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A Knight's Lilies
Supplementary Chapter: Map of Arteria (First Section)

Supplementary Chapter: Map of Arteria (First Section)

Map of Arteria (Minus Port District and Academy Launch Point):

image [https://imgur.com/V6TxzrW.jpg]

Grand City of Arteria:

The Grand City of Arteria, the 'jewel of the western realms', a bastion of civilization, a beacon of life that stood, persevered and pushed back the Dark Tide. Its storied history was intrinsically tied with the history of Cyndralia itself. Once a humble trade port, it is now a decadent symbol that harnesses its advantages to build itself into one of the few places where all races and creeds can come to trade. For no matter the sin, in Arteria, the flow of coins and goods must never cease.

Favoured by Outlanders and exiled nobles alike, the city plays host not just to one of the few Elven enclaves beyond the elven borders, it also counts amongst its many achievements the Academy of Arteria, one of the most prestigious academies across the land. Though its armies are small, it boasts a trade fleet second to none, augmented by fleets of mercenaries and hired ships to rival even the navies of mighty Traxia.

Adventurers Guild of Arteria:

Many would say that the guilds origins began here, when outlanders first rose to the city's defence during the Third Dark Tide (76 SE or 76 Years since Saints Emergence). Others would argue that the original iteration in Abenstadt was the precursor. Whatever the case, the guild has maintained a constant presence and dedicated purpose ever since. Its members sally out constantly to deal with threats small or large, its branches established across the entirety of the continent. Still, some suspect that perhaps the guild needs reformation, that its old and traditional ways have reached their limits in the ever changing world. Regardless, the constant influx of young hopefuls and appearance of saints and outlanders willing to join its rank means that the guild will likely stand for centuries to come.

Cathedral of Stars:

Once a former pagan site, now blessed by the starlight of glorious Astralis. Only recently refurbished within the past few decades, the massive building that sits upon this former site now houses dozens of alcoves, prayer rooms and shrines dedicated not just to the High Pantheon, but to the three smaller divine realms as well. Pilgrims and travelers might not flock to the cathedral as they do to Saintsrest, but all the same, many find themselves enamored by the spectacular architecture. Though rumours have it that at night, one can often see dark robed apparitions gazing out over the city with an inquisitive eye.

Grand Library of Arteria:

The 'Grand' Library of Arteria is certainly grander than most, even if it is dwarfed by that of the academy. Everyday, thousands will find their ways through its halls in an attempt to glean some small tidbit of knowledge from its vast collection of tomes. The overland structure consists of three separate wings, each holding thousands of tomes in addition to the tens of thousands in the main building itself. But, below the structure itself lies the true gem of the library, a vault where some of the more secretive knowledge is kept, guarded by the library's very own dedicated guard detachment on permanent loan from the city's elite Clover Legion.

Mercenary Guild:

A branch of the mercenary guild located in Arteria. Though not as famed or respected as their adventurer counterparts, mercenaries still ply their trade and find plenty of work within the city of commerce. Not a day goes by without another caravan leaving the city gates, guarded by a multitude of mercenaries, ready to serve as coin commands.

Church of the Righteous Martyr:

A branch of the Kargarthraxian faith that set up within Arteria within its early days. The faithful still maintain that the Great Dragonlord of Life holds high above the rest. Although the faith has waned in recent years, there are still enough remaining that the cathedral still stands. Much to the chagrin of the Astralian church.

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All Hogs Arms Tavern:

A large affordable establishment catering to adventurers and mercenaries. Legend has it that proprietor Daryn Lisren once mistook a pig's legs for arms at a noble's party and thus declared his favourite dish "These damned Hog Arms! I want all of them." Though he remained the laughing stock of the city's merchants for days, he eventually inherited some old buildings that he connected together to form the All Hogs Arms Tavern. "That'll show them." He declared proudly, or at least, that's what Karzan Stonearm tells people. These days, no one knows where the owner is hiding, only that every once in a blue moon, the staff will receive an order for 'Hogs at Arms".

Hallow Dawn Markets:

The main market within the northern section of the city, it plays host to vast amount of goods and services provided by any and all who wish to trade within the walls of Arteria.

Redguard Headquarters:

Located near the Cathedral of Stars and Grand Library, this building acts as the nerve center of the Arterian city guard. Known for their classic red cloaks and capes, the guard patrol the city from four separate barracks located within the different district of Arteria. Based at the central, western, eastern, and dockyard districts, their presence reminds the citizens that they are always protected within the walls of Arteria.

The Noscali Gate:

The original wall that protected Arteria during the Third Dark Tide. Its name originates from a founder lost within the annals of history from even before the historic battle. Now, it serves to separate the merchants, nobles and dockyards from the greater city at large. Manned by a permanent garrison of Trinite Guards and Redcloaks, to date it has never been breached by any invaders that sought Arteria's destruction from without.

Chamber of Stalwart Judgement:

The main administrative hub of the city, the building itself is an amalgamation of elven architectural designs and human made additions. Dwarfing almost every other building, it plays host to a legion of scribes, functionaries and bureaucrats who ensure that the goods continue to flow through the city without interruption. It also serves as the main meeting place for the ruling council of the city, its own members selected from the greatest of merchant houses within the city. Though their laws are meant to be obeyed, often times deadlock and political backstabbing mean only the most lenient of policies ever pass through the halls of judgement. The building itself is guarded by the Trinite Republican Guards, a professional force responding only to the beck and call of the city council. Though nobles and lauded merchants have been rumored to make use of their services as well.

Grand Mint of Arteria:

Despite its name, it is only one of three mints within Arteria, and one of four within the continent Cyndralia, though certainly the most prominent of the four. From here, coin flows outwards, establishing a trade domain that has seen no equal since the city's rise. Guarded by guards from all three branches of the Arterian military apparatus, the city state's independence is guaranteed by its existence. For as they say, "Those who control the Artes, control the fates of nations."

Merchant Houses of Arteria:

House Mikantos, Visprays, Kouzal, and Oppullus form the largest patrician families that operate within the city. Each specializes in a certain aspect of trade from weapons to materials, to shipping and transportation. All play an key role in the city's survival. As of the current year, House Oppullus under its leader Sigismund controls the Chamber of Stalwart Judgement as the Primus Councillor, the final arbiter responsible for the city's direction.

Elven Quarter:

One of the few Elven enclaves beyond the Adonar or the Forests of Dawn to the East, a large concentration of wealthy Eryinians and Minorans have made their homes here. Living in splendid and elegant towers that stretch above the houses of humans, their protected quarters allow them to comfortably conduct business whilst living in luxury, unbothered by the annoying disturbances of mankind. Yet, grievances are hard to forget, even after generations; many still retain bitter words when speaking of the elven diaspora, the scars of Myndiri oppression felt to this day. The quarter also hosts the only Erynian embassy in Western Cyndralia, much to the chagrin of the Traxians who continue to war with the elves of the Adonar.

Krenonian Arena:

First established by gladiators from Gratia. They were soon supplemented by a theatre troupe from Potomia. Though both struggled to attract an audience at first, with their powers combined and the generous patronage of the ruling houses at the time, the Krenonian Arena was established to keep the populace entertained and to fuel the gambling habits of the rich. Since then, the arena has remained an institution in Arteria society.

Divicos Trading House:

One of the famed trading companies that originated from Arteria, their merchant fleet dominates the trading lanes over the Sea of Sorrows. In partnership with their Nautican allies, they help keep the seas free from pirates, mostly.