Table of Contents

York

York is a city-state of Albion, situated in the tundra spread across the southwest area of Nalbin. York is governed by the Kingdom of Albion. It is also called the Grey Sector by locals thanks to the chilly weather and expanses of taiga.

Records & Information

This city on the tundra was founded shortly after the conclusion of The Old War in PA 0. The Grey Sector was originally intended for no purpose, sporting wild boreal forests, winding rivers, rocky outcroppings, and thin soil. Localised terraforming attempts failed at first, as the weather proved a nuisance to machinery. Its connection to Orbital Object Null was situated just shy of the middle-point of the area, close to a large river. Around it and upon relatively solid ground, the city-state of York was built.

Shortly after building lodgings and infrastructure begun in PA 0, solutions were floated to combat the sector's infamously temperamental weather. The first, proposed shortly afterwards was the design of hulking 'brick like' buildings of stone and steel - foundations striking into the land - and each building fastening to each other; Rooted all in place, and connected by 'plug and play' infrastructure. Once 'rings' of these brick buildings were erected and layered atop each other, a logical conclusion became apparent: It involved building massive domes, capable of rendering its interior suitable for habitation, while leaving the Object Null Node out in the open. From there, it was possible to render portions of York within the rings much more pleasant, and eventually colonise the area.

Even so, you don't come to York to admire the blizzards.

People

York's demographics are mostly human, with other humanoid aliens who thrive in cold conditions present. Amongst humans, the cultural demographics are primarily Hagbloods and Greasehearts. The presence of Hagbloods goes back a long way due to magic colleges being established locally after the Old War concluded, and Greasehearts were responsible for erecting the protective domes over populated areas and creating the industry to support it. Other cultures have enclaves here and there, but deign to live outside of the domes of York.

The outlook of York's populace is a traditional-leaning, and conservative outlook amongst residents whose families have direct connections to the Old War - either affected by it, participating in it, or building a future out of it. Expatriates and travellers who come to York for the universities and rich magical culture are steadily introducing liberal ideas, but they are resisted by the traditionally inclined Governor and political establishment. The most common crimes include public nuisance, arson, infractions in the blanket of magic misuse laws, and contacting Weird Things without proper protections or qualifications.

Notable People

The following player character and non-player characters are noteworthy natives of York:

Phenomena

As one of Albion's oldest cities and a nexus for magicians, and lots of raw resources through trade and refinery, York is a hot-spot of strange phenomena.

Economy

York's economy is reliant on its trade of refinery and export of materials. York's forests provide lumber, which is refined into timber and shipped throughout Albion. The attraction of working with heavy machinery drew throngs of Greasehearts willing to put their back into working with foundries, mills, and getting it all moved around and sold. York also shares close trade ties with Longuyon for its raw materials. Once prepared and packed onto a train or through Null, the products are exported primarily to Regum, Iwerddon, Myrddin, and back to Longuyon.

The Boreal star of the Grey Sector is famous for hosting a handful of magic schools. They were built shortly after PA 0 as monuments to victory. Many Albionites flock to York for its magic tuition, and other magic-derived services such as divination, apothecary, and transmuting. Scores of casters meet twice-yearly in loose convention at Solstice and Equinox. In doing so, they the town a tourist and business attraction, becoming home to many jewellers and gemcutters2). However, this concentration of power also attracts attention from unwelcome influences, such as Weird Things, fiends, or malign spellcasters.

Common Occupations

The following occupations are synonymous with York's residents.

NameTypeDescriptionPay per annumNotes
Forge WorkerResourcesResponsible for smelting ore into ingots and sheets of metal, and recycling other metals for reuse.AC38000.00 to AC85000.00Hazardous, but a good way to stay warm.
Gemcutter and JewellerResources, ArtsCuts raw gems and shapes precious metal into gemstones, jewellery, arts, and crafts; Using whatever tool is suitable.AC60000.00 to AC125000.00Mages and Psions are frequent customers.
LumberjackResourcesLives away from home for extended periods to cut down trees, eat lunch, wear high heels, suspenders and a - wait a minute.AC40000.00 to AC76000.00Lives out in the woods, and expected to survive alone.
MagisterMagicResponsible for teaching a curriculum of basic magic use, rituals, and identification to students.AC35000.00 to AC80000.00Proficiency in spellcasting and people skills required.
Resource TraderCommercialSells processed materials to market for a variety of industries.AC23000.00 to AC81000.00Economics and financial acumen a must.
Sawmill OperatorResourcesCuts lumber into timber, then pre-treats it and ships it off to various industries.AC28000.00 to AC60000.00Usually in demand.
Service SpellcasterMagicSells magic spells as a service, and other magic-related items to the public.AC50000.00 to AC100000.00Requires good connections and magery.
Wilderness RangerCivicPatrols the taiga for pest species, monitors the state of the wilderness, and scouts for bandits.AC43000.00 to AC75000.00Hazardous. Arctic survival skills desired.

