Vikyron

Vikyron (PRONOUNCED: /'vɪkaɪrɒn/ v-IH-k-EYE-r-on (typically by northerners) or /'vaɪkɪərɒn/ v-EYE-k-IHR-on (typically by southerners)) is the capital city of Vikyra and the centre of the kingdom. It is by far the most diverse and influential city in all Vikyra, if not all of Lorone. This cosmopolitan, walled city is always bustling with business, traffic, and people. Citizens of Vikyra and travellers from all around the world work here to make a living, be it through trade and the sale of goods, music, and the arts, or working as a sellsword for businesses, guilds and potentially less than legal firms.

Due to its attractiveness for commerce and business, many adventurers and mercenaries seek work in Vikyron. In the wake of Dartha the Lich King's death, its glamorous reputation for heroism and adventure caused a massive boom in the occupation of adventuring, drawing people of all ages to aspire to make a name for themselves fighting against monsters and villains for riches.

Description
The original settlement that would become Vikyron city was a human tribal settlement led by the man who would found the empire. This settlement was to be the foundation of a unification movement that would bring together the elven and human tribes scattered across the land that would be known as Vikyra. Both the capital city and the country were named after the human man who founded them, Vikyre Philips.

Notable Locations
The city is split into five districts, each aligned with the four cardinal directions along with the centre of the city. Each district is broken up by the points that they divide evenly by diagonals (for example, the North District parts with the Western District at the north-western divide).

The Central District
The centre of the city houses large temples for each of the Gods, along with a magnificent fountain in the centre, typically seen with coins resting under the water. Those with the right knowledge know that the fountain has a secret passage into the sewers.

The Shock and Awe
On the path to the southern High Street, there is a very large pub made of dark wood and stone with a warm atmosphere known as The Shock and Awe. It is known for having very large booths and tables that can be grouped together. This is typically for pilgrims and large groups who are travelling to the centre of the city to congregate and enjoy themselves. It is rumoured by the locals that the younger priests and priestesses (especially those of Gali, Eni, and Bonti) work here for extra pay in secret, and so they can have “time to themselves”. Whether to drink or interact with people outside their temples is understandably unconfirmed.

The bartender and owner of the establishment is a wood elf by the name of Aenorin Goldbell; a spindly, calm, and laid-back wood-elf with shaggy blond hair with a goatee to match, topped by a pair of forest green eyes and a relaxed face typically seen in an amused or tranquil smirk. Whenever he is working at this establishment, he always carries the scent of pines and something incredibly sweet, drawing in customers with his charms. While typically unknown, during the day he tends to work at the temple of Eni in the city centre, working as an equally laid-back clergyman and a healer, giving sermons while serving drinks (mostly cocktails and calming infusions) to the faithful. His laid-back nature bleeds into his speech, having him typically speak with a slow, slurred voice; typically laced with profound advice, seemingly accidental or not. His magic manifests as a wispy white and gold that ripples from his hands and sclera.

Vikyron Adventurer’s Guild
Just off the centre of the city, on the way to the northern High Street is the Vikyron branch of the Adventurer’s Guild. A large, three story tall wooden lodge that used to be a tavern.

The ground floor consists of the reception desk, a comfortable waiting area with seats and tables, and a large cork board for jobs. Services at reception typically involve receiving a magical Slip for jobs, receiving pay for said jobs, and the appraisal, identification, and sale of magical items and other loot. Slips are a magical slip of paper which mentally reminds the wielder of their duty via images of their target(s), giving them details in a fraction of a second, though they cannot be used very often and can only be used this way once per day. Slips are unique to Vikyran Adventurer's Guilds because Vikyra's reputation for adventuring drew in heavy investment (from both the government and wealthy investors), granting the occupation substantially better infrastructure and funding.

The first floor is a simple mess area, with tables and a kitchen to the side.

