Walk in the Chambers of Power

The City Chambers crown the grand boulevard of Aranthaes, their gleaming white marble facade dominating the city’s skyline. Ornate fountains and manicured gardens frame the approach, reminding all who pass that here lies the heart of power, where Aranthaes’ destiny is decided.

A colonnade of soaring pillars and carved archways leads to the vast atrium within. Intricate murals stretch across the walls, chronicling the city’s rise from a humble settlement to a shining capital of wealth and culture. Chandeliers of wrought crystal hang from vaulted ceilings, scattering light across polished marble floors. The air smells faintly of incense and fresh-cut flowers from the gardens outside.
 

The Atrium

Visitors entering the chambers find themselves in a cavernous atrium dominated by a sweeping staircase of marble and gold-veined stone. Couriers and clerks hurry across the floor bearing scrolls, contracts, and decrees. Guards in lacquered armor stand at rigid attention, their halberds gleaming in the light. Nobles, guild leaders, and envoys from foreign lands wait here, speaking in hushed tones while awaiting summons to the council.
 

The Council Hall

At the top of the staircase lies the council chamber itself: a vast hall lined with polished benches and dominated by a raised dais where twelve ornate thrones face the assembly. Each throne bears the sigil of its occupant’s office, from trade and law to foreign affairs and civic order. Here, beneath frescoes of ancient victories and gilded reliefs of past rulers, the Council of Twelve debates and decrees the laws of the city. Their words shape the lives of every citizen, and the hall is a stage of both lofty speeches and quiet rivalries.
 

Symbols of Authority

The chambers are more than a meeting place — they are a living reminder of Aranthaes’ prestige. Petitioners present their cases before the council; ambassadors bring gifts or demands; guild leaders strike bargains beneath the council’s gaze. Every carving, every polished surface, speaks of power carefully maintained. Rumors whisper that much of the true decision-making happens not here in the chamber, but in the corridors and salons that surround it.
 

Encounters

The City Chambers are never quiet; they hum with politics, ambition, and intrigue. Roll d10 for possible encounters…

  1. A delegation of textile guild representatives debates tariffs in the atrium, their shouting echoing off the marble walls.
    Guild Leaders (1d4+1): AC 11, HP 10, daggers (1d4), fine robes.
  2. A clerk drops a bundle of important scrolls, and several opportunistic hands reach down at once.
    Clerk: AC 10, HP 7, improvised weapon (1d4).
  3. Two council guards accuse a visitor of carrying contraband and move to confiscate it.
    Guards (2): AC 13, HP 16, halberds (1d10), chain shirts.
  4. A foreign envoy paces nervously, practicing a speech in a strange tongue while their retinue stands by.
    Envoy: AC 12, HP 12, rapier (1d8), silk robes.
  5. A wealthy merchant loudly argues with a tax collector, insisting their levies are unjust.
    Merchant: AC 11, HP 14, dagger (1d4), fine clothes.
  6. A junior councilor attempts to impress the adventurers with idle gossip, hoping to gain favor.
    Councilor: AC 12, HP 12, shortsword (1d6), livery.
  7. A servant rushes past bearing a silver tray of sealed letters, one of which slips loose, catching the adventurers’ eye.
    Servant: AC 10, HP 6, improvised weapon (1d4).
  8. The stern Warden of the Wynds Jail makes her case before the council, demanding greater funding for her guards.
    Warden: AC 15, HP 30, longsword (1d8+2), breastplate.
  9. Orilia Thorne, one of the most influential merchants in Aranthaes, glides through the hall surrounded by aides. Her presence draws whispers and deferential bows, and she may pause to gauge the adventurers’ worth.
    Orilia Thorne: AC 18, HP 91, shimmering dagger (1d4+12), diplomatic immunity.
  10. The chamber erupts in chaos as a petitioner hurls accusations of corruption against one of the council, and guards rush in to restore order.
    Petitioner: AC 10, HP 8, fists (1d4); Guards (1d4+2): AC 13, HP 16, halberds (1d10).