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It's always easy to orient yourself in Verduria: the city slopes upward from the sea. If you can't see the sea directly, follow the streets downward and you'll eventually come to the sea (or to the river; but you can see across the river).

If you're on Soa Nezi (its name is actually Arin, but everyone calls it just The Island), the towers of the University are generally visible; and in the northern part of the island, the battlements of Arcaln loom to the north.

Much of Verduria is laid out in a grid pattern; these are new areas of the city, laid out during the Eleďe dynasty. The older areas of the city are in the north and on Soa Nezi. The enormous Niëma Mažtan-lagana (City Plaza Park) indeed occupies the site of ancient Arénica; the wizard Utu cleared it out to create parkland around his palace (now the Mažtansäte). The Scafiora and Petrei areas date to the Dark Years and its streets show the characteristic medieval formlessness.

The many wide boulevards connecting the city's monuments (such as prosiî Rafát, Enäron, Vlaran, and Mëranac 1e) are the work of the vainglorious Mëranac 1e of the Abolinerons (note that many of the focal points are Caďinorian pagan temples). The boulevards also make it easy to navigate the city; the general rule is to find the nearest big street and look for the landmark at one end or the other.


Brown: Points of interest
Red: Eleďe churches
Purple: Pagan or Irrean temples.
The 1-cemisa grid is centered on the Observatory at the University. A cemisa is about .75 km.
x marks Nečeron's magic shop, home base for the original D&D campaign that explored Verduria.

© 1999 by Mark Rosenfelder