The Southern Quadrant is largely residential with an area along the ley line in the west for light industry. Off center of the Quadrant is a number of parks and exhibits including a zoo, botanical gardens, numerous Bio-Dome habitats and a Museum District This is a densely populated area with urban neighborhoods, apartment buildings and miscellaneous retail and restaurant establishments.
1. Light Industry & Business District
This area is predominantly machine shops, small and medium- sized factories, warehouses, trucking companies and some office buildings. There are also clusters of bars, restaurants, and general stores that cater to the workers in the area.
2. TW Power & Lighting Company
This was the central lighting plant for the Southern and Western Quadrants before the CS turned it into a giant crater.
3. Residences.
Homes and housing for the common man. Nice neighborhoods of factory workers, laborers and business folk. It is a prized area to live because of the close proximity to the many museums and other places of entertainment and learning. Siege
4. Flyers' World
The city's largest dealer in "commercial" Techno-Wizard vehicles. The main emphasis is on Wing Boards, Turbo Boards and all types of "flying" vehicles. Siege Note: Blasted to atoms
the first day of the siege.
5. Mercy Hospital
This place is overwhelmed in the first day and struggles to deal with casualties from the southern defensive line throughout the conflict. It suffers the same fate as all the other medical facilities taken by the CS.
6. Parking Structure
This facility is cleared out of vehicles and used as a field hospital.
7. Lady Wood Orphanage
One of the tragedies of war is the destruction of lives. Inevitably, families are torn apart. The lucky ones are merely separated for a time and reunite, others are divided and scattered to
the winds. The unlucky ones see parents, grandparents, siblings and friends killed. Thus, orphans are one of the sad legacies of war, and Tolkeen has plenty of orphans. So many that two orphanages (Westside and Lady Wood) have been established to handle them. Lady Wood Orphanage is the largest in the city, caring for approximately 5,000-5,400 children at any given time. Approximately 28% are believed to be separated from their families and have loved ones searching for them. A huge data base has been established with each child's face, fingerprints, and a brief history posted on the city's internet system. This results in 2D6 children being found and claimed by family every week. Sadly, that is outweighed by the 1D6 children brought to them every day. Roughly 60% are D-Bees, 39% are human, and 1% are other. Ages range from infant to 16. Teenagers 16 and older are generally considered old enough to fend for themselves and cast out. Only those who have younger siblings at the institution and/or who work at the facility (half the work staff is under the age of 21) are allowed to stay. Of those sent out on the street, 65% join the Tolkeen Volunteer Army; 80% die in their first month.
8. War-Relief Sanctuary House
This is more of a transition house than an orphanage. A place where homeless, hungry and injured women and children can be brought to get first aid, cleaned up, a hot meal and place to sleep for a night or two. After that, parentless children are taken to one of the orphanages and women pointed to places where they can find assistance, volunteer for the war effort or be taken to one of the tent cities or refugee displacement camps. A couple hundred people pass through every week. The WRS House is all nice and good on the surface, but war breeds evil from every shadowed corner, and there is a dark side to this haven. There is an element of the staff who have decided months before Tolkeen ever falls under attack, that most of these hapless refugees will die no matter what they do, so in-stead of offering what temporary relief and kindness they can, they sell them. That's right, sell. The sick and dying who have no apparent family members at the House are separated and taken to "a quiet place to rest." Away from prying eyes, where they are sold like cattle to any number of the monstrous minions operating in Tolkeen. Most are killed and eaten, others used for dark rituals of magic. Likewise, young children whose race has value on the slave market and who have no apparent relatives readily available to watch out for them, are taken out at night and sold into slavery or for nefarious purposes best left unspoken. Young women are also escorted out to slavers or private interests looking for a slave, servant or plaything. Only 1-6 are taken out each night, sometimes twice that number if circumstances allow. Those involved in this detestable flesh trade have been at it for over a year. They are careful and know exactly what to say and do to avoid the slightest appearance of impropriety. Should one of the other transients or good daytime workers ask about a particular refugee, they are told the poor soul passed away during the night and his or her remains already removed, or that the individual was reunited with a loved one and left, or simply wandered off. If a child reports seeing something untoward, it is dismissed as a nightmare. If the missing individual is later found dead in an alley, nobody is surprised in these terrible times. And truth be told, so many refugees pass through the Sanctuary House that most workers don't remember them clearly. So many refugees die, that it does not usually make a news report either, unless there was something particularly horrible, unusual or tragic about their apparent demise. In war, families are divided and people disappear, so such black-hearted crimes can escape the eyes of the law indefinitely.
