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Month Index: June, 2004


From:     Night_Druid <Night_Druid@??????????.net>
Date:     Thu, 3 Jun 2004 16:03:12 -0500
Subject:  Re: MotM: Celunipolis
 Hey guys!

Moon of the Month time! With this month, I start with something a little
different; I'm detailing an "Empire" of moons, starting with the city-moon
capital. Yes, it probably one huge piece of cheese, but I figure what the
heck? I'm having fun with it anyways :)

There is one requirement before you read this month's MotM: you *must* plug
in the Imperial March and play it quite loudly...it puts you in the mood
(especially when you think about the layout of the moon itself...it IS
cheddar! :D )


Celunipolis
Planet Name: The Imperial Capital, the City Moon
Planet Type: Spherical Earth
Planet Size: C
Escape Time: 2 turns
Satellites: 3 broad ice rings
Distance from Primary: 100,000 miles
Day Length: 24 hours
Year Length: 20 days
Population Analysis: Humans, demi-humans

All trade routes lead to Celunipolis, as the saying goes. This moon is
barely a planetary size C object, just over 100 miles in diameter. It orbits
an earth world of size E named Tempiscant. That world has 11 other moons in
addition to Celunipolis. The tidal forces of so many moons have rendered
large stretches of Tempiscant uninhabitable for at least part of the year.
A bit of warning about placing Celunipolis: it is the heart of a powerful
spelljamming empire in the spirit of the Galactic Empire of Star Wars fame.
It dominates Tempiscant and all 12 of its moons. Be aware that in placing
Celunipolis in a sphere, it will likely be a major (if not the dominant)
spelljamming empire of that sphere.
Celunipolis is entirely covered by one gigantic city, broken only by
glaciers, canals, a pair of large lakes, and large parks. It is one of the
largest cities ever built by humans and survives only through trade and the
import of vital resources. The city stretches from glaciers in the north
pole to the sewer-lake at the south pole. Twelve somewhat straight canals
bisect the planet, fed by the northern glaciers and empty into the
sewer-lake. A two-mile wide canal cuts across the equator. This canal is the
main docks, where ships from all across the Known Spheres can dock and
trade. There is a second lake in the northern hemisphere, about twenty miles
in diameter, where warships are berthed. At the center is a round dry dock.
The facilities can easily handle the hundreds of war galleys that the city
owns.

Climate and Weather
The climate of Celunipolis is somewhat mild, with cooler weather close to
the northern glaciers and towards the southern sewer-lake is hot and humid.
There are occasional storms that are rarely severe. The glaciers are covered
by a constant blizzard that feeds those glaciers with a constant source of
ice and snow.

Appearance from Space
Celunipolis is an orb with swirling clouds obscuring a cityscape that
stretches from horizon to horizon. The night side of the moon is dimly lit
by countless torch lamps and magical lights, such that major streets and
canals can be seen even from orbit. The canal on the equator is very well
lit and visible at all times of the day and night.

Native Creatures
Whatever creatures that once were native to Celunipolis are long extinct.
They have been replaced by the usual assortment of city-loving creatures,
such as rats, gullions, wild dogs and cats, faers, wererats, undead, and
other monsters of the sewers and streets. Natives have imported a
bewildering number of animals as pets, from dogs and parrots to exotic
creatures like psedodragons and dinosaurs. Horses and like hoofed animals
are used as beasts of burden.
Trees are rare, but not entirely unknown. The city has several enormous
park-like areas, packed with trees, to help manage the air and prevent it
from fouling from overpopulation. Note that the parks are regularly
patrolled to prevent poaching and destruction of precious trees. Cutting
down a tree without a proper permit can land the offender in hard labor for
ten years.

Resources and Trade
Although Celunipolis has few natural resources remaining, it has an
abundance of skilled and unskilled labor. Raw materials are brought here to
be turned into all manner of finished goods, such as weapons, armor,
clothing, wagons, ships, barrels, magic items, and so forth. The city
controls the rest of the moons of Tempiscant as well as large sections of
that world to support itself.
The city thrives on trade. Thousands of ships land and depart every hour.
Ships congregate at the equatorial canal, but can be seen flying over every
part of the city. Taxes can be fairly high, but to most traders, it is well
worth it. Celunipolis is a thriving hub of trade stretching across a dozen
or more spheres. If one has something to sell (or buy!), Celunipolis is the
place to go.

Continents
None; the whole of Celunipolis is one solid landmass.

