MASSILIA MAP and Guide
GUIDE PART THREE
51 Funeral Terrace. A series of decorative stone terraces with niches forms the oldest interment sites in the city, belonging to founding families far back in history. Some have urns for the ashes of the dead, and some have stones which open into family tombs. Many of the niches are prized possessions owned and maintained by families which are still strong, but some of the family lines that left their dead here are gone. But they’ve been gone a long time. The spirits here are often disconnected from modern events and are very quiet, having been brought to peace with long years of ritual and honors.
The spirits of places like this bother Orcs, who understand that the spirits will protect their descendant humans. Most Orcs aren’t prepared to face supernatural threats. As a result, Orcs avoid this place, as they do most Human cemeteries.
52 Theaters. A pair of indoor theaters, one large, one small, both noted for their enchanted interiors with magic light, cooling and heating, and various stage effects. They are still in use, owned by wealthy patrons in the city. The Orcs take little interest in the entertainment of Humans except when it’s on the extreme lowbrow end and involves violence or slapstick. The Pomianus family, which manages the larger theater and stages dance and music production, is said to have some water spirit in their bloodline. They look a little odd, and many of their productions have aquatic themes. They are very popular. They often sell “gallery” seating at extremely low prices, or just give it away on a slow night, but the lower ranks of society can be disinterested in these shows, which tend towards the opposite of that beloved by Orcs.
53 Artisans’ Market: This is where to go to find things made: cloth, shoes, leather, glass, pottery, and wood, mostly.
54 Septimus Market. The Septimus Market is actually a series of large buildings with indoor markets lining the Via Principia between the North Forum and the Reservoir Forum. The most important of these buildings is the Macellum, a purpose-built luxury food market, commonly called the Cold Market, as it is a large building with the interior constantly chilled by old magic. It is the most important market in Massilia for perishable edibles of all kinds, especially things like prepared meats like sausages and bacon. The wine and oil markets are also important buildings.
55. North Forum. This open space surrounded by columned arcade walkways is one of the “basic commodities” market for Massilia, with pottery and cloth, and especially bulk goods imported from Gaul like grain, furs, hides, and timber.
56. Gaul Gate Busiest gate in the city, with a road headed directly towards Aquae Sextae, and then north. (Imperial Gate is east bound traffic but mostly by water) Also the largest gate in the city, a small fortification, constantly manned by Orc guards. Orcs love guarding things, it makes them feel important and intimidating.
57. Market Garden. Some of the last actual agricultural land within the city wall. This is land owned by the Cenegins family, rented out in plots to lower status families, for a share of the produce. It’s a busy, intensively farmed area.
58. Old Tombs. An old, small necropolis, originally for the less well off families who used large public tombs- wealthier families got the more central niches the Funeral Terraces. It became disused after the large Necropolis was built on the east side of the city, party inside and partly outside the walls. Because many of the families that laid their dead to rest here were poor and now forgotten, some of the spirits here are… confused. This is not a place of benevolent ghosts looking after their kin. Some feel abandoned, betrayed, and angry. The Orcs fear them just the same, and avoid this place. Actually, everyone avoids this place. Humans put there dead in the Necropolis.
59. Soap and Dye Works A factory where soaps, fragrances and dyes are made, making extensive use of the local lavender crop. The scent here can be overpowering. Orcs don’t like it, and they avoid this place. They’d probably destroy it were it not for the income generated by the export of lavender soaps and fragrances. It is owned by the Braccia family, one of the wealthiest families in Massilia, which has extensive properties nearby growing lavender, and other flowers and herbs for decorative, soap making, and medicinal purposes.
60. Gyptis Street. Very dense, lower class housing. The street is lined with commercial establishments either for or by the lower classes, or both. The largest is Gyptis Street Laundry, which does wash for taverns and other businesses across the city (as well as travelers). Servants can be seen scurrying in and out constantly- they pick up and deliver. The Gyptis Street Alehouse is one of the cheaper drinking establishments in Massilia.
