Session Notes: Empyrean
By the time this post goes live, my player group will have already arrived in Empyrean. So, I figured I would talk about the parts of the city that I have prepped for them. First, an overview of the largest city in the Skies of Mor-ladron (SoM).
Overview
Empyrean, known by its most loyal citizens as the Grand City of Empyrean, is all that remains of one of the ancient world's sprawling empires, and as such is the largest city in the skies. Its population is upward of 500,000—more than double the next largest city, the Duchy of Hilean. Empyrean was originally home to the Anakim, Dwarves, and Humans, but many other ancestries call it their home now.
It is currently the highest known isle (you can read about why here), so everyone must approach it from below. Some say the longest part of the journey to Empyrean is the slow spiral upward to reach it. This is, of course, hyperbole, but it's true that arrival is not a quick process. Ships eventually make berth in a vast cavern covering a large portion of the bottom of the city. Arrivals take small magical lifts up into the city proper. Plenty of inns and taverns line the cavern for sailors and merchants who aren't staying long.
Because of its placement in the upper reaches of the sky, there is minimal weather variation. Empyrean tends to be sunny, dry, and hot. Sometimes there is a soft breeze, and a drizzle of rain might happen once or twice a year. Because of this fact, Empyrean must have ships to haul water from below. These water haulers are generally well-protected and only a fool would try to disrupt their work.
The seven Towers of the Magi cast a large shadow over the city, literally and figuratively. The Towers are where the leaders of the city live and delve into the secrets of the universe. (Originally, these were all wizards, but recently I have begun thinking of them more as alchemists.) Knowledge is hoarded in these towers. The study of runes, alchemy, and astrology, among other topics, is kept secret and only trickled out to the masses as needed or when a wealthy noble wishes to pay the absurd price for access.
The Grand Imperial Archives
The Archives stand near the the center of the city. The thick stone walls loom like a protective parent over their child. The open doorway leads to a receiving chamber staffed by a desk of clerks. Not just anyone can walk in and read the tomes; one either needs to be enrolled at a Tower or have another scholar vouching for and vetting them.
Once someone can demonstrate a legitimate reason for entry, they can pass through. However, guests are still accompanied by a guide who is there to help them find the scrolls and tomes they need—and to make sure none of the books leave the building.
A scholar may not be able to take any of the books with them, but they can reserve them, a process where the books are kept aside so researchers can quickly return to their inquiries. The books in these archives have gone through intense scrutiny, and anything containing knowledge one of the great Magi would want to keep for themselves is kept in one of the heavily guarded libraries of the Towers themselves, only accessible by those enrolled there—and only then if they are of sufficient rank.
In the center of each of the Archive's seven floors (four above-ground and three below) is a cluster of rooms for private research and meetings. They open into two large rooms on each side, which are filled with rows upon rows of books and scrolls. High but small windows let in some light, and each row is lit with numerous lightstones, so researchers can still see during the night hours. The Archives stop letting people in once the sun sets, but no one is forced to leave (well... if they start to smell, they might be encouraged to go home and clean up before returning), so many a sage has spent a sleepless night combing through the tomes.
Runesmiths and Alchemists
Runesmiths are this world's artificers and arcane crafters. In Skies of Mor-ladron, if you have a current-day magical item, it is covered with and powered by runes put there by a runesmith. Alchemists use the world's flora and fauna to create magical potions, salves, powders, and other such things.
So, if you want something made, you will get in contact with one of these experts—or, in Draw Steel terms, you'll gain one as a retainer who can make stuff for you! But acquiring magic items is not quite as easy as walking into a store and buying something. Most magical items are super expensive and out of reach for the normal person or low-level delver.
The Tower runesmiths and alchemists usually sell only to the wealthy and to the Relic Hunters guild. (Relic Hunters return the favor by selling the arcane and divine relics they find exclusively to the Towers' Magi.) But, of course, there are other ways for magical items to find their way into the hands of those who want them. Runesmiths and Alchemists who've had their licenses revoked can still practice—so long as they don't get caught.
It's not impossible to reverse engineer the components and runes needed to craft a powerful item, and a few crafters in other cities know how to make certain highly-prized objects. Plus, even a secret recipe has a price, and information has a way of slowly leaking out into the world.
My player party is looking for the archivist Bast and the runesmith Armamela, dwarves who are helping with their quest to repair a legendary hammer, so that they can free a trapped ifrit.
The party also wishes to conduct research and create items during their downtime. They'll need to get access to the Grand Imperial Archives and connect with masters willing to teach them to runecraft and create potions. Luckily, this city is the perfect place to do so... if they can afford the price, be it in coin or favors.
That's what I have for the Grand City of Empyrean so far. My players will most likely meet with an unlicensed alchemist, so we'll have to see what he wants in return for teaching them—and where else it might take them in the city...