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MASSILIA MAP and Guide.

Posted by BenFor group 0
Ben
GM, 16529 posts
The Guy in Charge Here
Thu 19 Jul 2018
at 20:07
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MASSILIA MAP and Guide

The Map.  Guide will follow.



This message was last edited by the GM at 00:31, Sat 05 Dec 2020.
Ben
GM, 16532 posts
The Guy in Charge Here
Thu 26 Jul 2018
at 00:50
  • msg #2

MASSILIA MAP and Guide

CITY GUIDE  (Keyed by Place/Neighborhood to map)


1.  The Pharo.  The ancient lighthouse has been rebuilt and expanded by the Orcs.  It is now the centerpiece of a large fortress complex, the largest in the city.  The tower seems more like a place that watches the city than provides guidance to ships, but the light is on, and ships are still steered by it.   It is different now, though, with a blood red tinge.  The Overtyrant of Massilia, Harridog, lives here.  Not along, of course.  The Pharo is protected by a demon- a servant of the Overtyrant’s patron demon lord.  (name unknown.)  The servant is Harridog’s personal enforcer and bodyguard, Moklaz.  Also here, Harridog’s ritual executioner, “Bloodtaker”, an Orc shaman.  And some strangely vague looking flying things that perch on the roof.  Humans do not go here without Orc escort.

2.  Pharo Terraces  The slopes leading up to the lighthouse complex were terraced, and the Magistrate’s Palace was built here in the Late Empire, as a way of reminding the local Senate of the Select that an Imperial appointed official ruled in Massilia, even if he did very little.  Most of the time, there hasn’t even been an official Magistrate, and the beautiful building and grounds were used for other purposes- high society functions, or as a “guest lodging” when very important officials, or the emperor himself visited.  Now it is in disrepair, but strangely has not even been pillaged, because the Orcs did not appreciate the value of the things within, and there were no occupants when they arrived, so storming the terraces and putting all resistors to death wasn’t an attraction.  Now the terraces aren’t used much, except by the Orcs passing back and forth to the Pharo.  Harridog does use it as the “Court of the Overtyrant” when he wants to look especially regal and impressive to humans, because he knows Humans are moved by all this finery.

3.  Carnivorous Garden. To the east of The Pharo, Terraces, the garden and marsh here have become a nightmarish collection of plants that include monstrous toxic and carnivorous plants.  Once it was a lush public garden for the citizens of Massilia.  Now the beautiful gazebo has faded and peeling paint, and crumbing mortar.  It is believed to be the “research garden” of Bloodtaker, who conducts some of his executions by means of carnivorous plant.  Also here is the menagerie.  This brick building once included a few dozen pens and enclosures for various exotic animals, some of which, such as peacocks, providing ornamentation for the gardens that were once here.  Most are gone, now.  A few of the cages are used as a kind of “prison zoo” for Faerie creatures and the like, but most of the place is rotted an empty.  Humans do not go here without Orc escort, and it is the main route to and from the Pharo, but they say, if you stay on the marked path, nothing will happen.

4.  Dragon Tower fort was built to protect the harbor from assault by pirates and foreign fleets (the two generally blurred into each other.)  The fort’s greatest asset was the battery of gigantic flame hurling engines that were built to resemble dragons.  When the Visigoths took over, they turned around half of these to face into the city, just to give the population the reminder that in the case of rebellion, the Visigoths would burn the city before they let it slip away.

5.  New Stables.  Built for imperial horses.  Now used for housing some of the monstrous beasts that serve the Visigoths.  Visigoths do not use Worgs, that is a Hun thing, but they do like the idea of sending charmed monsters into battle.  Some of the same flying things that perch on the roof of the Pharo also live here.

6.  Pharo Gate.  Pharo Gate is the second least used gate in the city, after the Aemines Gate. The only places connected to the city via this gate are the wealthy villas, rugged hills, olive groves and salt pans west of the city.  There is no long distance travel through the gate, and as a result, the gate is often unmonitored.

7.  Pharo Cove.   Under the menacing silhouette of the Pharo, Pharo Cove is the pleasure beach for the Select class.  On any given day quite a few wealthy Massilians will be resting here.  Just inland from the beach, Pharo Cove Tavern is their dining, drinking, and entertainment place.  It is run by Fanclo Ancius, who sees it as his mission to keep the increasingly jaded and corrupt Select of the city entertained, because who knows what trouble they’ll get into if they aren’t.

8.  Carinade.  This neighborhood is actually outside the walls, on the rugged hill overlooking the ocean, west of the Pharo.  Because of its beautiful views, and remoteness yet accessibility from the bustle of the city, it became the most popular neighborhood for the richest families in Massilia.  The richest rich don’t even own single homes, they own sprawling properties with main and guest homes, servants homes, pools, gardens, groves, etc.  Families with homes here include the Canias, allies of the Mercators, as well as the very rich Hospidias, Bastiors, and Salvens, and the merely rich Malavals, Luciennas, and Mettias.

There are also some ruins, the largest being the remains of the Adenons villa, which was destroyed as punishment for the family’s harboring of fugitives.

9 and 10.  Pharo Villas and Pasture Villas.  Adjoining areas of “rural villas”, that is, wealthy estates of agricultural aristocrats on their own farmland.  These farms are small and not the entirety of the family holdings, which are elsewhere scattered outside the city.   The Musidia family has its villa here.

11.  Salt Pans.  A major source of income for the Canias family, which is now heavily taxed by the Visigoths.  An area of flat pans surrounded by raised dykes.  Seawater is allowed in to evaporate on sunny days (most days here) and the salt is collected.