61. Old Town. Narrow, irregular cobble stoned streets and alleys make up the Old Town, one of the last remnants of original Greek city. Many of the homes here have been in the same family for centuries, a few date back to original Greek owners. There are some small shops, and Bread Basket Tavern and Bakery.
62 Old Forum Not all of the rich live outside the walls. Some live in tall urban mansions, and the best of those face the Old Forum. The Braccia and Tetonus families have the two biggest townhouses here, and there is also the Fansanus House, and others. Of the major guilds operating in Massilia, the Perfumers’ Guild (which also covers the soap makers), the Jewelers’ Guild, the Vintners’ Guild, the Shipfitters’ Guild, and the Tavernkeeper’s Guild have their Guild halls here.
63 Inner Harbor. This tends to be used by smaller vessels and fishing craft, the larger ships have trouble maneuvering in here. Known to be a slightly dangerous place after dark.
64 Harbor Market. Harbor Market divides Inner Harbor from Outer Harbor. It is the most ever changing of Massilia’s markets, specializing in whatever has arrived by ship. Some local vendors operate here also, and there is a large shop for equipment and supplies commonly used by mariners- the Albatross Shop, so named for the white painted carved wooden albatross.
65. Harbor Insulae Here are three rows of large four and five story high buildings subdivided into many residential apartments. The buildings are densely packed and there are only narrow walkways between them. At the perimeters of the small ward, facing the Old Town and Harbor districts, there is more open space and the ground floors of the buildings are commercial, occupied by shops, offices, and a few taverns. “Affinius’s Tavern” can be found here, loud, noisy, and working class. This is some of the cheapest lodgings in Massilia, and the Harbor Insulae buildings have found a loophole in the citizenship laws. Generally, foreigners must live in the foreigners’ quarter, but the Harbor Insulae were built specifically for sailors, and it is really hard to tell where a sailor is from. They come and go, and any sailor can claim to be from Massilia and rent a room or an apartment here. Orcs don’t seem concerned, most of them are fairly ignorant about real estate zoning laws.
66. Outer Harbor. The main harbor area used by traders who don’t have private docks in the New Docks area, and random arrivals into port. It is wider and deeper than Inner Harbor, and larger vessels have an easier time.
67. Temple Ridge. The former spiritual hub of Massilia, built on the spur of high ground north of the Harbor. On the south side of Temple Ridge, the remnants of an older city wall still blocks off much of the ridge from the Outer Harbor area. The wall is actually a retaining wall, high on the Harbor side, but only chest high over most of its length on the Temple Ridge side. This creates a long terrace overlooking Outer Harbor.
Walls and steep slopes restrict the movement into this area. Easy access is only at the east via the Temple Gardens, the west, facing breakwater harbor and the Greek Theater, and a few paths between the North Slope Homes.
Most of the Temples here are actually still used, in some manner. The Temple of Neptune, closest to the sea, still has a few clerics who bless the ships and make offerings to the King of the Sea, because Massilia depends on the sea. Even the Visigoth’s Infernal patrons understand that banning Neptune cutting it off would be to their own misery, plunging the city into poverty. The Temple of Mercury, right behind it, and for the same reason: as god of commerce, Mercury is to essential to be lost. On the east side of Temple Ridge, facing the Temple Gardens, the Temples of Bacchus and Venus, both considered silly and harmless by the Infernal powers. They see no threat in a god of wine and a goddess of love, and the clerics here bow to the overlords above them. The Temple of Minerva is more of a danger, but has likewise been subdued and acknowledges the superiority of the Infernals. Most of their compound is a sealed up abandoned building, once Massilia’s “Greek School” and one of the finest in the Europa. Now, only a last few clerics serve Minerva here.
The Temple of Apollo has it worse- it is a ruin. No clerics of Apollo are left.
But perhaps the worst off is the Great Temple of Jupiter, Juno, and Artemis. This is the largest temple on the hill, and has been repurposed to serve the infernal powers. This is the Pandemonicum, where Bishop Proculus serves his new masters. The old statues are gone or broken. The new ones, still being added, are grotesque designs celebrating the triumph of the Infernal powers. Some show the old Roman gods being tortured or humiliated. The current statue called “Rape of Minerva” is nearing completion, having been moved into its new location in the Pandemonicum’s atrium.
