Cynar
Written By Unknown
Cynar
A hemi-circle like a big orange-slice upside-down, all points converging on "The Square" at the middle of the city. There are two "tails" that flange out from the sides; the Melbourne (rich side), and the "Slide". Have fun.
I. The City of Cynar
A. Main Circle
1. Description: This Main Circle is huge, a full 1000' in diameter, though it is only a half circle. Paved with the finely cut dark gray cobblestone, it gives great feelings of ancientness when crossing. Placed in the middle of the Circle, is a large statue of the Sea Drake, cut of a slightly translucent blue-green stone, that glows slightly at night, good enough to see by a close range (30' radius). It is a full 50' tall. In its upraised right hand/claw, there is an eternal magical flame of blue-green hue, quite bright. It's eyes dance with the magical flame as well. A navigator obelisk stands close by, one of three in the city. Many celebrations take place here because of the size, and Night games of all kinds occur nightly. Grand steps (100 of them) rise from the seafront.
B. Cash District
1. Description: Bankers and moneylenders coin exchange and notes. Also one of the most secure areas in the city of Cynar. The streets are kept very clean and free of debris. Stonework is quality, though bland and stately in most areas. In addition there are a few temples. Prices for the day or week (based upon the item and demand) are set in the Goods Demand and Exchange (a prominent building where accurate tabs on economy are set and tallied recorded and referenced). Pawnshops of every kind (including some shadier stores) are most prominent here, though there are some in Soldier Hill and The Slide.
C. Streets of the Gods (Temple District)
1. Description: Many gods are represented here. All Lords of Orhan are represented, even Iorak, are represented, though some are more prominent than others are. Shaal is a particularly popular one (considering the fickle waters of the Bay of Ulor), as well as his daughter, Neela. Kuor is a mainstay, as well as Kieron and his brother Jaysek. Some of the Dark Gods have gained a foothold here, though they are few in numbers: Andaras, the Cat God, is one that has been here for centuries. Many of the Spirits have small temples, including Quen, B>ris, and Tailarine. Temple District is quite elaborate, with beautiful structures and areas of worship. There is a significant element of residential, and the air is flavorful with incense, 25 hours a day. A temple devoted to Iloura, is at the end of the main street, and is set into Huluth Park.
D. Huluth Park, "Dragon's Back"
1. Description: This place is a virtual forest, teeming with healthy flora and not a few faunas. It's huge, a full 1000 feet wide and 500' long. Many varieties of trees exist within the confines of the park, plus a handful of Miran, the only place outside the land of the Remiraith that is said to be able to grow such a beautiful species. Most of the land is sweeping low grass, though there are many carefully cultivated vegetation walls that allow privacy for lovers, escapists, and admirers of nature. There is even a shrub maze, 250' in diameter (it is circular), 10' tall (+10 Light Navigation roll, or -10 Hard Perception roll).
E. Magis Quarter
1. Description: Elegant streets washed down with magically condensed water, magical lamps placed between trees infested with fireflies, and shops of wonder. Such is the treasures of magus Quarter. These shops are retail, but many doubles as a residence for their eccentric owners. Alchemists shops, Haiti Shops ("Dream Shops"), foretelling, items of power. There is also a detachment of the Uscurac Orders, called the Guild of Arcane Arts. At one time in the distant (5000 years ago) past, the Uscurac Orders and the Guild of Arcane Arts (Arcanus) were the same, though the latter developed in U-Lyshak, and the former in Rhakhaan. The tower is at least the height of Dragon's Eye, and many lesser towers surround the area. The Uscurac Orders in Four Schools is different from here, as this is a stomping ground of the extremely adept (the real movers and shakers), whereas the U.O. in Four Schools is for the beginner. The streets are the uniform cobblestones found throughout the city, but many strange runes adorn random blocks. An intelligent bunch, the Arcanus can be quite elitist, though not as much as they could be. Many retirees of the magical professions have made their home here, and some from far-away lands (such as Emer, Gaalt, and Thuul).