12.  Marsh.  Originally, there was marsh along the whole south side of the harbor.  This remnant remains.

13.  The Fields.  One of the last areas of agriculture enclosed by the city walls.  Now mostly covered in animal pens worked by poor laborers and slaves.  The Visigoths are Orcs, and the Orcs prefer a very meaty diet, and that means, as they consider farming too menial a task for themselves, that Humans will work hard to provide it for them.

14.  South Quarter.  One of the poorer quarters of the city, built over marshland and still getting mucky on higher tides.  The walkways are mostly timbered here, built on pilings sunk into the marsh.  Buildings were put up the same way- they are small and wood, here.

15.    Aemines Gate.  This gate, like Pharo Gate, is a simple one with no large fortification.  The land to the south is a peninsula of ragged hills.  It would be difficult to maneuver a large army towards Massilia from that approach, and siege engines would be very challenging.  So the gate only leads towards some olive groves and scattered farms and villas on the peninsula south of the city, making it the least used of the gates.  Frequently it is not even guarded.  It consists of two stubby towers, and two gates side by side through the wall between them, one in and one out, each wide enough for a large wagon.  The towers each have a pair of stone dragon “gargoyles” on top, continuing the motif of the wall near Dragon Street.

16.  Dragon Street Quarter.  This is named for Dragon Street, which runs close to the southern wall, the newest portion of the city’s outer wall.  This area of wall has a line of stone dragons atop it.  Some have speculated that the Dragons have some magical function because they seem to have very well done and why waste all that effort if its for nothing real but a wall facing the one area attackers would most likely not reach?  But if so, the secret is lost with the Roman engineers who built it, and no one has divined an answer since.  It is on higher ground than the South Quarter (which is actually to the north of it!) and as a result, has better homes.  There are some shops along the street, but mostly it is “middle class” residential homes, often Humans of the professional class.

17.  Saints Quarter.   Not a temple district- named for the fact the housing here, originally a slummy outgrowth of the city, was entirely rebuilt a “working class” homes through the patronage of some leading clerics of the city, about two centuries ago.  Now a run down working class residential district, mostly Human.

18.  Park.  Once a green public oasis on the south side of the city.  In the past 33 years most of it has become a messy and overgrown tangle of bushes.  The paths and a few lawns near the center are kept clear (the lawns thanks to hungry goats) and a few food vendors hang around.

19.  Parade Field.  Flat, open area used by Roman troops for showing off, now used by Orcs for battle practice.  They spend a lot of time doing that.

20.  South Market.  This is the main open air market on the south side of the harbor, generally used for day to day shopping by the lower classes of the city, and sometimes by Orcs, who are beginning to adapt to the idea that they have to pay for things.**  The market is open every work day, but most vendors are not here every day.  Most of the goods are of the cheapest kind- worn clothing and other goods, inexpensive food and drink, cheaply made, used, or damaged items, etc.  Most exchanges are in copper pieces.  On good weather days, the market is very crowded and vendors may fight over the best spots.  There are no fees for selling here- the Orcs have figured that they are already squeezing all they can out of the people and at this point there is nothing left to take.  Visiting merchants sometimes take advantage of this, but it often works against them. The people will be hostile to a visitor taking a prime location from a local who regularly uses it, and when a visitor has the crowd against him, there will be theft.  Young amateur thieves frequent the market, stealing food, a few coins here and there.

21.  Animal Market.  This is the livestock trading area of Massilia, often dealing with animals being imported, and less often, exported.  There is a rising business actually supported by the Orcs:  several dealers here trade in exotic animals, brought in for the Orcs for food or for the fun of fighting something unusual.  The animal dealers are among the few who have seen their fortunes rise in recent years.

22.  The Slave Market.  What it says.  Slavery is alive and well in Massilia, having undergone a resurgence thanks to the Visigoths.  They encourage their “Select” humans to own slaves as well, and many of the aristocratic families, and some of the lesser class families, have returned to the old custom.  Exotic slaves from far away are especially prized- less chance of escape or rescue.  Most valuable of all are non-Human slaves, and especially Elves.  Orcs will pay a lot of gold for an Elven slave.  This is no comfort to the unfortunate Elf.  The Slave Market is not functioning most days, just on trading days, or when a slaver ship arrives.  Most slaves are sold off quickly.  Few slave traders want to keep “stock” on hand, that costs money.  At the very least, someone has to be paid to watch over them.  So, between trading days, there are usually only a few slaves at most actually living here, and it is quiet.  It changes rapidly when there is a trading day.  Apart from the sudden arrival of ships or other unexpected arrivals, trading day is the 15th of each month.

23.  The Butchers’ Ward.  This is where the uglier work in town goes on, the slaughter and dismemberment of a great many animals, most of which are provided to the Orcs.  Orcs have a meat intensive diet, but don’t like to do the work of raising animals.  They are hunters by nature, but their infernal patrons have taught them the secret of sustaining great numbers- hunting can sustain only small populations.  All they have to do is conquer Human populations, and make the humans work for them.  The Huns and Visigoths have slightly different approaches to this, with the Visigoths being a step up in sophistication.  The Huns enslaved the Humans directly and set them to work raising food.  The Visigoths merely impose heavy taxes and then buy the meat at fixed prices- with the warning that there were be *severe* punishments handed out, even to the elite Select of the Humans, if there is not enough food for the Orcs.  Then they merely watch the Humans not only do the work, but handle all the management tasks as well.   Some of the meat actually makes it to market for Human consumption, but this is a small portion.

In addition to the slaughterhouses and pens, there are a few other workshops here, the most important being the cartwright shop where wagons and carts are assembled and repaired.