The upper floor takes the appearance of a rustic inn, having a wide array of rooms for rent However, these rooms are charged at a premium rate (2 gold per day) due to the protection granted by the guild's rules while having access to all of the guild's services throughout the day. Services include:


 * The sale and appraisal of adventuring gear and loot
 * Food and drink comparable to that of a north district restaurant (meals can cost as much as 2 gold pieces and as little as 3 silver pieces)
 * Magical services, such as healing and divination
 * Non-magical healing services, such as poison or disease identification and treatment (which can cost between 3 silver pieces and 1 gold piece depending on the severity of the treatment)
 * (As of 0 CA) Mental health counselling and magical cognitive behavioural therapy. Though this service is often free for anyone who has taken a job, those who haven't are directed to professionals within the city itself.

Employment at the guild also comes with its own benefits, as employees are specifically treated as well as the adventurous souls who come in and out. To this end, this branch specifically has a lavishly decorated backroom behind reception, consisting of a dark wood-floored break room fit for about 20 people, complete with red velvet chairs, and wood tables with trays of snacks; mostly cake and tea. This room is used by the receptionists to take their breaks, but also to perform important dealings, like memory viewing via Medallions of Thoughts to confirm job completion - though this is only done for very high paying jobs or ones that would require word of mouth to be believed.

The Northern District:
A place of wealth, luxury goods, power and knowledge. All who travel to Vikyron’s north district would be ill fit to survive without a hefty wallet, birthright, or talent - sometimes all at once.

Most of the northern district consists of upper to middle class families (typically humans and elves), along with beautiful and comfortable apartments, hotels, and other establishments.

The Royal Palace:
The king’s palace rests by the north most wall of the city, standing tall above all other establishments or mansions of Vikyron’s wealthy and its nobility.

The palace’s scale and majesty is second only to the Arcane Academy and Dueling Academy respectively. Their buildings take up most of the land leading up to the north-western wall of the city. (Season 1 prologue onwards:) Though after the destruction of most of the city, the two academies were merged into one, forming the Academy of Knights and Mages.

Northern Highstreet:
On the high street, most of the buildings consist of high-class bars, restaurants, and shops that sell luxury wares - ranging from art, clothes, and jewelry.

Northern High Street - Skylark:
On the high street, there is a large high-fashion clothes shop made of polished lightwood and a pale, minimalist sign that says “Skylark”. Next to the door are two very large glass panels with two faceless mannequins, one male typically dressed casually yet revealingly, and the other a female posing seductively in a high-fashion outfit.

The inside of the store always smells strongly of perfume - wafting into the senses of anyone who walks in. There are two floors, the first for clothes and the second for shoes and accessories, changing rooms are at the back.

Bellspire Square:
The centre of the north-eastern district has a large open square in the centre known as Bellspire Square. This area is mostly a public park and walkway popular with local artists and tourists.

In the centre of this space is a tall clock tower, with the top shaped similarly to a glistening lance. The clock is inherently magical, using artifice to power its functionality. Likewise, inside the tower is a bell that is rung at mid-day via magical enchantment - though this can be disabled for traditional bellringers.

The bell was originally created as a warning for invasion or danger coming from Gofril, because throughout Vikyran history Gofril was at constant odds with the larger country. In the modern day, the bell is rung during times where the city needs warning of an invasion or incoming danger from the north.

Sylvia’s Social:
The north-east of the palace has a high class restaurant known as  “Sylva’s Social” that is known for its lush set of public gardens that cross into a bending set of streams - a romantic spot for many a Vikyran who knows their way around.

Lion’s Heart Forge
(Season 2 Epilogue Onward):

Owned by Reginald Lionheart of Liliana’s Mercenaries, a dwarf with a fanatical enthusiasm for weapon’s smithing. Reginald’s creations are artistic masterworks worth the fortunes of many nobles over, despite being shunned by his dwarven peers in Skeels for working in Vikyran soil. Once a person is able to secure a reservation to purchase a Lionheart weapon or suit of armour, it is practically ensured to meet every specification and more; well worth the wait given his prices and waiting lists.

