The scope of RFC's Tolkeen city-state has always been different than Palladium's vision, since its inception four years ago.  The following files can be found on site as well, and serve to illustrate the depth of thought and effort that has created the IC Land enjoyed by many.  To include all our writings would take too much space;  please come on site to view the rest in +news4.  All works below are the intellectual property of the Staff of Rise From Chaos MUSH.

Contents:

1) History
2) Timeline
3) Statistics
4) City Guide
5) Culture
6) Laws
7) Maps

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1) History

The New Age

Excerpts from the journal of Jericho Trimus:

     The midwest lands of old America were torn asunder by unrest and chaos.  The Great Cataclysm had created a new Dark Age for humankind.  Old cities and towns had long been overgrown by lush vegetation and new growth forests.  Humans lived among the delapidated buildings and ruins like animals.  More often than not, the use of fire was never practised, fear of drawing attention from the new nightmares that walk the land was far more important than comfort.  Thus, the people lived in the most horrible of conditions.  They fought amongst themselves for food or other valuable commodities.  Survival was the only word these humans knew, and even the lowest means of attaining it was viable.  Nothing was worth losing one's life to the demons that stalked the night.  Any kind of moral fiber that once pervaded the lives of these people was forgotten.
       Truly, animals they had become.  Animals cast into a deep shock from the alien world that had grown up around them.  Animals who had lost any hope of coming to understand how to cope with their new environment.  The monsters that once were stories to frighten children were stories no more and for many, it was more than their minds could bear.
       For the thousands of people reduced to the mindsets of children, there were some who rose to power in this environment.  Bandit Lords roamed the land, seeking to take advantage of this new age and acquire as much wealth as possible in the process.  It had become quickly apparent to them over the years since the Cataclysm that the masses of babbling, whimpering humans only needed a firm hand and a strong voice to gain their loyalty.  Bereft of any hope, they clamored to anyone who seemed to offer it, no matter what they got in return.
       The Bandit Lords were wiley enough to take advantage of the situation.  It was the Bandit Lords who acclimated these humans to living with other dimensional-beings.  Perhaps that is the only positive action to their credit.  To the hardened minds of the Bandits Lords the beings beneath them added to their power, be they human or no.  Shaping the minds of the frightened humans to their new 'reality' was an easy task.  The people lived in squalid conditions no better than before the arrival of the Bandit Lords.  But that mattered to them not, it was having a authority figure to look towards for comfort that they craved, someone who gave them order, no matter how meager the circumstances.
       It was around this time two wanderers ventured into the Bandit stronghold.  Little is known about how the two met, but it was obvious the bond of friendship between the Dragon Brimstone and Lyle Dirksen, a man of rediscovered mystical knowledge, was strong indeed, and they shared a common purpose.  They made their way among the poor and oppressed, of which there were many.  Where the Bandit Lords showed dominion and tyranny, they brought freedom and hope.  Dismayed by the squalor they encountered, they quickly went into action.
       Their words of hope and a new beginning, so foreign to the inhabitants of this stronghold gained them respect and the admiration of many.  However, they did not want to build this new city they proposed upon the bodies of those who would not submit.  And so they led a peaceful revolt, with not one shot fired.  It was through their show of strength and unity that Brimstone and Lyle Dirksen, with a display of their power, drove off the Bandit Lords.
       For the next twenty years, the stronghold attracted more refugees from places they were not welcome or were not safe.  Slowly, the ruins of the old pre-rift city of Minneapolis were forged into Tolkeen, a city for the New Age.  During the next few decades of peace, some the humans began to realize the power that had once laid dormant in their bodies was now bubbling at the surface.  They were encouraged to practice their new found abilities in both of the mind and of the will.  Lyle Dirksen founded The Academy of Magic and Brimstone helped teach those with the talent of psionics how to harness their power.  More and more refugees began to arrive, many having been shunned or persecuted for having such abilities.
       The Coalition was in its infancy, and the 'Coalition of Free States' that it proposed was still in the design phase.  But its evil was slowly beginning to build, causing an even greater flood of refugees to pour into the city.