9. The Morgue (Tavern)
This once upon a time workmen's bar has been taken over by demons, Necromancers and other unsavory types and renamed The Morgue. It is a large, shady bar and grill that caters to the unsavory tastes of Necromancers and monsters. Most normal humans and god fearing folk (meres and adventurers included) give this place a wide berth. The Circle of Twelve and people in the neighborhood have "talked" about closing The Morgue down for years, but with the war and Tolkeen's association with demonic creatures, Necromancers and other sinister people, they need some place to unwind and get a little "rest and relaxation" too.
10. Shopping Area
A variety of everyday stores and eateries. Includes a movie theater. Siege Notes: Looted several times during the siege before finally being set on fire. Refugees may try to hide in the ruins.
11. Orbworks
A business that specializes in the magical conveyance of ordinary light in a variety of orbs. Some function like lamps, others as flashlights and even spotlights, and the tiniest as jewelry.
12. House of Tiny Miracles
A shop that specializes in "miracle" cleaners. Sells potions and solutions guaranteed to get out those impossible stains (mineral, oil, and even lime), ground in dirt, rust, and so on. One of the most popular items is an aerosol spray that will remove paint and graffiti in seconds with a single application.
13. The Dragon's Bio-Dome
The Dragon Dome is a huge bio-sphere that contains a mist filled jungle. The heavy mist is constant, hanging close to the ground and rising up some 40 feet (12.2 m). As a result, humans can not see for more than !D4xlO yards/meters in front of them and can get lost without a guide or proper instrumentation. For humans, who could wander in circles for hour before finding one of the outer walls to follow to an exit, this only adds to the illusion of the dome's massive size.
Average temperature is a steamy 94-98 degrees Fahrenheit, and never drops below 90 even at night or during the rainy season. Magical rains keep the miniature jungle watered and green. Rainy season, during which it rains 12 hours a day (mostly at night so tourists may visit during the day), occurs from October through January, but a sudden shower can erupt anytime during the day or night regardless of season. Moreover, moisture hangs in the air of this hot and humid environment (typically 85-96% humidity all the time).
Flora. Birds from Earth and a dozen different worlds flutter about in the leafy canopy of large, tall trees that tower high above the ground. Here, up in the treetops, the mist clings to the
ground below and the sun (magically) appears to shine brightly in the heavens. There are 231 species of flowering plants, 11 types of trees, 29 varieties of fruit, and nine types of vines that
snake around, up, and down the trees as well as sideways, paral-plants and flowers (epiphyte and Ficus) are actually found in the canopy of the trees. On the ground are ferns, moss, fungus, vines and other low brush. The two most dominant varieties of trees are what humans might regard as giant-sized, reaching an impressive 100-150 feet (30.5 m to 45.7 m) tall, and a width of 20-30 feet (6-9 m) at the base of the trunk. The Dragon Tree is the largest, with massive, gnarled branches that can grow as thick as a man's body to the size of an automobile and which can extend for 600 feet (183 m) from the trunk. Its lumpy texture and gnarled shape of its thick branches are reminiscent of dragon scales and the great serpent's own mighty limbs. This tree has large, pointed leaves that grow rather sparsely throughout the tree, with the most at the top. However, the thick branches are home to scores of other arboreal plants and vines that fill in the tree with leaves and flowers not its own. The branches of the Dragon Tree are so strong that all but the thinnest can support a full-sized dragon, provided the creature disperses its weight on two or more. The thickest ones can support a dragon entirely on its own. These are the trees in which one can find dragons roosting and which earn it the "dragon" moniker. Grows 100-120 feet (30.5 to 36.6 m) tall.
