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Heavy Industry
Much of the Western Quadrant is residential, with a large amount of heavy to light industry, research and development, workshops and warehouses scattered throughout. The greatest concentration of such plantx, factories and Techno-Wizard research and development houses and institutions are found along the ley lines. Many draw up the mystic energy for scientific research, TW manufacturing and spanning dimensions.
1. Institute of Techno-Wizardry (ITW)
This is a huge, sprawling campus of massive domes and towers, plus three small pyramids. Hundreds of Techno Wizards actively work on new breakthroughs or TW inovations. The facility is run by a Consortium that pays the salary and overhead cost of the facilty from the profits of any innovation that is sold. Techno Wizards are assigned to teams, and work on a specific project until completion. Most projects are open knowledge but some projects are under high security and secret status by the King.
2. Industrial Park
Everything from printers and publishers to offices and light industry.
3. Residential Section
This area and most everything north and east of it is predominantly residential. Except for the occasional school, church, garage, store and strip mall, these are all homes.
4. Truck Depot & Warehouses
A freight container operation. Wears from the factories or ITW can be boxed up for transport by ground vehicle or moved to a loading are for Iron Horse (Ley Line Train) Transport.
Note: TEAMsters of Tolkeen
5. College of Engineering
This is a traditional college of engineering, although it does have a department on applications to Techno-Wizardry. The university has nearly 2000 students, and is expanded reaching 4000 in 2 years. Skilled engineers are a premium on rifts earth, the need for mechanics, architects, mechanical engineers, and electrical engineers far out paces the available resources. Tuition is relatively inexpensive because of grants from the King, who then requests a limited community service in there specialty.
6. University of Trams-Dimensional Studies
The main focus here is the methods and means of magical dimensional travel and the manipulation of time and reality, including Ley Line Magic and Wizard magic with a focus on
magic involving dimensional travel, and warping reality. Limited study of Temporal Magic, which is a rare, secretive magic that originates from another time and place (see Temporal
Raiders) and is better known in Europe. The university is heavily warded, and emergency response facilities are located on the premises. Many “experiments” or Summonings can go horrible wrong and response is critical. The para-military ESWAT unit (Extra-Dimensional Special Weapons and Tactics) has a large facility on campus.
Transport services are provided by wizards in training at reduced prices or for standard prices a skilled Mage will transport you to your desired location.
7. Meadow Lake Farms
A commune and home to a number of Water, Air and Earth Warlocks. It includes a sandy beach, boat dock, fishing pier, a meeting hall, a temple to the Element of Water, one for Earth and another one for Air, a man-made pond, garden, several homes and areas for meditation, deep thought and practicing one's magic. Many here are involved in botanical and agricultural research.
8. Meadow Farms Bio-Domes
This complex of Bio-Domes is entirely about exploring new and experimental approaches to farming using a variety of different methods of growing bigger, healthier crops faster. Each dome utilizes a different method and approach to farming, including genetic manipulation, hydroponics, ley line energy and Elemental magic. It is a joint effort between the Warlocks of
Meadow Lake Farms and conventional scientists.
9. Teleportation Pyramid
This station will take a user to any other station with in the city.
10. Gate Way Resources
A trans-dimension spanning outfit that has inventory from many dimensions and access to any and all raw materials. GWR is one of several organizations that control the influx of resources and raw materials into Tolkeen. This group is “controled” by the King to control prices but the occasional dispute erupts.
GWR provides a large variety of off world equipment. Included in there stock is Naruni Weapons, Triax, Phase World, and some Splurgoth. Items other than Triax and Naruni command a premium because of the difficulty acquiring them.
11. Factory
A medium-sized factory that makes TW Floaters and Wing Boards.
12. Parts Shops
Various small shops that make parts related to the larger factories. The open area is the parking lot.
13. Large Factory Compound
Manufactures several different TW vehicles. The open area is the parking lot.
14. Auto Garage
A neighborhood garage that works on motorcycles, hovercylces, automobiles, basic hover vehicles and general repairs.
15. J.B. Research
Headquarters for a private business that dabbles with Techno- Wizardry but whose main operation is cybernetics and bionics. In fact, J.B. Research has several facilities in town that provide partial and full bionic conversion as well as repairs, upgrades and adjustments.
16. Fire Station
Under the command of Warlord Firesol in charge of the Western Quadrant, the firefighters of this station are to relegate their efforts to the protection of that area, with the School, Hospital
and Medical Center getting top priority, in that order.
