The Free City of Camis

Large City/Pop. 21243/N/15,000 gp limit

Power Center: Camis is ruled Overlord Landrik, The Undying. An enigmatic figure of possible extraplanar, Landrik has been the definitive ruler of Camis since its establishment 250 years ago. He is assisted in the management of the city by the Assembly, a body of councilmen representing various influential guilds and associations within Camis. It is within the Assembly that the majority of city laws and policies are debated, with final approval afforded to Landrik. Implementation and enforcement of said laws is the purview of the Judiciary, which encompasses the Judges as well as the city watch, known as the Steel Order. The Steel Order is also responsible for the defense of the city and are assisted Landrick’s personal Mithral Legion, a force of powerful constructs numbering 10,000 strong.

Description: Camis was built on the foundation of the ancient Elven city of Drusalia. While little of the original architecture of Drusalia is present within modern Camis, its intricate sewer system is still intact and regularly used by the city. Camis is a circular city, with several smaller concentric circles dividing the city into 4 Wards. These wards are further divided by the Tulos and Gelos rivers into four Districts. Passage between Wards is possible through 12 massive Wardgates, and passage between districts is facilitated by 12 bridges that span in the Tulos and Gelos rivers.

The First Ward also known as “The Ward of Welcome” is where the majority of travelers to Camis will spend most of their time as it houses all of the businesses of Camis. Inns, shops, markets, Guildhalls, religious institutions, and dens of iniquity and vice: all can be found within the first ward.
oDistrict 1 consists of the various churches and temples that have been established within Camis. Dwarven, Andolian, Askomani, Naljab, Chojian, and Druidic faiths are all represented here including various sects that pray to darker, Infernal sources. With so many disparate ideologies forced to share the same geographic space, it is a small wonder that this area is as calm as it is. Indeed it is only the might of Landrik and his Mithral Legion that forces the various theologies to at least tolerate each other’s presence in the city. It is widely rumored however that a clandestine war is fought between opposing faiths in the city. However as long as the machinations of the faithful don’t spill out into open violence or threaten the stability of Camis, they are left relatively uncontested.
oDistrict 2 is dominated by a massive open-air market known as the Great Exchange. Here people of all stripes ply their wares from a ramshackle and labyrinthine collection of tents, pens, and stalls. There are few permanent buildings in this district, with assorted merchants purchasing temporary allotments for periods no longer than two weeks. It is said that most anything can be found in the Exchange, provided one is willing to look hard enough. The chaotic nature of this District makes it one of the hardest for the Watch to police, and crimes of all sorts are often committed by those who would seek to take advantage of this fact. Still the allure of the possibility of a great deal on almost anything imaginable keeps the Exchange highly trafficked.
oDistrict 3 houses the majority of the permanent businesses in Camis. Unlike the Exchange, these shops are owned by citizens of the city and are usually affiliated with various guilds. A wide variety of goods are available in this district, and its permanent nature makes it much easier for the Steel Order to police.
oDistrict 4 is often known as the Hospitality District. Inns, taverns, gamehalls, brothels, and the massive Arena can be found here. Several religious officials decry District 4 as a den of vice that eclipses even the Exchange in terms of lasciviousness, and indeed they may be right. But the excesses available here are permitted by the government of Landrik provided that a semblance of order is maintained. Thus while one is free to indulge in a variety of entertainments and diversions within District 4, they can expect swift and definitive justice for those that step out of line.

The Second Ward is where the residences of the citizens of Camis are located. While there is a definite disparity between the quality of housing within the various Districts, most permanent residents of Camis (with the exception of some innkeepers) call the Second Ward home.
oDistrict 5 is where the wealthy and powerful of Camis reside. Stately manners and opulent houses are the norm here, and the district is always heavily policed. Indeed to pass through this district one must either own a house within or have a writ of invitation from one of the residents.
oIn sharp contrast to the wealth of District 5, District 6 is home to the poorest citizens of Camis. Reflecting the jumbled geography of bordering the bordering Exchange, District 6 is a maze of shacks and public houses where many of the poorer merchants and laborers reside. Also like the Exchange, crime is a common presence within the walls of District 6, and even the presence of the Steel Order is insufficient to stamp it out completely. Still the people who call District 6 home get by, and the magnanimous nature of Landrik’s rule is enough to insure that this, the poorest section of Camis, is a fair shake better than comparable sections of other cities.
oDistrict 7 houses the middle class of Camis. Shop owners, skilled craftsmen, and successful adventuring parties maintain residence in this district. While not as rich as District 5, District 7 is a definitive step-up from the relative squalor of District 7.
oUnlike the other Districts in the Second Ward, District 8 houses no living residents. Instead it is given over to a massive Cemetery known as the Necropolis. Here the dead of Camis are put to rest in the gently rolling hills of the District with the only distinction between rich and poor shown by the quality of their grave markers.

The Third Ward includes all the governmental and administrative buildings of Camis. Guildhouses, courts, and jails can be found here.
oDistrict 9 contains the judiciary branch of Camis. Trials are held here and a jail for minor offenders or short-term offenders can be found in this district. Serious offenders requiring an extended period of incarceration are typically sent to Il Carceri, a demi-plane accessible by a portal in the jailhouse. District 9 is also where executions are held. Unlike other typical cities, executions are not public spectacles. Rather they are held in private with the only witnesses being members of the judiciary, people the convicted individual has wronged, and a limited amount of family of the accused.
oDistrict 10 contains the barracks and armory of the Steel Order, as well as a general supply of weapons to be issued to the populace in times of war.
oDistrict 11 contains the headquarters for the many Guilds present within Camis.
oDistrict 12 contains many of the administrative buildings necessary for the governing of Camis. Here the Assembly meets and discusses policy. Here too can people make direct appeals to their representatives, though working through the expansive bureaucracy can be quite headache inducing.

The Fourth Ward is unique in Camis in that it is not separated into districts. The Tulos and Gelos rivers both flow into a large inland lake upon which the Palace of Overlord Landrik is located. No bridges connect this ward to any other: travel to and from the palace is only available through boat or flight. Very few are permitted upon the island, and never without the personal invitation of Landrik. The skies over the lake are regularly patrolled by an elite group of Drake-mounted soldiers known as the Steel Wing. The waters are also rumored to be protected by massive aquatic creatures, though this may be mere rumor.

The Free City of Camis

The Forgotten Five ian_GM