The Curtain Tree is the thinnest and tallest of the lot, ranging from 100-150 feet (30.5 to 45.7 m) tall. These tall, narrow trees grow in a very straight line up toward the sun. Its branches do not start till about 80-100 feet (24.4 to 30.5 m) up, so climbing the trunk is like scaling a thick pole. The trunk seldom exceeds two or three feet (0.6 to 0.9 m) in diameter, is creamy white color and its skin is smooth and cool to the touch (-5% to climb). It is called the Curtain Tree, because two varieties of strong vines (as thick as rope or metal cable) hang down from the branches. They are spaced one to three feet (0.3 to 0.9 m) apart and dangle all the way to the floor of the jungle where their roots can draw moisture and nourishment from both the ground and the low-laying mist. These hanging lines of vines (following the length of the branches above) create a "curtain- like" array of vine branches.
Fauna. Animal life in the Dragon Dome is more plentiful than in most other Bio-Domes. Snakes include seven species venomous to humans (bite does 1D4 damage but the poison from a single bite causes fever, dizziness and does 4D6 damage each round for 1D6+4 melee rounds). While these snakes can be found slithering through the ferns and underbrush of the jungle floor, most are arboreal, meaning they live above the ground, up in the tree branches, and can travel among the branches and dangling vines as quickly and easily as those on the ground (average Spd is 11). It also means they attack from above (2 or 3 attacks per melee round). A species of constrictor that grows 30-40 feet (9 to 12 m) long and sees humanoids as potential prey is also found prowling in the large, strong trees. Most of the poisonous snakes are not particularly aggressive and strike only when they are bothered, threatened or attacked first. The Constrictor, on the other hand, is extremely aggressive. The majority of the 112 species of fowl are colorful song birds with bright, elegant plumage. They range in size from hummingbird to pheasant; so do the butterflies. There are also a variety of harmless, small lizards and insects, the most notable being brightly colored butterflies and beetles with iridescent wings.
One of the most unique creatures of the Dragon Dome (besides dragons themselves) is a lemur or monkey-like creature known as the Zealand. This odd little creature has a monkey- like face with a long muzzle, inquisitive large eyes, bushy crop of hair on the top of its head, prehensile hands and feet, and a long fluffy, prehensile tail. Their fur is a reddish tan color with black bands along the arms, legs and tail. The Zealand are natural mimics who imitate the sounds and songs of two dozen birds, and whistle and chirp. They can also imitate the human voice and can whistle a tune, hum, make a sneezing noise, hoot, howl, laugh, cry and string together a few words ("Hey, over here," "nooooo, go away," "what is it," "we're lost," "what was that," "isn't it pretty," and so on). The Zealand gather in small troops of 2D6 and tend to be curious and playful, a nice way of saying they can be mischievous little thieves and troublemakers who rummage through backpacks, take anything they find interesting, eat food, and lure visitors unfamiliar with the environment deep in the bio-sphere, around in circles or into a meditating dragon. Zealand normally eat fruits, certain roots, and insects. Being omnivorous, however, they can eat just about anything, including human foods and carrion.
Note: To avoid damaging the environment, most dragons take humanoid form or appear as small versions of dragons about one third to half their true, natural size. The Dragon Dome draws upon magic and is located near a ley line. It is 700 feet (213m) wide and 300 feet (91.6 m) tall on the outside, however, it contains a pocket dimension so it is considerably larger inside than it is on the outside. Thus, the Dragon's Dome is 30 miles (48 km) in diameter and 600 feet (183 m) tall on the inside. It was created by several ancient dragons versed in Temporal Magic and assisted by skilled Techno-Wizards.
As long as 55% of the Dome remains intact, the pocket dimension and its environment inside will remain contained and operational. Destruction of more than 45% will cause the place to implode and vanish as if it never existed, leaving behind an empty, shattered dome. Those inside at the time will either be left laying on the dirt floor stunned and disoriented for 2D6 melee rounds or they will be swept away in a dimensional vortex. See the Dimensional Anomaly Tables on page 25 of this book. Peacetime Note: At least three dozen dragons (in dragon form) can be found inside the dome at any given time, sometimes three or four times that number, usually meditating, sleeping or lounging around in the natural surroundings. Occasionally, hatchlings can be seen wrestling or playing. Visitors who climb the great trees up into and above the rain forest canopy may see dragons roosting in the branches or flying about the treetops, chasing butterflies or frolicking in the sun and the magically created clouds. This makes seeing the dragons as much an attraction for visitors who have never seen a dragon before as anything else, making the Dragon Dome one of the most popular places to visit in town (and known to the CS).
