Thursday 26 May 2022

The Floating City of Aalthir

 

Art by min seub Jung - source
Using similar magical techniques that created Floating Ar from northern Alphatia, Aalthir is the extraordinary result of a circle of 12 Alphatian archmages (36th level magic users) who combined their expertise and magical powers to create a floating metropolis over 300 years ago about 6 square miles in area and nearly half a mile from bottom of the rocky base to the highest pinnacle. Politically Aalthir is run by a council of 12 high-level magic users, the successors to the creators. Those who can claim a link of either blood or apprenticeship to the original archmages are considered particularly noble and well-regarded. The ruling council offer lip service to the Empress of Alphatia and try not to cross her but most of the time they act as an independent city state

Unlike Floating Ar, Aalthir is not limited to roaming a single kingdom of Alphatia but can float all over the surface of Mystara, and is currently over northern Davania. The city can be moved by a powerful wizard seated on the Throne of Aalthir in the Lords' Palace in the centre of the city - this is nearly always one of the council members with the approval of the ruling council. While on this magical throne the mage can move the city at about 6 miles an hour, usually for a 4 hour session, after which the mage becomes mentally exhausted and needs to rest. Although this is not fast compared to even a Fly spell, the entire city weighing thousands of tons moves. If multiple wizards are willing to take turns on the Throne of Aalthir, the city can move 144 miles per day (two 72-mile hexes)

Current population is 23,000, of whom about 2,000 are magic users of various levels of power. As with other Alphatian cities Aalthir is dominated both legally, culturally and militarily by mages. There are also other human classes and a few demihumans, and also a small group of 10 pegataurs. Feeding this population would be difficult were it not for the Hall of Portals, which is a cathedral-sized building with a huge central hall filled with dozens of archways that frame magical portals that lead back to various places in Alphatia. This enables the all-important food supply as well as other forms of trade and commerce. This is supplemented by a fleet of 23 Alphatian air-ships anchored on the side of the city. These can swoop down to wherever the city is floating over and trade with locals or, if in wilderness, gather resources straight from the land.  There is also a city stable with 23 hippogriffs and 30 pegasi. No regular horses are found on Aalthir - the chances of them panicking and falling off the edge with their riders is too great. and The inhabitants all speak Alphatian common and their culture and attitude is mostly Alphatian, but with a cosmopolitan multicultural touch. Due to the travels of the city it is inevitable that the inhabitants have more frequent contact with other nations and cultures than most Alphatians on solid land. 

Art by Alayna Lemmer-Danner, source

In terms of dealing with other nations, the city is peaceful but quite arrogant. The city effectively comes and goes as it pleases without regards to national boundaries, and with the large numbers of resident wizards the city is confident of winning any fight - especially if on the defensive. Attacking any city is a difficult military operation but attacking one floating nearly a mile above the ground is nearly impossible for most nations - only Thyatis and Glantri offer a serious threat and so these nations are avoided by the city. Also wilderness dominated by dragons (such as the Wyrmsteeth Range in Norwold) is given a wide berth. 

As with so many cities, there are a wide variety of groups and powerful characters. Merchants trade, clerics preach, thieves steal and guardsmen patrol. The big difference is that that this is all happening a mile or so above the ground. 

The city merchants are good at trading a wide variety of items from all over the world - certain parts of the city are dedicated warehouse districts. While hovering over a region, merchants from Aalthir will take the opportunity to travel down on the skyships and buy local goods straight from the producers. Rare woods, fine wines, gems, minerals, well-crafted weapons or furniture, fabrics, works of art and other tradable things are all bought at relatively low prices, then sold at a markup when Aalthir moves on to another region The merchants of both Minrothad and Darokin are quite jealous, and some have requested to move to Aalthir permanently. This is not always granted - the city bureaucrats have a complex procedure involving a lot of form-filling and paperwork, but this can be overruled by any of the 12 archmages of the ruling council. 

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