Neighborhoods
"
Birds of a feather."
The average Precinct of Finality has over three hundred and fifty thousand permanent residents and another fifty thousand transients in it at any given time. And so it is perhaps unsurprising that every Precinct is further divided up into neighborhoods by the residents within them. After all, even a tenth of any Precinct would by itself constitute a metropolis on many worlds with low civilization levels. Some neighborhoods have direct connections via portal to one or more other worlds, and their close proximity to these other worlds often influence culture, economics, and population makeup in those neighborhoods. It is important to remember though that a majority of neighborhoods
do not have their own portals, and that most portals in finality are located in and around Portal Pentagon.
Many neighborhoods are noticeable because of something reasonably mundane – a level of wealth, an architectural style, or a common language perhaps. But Finality has neighborhoods that have properties that are supernatural or beyond the understanding of mortal dirt farmers. Some of the more exotic or important neighborhoods are listed below:
Utgard
"
Winter is a place."
Shaped vaguely like a peanut or a figure eight, the neighborhood of Utgard is essentially the area around two gateways, narrowing to just two blocks in between. It is
cold in Utgard. Many of the walls are made of blue ice and public squares have frost fountains. Even on the hottest day of the year, temperatures in Utgard never rise above zero. When the rain falls on Finality, it is frozen into hail before it strikes the slippery streets of Utgard. Most of the city's frost-dwelling denizens live here, and citizens include Chraal, Immoth, Frost Giants, Gelugons and Frost Fiends in roughly equal numbers to the less obviously powerful Frost Elves and Ice Goblins. The two polyps of Utgard each contain a portal: one to the world of Jotunheim and one to the world of Cocytos. The will of the Frost Giants is strong in the area surrounding the first, and public decorum is set by the Ice Devils in the second. Political power is not easily shared between the two and Utgard does not have a central government building. One thing that the rival councils agree upon however is
scale, and the doors, tables, and ceilings in Utgard are made for people who are large in size. A 3 meter tall person would be considered short compared to the people for whom the doorknobs are placed in this neighborhood.
The Ice Houses: Finality's preservative trait keeps fruit and meat good for long periods of time, but only so long as they are kept on Clangor. For perishables that are slated for long travel or storage times once they leave through a portal, it is often useful to freeze the goods solid before transport. The Ice Houses are warehouses where the temperatures are considerably below zero. They range in sophistication from simply leaving carts and crates in low temperature environments until the contents are covered with frost to elaborate operations where goods are wrapped or jarred before being frozen and shipped. There are constantly goods being sent to the Ice Houses for frozen storage before being sent off to the Portal Pentagon for shipment around the multiverse.
The XXX Distillery: Fruits and grains do not ferment in Finality, and alcohol is difficult to make. However, the easy access to extremes of cold in Utgard power a number of processes by which large amounts of beer, cider, and wine can be transformed into much smaller amount of brandy, whiskey, and other hard liquors. Many XXX bottles are shipped off world, but a considerable amount is manufactured for consumption within Finality as well.
Ghost Town
"
A creepy place with hundreds of people and thousands of souls."
Everything is gray and looks dusty and ill-used in Ghost Town. Everything is made to be tangible to the intangible, and those walls and doors that are not made of ghostwood or astral driftmetal are soaked in ectoplasm until the wandering spirits who make their home here can interact with them. Even curtains and silverware in restaurants is soaked in ectoplasm until ghosts can move them. The result is that everything is slightly sticky and quickly accumulates a layer of dust. While most of the residents of Ghost Town are some form of incorporeal undead, it is not overtly hostile to the “bodied”.
The Life Line: Nominally an “all ages” pub, The Life Line is the premier watering hole for the spirits of the departed in the known multiverse. The proprietor is a Dread Wraith and has access to bottles of
void milk – a psychic toxin that gets spirits drunk in a similar way to how alcohol affects mortals. It's not generally known where he gets it, though of course there are theories. The Life Line also serves food and drink for the bodied, just make sure any seat is actually empty before you sit in it.
The Vault
"
A maelstrom of darkness and emptiness broken only by howling and terror."
The Vault appears to be an empty cube more than a kilometer on a side underneath Precinct 16. To a corporeal observer, that meter-thick iron doors at the base of the Vault Shaft appear to hold in nothing more than darkness and the whistling and howling of air currents. However, to an incorporeal observer, The Vault is full of intricate architecture. Vast Escherian staircases connect walls to floors and ceilings, chairs, tables, doors, and sculptures appear at odd angles, and it is all crafted out of etherstone, solid air, and pure arcane force. The Vault is a three dimensional arcology built for incorporeal creatures by incorporeal creatures. The population is virtually completely made of spectral and ethereal beings with just the odd air elemental floating through. Residents of The Vault mostly keep to themselves, the architecture of the place is constantly being added to, and the insides are quite a maze – though many of the structural pieces are intangible (and all are invisible) to physical beings.
The Labyrinth: To an ethereal observer, the entirety of The Vault is an intricate collection of stairs, doors, and barriers – a labyrinth as it were. But that is merely a coincidence of constant construction by hundreds of architects who likely as not don't share a
language, let alone a vision. But there is a portion that is actually
designed to be confusing, and that is “The Labyrinth”. It's a prison where those incorporeal creatures too crazy and dangerous for specters and wraiths to deal with are held. Intangible monsters from a hundred worlds are held indefinitely in this phantom prison, and it is very difficult to discover exactly who in imprisoned there or to contact them once they are. Jailbreaks from The Labyrinth are not unheard of, but they are the sort of thing you talk about in a whisper lest you frighten everyone in earshot.
The Splinterbriars
"
A thorn by any other name."
Some centuries ago, an avatar of nature from another world invaded Finality over some cross-world insult and was brought down in what is now known as the Splinterbriars. The land in which the being fell has become incredibly fertile, though twisted and horrible in its own way. Plants brought into the neighborhood grow with incredible speed, though they become knotted and deformed in doing so. Even splinters of green wood can be grown quickly into trees, though such trees are bent over themselves and choked by their own branches. Plant creatures heal rapidly while in the Splinterbriars, but they also grow bolls and tumors that must be cut out of their bodies on a daily basis lest they become sick and deformed. The Splinterbriars are home to many of the city's “wood dwelling” creatures, though a majority of the population are either Elves or Abeils. The buildings that used to be in this neighborhood have been shredded by vines and roots and are now merely ruins and rubble suspended in the grasp of brambles and trees. The wood produced in the Splinterbriars is hopelessly knotted and twisted, and requires magic to be warped and shaped before it can be used for much beyond fuel and pulp. Nevertheless, the druids and Abeil Queens of the Splinterbriars produce a considerable amount of wood for construction and industry in Finality.
The Dark Heart: The actual crater where the avatar fell long ago is surrounded by a dome of near impenetrable thorns and briars. But according to diviners and clarvoyants, within that barrier is a clearing. And within that clearing is a pulsing black heart. The older accounts describe it as being somewhat smaller than more recent accounts do.
The Paper Mill: By far the most noxious smelling thing in the Splinterbriars is the Paper Mill. Workers gather vegetation from around the neighborhood, and mulch it down into paper for use throughout the city and beyond. It smells terrible, and those residents who don't work for it almost universally despise it.