14. Lar-Desert Bio-Dome
This bio-sphere tries to replicate the home world of the reptilian Larmac. This is something the Larmac call the "lush desert." The land is flat, some of it a stony desert, other parts, baked, cracked earth. It is dotted with boulders ranging from the size of a car to that of a house with wide open spaces in between. The sky is an orange-red during the day and a purple color at night (simulated for the Bio-Dome). Average temperature during the day is a dry 86-99 degrees Fahrenheit, dropping to about 60 degrees at night. The dome is roughly 500 feet in diameter.
Flora. The Larmac call their parched world the "lush desert" because it is filled with vegetation. One variety is a ground cover vine with tendrils the thickness of thread covered in tiny green leaves and little purple and blue flowers (found in the rocky desert). It derives moisture from morning dew and in the air.
There are also 23 varieties of cactus, most under two feet (0.6 m) tall, but there are a few large ones. One is the Broomstick cactus, a dried out looking tan-colored plant that grows 10 to 15 feet (3 to 4.6 m) tall. It is very narrow, no more than 2-3 inches in diameter, and sprouts a shaggy mop of long, golden bristles a foot (0.3 m) on top, making it look rather like a broom with the sweeping end on top. Long 6-10 inch quills grow along thebody, this cactus and are broken off and used by the Larmac as sewing needles, toothpicks, and large nails and made into hooks and other things.
Then there is the Mammoth cactus, a yellow green giant that grows as wide as 3-5 feet (0.9 to 1.5 m) in diameter and 20-30 feet (6 to 9 m) tall. This cactus has strong, hard, sharp shovel-shaped spines the size (and shape) of a man's opened hand, fingers close together. The edge all the way around is sharp and can be used to make knife and spear blades, digging and chopping tools, or the edges filed down to be blunt and used to make scale armor.
Fauna. A variety of harmless snakes, lizards and beetles.
15. Gargolo Bio-Dome
The Gargolo Dome is another huge bio-sphere visited by the large number of Gargoyles and Gurgoyles summoned and deployed by Tolkeen. Unlike most, it goes up and down, for Gurgoyles typically dig caves and tunnels into the hills and sides of mountains. Thus, there is a rather large underground network of tunnels below the surface of Gargolo. It is a dry, hot world of rock and parched earth with scraggly looking vines and moss as the only obvious plant life. A variety of mushrooms are growing in the caves and in the shadows of tall stone pillars.
16. The Tolkeen Zoo
A sprawling complex with all kinds of cute, wild and monstrous animals. Includes a variety of Earth animals, such as creatures from the New West, including Leatherwings, dinosaurs, and Giant Canyon Worms. And other rare, exotic and dangerous creatures from distant lands: Dragonsaurus, Yll-Tree Climber, Yazhing Multipede, and the dead, empty husk of a Murex Metztla the size of a hill from Atlantis. A mated pair of Three-Headed Gene-Slicer Wolves (the female is pregnant with 1D4 cubs), four Mega-Foot Mastica and a trio of European Stone Claw are among the most notable monsters of the European exhibit.
17. Botanical Gardens (Bio-Dome)
A beautifully kept parkland filled with specimens of trees, flowers and other flora, in addition to several Bio-Spheres with different types of plants divided into geographic environments. It is really quite impressive.
18. Museum District
A kingdom devoted to history and knowledge, the City of Tolkeen is filled with museums, parks, libraries, and places to discover and learn new things. The Museum District includes
the following places.
Museums of Note:
A) Modern Art (D-Bee and human)
B) Aquarium
C) Pre-Rifts Holographic Museum of Minneapolis. This domed building is truly unique because in addition to its sections exhibiting ancient pre-Cataclysm artifacts, it recreates with reasonable accuracy a holographic (using TW technology and a touch of magic) representations of what pre-Rifts downtown Minneapolis looked like! Visitors ride on a moving platform that takes them through the holographic sights and sounds of Earth's past, complete with holo images of people, traffic, etc. The ride stops from time to time to present verbal commentaries, historical facts and trivia about the past. It is quite an experience. This museum also has several video rooms that replay old television shows, news reports and sporting events.
