Enderfaso Settlement in Cycles of Infinity | World Anvil

Enderfaso

Sprawling from the coasts to the low foothills, reaching far toward the rising sun, and again as it sets, Enderfaso stretches far and wide, but no longer holds the massive prestige it once did. Where there were once massive castles, gardens, temples, and other elaborate buildings, time has reclaimed them. What nature hasn't grown over, people have stripped of parts. Former homes lay open as their previous occupants fled for greener pastures. Enderfaso has become more of a collection of thematic towns linked by a strange web of dead zones or overgrown nature than a proper metropolis.   Though the luster of the city is lost in many ways, it still holds many mysteries and treasures. Each major district holds wonders centered around the purpose that it was famous for. The dead zones between these districts are ripe with forgotten treasures and mysteries often reserved for the catacombs of other cities. While a perilous town for the distracted or naive, Enderfaso still holds many treasures for those willing to dive a little deeper.   Noted For: Arcane Guilds, Decrepit Residences, Urban Horrors, Sanctified Necropolis, Last Stop Heading West.  

Impressions

Depending on where one enters the city, the majesties they see will be largely dependent on the districts. From the southern King's Road, coming from Beniira and the Gate of the Sister Maces, one will first pass between two deadzones before finally approaching the Glyph District, the last bastion of the magic guilds that called this place home. The dead streets giving way to sudden majesties is stark for many visitors, often catching them off guard.   Entering from the eastern King's Road, from Treesko or Valtaska, Queen Yilvara's Gate will guide visitors through the Topaz Court, a sprawl of administrative buildings for military barracks. This gate sees the most traffic and guides visitors through to the Crown District and Reclamation District. Entering from Western Waters or Reclamation District will often have visitors eventually pointed toward the Topaz court as they fill in.   Out West, the Four Plow's Gate sees little use in the last several decades. The districts nearby having fallen, approaching from this side is depressing to any not arriving from the wastes that are farther west.   Interesting Points of Enderfaso:
  • Oaken Shoulders, an arcane guild devoted to research, unofficially runs the Glyph District. The King often checks in with the Oaken Council before implementing any laws that may affect their District.
  • Gangs patrol in the Dead Zones, but a lost traveler is more likely to be saved by a gang that finds them than hurt.
  • The Four Plows Gate is made of four towers with a large garden on the top. This garden has a powerful enchantment that keeps the soil fertile, but rumors claim that dark magic is involved in the process.
  • Danavik is known by the underclass for his Arena, but the upper class know him for his Wave Jousting competitions he hosts in the White Dragons Waters.
 

Navigation

The city consists of several district hubs that connect by well maintained roads. From the main points of the these districts, communities spiral outward, slowly becoming more eroded the further from the hub you get. Finally, at the furthest edges, the district ends to a deadzone.   Travel from hubs through the deadzones is ill-advised and will easily result in getting lost or attacked. All manner of urban monstrosities exist within these zones, and some of the cities worst claim havens in the dead zone. For those that can naviagate them well, they can prove to be shortcuts, but for most, it's risky at best and assured death at worst.   There are six major districts that remain in Enderfaso. These districts are so expansive that they operate as miniature, specialized towns in their own rights. They are:  
  • Crown District - Royal Quarters, Nobles, and Tourist Areas,
  • Swan District - Large Parks and Agriculture Towers with many parks,
  • Glyph District - Magical Shops and Arcane Guilds,
  • Reclamation District - Industrial, Commercial, and low-class Residential, and
  • Topaz Court - Legal realm and specialty shops with upper-class homes.
  In addition to these major districts, there are a few minor districts and unique oasis that exist:  
  • Western Waters - A series of forgotten ponds and lakes that have reclaimed many homes,
  • Eastrocks Port - A derelict port that holds many legends and still sees use by smugglers,
  • House of the Forgotten - Temple to the Forgotten God and other, mysterious patrons,
  • The Lost Lake - Underground Lake that had sunk down into the catacombs of the city,
  • Goblintown - An old district of mostly smaller homes. Not exclusively goblins, but it is safer than the deadzones,
  • Gravewalkers Quarter - Necropolis that boosts one of the strongest economies in Enderfaso,
  • Travelmarket - A small caravan of markets that seem to constantly be moving within the deadzone, and
  • Danavik's Arena - House of the Six Hands and home of the largest illicit fight club on the peninsula
 

Security and Encounters

Security is largely handled by each district, though in an unofficial capacity. Officially, guards from the Enderfaso army will patrol in each District, and provide watch and patrols between the major districts. In the lesser districts there may or may not be any presence, and some guards may not even perform the full extent of their duties while there. In the deadzones, no patrols exist unless specifically sent there for a mission.