24.  Mansio.  When the Romans had their sophisticated courier/post system, every important city had a node in the network, a waystation where those traveling on Imperial business could rest, recover, even get fresh horses.  Not only communications, but official tax collections were passed along these routes, so the Mansio is like a little fortress surrounding a stable and courtyard.  There is no longer a communications network, so this is abandoned.  Sometimes, runaways and vagrants will sleep here.

25.  Imperial Gate.  The road running from this gate to the Gaul Gate, the longest road in the city, is Via Principia.   This reaches the southeast corner of Massilia at Imperial Gate, largest and most important gate in the city, though now a distant number two in terms of traffic.  The road out from this gate led to the Via Aurelius, by way of Gargarius.  The Via Aurelius then continued on to Italia.  But that region now belongs to the Ostrogoths, and there is little overland trade.  What little there was went by sea- actually safer, even considering the Vandal pirates.  The gate itself is a double port between two fortified two-tier towers, with a gate house and parapet above.  Each massive door has an iron portcullis that can be dropped down from the gate house, inside of the outer gates.   The gap between outer gates and
Ben
GM, 16533 posts
The Guy in Charge Here
Thu 26 Jul 2018
at 00:51
  • msg #3

MASSILIA MAP and Guide


26.  South Forum.   Not heavily used.  Empty, boarded up shops    What is open is on the east side of it, as the west abuts the ruined fort, (31 &32) and no one wants to open a shop next to that.  A barber shop, a bakery, the South Forum Tavern (a very simple and basic place, the food menu is always bread and soup of the day, which is always the same soup) and some shops that mostly specialize in repairs.  Also, the workshop and store of Milo Lisonus, who makes finely crafted metal items such as balances, locks, and musical instruments.


27,  Caricala Street.  The main southern lateral street that runs from Imperial Gate to Pharo gate.  Just before it opens into South Forum, there is a cluster of shops, generally of the very utilitarian kind- simple pottery, firewood, tiles,

28.  Imperial Insulae.  Sometime about the mid third century, a builder in Massilia decided that Insulae (apartment buildings) could be more than housing for the lower classes, if built correctly they could be luxurious buildings where middle class and upper middle classes could enjoy luxuries that were generally reserved for the rich.  Four great buildings were erected, two along either side of the Via Principia.  Named after Roman Emperors (it was always a good idea to show one’s esteem for those) the Insulae had a slow bumpy start but in the fourth century were finally built in to what they were intended to be.  They’ve decayed since, but the residents still have a private bath and other amenities.  Some of the apartments here are available for rent, and this is considered an excellent (although a costly) option for short term housing.

29.  New Docks.  When the expansion of business and shipping in Massilia made the old waterfront too cluttered and disorganized for wealthy traders, they built the New Docks.  This is not a frantic, chaotic public harbor.  This is a row of private docks and warehouses owned by trading houses.  Ships pull right up to the trader’s own dock and warehouse, and goods can be efficiently loaded, inventoried, checked, unloaded in the same place.  Some wholesale trading is done, but there is no retail trading here, for that the goods are taken to one of the other markets.  Since the end of the Empire, some of the docks and warehouses are abandoned, the traders that own them no longer come here, or no longer exist.




30.  Foreigners’ Quarter.  By law, all foreigners must live in the foreigners’ quarter, though there are exceptions: There is the Harbor Insulae ward, there are temporary lodgings (staying in a tavern or boarding house doesn’t count as ‘living’) and there is bribery, as most Orcs and the Human Select who oversee things don’t really see a purpose for enforcing residential zoning laws.  (other than as a way to squeeze bribes from people who want to avoid them.)  The Orcs have a hard time telling “foreigner” from “resident” with Humans, but anyone who looks very different is advised to find a home here, if they want to stay in the city.  For obvious reasons, many races are not to be found in Massilia.  One would never see a Centaur,  and if there are Elves here they do not advertise the fact.  However, there are different varieties of Human and the odd crossbreeds of Humans with others and sometimes others with others, a few of the scaly reptilian folk from the far side of the world to the south, and others.  Dwarves generally have better things to do than live here and most Fey folk would be disgusted, but there are some strange exceptions, and in Massilia, any “Strange Exception” is most likely found here.

On the waterfront in the Foreigner’s Quarter is the Harbor House:  huge tavern, restaurant, and boarding house, the largest place of accommodation in Massilia.  It has four floors of small apartments, and it is so big that some people actually run little businesses inside the Harbor House.  It is owned by the Fansanus family, who live in a townhouse at the Old Forum.  The Harbor House has its own dock, and its own “water taxi” boats which take people around the harbor.  The purpose of the water taxi service is to make it very convenient for people arriving on ships to use the Harbor House- they don’t have to drag themselves through the streets of Massilia!


31 & 32.  Broken Fort/Stone Flow  The southeast corner fort was destroyed by the Visigoths when they first attacked the city.  The fort has been left as a ruin, the Visigoths not even bothering to rebuild it, though their troops patrol the outside.  Opinions vary as to why:  a desire to remind people of their power is the most common theory.  The south side of the fortress was struck so hard by Infernal Fire that it melted, becoming the Stone Flow.  In this section some of the stones actually began to liquefy and shift, collapsing and distorting the fort and bringing those left behind to a horrible end.  Orcs do not patrol this end, and there are rumors of it being haunted by those they trapped within and killed.

33. Lost Quarter.  Once a thriving lower middle class residential neighborhood, now empty, with many of the buildings in ruins, following the destruction in the Visigoth conquest of the city.  Both Orcs and Humans are fearful of this place, for similar reasons.  It is said that the area is haunted by the ghosts that have escaped from the Necropolis.  The main street here, formerly Herakles Street, has become known as Ghost Street.  Humans fear more the effects of the wild Infernal Visigoth magic unleashed here, some of which is still active. The spiders that prowl these buildings, for example, will take down rats, cats, dogs… people, perhaps.