     Tolkeen was almost destroyed when a flood of Xiticix emerged from a rift in the center of the city.  Inhabitants fought valiantly but many died.  Before all could be lost, however, the strangest thing of all happened.  Psychics fell to the ground, babbling out a prophecy.  And perhaps due to a mass surge of their psionic strength, or by some otherworldly means, a white tower of shimmering, pure stone, was somehow mystically erected upon the rift.  This tower scattered the enemy like so much scrap, and then sealed shut the nexus by some means still unknown, bleeding off the excess energy in the form of blue-white light into the skies.  To this day, people still claim they find Tolkeen by looking for its white beacon upon the horizon by night.  The effect of this, however, had its upside and its downside.  While sealing off the rift from potentially dangerous enemies, it also caused one of the greatest nexus points in North America to become inaccessible to the magic rich society of Tolkeen.
       It was during this time that envoys from the Federation of Magic began to approach the founders of the city.  Tolkeen had quickly gained a reputation throughout the lands of being a city that encouraged the practice of magic and understood the necessity of harnessing the power. The envoys brought tidings from their Lord, Nostrous Dunscon.  Believing the Federation of Magic to be like-minded, Tolkeen decided to join, placing itself under the rulership of another nation for the first time in decades.
       This went on uneventfully for a couple decades longer, and quite peacefully so.  It was when the Coalition began to grow in strength that Tolkeen became alienated from the Federation of Magic.  The brutal and violent tactics the Federation espoused did not fit in well with Tolkeen's policies of peace and freedom.  In what some of the Federation of Magic considered to be a cowardly action, Tolkeen seceded from the Federation, withholding its support from the bloodbath.
       Perhaps had Tolkeen and other places like Lazlo joined forces with the Federation, Chi-Town could have very well been crushed. But the leaders of Tolkeen found it impossible to reconcile their beliefs with such wholesale slaughter. As a result, and perhaps an ironic one, Tolkeen's worst enemy, the Coalition, became what it is today.
       It is here that the history of Tolkeen continues.  She now struggles to gain a military force able to hold off the awesome Coalition war machine.  Tolkeen still faces incredible odds against one of her greatest enemies.  Even now it is unknown the outcome of the inevitable conflict.

At this point, the history created by RfC players started. The yearly summaries can be found in the Timeline, starting with Year 104 P.A.

