The city of Glenzor is the capital of The Dynasty of Tribes on the Glenzor continent, and one of the three largest cities on the world. The city - and the empire itself - was built over two hundred years ago during the legendary Artifact War as a military outpost for an army of orcs belonging to the VileRune clan.

The city sits on the edge of the ocean, commanding the best port site on the continent. The city is a hub of mercantile activity between the three known continents, and the seat of the Dynasty of Tribes. Despite this, the city's population only numbers approximately 10,000, with about 2,000 transient visitors. This relatively small number of city-dwellers is mostly comprised of active and retired mercenaries, the service institutions required to support them, and the bureaucracies required to run the government. Most major religious institutions within the Dynasty also keep temples in the city of Glenzor. A weatherworn 30-foot dark taupe granite wall still surrounds the city. Eight fully functional central towers line the wall, with lesser guard towers at regular intervals.

Everyone entering the city, regardless of rank, must sign a logbook at the gate being entered. These books are magical, and an elf's signature will turn blood red, regardless of whether the name is a pseudonym or the elf has been disguised or is otherwise magically undetectable. Although it is not currently illegal for elves to enter the city, they will often be grilled at the gate about their reasons for visiting, and generally made to feel unwelcome. Unrecognized elves may be arrested and held for questioning.

The city of Glenzor, as the rest of the Dynasty lands, operates on a nocturnal schedule. The typical orcish day begins around 5 p.m., when the farmers wake up. The average orc wakes up about 8 p.m. "Midday" occurs around midnight. At about 8 a.m. most farmers go to sleep, and other orcs retire around 10 a.m. to sleep out the hot day. "Midnight" occurs around noon. Most non-orcish residents in the city also adopt these hours, although the wharves work 24-hour shifts and some non-orcish businesses will keep daylight hours to serve sailors and other visitors to the city.

The city is primarily orcish or half-orcish, with humans making up the next largest percentage of the population. The vast majority of government officials are orcish or half-orcish, although non-orcs may rise through the ranks the hard way. Elves are discouraged from living in the city both passively by a number of restrictive laws and actively by orcish prejudice. However, a few have managed to establish themselves, mostly by dint of their physical or magical prowess. A handful of other races can also be found within the city, and undead are welcome as long as they respect the city's laws.

The city is divided into a number of wards: Belgabass; the Wharves; the Graveyard (an informal ward); the Main City; the Temple Ward; the Nobles' Ward; and the Palace. The city is surrounded by walls on all sides, and gated and guarded walls also surround Belgabass, the Temple Ward, the Noble Ward, and the Palace. Most of the construction in Glenzor is made of dark taupe granite mined from the SlugHeart Mountains, with the exception of Belgabass, which is constructed of a dark olive "blood" granite unique to the outlying Xill Hills.

Inside the walls, most of the city exemplifies traditional orcish architecture, with dark stone buildings topped by sweeping pagoda roofs in deep blue tile. In most traditional homes, the buildings are two to three stories high. Their narrow and low doors and windows are easily defensible, built to be difficult to climb through or force entry into. Low door frames require visitors to stoop slightly, making them easier to kill. Windows and doors are surrounded by traditional blood-red frames thought to bring good luck. Most houses contain small shrines to their ancestors, since neglected ancestors may become monsters that will hunt down and destroy a forgetful family. Because the city is battered by periodic ocean storms, all glass windows are protected by heavy shutters and most chimneys by blue-tile "helmet spikes" that cap the flue and direct the rain to the eaves. A very traditional or devout resident may etch symbols of the gods on the stone walls of a house or business. In poorer parts of town and especially along the wharf, cheaper wooden construction is common and the styles may reflect foreigners' influences. The use of wood and thatch in building within the city is discouraged because of the threat of fire.