34. Spice Market.   An enclosed market at the north end of the Foreign Quarter.  In the large hall, traders rent space, and buy and sell local and imported spices.  Much of the trading is wholesale, consisting of tropical and eastern spices being sold to traders who will take in north into Gaul and Germania.  Some other products come south from there.  Most aren’t traded at this market, but some food products from Burgundy and beyond, like honey, is.  One corner of the indoor market is florist’s shop.  A cluster of inns alongside it, technically part of the market, is Massilia’s unofficial red light district, and the women who work here are sometimes referred to as Spice Girls.

35 Gnome Quarter  About 600 Gnomes live in Massilia and they consist of Representatives of the Bank of Turicum, their clerks, guards, assistants, and families, and a few others, as well as Gnomes running some smaller Gnomes, mostly catering to other Gnomes.  Their leader is Namfundle, High Banker to Massilia  This is an ancient arrangement; as a key trading port, Massilia was entitled to a permanent, official Gnomish banker contingent from early on.  The Gnome Quarter has is well protected with one side built up against the remnants of the original south wall, and solidly built buildings with doors on the Gnomish scale.  The exceptions are the bank, and the shops and businesses facing the little plaza just south of the Old Gate.  Rumor has it, the Gnomes were protected by a permanent security contract with the guild of assassins.  Now, with that guild no longer functioning (ie, dead), perhaps the Gnomes have found a different way to ensure security.


36.  Horn of the Harbor.  The old, and now very silted up tip of the original harbor.  Now, only the flat bottomed shallow draught local craft could use it, all the ocean going ships use other parts of the harbor.  It is completely surrounded by a stone plaza, which usually has a few push cart vendors.  There is a large square stone lined water basin which is fed by a small aqueduct from the main reservoir to the east.   Water sellers take water from here and provide to the ships.  It is a regulated and taxed business, as it has been for centuries, although now the taxes end up with the Visigoths.  There is usually a patrol of Orc guards on hand, keeping general order, and making sure water collection is done and paid for properly.  Cheating is very discouraged.   To the west, this plaza ends at the Funeral Terraces, a series of decorative stone terraces with niches.  Some have urns for the ashes of the dead, and some have stones which open into family tombs.  The ones closest to the Horn of the Harbor are the oldest interment sites in the city, belonging to founding families far back in history.  The spirits here are often disconnected from modern events and are very quiet, having been brought to peace with long years of ritual and honor.

37.  Rope Works.  One of Massilia’s specialties is the weaving of very large, strong ropes, like those used for ships, or tying up giants.  This is done is a set of very long narrow sheds, which allow a long run of rope to be woven as a single unit.

38.  Old Gate.  This is the original southeast gate of Massillia.  It is part of the old wall, which exists now in pieces, with much of its original length is preserved south of Temple Ridge.  The Old Gate is now preserved for its monument status, and the Orcs like it for its utility in traffic monitoring and control.  The gate is illuminated magically at night, and is always guarded day or night by a troop of Orcs.  The area on either side of the large single-portal gate is a stone paved public plaza with Via Principia cutting through the heart of it (and right through the gate)  Because of the full time guard presence, Orcs are here constantly, some even live in the old gatehouse, and there are Orcish street vendors outside.  One of them is a rare sight: a veteran old Orcish warrior who has survived many battles but did not rise in rank.  Bliskek is a professional story teller and tattoo artist, and as Orcs go, one of the more popular among Humans.

39. Dyers.  Workshops used by dye makers who make an assortment of dyes, generally light pastel color shades, from lavender and other plants and flowers native to the region.

40.  Necropolis.  The major tomb and burial place of the city, established when the city outgrew previous locations.  The Necropolis exists both inside and out of the city walls, though the inside section is no longer used, as it lies within the very questionable “lost quarter”.    Some benevolent spirits, Orcs stay out.

41. Aqueduct Gate.  The main aqueduct enters above a small gate in the wall.  This gate does not lead to a major road, but many farmers use it.  It is also used by troops going on patrol.  The Visigoths understand that the aqueduct is vital to the city, and patrol the area vigorously.

42. Horreum and Warehouses.  Storage for grain (the Horreum) and miscellaneous goods.

43.  Women’s Market.   To the west of the Imperial Quarter, this area is a number of small buildings, the commercial frontage of which belong to shops selling items generally targeted towards women.  Although this does include a lot of women’s clothing, it tends not to include things that men often buy for women- they locate elsewhere, because of the fear that male buyers might not want to be seen wandering the shops of the Women’s market.  These shops stick with things that generally women buy.  These include such things as women’s shoes, cosmetics and baby products.  One herbalist is here as well, and most days there are many street vendors.



44. Imperial District.   The important buildings of government are built where the two main roads of the city intersect.  These include the Tabularium (archives) and the Basilica (government offices) as well as the Curia of the Select (meeting halls of the city government).  There are a few wealthy homes, and guild halls in this area as well.

Also here:  The Massilia Bath House.  It’s commonly used by the middle class and even the upper classes, because they can get luxuries and services here only the richest can afford on their own.  Also, the steam rooms are social places.  Orcs don’t get it, but if the Humans want to spend their money here, it’s okay- as long as it is taxed.



45.   Reservoir.  The Aqueduct empties into a large stone line reservoir.  Underground aqueducts lead to a few other points, like the Massilia bath house.  Most Massilians have to draw their water here, though.  All day long, people fill pots and pitchers.  The water has always been fresh and plentiful, protected by old magic the Visigoths dare not mess with, and this is one of the only things in the city *not* taxed.