68. Temple Gardens. Maintained by the temples for meditation and relaxation, open to the public part of the day, and the only remaining “nice” gardens in the city. The Temples of Venus and Bacchus both open to the Temple Gardens, which are arranged in a series of gently rising terraces.
69. Stone works. This is a quarry and more importantly a stone workshop, owned by the temples, collectively. The Bishop Proculus interprets this as his, while his Visigoth overlords see it more as “theirs” The site long ago ceased being a source of general construction stone for the city, and now it is used for the trimming and cutting of stones imported from elsewhere, and for the creation of large specialty pieces from statuary, sometimes from local stone, but more often from imported.
Workshops and storage sheds are scatted about the quarry site, which is littered with old stone shards and leftovers. The Visigoths, through Bishop Proculus, have been pushing the creation of a new generation of statues, mostly for the Pandemonicum, but some going elsewhere. Some are even exported outside Massilia. Compared to Roman era works, these are cruder in form, and in content- many feature savage, demonic themes, depicting the violent fury of demonkind and their inevitable triumph. Despite change in theme, human stone carvers still work here. Orcs carve stone as well, but they generally lack the artful touch of humans. Here, the Orcs generally do the rough work, and the Human carvers finish the finer statues. It is hard work, but the Human stone carvers are not slaves, at least, not on the high end of the profession. The Visigoths respect their value, because of what they can do.
70. North Slope Homes. On the north side of Temple Ridge, the steep and rocky terrain and uneven ground made construction difficult. For a long time after the initial founding of the city it had remained a grazing area for the livestock of families living adjacent. Part of it still is, and part of it is grove and terraced garden, but over time, some families invested what it took to make homes here. Now the neighborhood is a low density of slightly wealthy homes, moderately wealthy home, and one very wealthy home- the Vincus family, which owns olive presses and olive fields in an around Massilia. Another of the grand hillside estates is in ruins- Torre House. They were known to have been connected with the Assassin’s Guild of Massillia, and now they are no more. Apparently, having survived centuries of Roman rule, they ran afoul of the Visigoths and could not survive them. The nicer homes tend to be on the west side, with its views of the beaches and oceans. Further to the east, things are shabbier, though still an upper middle class neighborhood. The noise of the stoneworks nearby makes it less desirable. Some of the priests of the city have their homes here, close to Temple Ridge.
71. Julian Prefecture. In the old Imperial system for Massilia, the Julian Prefecture was the fortress at the north west corner of the used by the local city militia, while the Saturnii Fort belonged to the Imperial Legions (though they weren’t generally in town). Both now belong to Orc clans. Far more live in the Julian Prefecture, and Orcs have spread out into the surrounding district, now called the Orc Quarter.
The Julian Prefecture is home to the Municipal Jail but the Orcs generally don’t use it for housing prisoners. There aren’t that many these days. Most are taken to the Pharo and are never seen alive again. On rare cases when the Orcs decide that a Human needs a jail sentence, they will use the Julian Prefecture. Orcs, of course, do not get jail sentences. They get flogged, if they are lucky.
72. Orc Quarter. This is a large piece of the area formerly known as the Campo Julian, once outside the town, where centuries ago Julius Caesar had camped his troops. Much later it was within the wall. This part of it had storehouses, workshops and a few homes that belonged to the Massilia Militia, and this formerly military area has been taken over by Orcs. It is the second most popular area in Massilia for Orcs, after the Pharo and the immediate area around it. Being further from the “boss”, the area has a reputation as one where even an Orc can unwind and be an Orc- their behavior is noticeably more “Orcish” here. Along with the noise, squalor and crowded conditions Orcs seem to actually prefer, the Orc Quarter is now home to some shops catering to Orcs.