Guide to Groundlings
The majority of residents are humans, with lesser populations of dwarves,
elves, giff, hadozee, gromman, lizardmen, half-elves, and half-orcs.
Although neogi, mind flayers, beholders, and like creatures are officially
banned, there are individuals of virtually every race somewhere in
Celunipolis. In all, there is at least 25 million people living in the city,
although census figures are notoriously inaccurate.
The city is divided into five districts. In the northern hemisphere are the
Citadel and High districts. The Citadel includes all land surrounding the
naval lake to a distance of 10 miles. The whole district is protected by an
80' high stone wall that is pierced by eight castle-like gates. Travel to
the district is controlled to stop spies and saboteurs, although with a
structure this large, security is a daunting task. The High district is the
domain of the aristocrats, successful tradesmen, and merchants. The farther
north one travels, the cleaner and more posh the homes. The cleanest lands
are those nearest the polar glaciers, and thus the most highly prized. There
are numerous parks and well-manicured estates of the well-off.
Dividing the northern and southern hemispheres is the Docks district. It is
a wide, belt-shaped district sprawling north and south of the equatorial
canal. Inns, taverns, warehouses, and seedy businesses are the hallmark of
the Docks district. Pier space is a premium, with some ships having to wait
as much as three days to dock.
In the southern hemisphere are the Guild district and the slums. The Guild
district is home to guilds, laborers, and anyone else who has some skill to
live off of. The buildings are tightly packed, with streets ranging from
well-maintained to run down, often within blocks of each other. The Guild
district encompasses most of the land immediately south of the Docks
district. The Slums are quite poor and the most undesirable place to live.
The air stinks, and trash litters the streets. There is little law in the
slums beyond patrols of heavily-armed watchmen. Dozens, possibly hundreds,
of thief guilds wage constant wars upon one another over territory.
Citizens are called Celunipians (common) or Celunipolians (proper). Anything
owned by the city is said to be Celunipoli. The colors of the city are a
white crescent moon rising over the horizon, surrounded by nine golden
stars.

Ports of Call
The whole worldlet of Celunipolis is one giant port-of-call. Most ships dock
at the equatorial canal, which has the most piers and the best facilities,
but there are thousands of private docks throughout the whole city. These
can range from a simple field large enough for a mosquito to set down all
the way up to lakes capable of handling a small fleet.
There are several taxes and tariffs imposed on ships landing at Celunipolis.
There is a flat fee of 5 silver squids (silver pieces) per every ton of ship
per day to use a pier or landing field. Imported goods are taxed at various
rates, ranging from 2% to 15% of their base price, depending on the item in
question. As a general rule, necessities like food are taxed at the low end,
while luxuries like magic items and gemstones are taxed at the high end. Of
course, there is a thriving black market of smuggled goods.
Because of the high costs of importing literally everything, all goods and
services in the city cost twice as much as standard list price. There are
also restrictions on certain equipment that can drive the price even higher.
By law, all weapons larger than a short sword are prohibited, as well as
magic wands, thieves' tools, and any armor heavier than leather. Visitors,
of course, can keep such equipment aboard their ships without having them be
confiscated, but can expect a longsword brandished publicly to be
confiscated. Of course, one can hire a member of the "Handler" Guild, which
are specially licensed to allow them the carry such things around without
being stopped. Fees for a handler are usually 5 gold hammers (gold pieces)
per item a day. If there is any combat or travel to dangerous neighborhoods,
the fee doubles due to hazard pay. Handlers are fairly trustworthy, but will
rarely willing to give their lives to guard their charges.

History
The history of Celunipolis is far too extensive to detail here. There are
endless local legends, heroes, and myths. Only the most broad and
significant events can be mentioned here.
In ancient times, the moon that would be Celunipolis was a wilderness.
Nothing remains of the early settlements, and records only date back about
two thousand years. Even the earliest records speak of Celunipolis as one
great city. The Celunipolians believe that their city is as it has always
been.
The city has been ruled by a succession of kings, emperors, mayors,
councils, and even secret societies. The most memorable recent ruler has
been Celestius the Navigator, who disbanded the previous navy (which had
fallen into disrepair) and started an aggressive program of ship-building.
>From this solid foundation, the enormous Celunipoli of today was built.
Until recently, the city was ruled by a chaotic government of aldermen,
mayors, and emissaries from the other moons of Tempiscant. Power struggles
and politics lead to bureaucratic paralysis, which in turn allowed whole
boroughs to fall into disrepair. This bureaucracy was done away with by
Connivus, who crowned himself Emperor. A brutal dictator, he cracked down on
crime, dissidence, and anyone that might threaten his power. Although many
hate his methods, few argue with his results. Most of the crime has been
shoved off into the Slums, making the rest of the city relatively safe.
Rebels and freedom fighters operate out of the Slums, but lack the numbers
(and, most importantly, the trust of the people) necessary to overthrow
Emperor Connivus.

Satellites
Although there are no moons to Celunipolis, it does have a magnificent set
of ice rings orbiting it. The rings are used by smugglers and pirates alike,
so the Celunipoli navy maintains constant patrols. The ice rings are mined
for water and ores at their core, which is magically replenished. The ice
rings yield a steady stream of iron, copper, nickel, and quicksilver.


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