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"Gold and Silver frees you from doing things you dislike. Since I dislike doing nearly everything, money is handy." - Merlin



Spur's ShieldFounded in the year .... by Merlin the Merchant city of Spur is world famous for its trade. Its considered the greatest city in the known civilized world. It resides on a large central island in the Crescent Lake. There are larger islands than the Spur but none so populated or traveled. The Spur is so named because the other islands surrounding it are as the spokes and rim of a wheel, with the Spur at the center.

It has been written by an Usil Elven Scribe: "All that is a city revolves around trade and commerce." This is certainly true of the Spur. It is a monument to trade and commerce between the world's major races. The Spur was originally a small human village, like many cities in their infancy, but gradually expanded over the years due to its location and various other factors throughout its history. All of the major races had some input in the Spur's development, and as such the city developed into a true city of the people. It is the only place where some of the world's races will consent to deal with some of the other races (see the section on The People of Dragon's Gate). The variations in architectural structure and design is evident as one travels from one street to another. The variety of design can be disturbing to the first time visitor of the city. One will often find himself lost after but a few minutes of walking if precautions are not taken to keep from becoming confused.

The central focus of the city is the Town Square (TS), and here can be found many offices, a few guilds and some public buildings. Many sightseers and officials may be found here as well. The name 'town square' is a hold-over from when the city was much smaller, and the area was actually an intersection of two main roads, and a common meeting place. A previous governor decreed that the name made the city sound more quaint and the term stuck. This has become the brunt of much city humor in recent years.

The Spur supports many shops, guilds, and temples. Merchants' Square has many government sponsored shops, each is easily accessible and very convenient to shop or sell in. The Bazaar is composed of shops, stalls, and tents that range from miscellaneous curio shops to some of the largest merchandisers in the known kingdoms. Anything within reason (and some things that aren't) may be found here for a price. Be forewarned to keep an eye on your purse, as some of the town's more seedy individuals may be found at work here from time to time. Guilds for the training of every form of popular talent may be found scattered around various quarters of the city. Religion may be found by a pious adventurer in the religious quarter. Here, solace may be taken in any of the worlds most popular government sanctioned religions.


Type of Government

  • City-State: Spur is an independent, self-governing city that has incorporated its surrounding territories, including the near-by smaller towns and villages.
    (Definition: A city-state is a region controlled exclusively by a city, and usually having sovereignty. City-states usually have their own culture though there are a few City states in Aradath who shared the same cultural identity. Though sovereign, many Aradath cities have joined in formal or informal leagues under the high king. In some cases historical empires or leagues have been formed by the right of conquest, but many have been formed under peaceful alliances or for mutual protection.)

  • Ruling Body: The Spur's head official is the Governor, and his power within the confines of The Spur is absolute, much akin to that of a King. The Spur maintains a military of 5,000 soldiers. Of these, 3,500 form the city guard, 800 are city watchmen and the remainder form the castle garrison who protect the Governor's estate and the surrounding streets. The city guards are present at the city's gates, office buildings and docks. Other than these locations they walk prescribed routes through the city. The city watch is very flexible. Watchmen patrol the cities streets at their whim and are allowed to go anywhere they wish to perform their duties. In times of emergency the Governor will often supplement the military with mercenary help. As there is never a shortage of adventurous young bodies to provide aid, this arrangement is usually very profitable for the city. All landowners are lightly taxed during the course of a year. The majority of taxation in the city is placed directly on trade within the city. These taxes underwrite the cost of the military, the Governor's estate, and various public works projects which occur from time to time.

  • Titles: You may also notice that certain inhabitants of Spur have been granted titles. All new players are granted the title of "Novice"; this is to aid older, more experienced players in recognizing new additions to the community so that they may help them along with familiarizing themselves with the workings of the Spur. The title of "Noble" is granted to people who have been a part of the community long enough to be recognized as a respected citizen by the Governor. Any other titles are earned through role-playing, it is important to note that titles you see on characters are only political related titles, such as Lord of the realm of Spur, Knight, Merchant, or Squire. Numerous other titles exist for other groups and organizations, including the religious clergy of each temple, though a clear title depicting their position is not formally viewable on their character.

  • Council of Advisors:

    Spurian Council By-Laws

    Section I - General Operating Procedures

    1. All matters dealt with by the council are handled by consensus.
  • A consensus is an opinion or position reached by a group as a whole.
  • When matters dictate, a formal "vote" can be utilized to resolve issues.
  • 2. A consensus is considered valid only when reached by a quorum.
    • A quorum is the minimal number of members of the council, usually a majority, who must be present for valid transaction of business. (To date we have considered a quorum to be at least 3 members. This will of course change as we add members).
    • A quorum must consist of an odd number of members. Decisions reached by an even number of members will not be considered valid.
    3. All permanent members have equal place on this council and information will be shared equally.
  • New members do not have a formal ˇ§voteˇ¨ until after completing their probationary period.
  • All members will ensure any scrolls regarding official Council business are addressed to all members.
  • When acting in an official capacity with non-council members a courtesy copy should be sent to the council members.
  • Section II - Council Membership

    1. Active council membership will be maintained at a minimum of 5 to 7 Spurian Citizens, but never an even number of citizens. This does not include Merchant Guild representatives or other more formal government officials.
    2. No formal temple representatives (High Priest or other formal positions within a temple) may hold a council seat.
    3. New members are recommended and presented by seated members and are added only by standing consensus rules.
    4. New members will be considered probationary for their first 6 elven months.