The largest and most noteworthy, Thagg’s, the noisy, often crowded (with Orcs) Orc tavern known for it’s “fight pits” where Orcs bet on the outcome of fights, or just watch and cheer. The fighters are slaves, captured creatures of all sorts, and sometimes Orcs. Being maimed in the fight pits can get Orcs in lots of trouble, though. Their masters do not like losing troops to wastes of time like this. So, the Orcs often do not tell their masters about fight pit matches. (But they know. They always know. At best, sometimes, they pretend not to)
73. Julian Beach. This is the general public “relaxation beach” for Massilia. In older days, people went to beaches outside the city walls, but now entry and exit for residents is tightly controlled and not so easy. This is the beach the Visigoths let them use, and on good weather days it can be crowded. Considering it is an Orc occupied city it is an absurdly nice place, with palm trees and sand. At the southern end it abuts the Beach Market.
74. Beach Market. A cluster of kiosks, booths, and small shops close to the waters edge in an area not sandy enough to be a good swimming beach. It’s a small rise between Julian Beach and Fishermen’s Beach. Many of the shops here are food oriented, with a few grilling seafood straight from returning fishing boats. There is a popular ocean front tavern - Mermaid Tavern- which is next to (and enjoys a mutually beneficial relationship with) the small Seaside Theater, used for music and dance, often by locals. Goscus the hat maker also has his shop and workshop here.
75. North Slope Market. An “open area” extension of the Julian Market with booths, tents, and push carts, in a chaotic arrangement on either side of the road, the Via Julia. What’s available varies, but not to the extent of the Harbor Market. It is one of the main clothing and fresh food markets, and Otmar the Rug Dealer is a common sight.
76. Julian Market. An indoor market complex along with some adjoining shops. Many of the shops are small “service” type shops offering things like repairs, haircuts, massages, and even scribe and translation services. There is also a section with herbalists who make folk medicines, and various salves and liniments for treating all kinds of things. There is a shop that specializes in down pillows, and a pawn shop.
77. Fishermen’s Beach. Exposed coast just north of Breakwater Harbor. This beach is preferred by fishermen with little boats, small enough to pull in and out of the water, rather than leave them floating. There are racks for the drying of nets, and a few little shops belonging to net repairers. Generally busiest when the fishermen are coming in or going out. At low tides, shell fish collectors and sponge divers use this as a base of operations.
78. Olive Slope. A steep slope on the north side of Temple Ridge with olive groves belonging to a few different owners.
79, Obelisk Forum. This old stone and tile paved forum near the ocean features a tall obelisk in the center. The obelisk is a single 30 foot tall monument of gray granite. The ancient carvings on the sides depict some legendary Greek and even a few Phoenician explorers- the monument was put up with the founding of the Greek colony a millennium ago. It is old and weathered now, with a few cracks, but when the Visigoths attempted to destroy it by pulling it down with ropes, a rope snapped, an Ogre slipped, and managed to fall on and crush to death an Orcish shaman. The Visigoths have since left it alone. At its top, there is a crystal orb set into a bronze cup. This catches the sunlight each evening, and scatters it, illuminating the Obelisk Forum. It is said standing here at the right time, one can see ships coming and going a great distance off, as if one had the view from the Pharo.
The forum is more of a “deal making” place than a market. Merchant bringing ships into harbor with more of a wholesale intent will often lay out samples here, and bring prospective customers to see the merchandise, then deliver the stock directly to where the buyer wants. This used to be a good place to find moneylenders, as well, who had small offices along the outside of the market. The moneylenders are gone, now, and if a loan is required, the only options are to arrange it informally, or see the Gnomes.
80. Lavender Slope. Lavender is common in this region, and in the city, it grows wild on this rough and rocky slope. It is officially temple property, and picking is prohibited. It is not the Orcs care about appearances, but the Lavender trade, along with soaps and dyes and other goods made from it, is profitable and heavily taxed, and they can’t have just anyone picking lavender from unapproved sources.
81. The Greek Theater. Splendid old classic Greek theater built into the hillside long ago. It has fallen into disuse, though it is still in good condition. There are no shows here anymore, other than the occasional informal performers using it because it is “free space”. Most people prefer the coliseum, or the indoor theaters.
