The City of Veldonia - Part II

Continuing our deep dive into Veldonia

3/4/20263 min read

Veldonia is a sprawling city that covers a large area, and it has naturally grown into several distinct sections and districts.


The High District
The so-called High District is the peak of Veldonia, physically and socially. It was the city’s ancient founding point, built upon the most stable ruins of Ker Nethalas. Among all the palaces and houses of the rich nobles and merchants, there are a few buildings that stand out:

  • The Royal Palace: A monument to decadence, the Silvercrest bloodline has occupied this spot since the Unification, living in luxury while the city below slowly rots. Its immense spires and the grotesque gargoyles decorating its façade and towers inspire both awe and fear upon the populace.

  • The College of Arcane Lore: A collection of obsidian towers where the Keepers of the Orrery study the movements of the planes, and the different guilds of mages study and compete for both magical and political power. It is the primary buyer of the Vaelorian artifacts found in the ruins below.

  • The Embassy Plaza: This large area houses the different embassies from the many Iskandrian countries that have presence in the city. It is essentially a sub-district that focuses on diplomacy, espionage and conspiracy.

The Iron Quarter

The bustling center of the city, dominated by industry, trade, and the military presence required to keep the lower classes in check.

  • The Ironheart Bastion: The headquarters of the Ironheart Guild. This is a massive complex of forges and barracks where the air here is thick with coal smoke, and the sound of hammers on anvils serves as the heartbeat of the city. They produce the high-quality gear used by the King’s guard and wealthy mercenaries.

  • The Obsidian Gatehouses: Heavily guarded checkpoints that separate the Iron Quarter from the Slums and the High District. Forged in solid, enchanted iron (giving name to the whole quarter as a result), these are manned by the Obsidian Wardens, whose primary duty is to ensure that whatever crawls out of Ker Nethalas doesn’t spread to the rest of the city.

  • The Merchant’s Row: The primary economic hub where money is the ultimate law. Goods from all over Iskandria are traded here; from vibrant Azari dyes and the clockwork wonders of Helvonia, to the exotic fruits and vegetables of the Duchy of Tyrros, or the delicate silver jewelry created by Yoralthenian silversmiths, all is traded under the watchful eyes of guild enforcers.


The Slums
Built into the crags and lower supports of the city, this is a sprawling labyrinth of poverty, narrow alleys, and desperation.

  • Shadowsong Rookery: The hidden headquarters of the Shadowsong Guild. Because the ground level is dangerous and filthy, the guild has created a city above the city, using rope bridges, ladders, and rooftops to move unseen.

  • The Hole of Silence: A grim point of interest in the lower districts. It is a natural (or perhaps unnatural) vertical shaft that drops thirty meters straight down into the soft refuse of Ker Nethalas, often used for the disposal of the city’s waste and the bodies of the executed.

  • The Charnel Markets: This dilapidated market is a place of scavengers and looters who risk execution to smuggle minor relics up from the cracks in the earth to sell to desperate mages.

The Great Arena

Located on the border between the Iron Quarter and the Slums to ensure both the nobility and the commoners can attend, this enormous arena is the ultimate place of entertainment and joy for the vast majority of Veldonians.

Ker Nethalas

While not a formal district, its presence defines Veldonia’s layout and history like no other element in the city. Although technically inaccessible, it is relatively easy to find cracks and entry points throughout the lower city, although these are all closed by heavily barred gates. Easier to access, but definitely more dangerous to use, are the few holes and shafts that are commonly used as refuse piles.