46. Reservoir Forum.  If you don’t want to haul your own water around, you can get a waterbearer here to do it for you.  As this is in the heart of the Imperial district, it is also the place for Official Announcements of all kinds, and public punishments.    The forum has a raised platform which is used for public physical punishments of Humans- the good kind, that is, the kind the Humans are actually meant to survive, because while they need to be punished they are still useful.  This may include stocks, flogging, and being bound in cages.  Executions and extreme tortures are not done here.  It’s more fun for the Orcs to do that in their own strongholds, like The Pharo.

47. Not used

48. Coliseum Every Roman city of worth had one, Massilia has one of the best in Gaul.  With the current reduced population, the entire city could pack in here, Orcs and all, and there would be lots of room to spare.  These days, it is used for whatever grand spectacles Harridog wishes to hold (these are not frequent) and occasional performances by entertainers.  The old games are gone, however much Orcs might have liked them.  It is also used as a public park, picnic area, outdoor school, and meeting grounds, especially by the poor of the city.  Parts of it are in disrepair.

49. Gallos Ward.  This is a mass of small homes used by the poor.  Many of them are farm laborers who work the fields outside the city to the north. It is hard, punishing work, but the living conditions in Gallos Ward are actually a step up from South Quarter, the poorest area in the city.

50 Saturnii Fort.  In the old Imperial system for Massilia, the Julian Prefecture was the fortress at the north west corner of the used by the local city militia, while the Saturnii Fort belonged to the Imperial Legions  (though they weren’t generally in town).  Both now belong to Orc clans.  Fewer live in the Saturnii Fort.
Ben
GM, 16534 posts
The Guy in Charge Here
Thu 26 Jul 2018
at 00:51
  • msg #4

MASSILIA MAP and Guide

GUIDE PART THREE



51  Funeral Terrace.  A series of decorative stone terraces with niches forms the oldest interment sites in the city, belonging to founding families far back in history.  Some have urns for the ashes of the dead, and some have stones which open into family tombs.  Many of the niches are prized possessions owned and maintained by families which are still strong, but some of the family lines that left their dead here are gone.  But they’ve been gone a long time. The spirits here are often disconnected from modern events and are very quiet, having been brought to peace with long years of ritual and honors.

The spirits of places like this bother Orcs, who understand that the spirits will protect their descendant humans.  Most Orcs aren’t prepared to face supernatural threats.  As  a result, Orcs avoid this place, as they do most Human cemeteries.

52  Theaters.  A pair of indoor theaters, one large, one small, both noted for their enchanted interiors with magic light, cooling and heating, and various stage effects.  They are still in use, owned by wealthy patrons in the city.  The Orcs take little interest in the entertainment of Humans except when it’s on the extreme lowbrow end and involves violence or slapstick.  The Pomianus family, which manages the larger theater and stages dance and music production, is said to have some water spirit in their bloodline.  They look a little odd, and many of their productions have aquatic themes.  They are very popular.  They often sell “gallery” seating at extremely low prices, or just give it away on a slow night, but the lower ranks of society can be disinterested in these shows, which tend towards the opposite of that beloved by Orcs.

53 Artisans’ Market:  This is where to go to find things made:   cloth, shoes, leather, glass, pottery, and wood, mostly.

54  Septimus Market.  The Septimus Market is actually a series of large buildings with indoor markets lining the Via Principia between the North Forum and the Reservoir Forum.  The most important of these buildings is the Macellum, a purpose-built luxury food market, commonly called the Cold Market, as it is a large building with the interior constantly chilled by old magic.  It is the most important market in Massilia for perishable edibles of all kinds, especially things like prepared meats like sausages and bacon.  The wine and oil markets are also important buildings.

55.  North Forum.  This open space surrounded by columned arcade walkways is one of the “basic commodities” market for Massilia, with pottery and cloth, and especially bulk goods imported from Gaul like grain, furs, hides, and timber.

56. Gaul Gate   Busiest gate in the city, with a road headed directly towards Aquae Sextae, and then north.   (Imperial Gate is east bound traffic but mostly by water)  Also the largest gate in the city, a small fortification, constantly manned by Orc guards.  Orcs love guarding things, it makes them feel important and intimidating.

57.  Market Garden.  Some of the last actual agricultural land within the city wall.  This is land owned by the Cenegins family, rented out in plots to lower status families, for a share of the produce.  It’s a busy, intensively farmed area.

58.  Old Tombs.  An old, small necropolis, originally for the less well off families who used large public tombs- wealthier families got the more central niches the Funeral Terraces.  It became disused after the large Necropolis was built on the east side of the city, party inside and partly outside the walls.  Because many of the families that laid their dead to rest here were poor and now forgotten, some of the spirits here are… confused.  This is not a place of benevolent ghosts looking after their kin.  Some feel abandoned, betrayed, and angry.  The Orcs fear them just the same, and avoid this place.  Actually, everyone avoids this place.  Humans put there dead in the Necropolis.

59. Soap and Dye Works   A factory where soaps, fragrances and dyes are made, making extensive use of the local lavender crop.  The scent here can be overpowering.  Orcs don’t like it, and they avoid this place.  They’d probably destroy it were it not for the income generated by the export of lavender soaps and fragrances.  It is owned by the Braccia family, one of the wealthiest families in Massilia, which has extensive properties nearby growing lavender, and other flowers and herbs for decorative, soap making, and medicinal purposes.