82. Breakwater Harbor. This is the area of protected harbor added by the Breakwater. Ships from foreign ports dock at the land side wharf, and fishing boats are at the Breakwater. Breakwater harbor is less busy than the Inner or Outer harbors and doesn’t have the same level of commercial activity. No harbor side auctions or roving vendors here, usually. At least, during the day. Unlike the Inner Harbor and Harbor Market area, this area is considered safe at night. There are Human thieves who prowl elsewhere at night, but this is too far from the rat’s nest of streets at Old Town and the Insulae, and it makes it harder for them to escape. And, it’s close to the Orc watch. So, they don’t come here. In the evening, Breakwater harbor, and Breakwater itself, wakes up, and there are often pushcart vendors, sometimes even street entertainers.
83. Breakwater. The heavy stone breakwater protecting Breakwater Harbor, this is a almost a small neighborhood to itself. Small boats are tied to the inside of it, and fishermen and divers work along the outside. Often, they work through the night, and the breakwater is lit by lamps tended by the “Lantern Boys”, who are also the self appointed Life Guards and coastal rescue team, since the Orcs really don’t care about providing safety or security to Humans. They are not law enforcement, however, they will only try to prevent a crime if they really have the opportunity. But just the fact that the breakwater is lit and walked late at night makes it a popular place for Humans to visit, and there are often food vendors taking advantage of that. As a nighttime gathering place, it is often used as a rendezvous place by Massillia’s courtesans. Not being too far from the Temple of Venus helps.
84. Harbor Watch. This is half of the remnants of the old fort, “Neptune Fort”, that guarded the north side of the harbor. It was ruined many years ago, partly rebuilt, ruined again when the Visigoths invaded, and partly rebuilt since- each time somewhat “flattening out” as the rebuilders found it easier just to squash down and pave over what was ruined, and put some new battlements on top. Now it is mostly a broad platform overlooking the harbor and the sea, with some heavy weapons atop it. It usually has some Orc troops guarding, although they don’t actually live here. The idea that their Overtyrant can look right down at them from the Pharo across the harbor is too unnerving even for Orcs. Like the Dragon Tower Fort, a few of the heavy weapons have been repositioned to threaten the town rather than aim out at sea.
85. Goth Theater. The Goths rebuilt part of the old Harbor Watch fortress into a theater, a grim parody of the old, nearby Greek Theater. The Goth Theater was not a big success with Orcs, who did not see the need for anything but the most base, simple, and bloody forms of entertainment-spoken roles were hardly needed. A few found it interesting, and some Orcs have come to dabble in the performing arts as a sort of hobby, but it is still not like its human counterparts. Often, this place is used for public punishment of humans, especially when the Orcs want human witnesses. Since the theater incorporates a functional building of the old fortress, (which creates a sort of stage house and backdrop) it is also used as a residence. An Orc/Ogre crossbreed named Molth the Huntmaster lives here. He is the one charged with the recovery of escaped slaves.
86. 87. 88. The Islands. These are offshore, further away than they appear on the map. The islands are rugged and rocky. They have been used as military sites, but more frequently they have been battle sites. Pirates have used them for offshore camp sites, and the Visigoths have launched attacks on these positions, driving Vandal and other pirates off repeatedly. But they are too remote and exposed, and the Visigoths are reluctant to garrison the islands permanently. Or if they did, the raiders would only camp somewhere else.
**At first, Orcs were baffled at the orders from their masters, and wondered why they just couldn’t take what they wanted. Their overlords convinced them, they DO take what they want, but it is called “taxes and fees” and it is a way of taking while not scaring the Humans. If the Humans are too scared, they will stop being productive and we need them productive. So when you wish something from them, you buy it, and your masters will give you coins to do so… which were taken from the Humans in the form of taxes and fees. A little complex and most Orcs do not truly understand it, but it does sound to them like taxation schemes are all based on some wickedly evil Infernal sorcery, so they pretend to get it, and obey the orders. Usually.