Introducing Mor Aldenn

A city of magic? Well, Mor Aldenn may not be as wondrous as all that, however, you will find strange things, see powerful wizards, charismatic sorcerers and even experience wondrous events that other cities certainly lack. To call Mor Aldenn a large city, or even an old city,  would be to exaggerate, but with each passing day, Mor Aldenn grows bigger and more wondrous. If you’ve come to study the arcane arts, you’ve definitely come to the right place!

A City of Magic and Mages

Located inside the amazing forest realm of Ossindrillon, Mor Aldenn is home to humans, elves and half-elves, as well as centaurs, halflings, gnomes and even a small clan of kobolds. The largest part of the city is located on the island that was once inhabited by a powerful green dragon, but you’ll find other, minor, islands inhabited as well, connected by beautiful elven bridges. Two rivers converge around Mor Aldenn, and the main island is only connected to the main land on the eastern bank, a wide bridge overseen by an old watch tower. You’ll find lots of fields and small hamlets surrounding the city, but also a few fishing villages. The rivers are an important part of Mor Aldenn and even the mages know this fact.

Mage towers are spread all across the city, like the Tower of Divination; a small tower located on a small island south of the main city, not far from where the mayor lives in his mansion, and the Tower of Abjuration on the Tower Hill, a powerful and wondrous tower. In fact, in Mor Aldenn you’ll find a mage tower devoted to each of the arcane schools. You’ll find the Tower of Illusion on an invisible island north of Mor Aldenn and anyone will tell you that the Tower of Conjuration was abandoned long ago, after the upper part was destroyed by a powerful demon that escaped its summoning circle, yet is still trapped within the walls of the tower.

MOR ALDENN
Small City
; conventional (mayor); AL Neutral Good
GP Limit 15,000gp; Assets 6,591,750gp

[DEMOGRAPHICS]

Population 7,789
Type integrated (35% humans, 33% elves and half-elves, 15% halflings, 7% centaurs, 10% other races)

[AUTHORITY FIGURES]

Mayor Oswin Theodorick (male human, commoner6); Master Ardamiron (male half-elf, wizard11); Lord Balsadarus (male human, wizard3); Lady Selyssa Fadhyra (female elf, sorcerer4); Orregil Silvermane (male centaur, fighter5/ranger5).

[IMPORTANT PERSONS]

Prince Valthor of Calathia (male human aristocrat3/fighter7); Yargus Tem (male human, rogue9); Jordrick Runsen (male human, exp3/wiz4).

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2 Comments on “Introducing Mor Aldenn”

  1. Sigurd Says:

    Sounds interesting. Needs a wonder thats not a tower. Something that marks it right away as a wizards city. Something of interest or convenience to the wizards.

    How about a magic mill, an observatory, a stone circle or a small railway? If they’re islands what about a set of mechanical birds to carry messages?

    Sigurd

  2. cityofmages Says:

    Indeed, the city does need a wonder, or rather lots of them, but you are right, a place or monument that you haven’t seen before would be very nice.

    Not really sure what a magic mill would look like, but it does sound like a wondrous place that I’d like to see, perhaps a very chaotic and actually, quite large place. The mechanical birds would also be quite nice to see in Mor Aldenn and golems in general will play a small part in the city.

    There is a stone circle surrounding the Tower of Abjuration, but its not very mystical (at least not to the mages) as it helps protect the city.

    Thanks for reading the blog, Sigurd!


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