60.  Gyptis Street.  Very dense, lower class housing.  The street is lined with commercial establishments either for or by the lower classes, or both.  The largest is Gyptis Street Laundry, which does wash for taverns and other businesses across the city (as well as travelers).  Servants can be seen scurrying in and out constantly- they pick up and deliver.  The Gyptis Street Alehouse is one of the cheaper drinking establishments in Massilia.


61.  Old Town.  Narrow, irregular cobble stoned streets and alleys make up the Old Town, one of the last remnants of original Greek city.  Many of the homes here have been in the same family for centuries, a few date back to original Greek owners.  There are some small shops, and Bread Basket Tavern and Bakery.

62  Old Forum   Not all of the rich live outside the walls.  Some live in tall urban mansions, and the best of those face the Old Forum.  The Braccia and Tetonus families have the two biggest townhouses here, and there is also the Fansanus House, and others.  Of the major guilds operating in Massilia, the Perfumers’ Guild (which also covers the soap makers), the Jewelers’ Guild, the Vintners’ Guild, the Shipfitters’ Guild, and the Tavernkeeper’s Guild have their Guild halls here.

63  Inner Harbor.  This tends to be used by smaller vessels and fishing craft, the larger ships have trouble maneuvering in here.  Known to be a slightly dangerous place after dark.

64  Harbor Market. Harbor Market divides Inner Harbor from Outer Harbor.  It is the most ever changing of Massilia’s markets, specializing in whatever has arrived by ship.  Some local vendors operate here also, and there is a large shop for equipment and supplies commonly used by mariners- the Albatross Shop, so named for the white painted carved wooden albatross.

65.  Harbor Insulae   Here are three rows of large four and five story high buildings subdivided into many residential apartments.  The buildings are densely packed and there are only narrow walkways between them.  At the perimeters of the small ward, facing the Old Town and Harbor districts, there is more open space and the ground floors of the buildings are commercial, occupied by shops, offices, and a few taverns.  “Affinius’s Tavern” can be found here, loud, noisy, and working class.  This is some of the cheapest lodgings in Massilia, and the Harbor Insulae buildings have found a loophole in the citizenship laws. Generally, foreigners must live in the foreigners’ quarter, but the Harbor Insulae were built  specifically for sailors, and it is really hard to tell where a sailor is from.  They come and go, and any sailor can claim to be from Massilia and rent a room or an apartment here.  Orcs don’t seem concerned, most of them are fairly ignorant about real estate zoning laws.


66.  Outer Harbor.  The main harbor area used by traders who don’t have private docks in the New Docks area, and random arrivals into port.  It is wider and deeper than Inner Harbor, and larger vessels have an easier time.

67.  Temple Ridge.  The former spiritual hub of Massilia, built on the spur of high ground north of the Harbor.  On the south side of Temple Ridge, the remnants of an older city wall still blocks off much of the ridge from the Outer Harbor area.  The wall is actually a retaining wall, high on the Harbor side, but only chest high over most of its length on the Temple Ridge side.  This creates a long terrace overlooking Outer Harbor.

Walls and steep slopes restrict the movement into this area.  Easy access is only at the east via the Temple Gardens, the west, facing breakwater harbor and the Greek Theater, and a few paths between the North Slope Homes.

Most of the Temples here are actually still used, in some manner.  The Temple of Neptune, closest to the sea, still has a few clerics who bless the ships and make offerings to the King of the Sea, because Massilia depends on the sea.  Even the Visigoth’s Infernal patrons understand that banning Neptune cutting it off would be to their own misery, plunging the city into poverty.  The Temple of Mercury, right behind it, and for the same reason:  as god of commerce, Mercury is to essential to be lost.  On the east side of Temple Ridge, facing the Temple Gardens, the Temples of Bacchus and Venus, both considered silly and harmless by the Infernal powers.  They see no threat in a god of wine and a goddess of love, and the clerics here bow to the overlords above them.   The Temple of Minerva is more of a danger, but has likewise been subdued and acknowledges the superiority of the Infernals.  Most of their compound is a sealed up abandoned building, once Massilia’s “Greek School” and one of the finest in the Europa.  Now, only a last few clerics serve Minerva here.

The Temple of Apollo has it worse- it is a ruin.  No clerics of Apollo are left.
But perhaps the worst off is the Great Temple of Jupiter, Juno, and Artemis.  This is the largest temple on the hill, and has been repurposed to serve the infernal powers.  This is the Pandemonicum, where Bishop  Proculus serves his new masters.  The old statues are gone or broken.  The new ones, still being added, are grotesque designs celebrating the triumph of the Infernal powers.  Some show the old Roman gods being tortured or humiliated.  The current statue called “Rape of Minerva” is nearing completion, having been moved into its new location in the Pandemonicum’s atrium.



68.  Temple Gardens.  Maintained by the temples for meditation and relaxation, open to the public part of the day, and the only remaining “nice” gardens in the city.  The Temples of Venus and Bacchus both open to the Temple Gardens, which are arranged in a series of gently rising terraces.


69.  Stone works.  This is a quarry and more importantly a stone workshop, owned by the temples, collectively.  The Bishop Proculus interprets this as his, while his Visigoth overlords see it more as “theirs”  The site long ago ceased being a source of general construction stone for the city, and now it is used for the trimming and cutting of stones imported from elsewhere, and for the creation of large specialty pieces from statuary, sometimes from local stone, but more often from imported.
Workshops and storage sheds are scatted about the quarry site, which is littered with old stone shards and leftovers.  The Visigoths, through Bishop Proculus, have been pushing the creation of a new generation of statues, mostly for the Pandemonicum, but some going elsewhere.  Some are even exported outside Massilia.  Compared to Roman era works, these are cruder in form, and in content- many feature savage, demonic themes, depicting the violent fury of demonkind and their inevitable triumph.  Despite change in theme, human stone carvers still work here.  Orcs carve stone as well, but they generally lack the artful touch of humans.  Here, the Orcs generally do the rough work, and the Human carvers finish the finer statues.  It is hard work, but the Human stone carvers are not slaves, at least, not on the high end of the profession.  The Visigoths respect their value, because of what they can do.