His assistant is his old mercenary friend Mortus of the Cruelheart, a large, menacing beige skinned orc with curved tusked teeth who does the heavy lifting. With Reginald’s help he has learned the art of smithing and is more affable towards the tastes of edgier adventurers compared to his purist companion.

The Twin Academies of Vikyron
Located in the most north-western quarter of the city are the famous Twin Academies of Vikyron. This area is so large and densely populated it is often considered a district in its own right, often refered as The Academies.

This quarter of the city consists primarily of the academies' grounds, both of which are formed from a pair of large fortresses and barracks respectively.

To accomodate the students and staff, residential areas, markets, and other services are often in abundance. Alumni especially are given priority to set up businesses and services within these accomodation areas.

Arcane Academy
The Arcane Academy of Vikyron, a large white stone castle that was converted into a school campus. The halls are littered with stained glass and sculptures of great magical feats - both theoretical and historical.

The academy’s libraries are second to none, with their extensive libraries teaching all there is to know about magic, its history, theorems, and uses. Only those short of being genius among geniuses would be given access to the restricted sections, given the abundance of forbidden and powerful knowledge hidden within - all guarded by wards and protections most unbreakable.

The first thing anyone entering will be greeted with is the reception hall, a chaotic mess of a repurposed grand hall. Black and white tiles, flowing carpets, students and low-power magical creatures alike moving around the campus with freedom. If you need directions, you ask a receptionist who will typically send an illusion or familiar to guide you on your way - but be careful not to lose track of them.

The reception hall typically also has the very common mage attempting to advertise their newest venture or project to onlookers. Most common of all is the headmaster’s assistant, Merlin (Season 0-1: an elderly human man with a wispy white beard. Season 2 onward: a spirit of an old man with a flowing spectral beard), a potion maker of high talent and substance, but known to be a blunt instrument given his inability to discern the effects of his patented “Merlin’s Magical Mead”.

Past the entrance to the academy’s grounds are the halls leading to the left and right wings of the rectangular castle grounds. The centre of the academy along with the grounds surrounding it are typically used as open air training grounds - with the most potentially dangerous practices being performed in the back, by the north-west wall of the city.

Those versed in Arcane Academy slang would refer to the academy as “Mage Donalds” after the concept that even lowborn farmers could be turned into powerful mages after an extended education. Naturally, this term was coined by students.

The Dean's Tower
Above the entrance to the academy’s grounds is a large white marble tower (warded and held upright by magic) that is led to by a stairwell in the middle of the reception hall; the Headmaster’s Tower. Throughout the tower are flights of stairs that lead up to 5 different floors. Each of the floors are richly decorated rooms split in two, each half dedicated to the study of each school of magic, with the top floor being the Headmaster’s Quarters. Each floor (minus the Headmaster’s Quarters) is fairly similar, with delicate bookshelves lining the walls and a fine rug inscribed with magical runes, decorated with patterns according to their school of magic:

Floor 1 - Flames/Shields (Evocation/Abjuration)

Floor 2 - Ghostly Wisps/Shapes mismatched into others (Illusion/Transmutation)

Floor 3 - Eyes, Stars/Ripples, Waves (Divination/Conjuration)

Floor 4 - Stars, Diamonds, Humanoids resonating with energy/Humanoids slumped over some even trembling or clawing at the air (Enchantment/Necromancy)

Dueling Academy
It is a converted fortress and set of fields located within walking distance of the Arcane Academy. It is here that both academies use the available fields for practice, sparring and practical teaching.

The Dueling Academy's halls feature much more standard military decoration, ranging from grand halls decorated with suits of armour, weapons and shields of varying types and qualities of make, to glass cases of awards and war trophies.

The curriculum tends to be much more practical than the Arcane Academy’s, offering a more normal education system not unlike a private school, while offering training in weapons and warfare alongside these subjects.

Unlike the Arcane Academy, the dean of the Dueling Academy tends to be the leaders of the military, such as the captain of the guard and his fellows, or the most senior military member of the king’s council.

