Welcome to Selid-Din City

Celadon Forest, Nyrond

City to Ishtar

 

Along the banks, where the Nesser turns sharply west, then South, then East again, lies the home city of the Celadon. The riverbanks are high here, where ages of swiftly moving water have slowly eroded and smoothed the limestone face of the bank. Rising above the bank, is a great wall, as if grown from the rock below, smooth and seamless, curving up from the waters edge. Its tall crenellations curved and smoothed, as if shaped and formed by the waters touch.  Bright Green Pinions fly from its walls, and patches of ivy coat the lower reaches. 

 

The sleepy city of Selid-Din is the most racially diverse city in all of Oerth. It simple design is breathtaking in its natural beauty. Extraordinary pains were taken to preserve the natural beauty and limit the impact on the surrounding forest and river.

 

The city itself covers many more times the expanse of other cities, but is less populated. Within the walls, even a deer might fearlessly wander, protected by the laws governing hunting. Birds fly free, darting amongst the trees. Squirrels and other small creatures look on from the many parks and green areas watching who comes and goes. And unlike other cities, the offal of the city is carefully managed, and not thrown out windows into the street but into sewers to the south, by purifying wetlands, which gently and naturally recycle the cities waste.

druid

Imports:                            Metals, Textiles

Major Exports:                 Wood, Farming / Foodstuffs

Minor Exports:                 Elf goods,  Artwork, Bard Training, Gnome Artifices

 

Population (City Proper)

   Yr 16: 20,000 (12,000 humans, 3,000 hobbits, 2000 half-elves,1000 elf)

  Yr 30: 30,000 (15,000 humans, 12, 000 hobbits, 2000 half-elves,1000 elf)

  Transient Population: 5,000+ Wemics, Hacdeshani, Forest Folk including 400 Mushroom people) 

  BriarThorn Hommlet: 5,000  Hobbits

  Shireland Hommlet: 8,000 Hobbits

Bowery

Burrows

Central / South Suburbia

City Park

Docks

Little Avalon

Magistrates / Heroes District

Market District

North Suburbia

Regents District

Sylvania

Temple Row

  

Organizations

Laws

Trade

DEFENSES  PAGEREF _Toc220412417 \h 4

Taverns

Wandering Monsters

Common MAgic Items

Embassy

                         

Map Gallery of Selid-Din

 

 

 

 


 

 

 

 

Entry

Approach the City

The mile long approach to Selid-Din from the outer forest to the city gates appears deserted except for normal travelers to and from the city. In the woods all around the approach is a group of Baehr-Gur angels (5 in total – see Book of Exalted Deeds). These angels are summoned every year to protect the approach. They will se their detect evil and sense abilities to determine if any threats are approaching. Should they determine there is a threat, the communicate this to the Gate Captain immediately.

 

Prison Hill

There is a hill jus to the North of the city that has a variety of different, scary looking tree’s upon it. This is  a prison where prisoners are polymorph into tree’s and a plaque is put in front of the tree outlining their offense. The tree’s are guarded by many Shambling Mounds and a Treant who will only act if someone defaces, tried to free or harms the tree’s. In addition, this area is warded by protections of the Warden of Seliid-Din (Court mage of Sparhawk).

Welcome Station

Approaching the Gates travelers must pass a Checkpoint. This “Welcome Station” is a tent manned by City Officials in the form of scribes who record information as well as sketch visitors. These sketches and descriptions are filed with the Minister of Defense Regents office as well as the Bardic Libraries. The Herald will question all person entering the city as to their name, City, Race, God, Nationality and intent in the city. The answers to these questions determine whether the person is “welcome” in Selid-Din.  See “Walls of Selid-Din”

 

 

Stone of Questioners - All Questioning is done on a Stone of the Questioners (a gift given for cities generosity to Shrine of St Sunniva – cost city 100,000gp in the lands for the Shrine). The stone is a 1 ft thick stone tablet 10ft sq made of living white granite. This stone will cause all evil that steps on it (no protections if willingly steps) to leave prints of smoldering black.

 

Gates

Boulevards

A newcomer to the city must stop in wondrous awe at the majesty of the old oaks that line the boulevard, their strong and reaching branches crisscrossing overhead before spreading to the sky. Shafts of crystal sunlight penetrate the leafy canopy overhead like bright beams of brilliance lighting up the green paths. The paths themselves, stone and grass, intertwined, so that one always steps on enough stone not to harm the grass and yet there is a soft spring in the step.