A far-off view of York from the north-east shore of Nalbin looking inland, capturing a nuclear halo event on Orbital Object Null in the distance.
Art by Osaka

Aesthetics

To the exterior out in the taiga, York's exterior buildings look like grey bricks of slate and concrete, shaped to interlock and lay against each other. Antennae protrude from the edges and extremities, blinking with bright red signal lights. Narrow windows look outside, made of transparent sheets of aluminium, double-paned as glass. Most of the structures stand upright, or tilt at up to a thirty degree angle. Larger structures are created by placing 'bricks' of buildings together, interlayering with each other, and covering holes. Spacecraft hangars and landing pads into York are often at the top levels of these buildings, or into holes between the bricks.

These buildings are sometimes spotted alone in the tundra, but once these 'building bricks' form a ring or some other complete circuit by using the land, it becomes possible to construct a climate control dome between them all…

Creating the Dome

Viewed from above, these buildings often look like a series of circles and other interlocking shapes, designed to keep the biting wind and rain of the tundra out, and create a controlled environment. Viewed from the side, most of the dome is covered with transparent Hellenium, while the very cap, any points which support load, and edges near the walls are opaque. Underneath this dome, artificial weather creates semi-temperate conditions, and better soil. Heat is recycled from industrial processes, in addition to providing power. The exterior domes sport solar panels, alongside fusion power for York's city-state.

Under the Dome

Buildings built under the dome are usually constructed from brick, stone, and concrete. The design cues can usually be described as soft brutalism. Integrating the shapes, brickwork, and fortress-like appearance, but using vibrant colours in the stones and bricks - concrete serving to break it up. Large buildings often cluster together, leaving walkways and streets between them, broken up by open plazas, roundabouts, and parks.

Between each series of larger building clusters, there's space for residential developments, with buildings rarely exceeding ten stories in height, and homes ranging from two-storey townhouses to bungalows. The design and aesthetics usually comes down to personal preference, but Greaseheart and Hagblood building styles are frequently seen.

Transportation and Mass Transit

Under the dome, getting around is easy on the ground, with well made roads and cars and raised light rail. The main limitation of having domes to protect from the elements is ponderously slow air traffic. Air transport is this way for safety reasons, as heavy freight can often be disrupted by an aerial collision, and cause chaos on the ground.

However, driving a wheeled vehicle out from under the dome leads to a slightly more intense experience, as snow and rain can make highway driving hazardous. If they go offroad, they have to contend with boggy soil and thick forests. Out here, its safer to use an air vehicle, and flying over the treeline is a common scenic route.

Snow Trains

“I like trains - there's ain't much that can stand in front of them and keep on rollin'. A moose will collect yer truck, and good luck with the geese if you're flying your load!” - Jabbo Tultmann, Train Engineer

These heavy, industrial, diesel and plasma fuelled trains follow tough rails. All aspects of the train, its various carriage types, and the tracks are built to prevail and plough through extreme weather. Though seemingly ponderous, outdated, and their engineering seems odd compared to contemporary models of trains, but a Snow Train's reliability is second to none. They are frequently chugging along through the forests and across bridges. Their sleepers laden with shipping crates, bins of ore, tanks of liquid, and freshly hewn logs. Some trains carry passenger carts, as the routes can provide scenic views across the valleys and rivers.

The Snow Train's reliability comes from its power sources: Plasma cells, and a heat-retaining mix of diesel fuel. The plasma serves as a means of keeping the fuel and oil throughout train's components at optimal temperature, while controlled air intake provides cooling. Cells are usually replaced after a month of use at a train station, while the diesel fuel - the primary means of combustion-fuelled locomotion - is topped up normally.

Hermes Bus Service

The main means of moving people from point A to point B and funded in part by taxpayer money, the Hermes Bus Service is public transportation for getting around York. Users can buy a day pass for AC6.00, a single trip pass for AC2.50, or buy increasing lengths of valid ticketing, as the price per day gradually discounts, up to a maximum of 28 days for AC142.80. Discounts start at 7 days with a %5 discount per day, then %10 discount for a fortnight, and %15 for three weeks or more.

Given the treacharous nature of roads in frequently icy conditions, it seemed reasonable to eliminate the problem by not interacting with it at all. Even so, the Air Busses have hazards of their own, such as snowstorms in winter, or birdstrike caused by mass migrations of geese.

Provinces

York is divided into three major provinces, and a surrounding wilderness. Running through York is the River Unestam, dividing Valley run and Richard's Lake from Mt. Cranth. Each province of York contains (at minimum) a school, a supermarket, a police station, a fire station, a hospital, a community centre, and the infrastructure and opportunities to find employment. Notably, each providence of York hosts a university of spellcasting tuition: Greyvander Academy in Valley Run, Horrigan University in Richard's Lake, and Ulminster College in Mt. Cranth.

Every neighbourhood across York's provinces contain one or two points of interest. These are locations or buildings known to locals, and interesting enough to attract visitor attention, or repulsion.

:!: For GMs Each neighbourhood and their locations can serve as plot hooks for roleplaying and adventures.
Let these prompts be your starting points, and diversify from there.

Valley Run

The industrial heart of York, Valley Run is the name given to the skinny river runs deep down through an expanse of domed factories, upon raised and reinforced ground. Not far away from Valley Run's industrial centre is a ring of commercially inclined areas, springing up to trade biofuel, metal alloys, gemstones, oil, and timber for other goods from around Albion. To get to Mt. Cranth, cross the south bridge over the River Unestam. To get to Richard's Lake, there are two bridges over the Lumber's Rapids: The Southlog and Northlog Bridges.

The reason for such buzzing trade and rapid industry is the existence of the Orbital Object Null node, located at the southern end of Valley Run. The majority of York's aerospace traffic accumulates around the Node, most often flying up through Ordonlea's Trader's Run, or splitting off and heading towards other places in York. Spires and skyscrapers of bustling commerce, busy hangar complexes, and hazy water docks are common sights on the north and south banks of the River Unestam, with appropriate traffic over the river.

Orbital Object Null Node

A node connecting to Orbital Object Null is floating here…

Richard's Lake

The crystal clear water of this enormous lake provides stunning views across the mountain skylines of York from any of its shores, and down into its depths. Walkers and joggers around the Lake Trail are likely to spot patient fishermen at the edges, rowboats and sailboats schooning by in the distance, and the calls of birds roosting amongst the scrub and reeds. Indeed, one of the main attractions of the lake is the fishing during spring, and its ice sports during winter.

In the deeper waters on a bright day, it is possible to view the floor of the lake just by looking over the side of a boat. White sands furrowed with tufts of kelpy grass, knobbled with boulders, and awash with fish. At approximately a hundred metres deep and regardless of the light conditions, the water abruptly swallows the light, becoming pitch black. The lake has been measured at a hundred and seventy three and a half metres deep through sonar technology, but the figure remains unconfirmed: Exploration efforts usually report distressing imagery of ruins with macabre motifs and alien geometries. Horrigan University has barred people from exploring the lake's depths, and controls expeditions into it.

This providence of York connects to Valley Run via the Northlog and Southlog bridges to the east over Lumber's Rapids, and towards Mt. Cranth in the south over the River Unestam.

Mt. Cranth

Looking toward the south-east bank of the Unestam is a pair of sudden mountains, named Cranth North and Cranth South. With their lofty granite spires, they lift the surrounding area up, creating a series of plateaus safe from the marshier elements of York's landscape. At its heart, Mt. Cranth is York's frontier providence, with tall pines dominating the vista, overshadowed by the stony Cranths. Weaving through and between the mountains are tunnels and bridges - Air vehicles fly above the peaks and safely, or go down the fast way through canyons - buildings stashed into nooks and crannies.

In either case, drivers and pilots can go offroad or around the mountains on either of the bridges leading into the providence, or near turnoffs the western and north-eastern tunnels into the mountains. Both peaks of Mt. Cranth are chilly and tall enough to have a constant peak of snow, bleeding down to the neighbourhoods in winter, melting away during spring, flowing into Lake Longthaw and through windy rivers.

The Wilderness

An area of unspoiled, tundra wilderness which surrounds York's civilised areas. Host to chilling winds, wild weather. Animals native to the area include deer, elk, bears, wolves, squirrels, rabbits, foxes, frogs, many birds, and the occasional tiger or moose. In the rivers and lakes, fishers are likely to find salmon, trout, eels, and whitefish. The wilderness around York is prime territory for hiking, and many trails are considered scenic walks. However, the extremities of civilisation around York are host to a variety of boreal phenomena: Snow, freezing winds, marshy trails, and dangerous wildlife.

1)
It's tradition for undesirable mages to get 'bricked' after execution and superstition - as they will not be able to move their mouth to use a spell in death.
2)
Spellcasters, Psions, and anyone in between are highly lucrative clients.
3)
Because it's all about discovering your boundaries, and piercing through them to be the best!
4)
Particularly between the rivalling universities, as its considered a 'neutral' territory, being far away from each competitor's influence.
5)
Video games, board games, card games, pen/paper games; made locally or entirely alien. You name it - they got it!
6)
It's definitely cursed.