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Government | Exploring
Senesse | Other Established Taverns
A city with a long and tumultuous history, the city of Senesse
has, against all odds, become a bustling port town and one of the great trading
hubs of the Kingdom of Axtya in recent years.
It's mild seaside climate and abundant natural resources attracted the first
settlers of the area long before anyone thought to make a fuss about founding
towns. It was just a place to live. Such was the logic behind prehistory.
Survival mattered. History was an afterthought.
It's still just a place to live. Just a place to live for many,
many, many people. Native Senessians are mostly human, mostly pale, mostly
humble and hardworking people with good earthy senses of humor- and increasingly
in the minority.
Some say it's something in the water, or a vortex, or magnetic
fields, or some strange artifact of the last great battle of mages visited upon
the earth; but no matter the cause, it's abundantly clear that Senesse attracts
a special breed of individuals. These settlers, who have come not in waves but a
steady trickle over the years, defy generalization. No one country or continent
has contributed a majority, and so many skin colours and languages are
represented. Some seem to be entirely human, others entirely not, and many live
out their lives hiding (or, alternatively, flaunting) whatever vestiges of
nonhuman heritage they possess. This mix of foreign and native, this jumble of
races and creeds, has formed a community that has stood the test of time despite
uprisings of hate mongers, organized crime, piracy, and the complete
obliteration of some sections of the town through means magical and mundane.
You might say that it's an interesting place to live, really.
Government
Liberated by grant of the King from the servitude of serfdom under the dubious
rule of the nobility nearly 100 years ago, residents of Senesse have enjoyed the
benefits of the old adage "Free Air Makes Free Men". That is, after spending a
certain amount of time in Senesse, most slave owners and leigelords will simply
stop looking for their human chattel. It's simply too dangerous to go poking
your nose in Senessian business if you're not welcome there; and few people are
given a colder welcome than those who threaten to limit freedoms.
This is not to say that the King doesn't keep a firm thumb on the area, however.
Following a year and a half of temporary but highly active Governors that
completely changed the political landscape of the city, each in their own way, a
permanent government was finally instituted under the rule of the King's
Emissary, Naldesh.
While the city breathed a sigh of relief in it's respite from the unrest and
rioting, the new administration's tendency towards extremely harsh and expedient
handling of criminal activity within the town; and it's tendency towards dark
skin, strange languages, and fashion that leans heavily towards turbans and
flowing robes, has created some resentment and suspicion among the populous.
Exploring Senesse
For a general layout of the city, and visual tour of Senesse and surrounding
area, visit the maps section.
Old Senesse
The oldest area of the city offers little to most visitors. Crowded with a
strange mix of grand old houses and squashed little commercially-oriented
streets that serve the surrounding neighborhood, it has largely become a
slightly freakish bedroom community for other, more vivacious, areas of the
city.
Wharf
Few seaside towns exist which don't host a thriving community of fishermen
and dockworkers, and the wharf is where these occupations thrive. This is the
place to go to purchase fresh fish, to take strolls on the small beaches and
boardwalks that are scattered along the shore, and to make or break wholesale
deals in the hot markets of import and export.
Marketplace
The undisputed center of town, this is a large courtyard where stalls are
assembled and disassembled as needed by salesmen to sell goods that are made
locally as well as retail sales of imported goods; hence, the Marketplace. The
array of goods available are dizzying; spices, cloth by the yard or by the bolt,
clothes both new and secondhand, blades of every size and description, potions,
craft goods, produce, ethnic specialty foods, sticky hot food that is sold on a
stick under dubious health standards, dry goods and, of course, all of the
deadly sins and vices that one can expect from a town of Senesse's size.
Surrounding the Marketplace are buildings that enjoy the prime real estate of
the city center. The Red Dragon Inn sits prominently, as does the building
originally intended as a library which has yet to contain a single book for
check-out but hosts the entire Administration of Naldesh, and a large city block
of ornate temples and other grandiose religious buildings that form a rather
complex shape on the skyline rather like a spider's wedding cake, criss-crossed
with flying buttresses and onion-shaped domes and bell towers that clang at
hours that suit the clergy but are almost entirely useless for telling the time.