The older parts of Glenzor - primarily Belgabass and the areas immediately surrounding it - were originally part of the First Relic War military outpost. In these parts, the streets are narrow and winding, primarily designed for foot traffic. The parts of the city which were built later have wider and straighter streets that permit horses, carts, rickshaws and the occasional small carriage. All of the city streets are cobbled. Most of the main streets are lit by wizardlocked lanterns containing green-tinged Continual Lights with a 30' radius. These small iron street lamps are tiny works of art, often designed in the shape of small dragons. These lamps are hung from spikes on public walls and it is a crime to vandalize or steal them. Smaller side-streets and alleys are not usually lit. City residents often invest in continual light lanterns of their own, since the cost of continually replenishing lamp oil can quickly become astronomical. Belgabass, the most conservative and traditional city district, does not light any of its streets and only dimly lights its public buildings. Throughout the city can be found small shrines to the orcish deities. These shrines are never vandalized by natives of Glenzor.

Although Glenzor has a city guard as a subdivision of its military, the average guard is notoriously corrupt. It is common knowledge that the city guard has been thoroughly infiltrated by the Shadow Brotherhood, and guards seldom investigate any crimes occurring off the main streets or that have received special Brotherhood sanctions. Most city guards are prejudiced against non-orcs and may ignore or spend little time investigating crimes against them. The guards constantly seek money, praise or power from those of higher rank, and therefore the poorer divisions of town are poorly patrolled while the Temple, Nobles', and Palace Wards are guarded zealously by both the standard city guard and the elite (mercenary) Blue Fist Guard. Most residents and non-residents carry their own weapons or hire personal bodyguards to ensure their protection within the city. City Guards can be recognized by their full plate, with the symbol of a lightning bolt over a storm cloud. Blue Fist Guards wear the symbol of a clenched blue fist. The Black Fist Imperial Guards wear spiked full plate and horned helmets, and wear the symbol of a clenched black fist.

Belgabass

Belgabass, called "Old Town" by foreigners, is the original military outpost established by Emperor Zediconicus BloodSifter during the First Relic War. This culturally insular part of town can be called either Gabass Glenzor ("bruise/pain of Glenzor") or Belgabass Glenzor ("painful shadow of Glenzor"). Belgabass has retained its original wall, which surrounds the north and west sides of the district and stands 20' tall and 10' wide. The east and south walls have been replaced with the city's newer fortifications. Although the north and west gates are always open, they stand as a symbolic threshold to the ancient orcish culture, and foreigners are advised to avoid visiting this part of the city.

The buildings are close together, permitting only foot and two-person rickshaw traffic, and the streets are unlit. The three demon heads of Lu Yueh are etched on residential and mercantile buildings. Granite dancing swords of lighting adorn walls and alleys. Gigantic granite bats' wings form arches into and out of streets, and granite celestial dragons climb up, on, and around all of the buildings. Miniature shrines can be found throughout the district, containing either a silver bowl with a small black pearl, or a wheel of pungent burning incense.

The residents of Belgabass are outwardly hostile to all but pure and half-orcs. Although some humans live within this district, human strangers are treated distantly and coldly. Other races may be ordered to leave, or verbally or physically attacked.

The Dragon's Pearl: The most traditional and best orcish restaurant in the city; its famous head chef is Hagus YellowSpoor BloodHead.

Green Dragonfish: This small bar is one of the few open to strangers in this ward, and can be recognized by the distinctive statue of a green dragonfish that stands outside its door. The bar is owned jointly by two mercenaries, a human ranger, Fendar, and a kobold, Tibbs. The food is standard orcish cuisine with a handful of kobold specialties.

Midnight Hunger: A traditional orcish restaurant and tavern run by Koth BreathEnder.

The Wharves

The wharves lie just outside the city wall, and warehouses and small, run-down apartments line the docks.

Bloated Goat: This tavern is the roughest in Glenzor, and although it is nominally open only to orcs, other races are allowed in to provide targets for the nightly brawling.

Rotting Corpse: Dark and seedy, this tavern about two blocks from the docks gets its name from its customers. Their mindless state has been attributed to either the mysterious house ale, or the countless drugs that are bought and sold here.

Wanton Wench: This "orc-only" inn is located on the docks and is a popular place for sailors and dock-hands.

Brothels: Pleasure Palace (lower class)

Gambling Halls: The Shack (lower class)

Markets: The Slaver's Market

The Graveyard

The Graveyard is a dark, forbidding section of Glenzor, not far from Belgabass, where the streets are unlit and the ground covered with tombs and grave markers. Although this is not an official ward within the city, it is operatively its own territory. Strangers are warned not to enter the Graveyard, and even natives to Glenzor shun the area. Only undead feel welcome in this part of town.