Demographics

Mostly mixed with humans, elves, gobloids, and olnolm.   At any given time, only about three quarters of the city is made up of permanent residents, the rest being traders, nomads from the west, and various other forms of temporary travelers.

Government

Led by a Monarch with congress of guild heads, the Monarchy functioned somewhat like a democratic republic in many ways, but now it operates as a corrupted monarchy. The current king rules absolute on matters of the military and diplomacy, but must adhere to the requests of the congress on matters of trade and laws.   Though the monarch can command any actions and even override the desires of congress, this never occurs because the guilds hold too much economic in the city, especially since the beginning of The Crumble, the crown has lost more and more financial power as the peasantry that it relied on fled to more fertile lands.

Assets

Virtually all services are available for selling and purchase, though some may be difficult to find.   Merchant's Markup: 15% increase
Average Selling Rate: 50% cost  

Mundane Services

All standard services are available.
Bank services are available. (1 mark / day)
Auction Houses: 1 Magical, 3 Uncommon, 3 Poor.
Appraisal services are available. (5 High Marks / item)
Standard to Rare Mounts available.
Unique Regional Materials: Alchemical Silver, Alchemical Frost, Benirin Steel (at markup)  

Magical Services

Recharging is widly available.
Spell Purchasing; Divine up to level 5, Arcane up to level 3.
Enchanting avaialbe; +1 items and abilities equivalent to common, complications common.
Alchemists Widly Available.
 

Recreational Activities

Various taverns, theaters, martial services, training dojos, and sports houses exist.  

Illicit Services

Illicit materials can be found in the Western Waters and Reclamation district pretty easily. With some attempts, arcane illegal services can be found fairly easily.   Drugs are common.
Gambling is common.
Prostitution is common.
 

Travel Services

Magirium Transportation - Instant Direct Transport to various locations. Two-way tickets are often sold at a discount of up to 25% to get people back to the city.   Sea Port - Various Speeds (3 - 24 miles/day) Direct sailing to Emska, though continual routes are common. Prices vary, often with work being required, though private rooms are afforded to some.   Caravan- 24 miles/day with breaks and 1 long rest. Wagons moving escorted by mercenaries and moving in a group often depart to each of the major cities on a weekly basis. Cost to join these caravans if often cheap per person (roughly a couple days labor) on the mercenary provided wagons, but merchants with extra seats may provide better seats or cheaper seats. Brave individuals can provide swords for services for underfunded caravans.   Private Wagon - 24 - 48 miles/day with breaks and 1 long rest. Private wagons for quick travel done cheaply is provided to each connecting city, though no further. The prices of these wagons are by the day, at a rate better than sky ships but often just out of reach for the common layman. The security ranges from nonexistent to heavy, depending on the need of the individual.

Guilds and Factions

Several Guilds are present in the city, depending on where one goes. Most of the less "high-class" guilds can be found in the Western Waters and Reclamation District, with anything else largely found in the Topaz Courts.   Magical guilds exist solely in the Glyph District. Of those are the following:
  • Oaken Shoulders - Research and Development
  • Saisana’Nul - Upper-class academy & cultural devleopment
  • Stripped Marks - Runeseeker and Enchanters Guild
Enderfaso
A picture of Enderfaso as of the year 280 of the Crown Cycle
Alternative Name(s)
Crown of the Magi, City of Cities
Type
City
Population
~70,000
Inhabitant Demonym
Enderites
Travel Services
Magirium Transportation
Sea Port
Private Carriages
Rented Mounts
Sold Mounts

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