New Senesse
Largely egalitarian and tidy, New Senesse is what the majority of residents
call 'home'. It's the part of the city that looks most like the rest of the
continent-- mostly human, mostly middle-class, and mostly made up of unassuming
houses crowded edge-to-edge with porches and gardens spilling out the fronts and
backs. It's a place that enjoys the relative quiet and stability that comes with
being merely where the city's residents go to sleep at night.
The Slums
Every city has one, and Senesse is no exception. It's where the criminal
element live alongside the poor folk whose only crime is poverty and disease.
Low rent and a chaotic atmosphere has attracted the majority of the less common
races to this area. Elves, halflings, and dwarves might be far and few in
between, but it's overflowing with trolls, goblins, halfbreeds, and individuals
with family trees so muddled that they defy identification. Most of them are
trying to carve out an honest life for themselves despite economic and social
oppression, but there's always the one or two that make the slums such a
dangerous place to be after dark.
The Hinterlands
On the island shores surrounding the city and the mainland proper are the
farmlands that feed and clothe this bustling urban area. Some enjoy the freedoms
afforded by the grant of the King, others still toil under the ownership of the
lingering nobility of the city. It offers a picturesque and soothing backdrop to
the city's chaos during most of the year, and is a good place to find temporary
employment for the able-bodied come harvest time.
The Forest
Senesse's forest is a creature of many moods. In some areas, close to the
edge of by the lake, it's a pleasant place to take a walk and clear one's mind
with little fear of danger. Deeper within, where only the brave and the stupid
dare go, trees walk and speak under the command of a mysterious Lady of the
Wood, and the wolves grow as big as ponies and have an intelligent glint to
their yellow eyes.
Some residents come and go freely, fearless and deeply connected to the
darkest heart of the wood. This isn't recommended for the uninitiated. It tends
to result in loss of life and limb.
Other Established Taverns
Any urbanite knows that the bar at which you drink largely defines where you
fall in society, where your sympathies lie, who you rub shoulders with. The
Red Dragon sufficed when Senesse was nothing more than a
two-shack outpost, but as the city grew, so did the need for bars that cater to
a different sort.
The Wandering Eyeball
The largest of the dives, the hive of scum and villainy, the bar that the
Assassin's Guild* have claimed as their own. It is located in the slums amidst
the thickly packed boardinghouses and modest shared homes that comprise the
wasp's nest of Senesse's criminal undercurrent. What does it look like? Oh, you
know the drill: More dark corners than any normal room can afford, beer like
piss and food that you could use to re-shingle your roof with, every face hidden
and every back turned. Asking for directions from decent citizens will be met
with a blank questioning stare, and wandering around to find it on your own
means entering the Innocent Bystander Lottery with a winning ticket. You will
not like the prize.
*The Assassin's Guild is nearby, and customers are asked to file through the
guild rather than find a member on their own. It keeps things fair and
civilized.
The Devil and Dragon
Located on the cusp of the Slums and the Warf where the minority population**
have been cubby holed and largely done wrong by society, The Devil and Dragon is
the child of political discontent and a necessary haven for those who have been
marginalized. Newer than most of the other establishments in town, it follows
the tradition of the oldest of pubs: It really is no more than an enterprising
alewife's sittingroom and kitchen with a few extra tables and chairs. It is
packed with trolls and dwarves, ogres and orcs, the occasional unidentifiable
hominid. They sit around drinking beer you could mistake for soup, watching and
waiting. No underhanded deals, no robberies, no murder-- just honest hardworking
folk who will throttle you if you're part of 'the problem'.
**The real minorities. Elves, halflings, drow? These are all thoroughly
urbanized races who don't long for the honest and simple lives they left behind.
Why the dwarves, then? Well, it just seems like they'd rather rub shoulders with
trolls than with elves. The alewife appears to be half-dwarvish, so this
probably explains a lot.
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