This second entry about Tiz-ah-Kor provides some details on some notable places that adventurers might arrive at in Tiz-ah-Kor. These places will feature in stories about Tiz-ah-Kor and are important for understanding the people that live in Tiz-ah-Kor. If you would like to run a game in Tiz-ah-Kor, you are free, of course, to modify these places or the characters that live there.
Tiz-ah-Kor: Places
Every city has locales that define its character. As strange and alien as Tiz-ah-Kor is, it still is no exception to this rule. The mortal inhabitants of Tiz-ah-Kor, and the Watchers themselves, have erected structures over the millennia that Tiz-ah-Kor has been inhabited. While there are the ordinary structures like shops, residences, streets, and sewers, there are also more extraordinary locations where notable individuals, organizations, or events take place.
The Steelwater Bazaar is built in the southern portion of the Middle City. Named after a brewing company that owns the buildings that surround this open air, the Steelwater Bazaar is a festive place where those seeking the fantastic, the wonderful, or the exciting can come and visit. Peddlers from many different lands sell their wares here, and the collection of things for sale varies based on recent traffic to and from Tiz-ah-Kor. However, there is almost always something interesting for sale. Items of dubious origin or dangerous nature are typically forbidden, and Brewmaster Morrin, a dwarf with a sizeable temper but general concern for the safety of his patrons.
The north east portion of the central ring is home to the Cloning Chambers, hugging the barrier between the Watcher’s domain and the rest of Tiz-ah-Kor. Overseen by the elven wizard Ebrialas, it is one of the few mortal structures under the direct protection of the Watchers. The reason for this unusual protection is that Ebrialas’ efforts are particularly valuable to the Blades of Obsidian, many of whom have soulless bodies floating in one or more of the hundreds of cloning vats Ebrialas has developed. Her synergy of magic, the power of the Watchers, and borrowed technology has created a powerful system through which the defenders of Tiz-ah-Kor can return to the battlefield hours after falling in combat.
Among the Watchers’ spires there is a barracks dedicated to the Blades of Obsidian. Although it is far enough into the domain of the Watchers that it is uncomfortable for most individuals to dwell there, the Blades of Obsidian tend to be more resilient due to their close relationship with the Watchers. On the other hand, this doesn’t mean that they enjoy the experience, and as a result the barracks is often empty, with most Blades taking up residence in the Middle City. However, the barracks is said to be populated by strange figments- former Blades who have fallen in battle, perhaps, or maybe manifestations of the Watchers’ spiritual energy in something resembling mortal forms. Whatever these specters may be, the Blades of Obsidian do not discuss them with outsiders.
Within the obsoleted city sewers, those with savvy guides or extraordinary luck can find the Gallery, a den for rogues, thieves, brigands, and others who make Tiz-ah-Kor a stopping place. Very few of them dare enter the Middle City proper- although the Blades are usually few and far between, adventurers, mercenaries, and other law following (or dangerously erratic) folk keep the streets fairly safe for citizens. However, for the right price, skilled assassins, infiltrators, and other illicit agents can be hired regardless of the risk, provided the task is not obviously suicide. A comradery of sorts exists down in the Gallery, and outsiders who do not have connections are viewed with suspicion or outright hostility.
A more savory stop below the city is Lonalind’s House of Portals. Located two miles directly below the median point of Tiz-ah-Kor, this magical facility can retract and extend through the supernatural barrier that keeps Tiz-ah-Kor safe from threats that can teleport or move between dimensions. While extended, various portals to different worlds that have been friendly to Tiz-ah-Kor and its travelers are opened and, for a meager fee, anyone can pass through. For a more exorbitant sum, a portal to any place that the traveler has an item from can be opened in a private chamber. Lonalind, a human of unusual appearance, has been operating this establishment for at least three centuries, and guarantees its safety to travelers. Regardless, Lonalind regularly pays the hefty fee to keep a clone in stasis in the Cloning Chambers, and the magical disfigurement doesn’t necessarily make the argument more convincing- Lonalind’s body is constantly distorting, with various features changing, melding, or simply appearing over time. However, Lonalind typically keeps the right number of limbs, eyes, ears, mouths, and other key features, so by some metrics one could indeed say that the House of Portals is safe. The rest of the staff, however, has a high turnover rate for reasons mundane or magical, though most of them can be seen in Tiz-ah-Kor or a chosen destination safe and sound after taking their leave.
Finally, there are the Twin Walls. Located on opposite fringes of the Outer Ring, the Twin Walls serve as a defensive barrier against intruders. Made from materials that are highly resistant to magic, and enchanted with some strange power by the Watchers, they essentially form a floodgate- the outer wall funnels any intruders into the barren wastes, where previous raids and magical storms scourge their numbers and weaken their resolve, and the inner wall protects the Middle City from any threats that persist despite the harsh environment and many threats. Other than the Twin Walls, the Outer Ring is home to only a few structures and encampments. The most notable of these structures is the pair of corridors known as the Maws. These sizable tunnels stretche from a tower of the outer wall to the corresponding tower on the inner wall, providing a safe conduit safely below the magical storms and roving intruders on the surface. Series of gates and traps can be activated should intruders breach the towers and enter the tunnels, but predominantly it serves as a lifeline for traders and adventurers who wish to enter or leave Tiz-ah-Kor. Five Blades are stationed on each Maw, typically with three at the outer tower and two at the inner tower. They are supplemented by mercenaries when invaders seek to overwhelm the city’s defenses, but with the fortifications and the blessings of the Watchers even a handful of soldiers can hold the tunnel for days or weeks as long as provisions have been prepared. That concludes this week’s section on Tiz-ah-Kor. Please let me know what you’re interested in reading more about next, as well as any feedback or comments you might have!
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