Boulder sings in Echo Park.

Adventure Ideas
Questing through the Quillnest District is truly magical and hinges on exploration and discovery. But, misinformation is rampant and magic is commonly practiced among natives here resulting in a lackluster appearance of the once awesome powers of the arcane. This leads to heroes going on remarkable dungeon delves or assisting the University and its allies. The flip side of that coin is the villains uncover relics, but hide them for personal gain or they are unlicensed magic users wrecking havoc to the delicate infrastructure laid out by the district’s owning guild.

Organizations of the Shinju Dynasty

 * Those devoted to protecting Dynasty territory from guilds.
 * Samurai of each district
 * Research Teams
 * Council of Advisors

The Immortals:

Street Samurai: Breaking from their lineage, these rogue Samurai decide to sever their connection to the Dynasty. Street Samurai can be spotted by their outward defiance of the traditional Samurai equipment. Whether it’s an oni mask cut in half, vibrant colors decorating their armor, or weapons used and carried in illegal ways all point to tell tale signs of a Street Samurai. They aren’t just rebels against the Dynasty. They view themselves as doing the work the Immortals should be doing: enforcing order through strength and gaining honor in perfect execution of their skills. Once honorable, these warriors, now turned to mercenaries, can be hired. Although, Street Samurai are typically hired for espionage, heists, and even small scale siege, there is no job they won’t turn down so long as it gives a chance to send their message.

Identified is a group of Weave Runners that use their ability to trace the fabric of magic to steal information, deny arcane resources, and disrupt mystical properties of physical things. They do all of this in support of free speech, rights for all creatures, and freedom of information. The tongue and cheek name of Identified comes from the fact that they are undoubtedly the most secretive group in Shinpenso and it is because of their secrecy that their actions go unnoticed until long after the act is done.

= Dictionary of slang = Bilume(s) - Bioluminescent lighting provided, installed, and invented by Stairway guild.

DEO - District Enforcement Officer

ICE - Inorganic Composite Extremities

Unstitched - when a person has too many augmentations and goes crazy