70.  North Slope Homes.  On the north side of Temple Ridge, the steep and rocky terrain and uneven ground made construction difficult.  For a long time after the initial founding of the city it had remained a grazing area for the livestock of families living adjacent.  Part of it still is, and part of it is grove and terraced garden, but over time, some families invested what it took to make homes here.  Now the neighborhood is a low density of slightly wealthy homes, moderately wealthy home, and one very wealthy home- the Vincus family, which owns olive presses and olive fields in an around Massilia.  Another of the grand hillside estates is in ruins- Torre House.  They were known to have been connected with the Assassin’s Guild of Massillia, and now they are no more.  Apparently, having survived centuries of Roman rule, they ran afoul of the Visigoths and could not survive them.  The nicer homes tend to be on the west side, with its views of the beaches and oceans.  Further to the east, things are shabbier, though still an upper middle class neighborhood.  The noise of the stoneworks nearby makes it less desirable.   Some of the priests of the city have their homes here, close to Temple Ridge.

71.  Julian Prefecture.  In the old Imperial system for Massilia, the Julian Prefecture was the fortress at the north west corner of the used by the local city militia, while the Saturnii Fort belonged to the Imperial Legions  (though they weren’t generally in town).  Both now belong to Orc clans.  Far more live in the Julian Prefecture, and Orcs have spread out into the surrounding district, now called the Orc Quarter.
The Julian Prefecture is home to the Municipal Jail but the Orcs generally don’t use it for housing prisoners.  There aren’t that many these days.  Most are taken to the Pharo and are never seen alive again.  On rare cases when the Orcs decide that a Human needs a jail sentence, they will use the Julian Prefecture.  Orcs, of course, do not get jail sentences.  They get flogged, if they are lucky.

72.  Orc Quarter.  This is a large piece of the area formerly known as the Campo Julian, once outside the town, where centuries ago Julius Caesar had camped his troops.  Much later it was within the wall.  This part of it had storehouses, workshops and a few homes that belonged to the Massilia Militia, and this formerly military area has been taken over by Orcs.  It is the second most popular area in Massilia for Orcs, after the Pharo and the immediate area around it.  Being further from the “boss”, the area has a reputation as one where even an Orc can unwind and be an Orc- their behavior is noticeably more “Orcish” here.  Along with the noise, squalor and crowded conditions Orcs seem to actually prefer, the Orc Quarter is now home to some shops catering to Orcs.

The largest and most noteworthy, Thagg’s, the noisy, often crowded (with Orcs) Orc tavern known for it’s “fight pits” where Orcs bet on the outcome of fights, or just watch and cheer.  The fighters are slaves, captured creatures of all sorts, and sometimes Orcs.  Being maimed in the fight pits can get Orcs in lots of trouble, though.  Their masters do not like losing troops to wastes of time like this.  So, the Orcs often do not tell their masters about fight pit matches.  (But they know.  They always know.  At best, sometimes, they pretend not to)

73. Julian Beach.  This is the general public “relaxation beach” for Massilia.  In older days, people went to beaches outside the city walls, but now entry and exit for residents is tightly controlled and not so easy.  This is the beach the Visigoths let them use, and on good weather days it can be crowded.  Considering it is an Orc occupied city it is an absurdly nice place, with palm trees and sand. At the southern end it abuts the Beach Market.

74.  Beach Market.   A cluster of kiosks, booths, and small shops close to the waters edge in an area not sandy enough to be a good swimming beach.  It’s a small rise between Julian Beach and Fishermen’s Beach.  Many of the shops here are food oriented, with a few grilling seafood straight from returning fishing boats.  There is a popular ocean front tavern - Mermaid Tavern- which is next to (and enjoys a mutually beneficial relationship with) the small Seaside Theater, used for music and dance, often by locals.  Goscus the hat maker also has his shop and workshop here.

75.  North Slope Market.  An “open area” extension of the Julian Market with booths, tents, and push carts, in a chaotic arrangement on either side of the road, the Via Julia.  What’s available varies, but not to the extent of the Harbor Market.  It is one of the main clothing and fresh food markets, and Otmar the Rug Dealer is a common sight.

76.  Julian Market.  An indoor market complex along with some adjoining shops.  Many of the shops are small “service” type shops offering things like repairs, haircuts, massages, and even scribe and translation services.  There is also a section with herbalists who make folk medicines, and various salves and liniments for treating all kinds of things. There is a shop that specializes in down pillows, and a pawn shop.

77.  Fishermen’s Beach.  Exposed coast just north of Breakwater Harbor.  This beach is preferred by fishermen with little boats, small enough to pull in and out of the water, rather than leave them floating.  There are racks for the drying of nets, and a few little shops belonging to net repairers.  Generally busiest when the fishermen are coming in or going out.  At low tides, shell fish collectors and sponge divers use this as a base of operations.

78.  Olive Slope.  A steep slope on the north side of Temple Ridge with olive groves belonging to a few different owners.