Graveyard: This tavern is owned by an orcish vampire, and customers are served by ghouls, ghasts, wights, and spectres. Zombies entertain customers with a particularly disgusting strip show. The living are strongly discouraged from entering, and those who do may very well end up as dinner.

Theaters: The Theater of Fear (graveyard): Caters to the undead.

The Main City

By far the largest ward in Glenzor is that of the main city, which in itself encompasses several smaller subdivisions divided along lines of wealth and affluence. This part of the city is fairly well-lit for visitors, and the streets are wide enough to allow wagons to pass through.

Adventurers' Guild: Members are given access to the guild's bulletin room, where ninety percent of the employment opportunities for adventurers in Glenzor are posted. The guild keeps records of adventurers and their successes and failures for prospective employers. The guild also keeps a log of past missions, containing the name of the sponsor, the goal of the mission, and comments from both the sponsor and the employees. Finally, the guild keeps a record of sponsors' names. These resources help adventurers and prospective employees research each other before signing a contract. The Adventurer's Guild is allied with the Mercenaries' Guild.

Alchemists' Guild: This specialized guild provides potions, poisons, salves and reagents to mages and the public at large. The alchemists' guild is separate from but allied with the three mages' guilds, and offers basic classes in the art of alchemy for mages. The guild denies that it provides poisons to the Shadow Brotherhood. This guild is run by High Lord Avitar Whiteraven, and Ixel Flemish.

Bard's Guild (Jester's Guild): This guild (the jester's guild has its own building but is a branch of the bard's guild) specializes in entertainment for both the home and the public stage. The guild also houses the Library of Legends, open by appointment to visitors for research. Its less publicized but perhaps more important function is as the clearinghouse for gossip within the city. The bard's guild is in some ways a more thorough center for rumor and secrets than the Shadow Brotherhood.

Druids' Society: This society protects the environment both inside and outside of the city, and provides in-depth information on natural flora and fauna. The city's park is within the Society's purview, and they take a dim view of people who harm the area. They are allied with the Rangers' Guild, and often call upon these warriors when a point about environmental conservationism needs to be made in a forceful manner.

Flintlock Brotherhood: This is the most elite of mages' guilds, and spans the known continents of the world. Only mages of 14th level or higher are permitted to join, and no non-member is permitted to enter the guild's premises. Upon joining, one is required to submit to a lengthy and magically proctored interview about personal history, attitudes, and beliefs. The membership fee is 1,000 gp a month. In return, members have access to all spells of seventh level and higher - which are monopolized and closely controlled by the Flintlock Brotherhood - and the magical components required to use those spells.

The Brotherhood also offers other benefits such as magic item construction aid and research information. The Brotherhood has the best magical library on the continent, although it is not open to the public. Until recently, the Brotherhood also operated the only public Mirror of Mental Prowess in the city, for the traveling use of members and highly ranked citizens. However, another such mirror is now accessible through the Temple of Tyr, to the Brotherhood's annoyance.

The Flintlock Brotherhood is owned and operated by the three Flintlock Brothers, Argune (a 25th-level mage at last estimate), Hessex (a 24th-level illusionist at last estimate), and Grievon (a 23rd-level mage at last estimate).

The Gorgon Group: This is the larger of the two lesser mages' guilds in Glenzor, operating on the assumption that the best defense is a swift offense. The Gorgon Group is run by a hot-tempered, aggressive gnome named Frilanna. Frilanna is a 14th level illusionist who has chosen to remain independent of the Flintlock Brotherhood. Her standard lesson is, "Strike first and strike hard. Show people that you are to be feared, and safety and respect will follow." Under her guidance, the guild is extremely formal, and meetings of all members are held once a month.

The Gorgon Group requires 25 gp a month, and members have one free hour per level to practice their abilities at the Wizard's Web. The Group will also come to the aid of members in trouble. The library of the Gorgon Group is, however, not as good as that of either the Flintlock Brotherhood or the Monastery. The Group's symbol is a silver gorgon on a field of black.