D) Museum of Science
E) Museum ofPre-Rifts Artifacts. A more traditional and less enchanting museum of antiquities than the Holo Museum, but with a much larger presentation of actual artifacts, photographs, books and relics (automobiles, aircraft, computers, machines, toys, soda bottles, comic books, role-playing games, works of art, jewelry, and bits of actual architecture, and so on, many presented in life-like recreations of living and working environments. Although not as high-tech and lively as the Holographic Museum, it is every bit as impressive.
F) Anthropology: Earth and Alien/D-Bee.
G) Museum of Natural History (new but much smaller than the one by the King's Towers.
H) Museum of Rifts Earth. Presents film, photographs, art, portrayals, stuffed animals and monsters, and actual artifacts (weapons, jewelry, pottery, oddities) from around the world, hi fact, this is very much a popular museum of oddities, including two examples of Japanese power armor, parts from a Russian Cyborg, an actual (unknown to spectators, "working") Glitter Boy posed in a scene fighting two (not functioning) Glitter Boy Killers, dinosaur bones and a robot said to originate from the moon!
I) Museum of Necrology: Focuses on Vampires (the types, their powers, their known weaknesses, lifestyle, etc.), the Vampire Kingdoms (mostly rumor and speculation), zombies and other undead, as well as Necromancy in general (no spell knowledge though).
J) Museum of Techno-Wizardry: Displaying primitive designs and mock-ups of early TW devices, vehicles, weapons, etc.
K) Museum of Alien Life
L) Geology Museum: All kinds of stones, gems and rock formations with a small area devoted to Elementalism.
M) Museum of Stonehenge and standing stones.
N) Cultural Museum: American Indian.
O) Cultural Museum: Simvan & Psi-Stalker.
P) Cultural Museum: Dragons.
Q) Cultural Museum: Federation of Magic.
R) Cultural Museum: Coalition States.
S) Park with park benches, pigeons and a manicured lawn.
19 Expedition Expediters Unlimited
A front for a Naruni operation through a business that purports to arrange and supply "expeditions for every adventure imaginable." This outfit can acquire almost any tech weapon or item one might desire, including Bandito Arms, Triax and Naruni items. It can also provide Juicer augmentation, M.O.M. (Crazy) Conversion, repairs and upgrades on bionics, explosives (including Fusion Blocks) and E-Clip recharging. Coalition gear is limited to old and new style infantry weapons and armor; no CS robots or power armor. E.E. limited refuses to sell Northern Gun or Manistique equipment and only offers a small selection of TW items, usually things acquired from adventurers in trade (will pay 20% the list price or 25% in trade for goods or services).
20. Storage Facilities
21. The Linesman's Club
An establishment owned and operated by Ley Line Walkers and which catered to Line Walkers, Mystics, Temporal Wizards, Warlocks and masters of Ley Line Magic. This tavern is a sprawling estate with more of a country club atmosphere than a tavern. In addition to the public gathering areas, lounge, smoking room and game hall (pool, darts and air hockey), there are private rooms for meetings and a reasonably extensive library for the use of its patrons. There is also a cellar where one can find various magic circles and a secret tunnel that exits on the south side of the Botanical Gardens.
22. The "T" Steak House
A restaurant that specializes in fine cuts of beef and expensive wine and alcohol (liqueurs, brandies, imports, etc.). Extremely popular among the gentry and those who appreciate the finer things in life. And have the money to afford it. An average meal here is 60-120 credits. It is a quiet environment of refined elegance where one can expect comfort, discretion and reasonable privacy. Many deals and plots are hatched at "The T." Unlike many establishments, The T remains in business till the end. The owner is rumored to be a shapechanging spell caster or a Sunaj assassin (retired, if such a thing is possible for the Sunaj), with ties to the Black Market and the Naruni. Wanted by the Splugorth for various crimes and betrayal.