F. Melbourne
1. Description: The richest part of town by far, though not all of the streets lead to nobility. Here in Cynar coin will buy much. Upper class to upper-middle classes live here, and really exists as its own microcosm of life. Located next to Huluth Park, it is a place of well-paved roads, well lit at night. Many retail stores make their living here.
G. Crafts' Quarter
1. Description: Workshops abound, crafts of over 30 professions make their living here. Most housing is wood, well built and varmint free. Furniture makers, wainrights, glassblowers, everybody. Crafts fair are held every first day of summer. Reduced prices of many items can be found. Not many implementations of metal though; thats the run of Iron Hill.
H. Greystone
1. Description: Middle class, no doubt about it. A large group of people (25,000 of the 80,000 or so in the entire city) lives here. They are fiercely proud of their part of town, and will fight to keep it that way.
I. Tallis Pave
1. Description: A group of streets that ply wares of expense or delicacy (usually both). Watches, glass figurines, a weapon shop, garments of silk, spectacles, all things expensive and delicate can be found. Immaculate streets and shops. Much glass is used for 'window shopping'. This area certainly caters to the rich, though they take anyone's coins. J. Tavern Run, "Morsey's Fate"
1. Description: its the run.
K. Inland
1. Description:
L. "Dragon's Eye"
1. Description: This area is dominated by the largest of clocks, called "Dragon's Eye" by the citizens of Cynar. Nearly 100' tall, of all the stone that is used in the city this structure is made of wood, a considerable accomplishment. The wood is not painted, instead stained and magically treated for strength and resistance to weather and elements. At the base, it is 15' on a side, at the top it's more like 7'. It has a visual display (using the standard 5-quintar method of telling time) which glows at night, making the time between "bells" easy to read. All four faces of Dragon's Eye have a clock, so time can be read from all directions. It can be climbed, as there is a flight of stairs on the inside. The fee is 1 cp, and all money is used in the maintaining of the clock. The area around Dragon's Eye
M. Scholars' Round
1. Description: This area is kept up quite nicely, avenues slightly wider than normal, but trees (deciduous maples) dot the area, including the center of the streets, making the roads somewhat closed to carriage and cart traffic. Students of the Four Schools roam the area studying, picking up paper and blank books from some of the finest papermakers in Jaiman. Many freelance scholars and scribes work here as well. Bookshops (an extreme rarity, even for U-Lyshak) can be found, although selection is narrow and limited to topics that are studied by the Four Schools and other related realms. Carthian Mapmakers is another interesting retail store, selling elaborate (and very expensive) maps. Buildings are multi-colored; using some uniquely shaded stones and a multitude of sturdy woods. There is a small (2 storied) library, "Student's Library", allowing students access to books without the need to buy them. There are (as in all quarters of the city), a few pockets of residences and single homes, mostly of elderly folk. One more item of note: The Tree of Knowledge, a huge tree that takes up most of the area of a small park, is a favorite study spot for students, and lovers.
N. Guilds' Region
1. Description: Here sits the Conglomeration of Guilds, a large stately building that represents each guild as equals within the city. It is one of the most beautiful buildings in the city, combining the skill of some of the most adept master craftsmen to live (amongst the U-Lyshak region, of course). Surrounding the building are training workshops, where techniques are learned, and a significant group of dwellings. For some strange (and I do mean strange) reason, there is a number of Dwarves that live in the vicinity, mostly keeping to themselves. They number no more than 200.
O. Four Schools
1. Description: Four Schools is just that; Cynar Academy (grade school level where the "letters" are learned), Cynar University (advanced studies, with 7 "Colleges"), Uscurac Orders (Guild of Mages and teaching center), and the Bounes Institution of Learning and Language Study, or RBILLSS (a private center for study, very expensive). Buildings of grand size, some 3 stories tall, can be seen a great distance away when walking along the Road of Knowledge. The Uscurac Orders consists of a main cylindrical tower, some 100 feet tall, plus adjoining towers and buildings of neutral gray stone, inlaid with silver above doorways and windows. Cynar Academy and University are huge (sizes which sported a better-learned populace millennia ago, during the early Third Era), with too many buildings of note to describe here. BILLS are smaller, but elaborate, consisting of one-story buildings and living quarters. Once again, stone is used in abundance, wood where necessary.2.