17. Police Stations
18. West River Grade School
A large, neighborhood grade school. It is run by caring volunteers from the neighborhood and protected by a sixth level Great Horned Dragon hatchling named Shelia and a pair of fourth level Mystics (twins).
19. Playground & Sports Field
This open field belongs to the West River Grade School
20. Sander's Park
A nice little park with walkways, a fountain, swings and play area.
21. Riverbend Hospital
One of the city's main hospitals and a teaching facility.
22. River Barge Food Mall
A cluster of restaurants that catered to hospital clientele.
23. Riverbend Medical Complex
A medical center with a pharmacy, burn center, radiology, and other areas of specialized medicine. This hospital is one of the most advanced facilities in hundreds of miles.
24. Water & Sewage Treatment Plant
Still up. Still working to service the Western Quadrant.
25. Shopping Mall Complex
A cluster of shops, stores and a restaurant or two. Siege
26. Riverbend Distillery Company
A maker and bottler of whiskey.
27. Multi-Plex Theater
A popular six screen movie theater complex.
28. Riverbend Sorcerers' Compound
This is a combination workplace, summoning facility and domicile for the 30 Shifters, 14 Ley Line Walkers, nine Mystics, eight Warlocks (two for each Element), six Techno-Wizards, three Temporal Wizards, two True Atlanteans, two Stone Masters (see Rifts® Atlantis One for that O.C.C.) and Mind Melter (12th level) who work together here. About half actually live on the compound with their families, the rest nearby. Another 120 non-magic wielding individuals also work at the compound (none live there). The main purpose of this facility is to "summon and control" (some would say enslave) supernatural beings for the war effort. They have helped to supply Elemental forces for the Iron Juggernauts, called forth Gargoyles, Neuron Beasts, Thornhead Demons and Chatterlings, among others.
29. A Dragon's Estate
This is the home of a powerful, 10th level Thunder Lizard dragon (an aging hatchling 780 years old) by the name of Colkatch. The dragon was part of the Riverbend Sorcerers' Compound, but he disappeared in the middle of the war to follow a lead on some powerful magic artifact in another dimension and has not been seen since! Whether he is dead, still
searching or lost is unknown.
30. Gem Cutter
This large facility supplies Techno-Wizard factories and individuals with the various cut stones they need to work their magic.
31. The Estate of Warlock Zeffries
A lavish estate for a 12th level Earth Warlock. He was one of the founders of the Meadow Farms operations.
32. Residential Section
In this area, especially the large houses and homes along the river, are the residences of Warlocks and other practitioners of magic who work in the area.
33. Pyramid Place
This industrial institute for mystic studies and scientific research looks more like a park or college campus than a corporation or research facility. The grounds are covered by a well
manicured lawn with numerous small gardens, sculptures, ponds and fountains, each with stone or wood park benches to sit on to enjoy the tranquility and think. There are also trees, a small wooded area near the river and a bicycle and walking trail surrounding the entire compound. The buildings on the campus are one story buildings of glass, stone and steel that blend hi nicely with then* surroundings. That's on the surface. Underneath is a sprawling, high-tech complex that engages in all sorts of studies and research that extrapolate on existing technology and magic. One third of the place is dedicated to Shifting/Summoning and mastery over trans-dimensional energies and forces. Another third is devoted to developing entirely new types and applications of magic, and the last department deals with the application of the first two hi new technology. This is one of Tolkeen's institutions that opens controlled dimensional doorways and makes contact with other worlds and supernatural forces.
Siege Notes: Actually, General
Holmes has little to worry about, with all the damage he has
done to the magic containment and control systems of Tolkeen,
Pyramid Place is hi chaos. "Things" have emerged that its scientists
don't want out and a Ley Line Storm constantly rages directly
above the shattered pyramid, ripping up the surface and
causing havoc throughout the underground complex. Note:
Pyramid Place helped to develop the containment process and
system for the elemental force contained hi the Iron Juggernauts
and they have a sector that was trying to reverse engineer
Splugorth Bio-Wizard weapons like the Overlord's Power Armor,
Staff of Pacification and Staff of Power.
34. Foundry & Steel Mill
Smelting and ironworks used in the manufacturing of conventional and TW vehicles.
35. Stockyard
Stockyard for the Steel Mill. A third of it is still full of sheet metal and giant spools of cable.
36. Westside 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 reunited, 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. Westside Orphanage cares for roughly 2200-2400 children. Approximately 32% are believed to be separated from their families and have loved ones actively 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 1D6 children being found and claimed by family every week. Sadly, that is outweighed by the 1D4 children brought to them every day. Roughly 53% are D-Bees and 47% are human. Ages range from infant to 16; however, 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.