    Section III - Council Meetings

    1. Members will attend formal open to the public meetings on the 1st and 3rd Sunday of each elven month at 8 pm.
    2. Members will attend one closed door (council members only) meeting on the 1st Friday of each elven month at 8 pm. Members will attempt to attend ˇ§emergencyˇ¨ meetings as necessary. Meeting dates can be adjusted for specific racial holidays as needed.
    3. Any member absent from 3 or more bi-weekly meetings in a row, without prior written notice provided to all members, will be removed from the council and replaced.
    4. In the event a member will be unable to attend 3 or more meetings in a row they must send a scroll to ALL council members stating an approximately expected date of return.
    Section IV - Council Positions
    1. All council members have an equal place and an equal say in all matters brought before them. Formal positions will be established only for administrative reasons.
    2. Formal administrative positions may be added as needed.
    3. A formal Secretary will be appointed within the council.
  • An Alternate Secretary will be appointed in the event the Secretary is unable to attend a meeting.
  • The Secretary will be responsible for posting meeting minutes of each open to the public meeting within the city post office.
  • The Secretary will be responsible for sending, both open and closed door, meeting minutes by scroll to all council members, regardless of attendance.
  • 4. A formal Public Relations person or Records keeper will be appointed within the council.
  • This person will be responsible for posting public notices regarding changes in the date/time of the open to the public meetings as well as additional emergency meetings or town meetings.
  • The person will be responsible for maintaining a formal roster of all council members and their scribes contact information.
  • This person will be responsible for maintaining information regarding Attendance and leaves of absence as well as anticipated dates of returns.
  • They will inform the council when members have missed 3 or more meetings in a row in order to proceed with replaced member procedures.
    Justice System

  • Council of Knights: Justice in the city is simple, if you are caught by any member of the military breaking any of the city laws you may be magickally tried, convicted, and sentenced. The vast majority of sentences are very stiff, as an eye for an eye is usually the least severe punishment dispensed. If you are not caught by the military, you may be found by a Justice (a being created by the Gods for the sole purpose of finding those who violate the laws of man and punishing them with Divine providence.) The council of Knights has recently been appointed by the Governor to act as a law keeping force as well, so the Justices will not be so much in demand.

    Religions Affiliated with the City

  • Restrictions: None.
  • Favored: None.
  • Absent: Elindale.

    The Sewer System

  • Following is a story told about the Spur Sewer System, as recounted by Lenny the Leach from a writing stolen from Eiliery Yillvillier, White Elven Scholar and Chief Librarian, Spur Public Library.

    Spur's first sewer system was a crude affair, consisting of a system of channels which dumped waste into a fissure opening into a cavern of unknown size, which was simply assumed to be a large hole. It was rumored that nightmare creatures were seen to creep out from this fissure from time to time, but those rumors were played down by the officials as being bad for trade. As the Spur grew and became prosperous, the open channels became more and more of an eyesore and embarrassment, and it became nearly impossible to play down the increasing number of reports of strange creatures and disappearing townsfolk. At last, bowing to popular pressure (the Thieves' Guild members marched on the governor's mansion en masse, because they couldn't get to the guild when the channels backed up) the governor hired a contingent of Hithual miners to dig a proper sewer system.

    The miners who were commissioned to dig the tunnels found quite a surprise awaiting them under the Spur. An underground cavern of great size was discovered, and a lake which, although generations of refuse had poured into it, was fresh and pure. But, because of the mysterious magickal properties of this underground lake, some of the garbage had somehow taken on a life of its own, creating such abominations as living slime. While the sewage couldn't pollute the lake, it seemed that it could come back to haunt those who dumped it. Many Hithuals never returned from their trips into the cavern, and to this day a trip into the sewers of the Spur can be a deadly experience.

    Great mages were called upon to destroy the menaces in the cavern, and once the sewer system was completed, the entrances were sealed off to prevent the escape of any new horrors. It is even rumored that, occasionally, otherworldly guardians and strange magical beasts find their way from an eerie island in the underground lake, where legends tell of a great jewel set upon a pedestal, and a portal through which these otherworldly creatures come. Great rewards and great treasure have been gained by those who have braved these dangers to explore the sewers, but it usually means extra business for the temples too.


    The Governor's House

  • The Governor Merlin: Has fled Spur, Currently Missing.
  • Baroness Lilly Aenath: Widowed to Shield Master Baron ... . Resides in Spur to help govern.
  • Justinaren: Head of the Spurian Council after Merlin fled. A body that resembles Justinaren was found, Persumed Dead.


    HOD ... Pawn Shop
    Rose Eternal Tavern ... Runes
    Shop of Wonder ... Potion/Herb
    Woody's Pets ... pets
    General Store ... general supplies
    Swords and Such... Weapons
    Rathan, Gemshop ... Gems
    Thick as a Brick ... Armor
    Skugz's Lock Emporium ... Lock Smith
    Ragarn's Runes ... Rune Shop
    Sympher's ... Pawn Shop
    Many others

    Spurian History

    The Library

  • History and Lore


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