Quintz

The hidden city of Quintz is located to the south of the Sea of the Stranded Fool in the Orion Peninsula also known as the Beastlands. It is a region only accessible to high level adventurers with monsters up to gargantuan. Quintz itself is currently under a spell of tinification and is no bigger than an ant's toenail.

Quintz is the home of the old Lord Arthur14579. Arthur has since left the server however, because of his love for it he his Quintz and preserved his lore in ten wards. These wards are a mystery to the wizards in Quintz who study magic in safe isolation.

But, rumor is rife within the city that the Mercer has arisen. Only the wizard, Ricklefess, is concerned and scours the land for a hero. Something strange is emanating from a land far to the north east of Quintz. It is coming from an unlikely village called Morgan Mount. Ricklefess dispatches a savant wizard called Frank to investigate, and his arrival in Morgan Mount is where our story starts in book one, The Wizard of Quintz.

While Frank is investigating, all is not well in Quintz. Some factions say that the only way to unlock the power of Arthur14579's wards is by joining forces with the Mercer and practicing his dark magic. Others, like Lismal Conflistadore, head of the School of Artistic Magic, disagree and believe Quintz is safe no matter what. Factions become clearer. Secret factions become bolder.

To understand them, you have to understand Quintz.

Quintz has eight Schools of Magic. But whilst these schools think they are the most important in Quintz, quite naturally, there are many other notable buildings.

Central to all is Merlin's Eye, a towering column. To the west stands the abandoned House of the Lonesome Mage, and opposite that reclusive building stands the Tower of Night. To the south of the city, within its own substantial walls and atop a grand hill stands the once bustling Camelot Castle. Every town need workers, and Quintz is no different. The Artisan's Guild Hall sits within the commercial district which takes up most of eastern Quintz. The Grafting Man's Club has both a northern and a southern chapter, and while these compete with each other, even fight the odd battle, take on one, upset one, and you feel their combined wrath. The House of Bowls is home to Alchemist's Anonymous, a shady sect despised by the Wizards of Quintz as it undercuts many of their expensive potions.

Then there are the Sect Houses; the House of Pulstar, the Seven Sons of Apathy, the First Bell Brethren, Eye of Mizzen, each have prominent dwellings. But more sects exist, some dwell under Quintz and others meet in shady rooms to further their clandestine goals.

No city is complete without a library, and Quintz's magical library is exactly what you'd expect in a Wizard's city. Except, most of it is under a strange spell that prevent the readers of certain books remembering anything. All population centers require a government, and governance is carried out from the Registry Building. All governments need an Imperial Guard to enforce their laws, and that building sits nice and tight to its master on the easternmost part of Quintz.

Water is also a necessity. Quintz not only has its artisan piping systems and sewerage, but also the Circle of Wells which surrounds Merlin's Eye. The water and sewerage system are a necessity in a city like Quintz. Being completely cut off from the world means that every single thing needs to be reused. Sewerage has to become fertiliser, which in turn becomes food. Water must cycle too, and mana is limited to the amount that exists.