Healers' Guild: The alternative to temples, this guild is highly respected and valued, open 24 hours a day. The healers will make house calls on request and heal any race regardless of class or alignment at reasonable rates. All healers are nonviolent, interested only in tending to the sick and injured. Purposefully harming a healer in Glenzor can result in both social and legal sanctions. Healers wear spotlessly white robes (which can be somewhat forbidding to the dying person), embroidered with a golden dove in mid-flight and held together by a belt of golden thread.

Mercenaries' Guild: A private protection agency which warriors can join for 25 gp a month. Mercenaries can be hired for various purposes, including personal bodyguarding, warehouse protection, and so forth. Any warrior may join this guild, and members are informed of job openings in the city and receive free access to the guild's training grounds and equipment. The best orcish and half-orcish warriors in this guild are hand-chosen to join the palace guard. These guards are the elite branch of this guild, the "Warriors of the Blue Fist." They wear as their symbol a steel-blue clenched fist. From the elite of these warriors are chosen those who will become the "Warriors of the Black Fist," or the imperial guard.

Merchants' Guild: The sole purpose of this guild is to protect the interests of local merchants, who are looked down upon in Glenzor more so than in other countries. The guild is extremely secretive and powerful, with a strong lobbying arm.

Monastery of Arcane Lore: This small guild is one of the two lesser mages' guilds in the city, open to any mage seeking membership. Its operating assumption is that the best mage is a defensive mage, and over half of its members are non-adventurers. The Monastery specializes in research pertaining to magical defenses such as spells, strongholds, and magical guardians. The new guildmaster is an orc named Awshrawk TripleHorn EvilEye, a diviner of 12th level. This guildmaster has retained the old customs of equality among guild members, and only calls a formal meeting for all members twice a year.

The Monastery dues are 15 gp a month. Members may use the guild's fully equipped laboratories and excellent research libraries, one hour per level for free each week and each hour thereafter at an extra charge of 100 gp. The Monastery has also made an agreement with the Glenzor library, and members need not pay to use the library facilities. The Monastery's symbol is a pair of golden hands in the somatic positioning of a Shield spell, on a field of red.

Sages' Guild: This very large guild is virtually part of the Terrestrial Bureaucracy. The Sage's Guild runs the two major libraries in Glenzor, selling access to the books and also research help. Most bookkeepers such as clerks, secretaries, and accountants are hired through this guild.

Shadow Brotherhood: This is the catch-all name for the city's thieves' guild, assassins' guild, and extortionists' guild.

Slavers' Guild: This guild takes, trades, sells, and buys slaves, running the city's slave market. About 99% of all slaves in Glenzor are elvish or half-elvish. Most other slaves are monsters such as goblins and kobolds.

Rangers' Guild: This guild provides maps of Glenzor and other lands, offers a research library of notes on monsters and their abilities, and provides the services of guides and trackers. The Ranger's Guild is allied with the Druids' Society.

Boisterous Blade: This tavern in the middle-class area is owned by an intelligent two-handed sword, "Blade," who enjoys floating from one corner of the tavern to the other telling tales and adjusting his glow for a variety of effects. The tavern also offers fine wine, good food and a safe atmosphere.

Clay Blade: This eccentric tavern in the middle-class part of town is owned by a group of adventurers and ex-adventurers (The Scintillating Company, aka The Rainbow Ronin), and its decor reflects the variety of places the owners have visited. Anything that doesn't disturb other guests or the staff is tolerated.

Diseased Paladin: This inn is one of the most dangerous in town, run by the owner/bartender who goes only by the name "Paladin" and is commonly believed to be an antipaladin under a curse that confines him to this building. It is known that the Paladin can see through illusions, and that an equally mysterious personage - the Blue Mage - is a fixture at the bar, keeping a steady eye on the Paladin. Only a suicidal elf would ever consider entering this inn.

Drinking Den: This tavern in the lower-class area is a particularly popular place among dwarves and halflings, although other hard drinkers are welcome. The tavern has large, comfortable chairs for sleeping it off, and light and noise are kept at a minimum in the early part of the evening.

Dungeon: This inn in the lower-class part of town has been set up specifically for those unusual creatures who sometimes visit Glenzor, such as harpies, bugbears, giants and manticores. The rooms have been fashioned to imitate the natural lairs of such creatures.