Rebranding
As of -5 CA (0 DF), after realising the reason the city fell to Dartha was due to lack of preparation and understanding of war tactics among the populace, the curriculum was restructured to teach all aspects of combat, including tactics. As such, the academy was renamed the Knight’s Academy, as one of the two campuses of the Academy of Knights and Mages.

The Western District:
The western district of Vikyron is never without wonders of the new age, with peace and the prime of magical institutions within such close proximity how could those of like mind not make their inventions and wares known?

Most of the buildings in the western district that aren’t homes (typically populated by Skeles businessmen and middle-class Vikyrans) are shops that sell magical items ranging from weapons to more wondrous items.

Unlike other places in the world, Vikyran business prefers the use of standardised prices so competition is not so harsh and haggling is less effective.

Western High Street:
Upon walking down, it should be apparent the High Street of Western Vikyron is brimming with energy and life. Between the street performers showing off magical performances of music and visuals, to artificers, salesmen and apprentices showing off their newest ventures in a fusion between busking and advertisement.

The Cауна League:
(Season 1 Epilogue onward:)

At the epicentre of the district is a large fortress, built during the reconstruction of Vikyron as a generous donation to Cауна Sv’lyakapult for her contribution to the Lich King War and her direct assistance in destroying one of Dartha’s two phylacteries. It is a large square stone fortress bearing the blue and orange banners of her house and (by extension) organisation on its towers. The plot of land was repurposed residential space that was razed during the Lich King’s siege of Vikyron which decimated the capital.

The Сауна League is an organisation of scientists, engineers, inventors, and those (allegedly) of “questionable sanity offset by admirable genius”.

These are people known for their experiments - typically magical in origin - which can be described in any combination of drastic, spectacular, reckless, and/or outrageous. All contribute to the consolidation and application of theoretical magic and artifice; practicality typically comes second.

''“If we invented a way to have an infinite research grant, we’d be in space three weeks ago. Now! Where’s my infinite espresso!?''” - Cауна Sv’lyakapult, League Founder

Unfortunately, due to the nature of their experiments, strange circumstances always plague the buildings and its grounds. These anomalies include bizarre weather conditions surrounding the building (and only it), the entire building no longer occupying its space for periods of time, perfect invisibility cloaking of the entire grounds, and most terrifying of all Wild Magic arcing off the building, implying a direct connection to the Feywild, or worse the Ethereal Plane.

The main building of the Cayнa League is a mess of fluorescent lights, low level magical effects zipping about (lights, familiars, small gusts of sensory phenomenon), all encompassed in the halls of what was once a simple castle, now extrapolated into an almost infinite space with the use of demiplanes and teleportation magics.

Once you are directed anywhere, the halls begin to dull out and become more industrial. You need to ask a receptionist to guide you with a familiar or 'light guide' (a mote of light that guides the assigned with a small trail behind it).

These guides take the user to a staircase on either side of the reception area. This staircase is seemingly infinite, random, and contradictory in terms of where it takes you, but the guides always get you to your destination in as few flights of stairs and hallways as possible.

If one is directed to a department office, it will always be labelled appropriately and clearly, while containing the environment inside the office perfectly, sounds can still be heard from outside for safety purposes.

The open grounds of the Cayнa League building are almost always occupied by departments undergoing practical testing. Training dummies are typically the ones employed, though some more zealous scientists prefer a more ‘hands on’ approach, to varying effectiveness.

The Eastern District:
The eastern district of Vikyron is known for the sale of the more exotic wares imported throughout the continent. Typically things of a less magical, and less engineerable nature. Possible things range from exotic clothes, trinkets from another country or plane, and pets!

Food is a must for any city, Vikyron being the centre of it all therefore has a wide array of cultures to incorporate and accommodate for. Almost anything you can desire can be found in Vikyron’s eastern district, so long as you look for the right restaurant, fast food joint, or street vendor - just don’t expect it to taste the same imported as it should be local.