P. King's Palace
1. Description: Walled and gated, no one gets in unless by invitation. The palace is, well, palatial, with well-tended lawns, gardens, and miniature lake. No more description is necessary, considering there is not much of a chance of seeing more.
Q. Buildings of State
1. This area is not walled, considering it is a place of the people where they can come to lodge a complaint against a neighbor, formalize a trade agreement, find directions, or buy a dwelling. Cynar is a city that uses voting to change policy, and this is where citizens vote. A few grand buildings surrounded by a large park, city functions sometimes happen here.
R. Library of Cynar
1. Description: This is one of the largest libraries in Jaiman, but not the largest; Nomikos takes the cake. The main library is huge though, a full 400 feet long (measuring lengthwise). Two storied and a single sub-level, it is as grand as it is complete. Thousands of books, areas to study, even sleep, can be found. Made of stone; granite, marble, and many others. It weighs on the visitor like a tomb when he (or she) enters. Imposing to say the least. A tremendous fire swept through the library 1200 years ago. The library never full recovered (and how could they?)
S. The Arena
1. Description:
T. Terrace Hill
U. Iron Hill
V. Soldier Hill
W. Commons Square
X. The Oven
Y. South Edge
Z. Fishmonger's Lane
a. The Slide
1. Description: There are many parts of the Slide, some are worse than others are. Generally, the farther west toward the open sea you go, the worse it gets. But these are relative terms; every part of The Slide is a less than good place. Many citizens still refer to the area as South Commons, as it was once known a hundred years ago. Generally shoddy, more litter, less protection in the streets at night, and seedier element contribute to the feelings of discord among the dark streets. Brothels exist, some quite elaborate and expensive. Huith Shops, or "Dream Shops" as they are referred to, are few in number and expensive in Magis Quarter, but relatively common and cheap (but less reliable) here. Huith dens combined with gambling and other unsavory elements make some places in The Slide downright scary to go to late at night. Even the City Guard more or less stays away at night, content to allow The Slide to run its course during the evening hours. This is not to say the place is a pigsty, but it's not as nice as other parts of town. Streets still have adequate sewage in comparison to the rest of the city, and there are parts of The Slide in which groups of neighbors take pride. But on the average, the streets have seen better days. Buildings are slightly run down and stained. Color is devoid or gaudy; never in between. The thieves Guild is prominent here, but as they are extremely well established, it runs more like the Mob. Until recently, that is. Many things can be bought and sold here. Illegal or otherwise.
b. The Island, "The Lookout"
1. Description:
c. Tanner's Lane
1. Description: Needless to say, this strip of tanners turns the air yellow with the stench. A necessary evil, but one that many noses wish they could do without. More than 40 independent tanners have set up shop here, due to the many laws that prevent spread of their profession to areas of the city that delicate palattes may be offended. Fortunately, wind from the bay flows south, carrying the smell to the farmland below. Most buildings are made of wood, of shoddy construction, but functional. There are a few shops devoted to selling the tanned goods, but most of the retailers sell in South Edge, Commons Square, or crafts Quarter. Curiously enough, many of the roads do not terminate at this area, but continue past for a few hundred feet. Guard towers and training grounds exist close to shore.
That's it. Remember that if you play with the Arnak as the main evil in your campaign, that Yarth has set up shop in Temple district, and they have a large following. Since voting is a powerful force (one of the few quasi-democracies that exist in this day and age), Yarth has really gone for the "we're good for you family, business, and spiritual well-being." If you are playing after 6046 (-7?) then the Yarth has really taken control. They still try to facade themselves with good deeds. If playing after 6051, they are sweeping towards Rhakhaan with the Athimurl and Dansart cults coming in from the north, and the Y'kin from the south. Boy, Rhakhaan is fucked...
Snapper, PCK
This text was sent to me some year ago but I have lost the name ICQ# and e-mail of the Author, if he should read it please contact me at jonas.cedher@vampyreweb.com.
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Last updated 1997
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by Jonas 'Drac' Cedher.