Human Haven: This inn in the middle-class part of town allows only humans, elves, dwarves, gnomes and halflings.

Luckstone: The hearth of this upper-middle-class tavern has been carved out of a chunk of pure luckstone, and anyone within the tavern who orders a drink or a meal is protected from any harm that might come from others' bad luck or from unfortunate circumstances. This is a common meeting place for enemies who need to negotiate.

Mystic Mike's: The only way to enter this tavern is by an isolated, glowing blue portal in the upper part of town. Visitors are teleported to an empty table when they enter, and orders are taken by waiters who blink back and forth from the kitchens. Mages on the premises may cast any spell in their repertoire. Live music is offered every night, displays of magic are common, and the cuisine is exotic.

One-Eyed Willie's: This inn is run by a cyclopskin named "Willie" and has a nearly impeccable record for safety and privacy. Most first-time visitors to Glenzor are directed to this inn, for the owner has a soft spot for those who are lost or new to the city.

Silver Bell: This inn in the upper-middle-class part of town has a restaurant almost equal to that of the Enchanted Goblet, but is accessible to the non-aristocrat and has only a modest dress code. Its well-known head chef is Nobgrob YellowClaw RottingEye.

Tangled Vine: An inn in the middle-class part of town. The Tangled Vine was designed for rangers and druids with a natural theme. Guests are surrounded by plants and small animals, and members of the Rangers' or Druids' guild are given discounts.

Viper's Pit: This tavern in the lower-middle-class area is a known den of thieves, assassins, and other villains. It is dark, quiet, and forbidding. Strangers and questions are discouraged.

Alchemists: Avitar's Alchemy (upper class), Ixel Flemish

Brawling Pits/Dueling Areas: The Armory (upper middle class), Blood'n'Bone (lower class), The Brass Knuckle (lower middle class), The Haymaker (middle class), The Wizard's Web (middle class)

Brothels: Hanna's House (lower middle class)

Enchanter: Cormick EyeSore

Markets: The Bestiary (lower middle class), Trader's Row (middle class)

Sages: Baldarion Wolfe (planar lore)

Theaters: The Balcony (middle class), The Castle Theater (upper middle class), The Theater of Glass (middle class)

The Temple Ward

The Temple Ward is legally divided into "good" and "evil" subsections, each of which has its own laws and clerical government, although ultimately answerable to the Emperor. Up until very recently, the most powerful deity in Glenzor was No Cha, who replaced the traditional, elemental god Gruumsh. The primary orcish pantheon is Chinese, the secondary Japanese, and a few temples to other deities can also be found within this district.

Evil Ward:

Yen-Wang-Yeh: god of death and of the dead; judge of the dead; king of orcish hells [ln]. Mort CleanKiller, priest.

Lei-Kung: god of malice and foul weather (especially thunder and lightning); Slayer of those who commit undetected, wicked deeds (especially possession and other crimes not usually governed by mortal law)

No-Cha (Sung-Chiang): god of thieves, patron god of the city of Glenzor. This temple was recently cursed by the "vengeance of Zediconicus" and the priests have abandoned it; it is now being sought by the cult of Zediconicus.

Chih-Chiang Fyu-Ya: god of archers; protector of all that is sacred; punisher for the Gods

Lu Yueh: god of epidemics

Gruumsh (He-Who-Watches): ancient orcish shamanic totem; the judge of orcish worthiness

Loki: god of mischief, strife [non-orcish]

Pan: god of nature, chaos, and wild passion [cn, non-orcish]

Zediconicus: god of civic corruption (?), new patron of the city of Glenzor (?) This cult has not made much headway, although its self-appointed leader, Tabou RibCrusher VileRune called down a successful curse of vengeance on the temple of No Cha. Currently its followers and patrons are attempting to purchase the abandoned temple of No Cha. The symbol of this cult is a dagger with poisonous creeper growing over it, against a full moon.

Good Ward:

Yu-Huang-Shang-Ti (Shang-Ti): supreme god of the heavens; arbitrator of religious disputes; social order; creation; sky; weather; agriculture. Argrib RedMoon, high priest.

