Otraxis is a city nestled on the Palir Mountains which mark the edge of the Known World. Many vital rivers that feed the Kingdom of Leyira originate in the Palir Mountains, and the River Thienne which runs through Otraxis is the most important of those. Otraxis and its outstanding natural resources have kept the rest of the Leyira thriving over the centuries. It is a small but shining jewel in the remote north of the Kingdom.

Otraxis After Sunset Click on the image to the left to see Otraxis in all its splendor (the image was taken from one of White Wolf’s art galleries somewhere). The city has is a mountainous sprawl that is divided up into the following districts:

  • Castle Kristyr
  • The Guild Palace
  • The People’s District
  • The Market District
  • The River District
  • The Panning Fields
  • Farm districts: East and West
  • The Creep (subterranean, not marked)
  • Otraxis is encircled by stone walls quarried from the black granite of the Palir Mountains, daubed in white river mud. The presence of quartz crystal in the river mud makes it white but also makes it glitter. The white daub that covers its walls is what makes Otraxis literally “the Jewel of the North”.

    The Palir Mountains themselves are rich with seams of gold, silver, electrum and quartz (as granite often is, although the northern deposits are unusually abundant). Eons of fire worms burrowing through the rock in search of food has created a vast array of different types of quartz, and lucky miners can find chalcedony, agate, onyx, jasper, tiger’s eye, amethyst, citrine and carnelian. The eggs of the fire worms are also prized as jewelry.

    The Duke of Otraxis, Margrave of the North (12th in the line of Kristyr to be Duke of Otraxis) controls most of the mines in the area through his underlings, but some private commissions (and rogue mines) exist. Panning for gold in the Thienne is relatively unrestricted, so lots of treasure seekers try their luck there.

    Otraxis is supported by a sweep of peasant farmers through the Duchy of Otraxis, but depends largely on a constant river trade with the southern cities for the food and non-mineral resources it needs to survive. Otraxis also maintains a small, erratic trade with the Goblin Khans north of the mountains.

    The Creep

    As with any prosperous city, the wealth generated in Otraxis acts as a beacon to the poor rural folk for miles around, who travel there to make their fortune. Sadly, these migrants most often assimilate into the poorest tier of society and chances to improve their lot are all but non-existent. In recent years, the sheer volume of these destitute newcomers has overwhelmed the densely-packed slums of the People’s Quarter and spilled over into ‘The Creep’; a patchwork of subterranean shanty-towns established in the abandoned and exhausted mines that lie closest to the city. The near-lawless Creep (so named because it gets just a little larger each year) is now a hotbed of thieves, smugglers and desperately poor unskilled labourers and ex-farmers.

    The denizens of The Creep have proven themselves resourceful and highly mobile, frustrating The Duke’s ongoing efforts to clear the area. Thus, he has resorted to costly efforts to collapse the abandoned mines. This callous approach that has the support of the Otraxis nobility, but is opposed by the middle classes who pine for their rights as people of Leyira. Chief among the opponents of the Creep is the Miners’ Guild, whose members are undercut by the cheap and inexhaustible, albeit poorly skilled, supply of labour from the Creep. The lower classes of People’s Quarter and Guild members alike are tired of these non-Otraxians stealing their jobs (and wallets) and driving low wages even lower.

    The Powers of Otraxis

    The following are the main power blocs in the City of Otraxis, in order of degree of influence on the city:

    1. The Duke and his family.
    2. The Guilds. The mining guild and the merchants’ guild are the most powerful. The merchant’s guild, however, is little more than a place for lobbyists to gather. The merchant houses are loosely arranged into mutually beneficial lobby groups. Their power lies in the fact that Otraxis must trade to survive.
    3. Vassal lords of the Duke, the local aristocrats and civil bureaucracy.
    4. Ambassadors from the Dwarven Kingdom and any other major trading partners.
    5. The Churches.
    6. The University Arcane (located in the Guild Palace, but run somewhat differently from the Guilds).
    7. The People’s Council. This consists of representatives from the labouring classes, and wields little power. The People’s Council is a token effort by the Duke to appease the masses.
    8. The Creepers, who have no power beyond larceny and rioting.