Entertainment is also a massive part of the east’s services, anything from pubs, opera houses, and theatres, to carnivals and brothels. Most of which tend to be fairly legal establishments, but not all are without their below table trades for some of the “very exotic” goods.

The Kinky Kenku:
In the south-eastern division is a dimly lit shop with a sign of a hooded humanoid bird (Kenku) posing seductively along with a cursive script saying “Kinky Kenku”.

Inside is a well lit, cool atmosphere filled to the brim with racks and hangers of leather clothes, leather armour and a wide assortment of S&M paraphernalia (including whips, knives, candles, handcuffs, etc.) making it rather claustrophobic for some.

The Unnatural Bowl:
Located in the north-eastern streets of Vikyron, this once plain but homely stone brick house has a large wooden sign hanging from its edges decorated with small illustrations of bubbling cauldrons.

Upon stepping inside, patrons are greeted with a vast, two story tavern lined with brick walls and dark wood boarded floors on both stories. In the centre of the many tables surrounding it is a large black cauldron, inside which contains other smaller cauldrons containing other beverages which can be freely scooped or ladled into steins and glasses. Though, more expensive or bottled beverages are kept in their normal containers and placed in ice baths within these smaller cauldrons. The larger cauldron itself is magical in nature, keeping its drinks cool and neutralising any foreign objects that may enter them (such as poisons) making it a very sanitary and safe method of storage. The smaller cauldrons only exist to play to the tavern’s gimmick.

The second floor has a large hole cut from the centre circled by railing, allowing patrons to look down at the cauldron and call for service easier. There are also rooms available for lodging on the floors above.

The Southern District:
Unlike the rest of Vikyron, the southern district is far from the idealised capital of progress Vikyra claims it has. The dull colours and simpler stone buildings are more reminiscent of a large village than a grand city where the wealthy live, rather the opposite for south Vikyron where most of the population are of more meager beginnings and lifestyles.

Typical commoner goods are sold here, ranging from butchers and bakers, to simple clothing shops and livestock traders. Bartering is a common practice among those who would be grateful to make a decent day’s wage, so the art of negotiation along with coercion and deception may be useful where guards are not looking.

Beggars tend to frequent the grungy streets and alleys, and are appreciative of all the help one can give to them. Some may even perform favours, if paid enough… Perhaps even considering less legal dealings for enough coin. To that end, thieves and less refined criminals such as street thugs also tend to frequent these streets. So don’t explore too deeply into matters that aren’t your own, most people would not bat an eye if an unsuspecting traveller were to be robbed.

Southern High Street:
Taverns, bars, along with cheap eateries and vendors selling fast snacks are frequently available along the High Street in the south. While quality of service cannot be guaranteed, most south Vikyron citizens understand the importance of a hearty meal, along with a drink when your coin pouch is feeling light.

Watchman’s Tower:
Marking the central border of south-eastern Vikyron is a large bell tower that is known to be scaled by those with the necessary skills, allowing them to overlook most of the east, south, and most of the western district from the very peak.

The bell is rung if the city is in danger, much like the bell in the north-east.

The tower also has a large plaza to the north of it with a statue dedicated to the first king of Vikyron, Vikyre Philips. This plaza used to be a set of gallows known as Hangman’s Square, a famous location where Dartha the Lich King was hung immediately before he resurrected himself as a lich, triggering the beginning of the Great War.

Skulker’s Court:
A large portion of the south-east and south-western districts consist of pubs and bars, along with cheap apartments and hotels.

As such these streets and alleys, which conveniently lead into one another in succession, are collectively known as “Skulker’s Court”. This is named after the constant stream of drunkards and revelers that frequent these streets.

The Lime Cistern:
In the northern border of the south-eastern district there is a small cocktail bar called The Lime Cistern. A fairly ugly looking establishment with a sign that has the beginnings of falling off. It has an open archway for a door, and a simple dark wood floor that feels a bit soft (due to rot).