Kuan-Ti: god of war; diplomacy; protection; fortune telling

Fu-Hsing: god of happiness and joy

Chung Kuel (K'uei Hsing): god of truth and scholarly testing

Liu: god of natural phenomena (especially crops, rain, hail and insects) [n]

Lu-Hsing: god of fair distribution of rewards (especially money and salaries); god of honest bureaucrats; god of hard bureaucratic work [ln]

Shou-Hsing: god of life and longevity; protection of the elderly [cn]

Kuan-Yin (Sung-Tzu-Niang-Niang): goddess of mercy and childbearing; fertility; remover of suffering. Scariconicus BloodSifter VileRune, paladin.

Chi-Nii: goddess of spinners and weavers; textiles, textile sources (silk worms, sheep, etc.) and textile equipment; finding love late in life

Lao-Tzu: god of knowledge, philosophy, mystic enlightenment and nature [ln]

K'ung-Fu-Tzu: god of veneration of the past, wisdom, teaching and proper social behavior (courtesy, respect, generosity, selflessness, loyalty, etc.)

Shan Hai Ching: god of wind, the sea and sea travel

Tyr: god of the sword and courage, battles, law and order [non-orcish]. Callous SpineDicer Deathmoon, high priest. Other priests: Larb PusPool.

Thoth: god of science, knowledge, and medicine [n, non-orcish]. Elvish high priest, Aluminarian. Other priests: Framm, Blial.

Aphrodite: goddess of love, beauty, and passion [non-orcish]

Horus: god of the sun, revenge, war, the sky [non-orcish]

Tsuki-Yomi: god of the moon, time, lighting the dark

Votishal: god of stealing from the evil and giving to the good; of reformed thieves. [non-orcish; the location of this temple is unknown, although it would normally be located in the good ward]

Isis: goddess of marriage, magic, motherhood [non-orcish]

Pentagram: Located in the evil ward, customers in this tavern must be evil in alignment, or they will not be served. Each blood-red table is inscribed with a gold pentagram, from which small diabolic creatures take the customers' orders.

The Nobles' Ward

Entrance into this ward is carefully monitored, and none may enter through its heavy iron gates without a noble's pass or permission from a noble (which is always double-checked). The houses are close together but the streets are wide enough to allow carriages. Only greater nobles are permitted to own property within this ward.

Enchanted Goblet: This inn is the finest and safest in Glenzor, although it has a strict dress code and extremely high prices. Its head chef is the second-best in Glenzor, Odeus SweatSucker LeprousHand.

Lightning Bolt: This is the only tavern within the nobles' ward in which weapons are not checked at the door, and dueling is permitted on the tavern grounds. The security, however, is high to permit nobles to relax and act in any way they please here without word of their behavior getting out to the lower classes. A special membership is required, and the members' list is kept confidential.

Opera House: The Grand Palace (upper class)

The Palace

The heart of the Dynasty, the Palace Ward is a walled and heavily guarded fortification that surrounds the huge, six-story pagodalike palace and a number of smaller office buildings. The symbol of the palace, and indeed of the Dynasty of Tribes itself, is that of Shang-ti: a jade dragon holding a shaft of yellow light in one claw. This symbol is etched on most of the palace walls and worn on the uniforms of those who work within the palace.

Within the palace are the offices of the Terrestrial Bureaucracy and the High Council, and the living quarters of the emperor and his family. In addition, the Imperial Dungeons lie beneath the palace.

Bank of Glenzor: This large stone fortress is heavily guarded and bears the deer-symbol of Lu Hsing over the door. The Bank of Glenzor is the only officially recognized banking institution within Glenzor, and has offices in all major cities. This bank is primarily a savings institution, although it also oversees the budget of the empire and payment of employees within the Terrestrial Bureaucracy. The bank mints Glenzor's currency and prints and distributes magically warded cheques for personal and business use, and oversees all money exchanges between Glenzor, Parthinon, and Arthinon. It has never been broken into, and pays the Flintlock Brotherhood and the temple of Lu Hsing well to guard it against theft, embezzlement, and ruin.

Blue Fist Barracks

Black Fist Imperial Guard Barracks

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