79, Obelisk Forum.  This old stone and tile paved forum near the ocean features a tall obelisk in the center.   The obelisk is a single 30 foot tall monument of gray granite.  The ancient carvings on the sides depict some legendary Greek and even a few Phoenician explorers- the monument was put up with the founding of the Greek colony a millennium ago.  It is old and weathered now, with a few cracks, but when the Visigoths attempted to destroy it by pulling it down with ropes, a rope snapped, an Ogre slipped, and managed to fall on and crush to death an Orcish shaman.  The Visigoths have since left it alone.  At its top, there is a crystal orb set into a bronze cup.  This catches the sunlight each evening, and scatters it, illuminating the Obelisk Forum.  It is said standing here at the right time, one can see ships coming and going a great distance off, as if one had the view from the Pharo.

The forum is more of a “deal making” place than a market.  Merchant bringing ships into harbor with more of a wholesale intent will often lay out samples here, and bring prospective customers to see the merchandise, then deliver the stock directly to where the buyer wants.  This used to be a good place to find moneylenders, as well, who had small offices along the outside of the market.  The moneylenders are gone, now, and if a loan is required, the only options are to arrange it informally, or see the Gnomes.

80.  Lavender Slope.  Lavender is common in this region, and in the city, it grows wild on this rough and rocky slope.  It is officially temple property, and picking is prohibited.  It is not the Orcs care about appearances, but the Lavender trade, along with soaps and dyes and other goods made from it, is profitable and heavily taxed, and they can’t have just anyone picking lavender from unapproved sources.

81.  The Greek Theater.  Splendid old classic Greek theater built into the hillside long ago.  It has fallen into disuse, though it is still in good condition.  There are no shows here anymore, other than the occasional informal performers using it because it is “free space”.  Most people prefer the coliseum, or the indoor theaters.

82.  Breakwater Harbor.  This is the area of protected harbor added by the Breakwater.  Ships from foreign ports dock at the land side wharf, and fishing boats are at the Breakwater.  Breakwater harbor is less busy than the Inner or Outer harbors and doesn’t have the same level of commercial activity.  No harbor side auctions or roving vendors here, usually.    At least, during the day.  Unlike the Inner Harbor and Harbor Market area, this area is considered safe at night.  There are Human thieves who prowl elsewhere at night, but this is too far from the rat’s nest of streets at Old Town and the Insulae, and it makes it harder for them to escape. And, it’s close to the Orc watch.  So, they don’t come here. In the evening, Breakwater harbor, and Breakwater itself, wakes up, and there are often pushcart vendors, sometimes even street entertainers.

83.  Breakwater.  The heavy stone breakwater protecting Breakwater Harbor, this is a almost a small neighborhood to itself.  Small boats are tied to the inside of it, and fishermen and divers work along the outside.  Often, they work through the night, and the breakwater is lit by lamps tended by the “Lantern Boys”, who are also the self appointed Life Guards and coastal rescue team, since the Orcs really don’t care about providing safety or security to Humans.  They are not law enforcement, however, they will only try to prevent a crime if they really have the opportunity.  But just the fact that the breakwater is lit and walked late at night makes it a popular place for Humans to visit, and there are often food vendors taking advantage of that.  As a nighttime gathering place, it is often used as a rendezvous place by Massillia’s courtesans.  Not being too far from the Temple of Venus helps.

84.  Harbor Watch.  This is half of the remnants of the old fort, “Neptune Fort”,  that guarded the north side of the harbor.  It was ruined many years ago, partly rebuilt, ruined again when the Visigoths invaded, and partly rebuilt since- each time somewhat “flattening out” as the rebuilders found it easier just to squash down and pave over what was ruined, and put some new battlements on top.  Now it is mostly a broad platform overlooking the harbor and the sea, with some heavy weapons atop it.  It usually has some Orc troops guarding, although they don’t actually live here.  The idea that their Overtyrant can look right down at them from the Pharo across the harbor is too unnerving even for Orcs.  Like the Dragon Tower Fort, a few of the heavy weapons have been repositioned to threaten the town rather than aim out at sea.

85.  Goth Theater.  The Goths rebuilt part of the old Harbor Watch fortress into a theater, a grim parody of the old, nearby Greek Theater.  The Goth Theater was not a big success with Orcs, who did not see the need for anything but the most base, simple, and bloody forms of entertainment-spoken roles were hardly needed.  A few found it interesting, and some Orcs have come to dabble in the performing arts as a sort of hobby, but it is still not like its human counterparts.  Often, this place is used for public punishment of humans, especially when the Orcs want human witnesses.  Since the theater incorporates a functional building of the old fortress, (which creates a sort of stage house and backdrop) it is also used as a residence.  An Orc/Ogre crossbreed named Molth the Huntmaster lives here.  He is the one charged with the recovery of escaped slaves.



 86. 87.  88.   The Islands.  These are offshore, further away than they appear on the map.  The islands are rugged and rocky.  They have been used as military sites, but more frequently they have been battle sites.  Pirates have used them for offshore camp sites, and the Visigoths have launched attacks on these positions, driving Vandal and other pirates off repeatedly.  But they are too remote and exposed, and the Visigoths are reluctant to garrison the islands permanently.  Or if they did, the raiders would only camp somewhere else.



  **At first, Orcs were baffled at the orders from their masters, and wondered why they just couldn’t take what they wanted.  Their overlords convinced them, they DO take what they want, but it is called “taxes and fees” and it is a way of taking while not scaring the Humans.  If the Humans are too scared, they will stop being productive and we need them productive.  So when you wish something from them, you buy it, and your masters will give you coins to do so… which were taken from the Humans in the form of taxes and fees.  A little complex and most Orcs do not truly understand it, but it does sound to them like taxation schemes are all based on some wickedly evil Infernal sorcery, so they pretend to get it, and obey the orders.  Usually.
Ben
GM, 16744 posts
The Guy in Charge Here
Sat 5 Dec 2020
at 00:34
  • msg #5

MASSILIA MAP and Guide



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