God slayer - D&D 3.5
a massive city who’s population is well over 400,000. it is seen as a shining metropolis run by ancient magics to anyone who does not know the city well. Arvale is the Center of much power in the known realm. Arvale is run by a series of ruling lords with a leader elected from among the lords at the passing of each leader. the city hosts a very diverse population with even monstrous humanoids in some parts. rising high above even the cities tallest structures are two buildings, a massive tower, and a glorious palace decorated with gold and marble. the tower, and its surrounding buildings, host the spellsword and warmage academy. the palace is host to the cities ruler and a host of nobles and servants. the city itself is divided into quarters, each catering to its own niche as well as having a few inns and residences. the quarters are as follow:
- Arcane quarter, also the host of the academy and a number of artificer’s & magic user’s shops.
- Holy quarter, a section of the city that hosts a massive number of temples dedicated to any number of gods, its often said, it is difficult to find a god who is not represented in Arvale. this is one of the few places in the city where nobles and commoners can be found together.
- Warrior’s quarter, a section of the city that offers services to anyone finding themselves in a martial profession, examples of buildings in this section include, a fighter college, a martial arts school, master blacksmiths and craftsmen, and a handful of of exotic weapon stands.
- noble quarter, hosting the palace and a large number of family mansions this quarter is the home to the vast majority of the city’s non-magic using nobles.
- poor quarter, a section of the city with a large number of temporary shacks and shoddy permanent structures, this part of the city hosts a majority of the populations permanent residence. this is easily the largest portion of the city.
- the old quarter, few willingly go into this section of the city, known for its seedy taverns and even worse shops, this quarter is home to a large portion of the criminal element and overlaps with a vast portion of the poor quarter. there is little that cannot be purchased or sold here, be it at a very adjusted price.
- walls, while not really a quarter, massive stone walls encircle the entire city and make it well defended, however they limit expansion and are often seen as symbols of oppression.
- farms, also not a quarter themselves, farms stretch out for miles in all directions from the city itself and provide sustenance to the city.