Inside, it is a square room with 5 separate tables, each able to have 3-4 people in a tight squeeze. Thankfully, for patrons there are cushioned chairs with backrests, and the bar has standard equipment for making cocktails and other drinks.

The bartender is a goblin with tiny wispy grey hairs and a long nose, who works in affiliation with the Green Skinz and Burnin’ Bloodz for an illegal blackjack ring in the back storage room (that also has a smoking room further back).

The Axe and Axe:
This is a rough tavern in the South Western district known for its bar fights. Veteran watchmen are known to send recruits here for “initiation” watch shifts.

The Violet Butterfly:
Hidden in an alley not too far east of the Southern High Street is a colourful bar with a bright blue and violet sign of the bar’s name, along with an image of a butterfly flying into the corner.

Inside, the bar is well lit with many cool coloured candles strewn about the establishment’s darkwood tables and ledges. This pleasant and cool atmosphere makes it a popular spot for citizens looking for company, though this is typically only for the evening.

The barkeep, and owner of the establishment, is a slim male drow with pale hair and striking lilac eyes. Between taking orders with his serious but easy going demeanour, he tends to cast dancing lights to create small orbs of soft red, blue, and purple light.

Vikyran Gangs
Vikyron, like any capital city, is teeming with criminals and disreputable types. While not all are documented and known, here are a few that tend to frequent the streets, as well as where to find them.

Skump Rats (South/Central Vikyron)
A conglomeration of disenfranchised citizens who have formed an almost cult-like anarchist group. Typically uneducated and poor, they make due with what they have and what they can steal off unsuspecting citizens.

Dressed in garish colours and mismatched pelts, along with their outlandish hairstyles and tattoos, if you see anyone, even a young child, wielding a weapon made from scrap metal and bone you should avoid contact - they might think you’ve been a bit too peaceful lately.

While most groups would be fearful of “performing business” in the eyes of the Gods, the chaotic nature of this group gives them the courage (or perhaps foolishness) to disrupt even services in the centre of the city. In their eyes, the Gods are rulers no different than monarchs and aristocrats, meaning they deserve to be “taken down a peg’” just like the rest.

For this reason, most members worship Gali due to the deity’s favour towards passion and battle - two things the gang favours heavily.

Green Skinz (South/West Vikyron)
Given that orcs make for excellent bodyguards, and goblins make for excellent innovators that no one asked for, the two typically neighbouring races have chosen to partner up. Thus, a “brains and brawn” operation has been made, with goblins acting as mob bosses that plan out racketeering and “protection plans”, and orcs acting as the (with the goblin’s help) “upper class protection profile” needed for all your needs.

Failure to agree with their terms will likely result in harm to your person or belongings.

Burnin’ Bloodz (East Vikyron)
Similar to the Green Skinz, this group formed an alliance between the dragonborn mafia which migrated south to Vikyron from Drania, and kobolds.

However, unlike the Skinz, the Bloodz take more after their Dranian mafioso cousins with the dragonborn acting as the superior leadership force while they typically lower the kobolds to nothing more than slave-esque workers. Though there are occasions when kobolds rise up through the ranks for their violent tendencies - something greatly needed in a group that deals primarily in threats of violence.

Northside Viceroys (North/West Vikyron)
Unlike other gangs in Vikyron typically being formed by a band of people with no wealth, the Northside Viceroys are a group typically consisting of noble sons or daughters who have or desire the funds of their families but live knowing their positions in their house is not secured. Therefore, they turn to a conglomerate of business savvy people of like minds to help them.

Elves and humans tend to be the most wealthy in Vikyron, so you can expect many young people of those races to be wearing sharp suits and dresses discussing “business” at high end restaurants.

Their tactics typically do not stray into illegal areas, and when they do they either bribe the guards or civilians that saw them, or they hire enough lawyers to keep their court cases in limbo for enough time to get out of it.

Bribery, information brokering, hired assassination through high quality disguises and weaponry, along with dirty business tactics (such as racketeering) are their modus opperandi. All following their capitalist ideals that anything can be bought and sold, especially people.