Cairns of Law

The Cairns are fully described on the link. In addition, low level magistrates (Druid 1st level) are on hand to explain the laws and customs to new comers. They often tend to explain the reason behind the law instead of technicalities. See “Cairns of Law” for the actual Laws.

Defenses

Shield Knight Horns – Military Alert

The horns of the shield knights are often heard in the city coordinating military forces. Through these horns, a series of standard battle commands can be executed, coordinating forces citywide.

Light Alarms

The streets are well lit thanks to the Lights of Shammash. These lights are designed with a series of colored glass covers that any mounted person can easily reach. It is illegal to touch or misrepresent the usage of these colors/items.

 

Normally, the lights are white…but should someone change the color all wall guards will automatically notice and anyone with a Spot Check DC15 in the city will notice the change in hue. Some of the colors are used to track the movements of City officials (the Regent, Bishop and Supreme Magistrate on call).

 

 

Walls of the First Citizen

In addition to raising the mighty walls around the Protectorate, the First Citizen Ligurius also set special protections around the walls of the city. These Wards of Warning are spaced so they form a contiguous and somewhat overlapping circles around the walls approx 300 ft apart (they are 800ft radius from the center). The contingency for them to attack is “All those welcome by the Regent may pass” The following is cast at 20th level.

 

Ward of Warning: This sphere is a 20ft radius per level of the Druid (but may be smaller) and may be visible (as a blue shimmering) or not at casters desire. It causes x2 the casters wisdom in Lordsfire damage each round spent inside, no To Hit or save required. It will automatically deflect damage at x8 the casters wisdom in Lordsfire for each attack. It may be taken down by a Wish, Miracle, or Sin spell cast upon it. It normally lasts 1 day/level but may become permanent if the caster expends 2500xp. Either way, the casting exhausts the caster (loses 6 levels immediately through exhaustion, recovers the levels normally) and must make a Concentration Check for every spell cast until fully rested (DC15+spell level).

Githyanki Astral/Ethereal Blockade

On the Astral Plane and Ethereal plane there is a Githyank Corrack Vessel (See Manual of the Planes). The Corracks both patrol the Astral and Ethereal planes hunting for Mind Flayers. The Mind Flayers are constantly trying to destroy the Screaming Griffon Fellowship in Selid-Din thus the hunting is very good. They usually capture or kill 3-5 Mind Flayers per season. The Githyanki patrolling will not approach anyone with no psychic energies. However, those with psychic energies (psionics, drones) will be investigated and likely attacked. If non-Mindflayers will face only the Corrack and 50 or so Githyanki. Mind Flayers will face a more substantial force gated in right away.

Citywide Spell Effects

The following are protections that have been put in place that cover the entirety of the city proper:

Church Bell of Selid-Din

The Bells of Blessed Ishtar are used in the announcement of two Holy Rituals. The sacrament of marriage (see separate section in Church) and the sacrament of war. The Bell was forged by Sultan’s School as the Bishop Beatrice commissioned it and spent a good deal of her personal and her churches resources over 3 years.

 

Marriage: When the bell is rung slowly this means a marriage has just taken place. Anyone copulating within 24hrs of hearing that bell has a 25% chance to impregnate. If both participants heard the bell it is 35% chance.

 

Battle: When the bell is rung repeatedly and rapidly this is a sign of war. The Bell has the following affects:

Mobilization after Alarm

The city mobilizes as listed below when it is aware of war (i.e. Bell or other indicator) as follows:

Intelligence

Intelligence gathering is taken very seriously. There is a variety of sources that all feed into one central repository…Bas….whether they know they are feeding Bas information or not. ;)

Animal/Plant Patrols

The Druids have established several groups of animals that probe the woods and surrounding lands approaching the city and forest. These include intelligent hawks, bears, raccoons, wolf packs, eagles and the like.  There are also various intelligent plants and fauna that send information back as well. Bas has several plants in various Druids personal repertoire that collect this information for Bas and pass it along.

Forest Marshals

Small groups of rangers patrol the forests. While they provide little in the way of info within the city proper, they are a solid source if information from within the forest proper. These groups are guided by the Tree and also have standard patrol routes.  They report directly back to the Great Druid but share their information with the Regents Officers.  Bas has several plants within the Regents scribes offices to collect this data.

 

Other Areas of Intelligence include: