Notable buildings

Merlin's Eye: The Pupil of Quintz, Merlin's eye, is rumored to reach the stars. In actual fact, given Quintz's size, it barely clears the blades of grass that Quintz hides in. It does reach the very edge of the charm which protects Quintz. Merlin's Eye is hollow, has no rooms or steps up. Access is gained through Banthor, a goblin handyman who maintains the eye daily. The only way to get to the orb is through levitation.

The eye itself is a large ball of concentrated mana which acts as Quintz's sun. It reaches the peak of its brightness at midday, then gradually fades until it becomes moon-like and night falls. It is made entirely of mana which gathers as it brightens and disperses as night falls. This lends credence to the speculative theory that mana is easier to gather during the witching hour.

The House of the Lonesome Mage: Now abandoned, the House of the Lonesome Mage barely peeks out from its slow strangulation. Thick ivy now clads its once imposing walls. Vines grow through its shattered windows, and moss conceals its black slate roof. Once the home of Ricklefess, Frank spent his early wizarding days living in the house's hallowed walls. None can venture through the strong and vicious charms that enshroud it.

The Tower of Night: Little is known about the Tower of Night. Unlike the House of the Lonesome Mage, the tower is accessible to all. No charm protects it from casual enquiry. It stands one hundred feet high, is slim and elegant and consumes the dim light of Merlin's Eye at night, giving it a Silver sheen. Many a statue and bust can be seen gracing its circular levels, all are of one likeness, a woman. Whilst no beauty, the woman has a commanding presence. Any who do intrude can rarely stand her stone scrutiny and soon flee. Little is known about the woman, but whispered voices bandy names around, one in particular comes up a lot. The Tower of Night sits opposite the House of the Lonesome Mage. It's almost like they were meant to be together.

Camelot Castle: Not only notable but legendary too. Camelot was home to the fabled Lord Arthur14579. Arthur14579 was an Old Lord, one who visited the land to build and wage wars on other Lords. Once, the land was full of Lords, but one-by-one they left. The Castle Camelot has much history and will soon have its own section.

The Artisan's Guildhall: When you enter Quintz via the eastern blade of grass, you come to the Grand Eastern Causeway. This raised, limestone, road cuts through the eastern farms, grasslands and wilderness to plunge straight into Quintz. After Quintz's city wall, you pass between the Registry (the Governance building) and the Imperium (Home of the Guards). Directly after that you are in the Artisan's Quarter. Quarter is, perhaps, a misleading term. It consists of three entire blocks of factories, shops, workshops and muses on each side of the East-Center road. Each block has up to fifty buildings in it. A list of all Artisan Guild Member s is available by following the link.

The Grafting Man's Club: The Grafting Man's Club is a guild which comprises of the honest toilers. Honest toilers include farmers; grain, vegetables, dairy and meat; quarrymen; miners and lumberjacks. The distinction between artisans and grafting men revolves around the dirtying of the hands. Honest toil makes for dirty hands. In actual fact, the Grafting Man's Club can be regarded as a resource generator which provides food, stone, wood and metal to Quintz. It's quite a redundant descriptor, however, as the majority of hard graft is done by Quintz's numerous constructs. The Grafting Man's Club is divided into Northern and Southern chapters. Each has its own clubhouse and well stocked tavern located on the outside of the Greater Circle.

The House of Bowls: Mistress Celia Cresta is a champion of the common man and woman. Founder of the sect Alchemist's Anonymous, Celia has guided her group of herbalists and potion makers from humble beginnings to prominence as Quintz's largest supplier of healing potions and remedies. Initially attracting the disdain and sometimes outright hostility of the dominant wizarding sects, through diligence, charity and fair pricing, Celia has made alchemy the favored magic of the masses. Then she turned her eye to metallurgy where her alchemists perfected the alchemic transformations of gold into more useful metals such as iron, copper and tin. Some say this wilful waste of gold was the final straw that broke the wizard's resistance to the dour and wholly unimpressive practise of alchemy. Others reckon that the ever-passing years eroded their hatred. One thing is certain, Alchemy remains frowned upon, although if you watch the shady south eastern entrance to the House of Bowls, you can often see them queuing up for a vial Delazlo Splint's rheumatism elixir.

The Library: As large as many of the wizard's houses, as grand as the the House of Pulstar, the stately library is bleeds intellectual dominance. Every inch of its gray stone walls are sculpted to represent scholars of the distant past, although who exactly these folk are is lost to the Old Lords and time itself. Its halls are packed with tomes, shelves climbing to its vaulted ceilings. Stained glass windows spray colored light all about, while a small army of constructs maintains and defends the building. The library is under the protection of its neighbor, the School of Light and Dark, and run by the ancient Sylvian Fonterall. Sylvian is the last known Archivist in Quintz and perhaps the land. The library has one peculiarity. While you may study in there day and night for a month, and while you may gain a huge amount of knowledge, the minute you leave its halls and chambers, you are as wise as the moment you entered, no more and no less.

Sect Houses: The following Sect have notable houses, but do not thing for a second they are the only sects in Quintz.


 * The House of Pulstar
 * The Seven Sons of Apathy
 * The First Bell Brethren
 * The Eye of Mizzen
 * The House of the Lonesome Mage (Defunct Sect)

Quintz