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2) Timeline

-152 PA First bandit gang establishes small fortress in ruins of Minneapolis-St. Paul.
-150 PA Small villages appear in Mississippi river valley, surrounding area.
-148 PA Bandits disband when leader found dead after advocating burning down the vast hedge maze around a powerful nexus point in the ruins.
-142 PA The original Oracle arrives, establishes sanctuary in mountains to the west of the ruins.
-140 PA Second bandit lord establishes a fortress in ruins with her troops.
-138 PA Bandits begin collecting 'taxes'.
-132 PA First peasant revolt brutally crushed.  Leaders' heads placed on pikes.
-130 PA Small group of champions, thought to be those who are now called Cyber-Knights, attempt to drive off bandit forces.  They are slain to the last man.  A shrine is built in their honor, believed to have been haunted.
-129 PA Lyle Dirksen and Brimstone arrive in area from the south.
-128 PA The wizard and the dragon defeat bandit forces in Mooselodge, a small village to the southeast of the fortress.
-127 PA Peasant make a show of unity before the fortress, sending ripples of uncertainty through the bandit forces. Dirksen meets, challenges and slays bandit leader in single combat. The enemy is driven off, the fortress is sacked and destroyed. The day is hailed as 'Liberation Day'.
-125 PA City of Tolkeen founded in ruins of Twin Cities.
-122 PA First walls built.
-119 PA Massive nexus disruption permits the entry of the first Xiticix.  Hostile aggressors are killed in battle.
-118 PA Earnest training of psychic powers and magic teaching begins. The nexus is defended from minor threats.
-116 PA The Xiticix breach the dimension again, this time with a huge army. The defenders are lost until the mysterious appearance of the White Tower, obliterating the invading force.
-115 PA Followers of The Oracle of Delphi religion is founded.
-113 PA Talks begin with Dweomer to join forces with the Federation of Magic.
-110 PA Broad expansion of city causes walls to have to be moved out.  Freedom Plaza built around the mysterious tower and now stone maze.
-107 PA Academy of Magic established, Tolkeen Militia formed.
-100 PA Monsterous demon from a ley storm levels half of the city before stopped.
-94 PA Rebuilding complete, ley watch protocols established.
-90 PA First report of a prophecy by the Oracle, involving the Tower and the destruction/redemption of the city.
-85 PA Contact is made with Lazlo city when a team arrives to study the Tower and the mountain Shrine.
-60 PA City of Markeen founded north of Tolkeen.
-57 PA First sightings of Xiticix activity to the north of the territory.
-26 PA Marked year, with notable increases of D-Bee migrants into territory, though prejudice still runs high.
-23 PA Markeen becomes a Barony of Tolkeen after numerous skirmishes with the Xiticix.
-21 PA Brimstone vanishes mysteriously.
-14 PA Severe flooding damages part of the city, and farmland in the territory.  Starvation and widespread unrest.
- 11 PA Great increase in trade of goods and knowledge between Lord Dunscon's 'Great City' and Tolkeen.
-2 PA Brimstone returns, refuses to talk about her missing years.
-1 PA Lloyd Dirksen born.
0 PA Start of Coalition record keeping.
1 PA Tolkeen signs extensive trade/mutual defense pacts with Lazlo.
5 PA Lord Dunscon declares war on Chi-Town, the Tolkeen city council withdraws their support of him.
6 PA Tolkeen ambassadorial delegation to the Great City returned in an urn.
7 PA With a population of one thousand, Raan Village becomes a Barony, Tolkeen becomes referred to as the 'city-state of Tolkeen'.
8 PA Jericho Trimus the first arrives in the city.  He, Brimstone, and Lyle form the ruling oligarchy government, the Triumvirate City Council.
12 PA Lord Dunscon launches disasterous attack on Chi-Town.
13 PA Lyle Dirksen vanishes from the Academy, he is never seen again.  His wife Victoria Dirksen takes his place on the Council until Lloyd comes of age.
23 PA Duelling laws established and formalized.
24 PA The Ring is built and warded.  Lloyd Dirksen leaves Tolkeen Militia to become Dean of the Academy of Magic.
26 PA Attempt to assassinate Brimstone with a fast acting poison foiled by anonymous citizen.
28 PA Coalition diplomats expelled from city for spying.
33 PA Lloyd Dirksen is inducted into City Council.
38 PA First sighting of the Sleth (a burrowing insect race).
42 PA Dramatic reduction in crime in the city. Many notable underworld figures found dead.  Believed to have been a gang war.
47 PA Logan Dirksen born.
50 PA Tolkeen celebrates seventy-seven years of Freedom with a huge fireworks display.  Rumors abound that Lyle Dirksen was seen talking to his son and Brimstone during the festivities;  they are never confirmed.
51 PA Coalition cracks down on its scholars, several dissidents flee to Tolkeen.
52 PA Tolkeen accepts a new Coalition envoy.  A special compound is built for diplomats off of Freedom Plaza.
55 PA Tolkeen sends a detachment from their 1st Arcane Division to aid in the defense of New Lazlo.
56 PA New Lazlo and Tolkeen sign an extensive trade agreement.
62 PA The Tolkeen Militia greatly expands their Mechanized divisions.  The Paranormal Assets Division is founded to account for all the 'unclassifiable' elements of the Tolkeen Militia.
67 PA A string of grisly murders leave the Militia baffled.  All of the female victims were dissected with a surgical precision.  The killer is never found.
73 PA Lloyd Dirksen and wife are assassinated in front of a large crowd in Freedom Plaza.  The suicidal killers were believed to have been Coalition agents.  The Coalition denies any involvement.  Logan is inducted into the City Council.
75 PA Increased skirmishes with the Xiticix occur with the Barony of Markeen.
78 PA Tolkeen ambassador to Chi-Town is murdered in a nightclub.
79 PA New ambassador to Chi-Town is appointed.  Returns to Tolkeen six months later.
85 PA Xiticix destroy several small human communities to the north of Markeen.
86 PA The Xiticix War.  The city-state drives back the insectrace from the northern Baronies, but only at a great cost of life.
87 PA War hero cyberknight, Cromwell is made Baron of Markeen.  First contact with the Sleth, events are unclear but the end result of the death of the Sleth who attempted contact.  Sleth raiding begins.
89 PA Logan Dirksen leaves Militia service, takes over as Dean of the Academy.
92 PA Intense skirmishing with Coalition forces ends any trade between Tolkeen and the Coalition States.
95 PA Terrorists open fire on a small gathering of D-Bees outside of Tolkeen, killing 30 and wounding 48 more.  The terrorists are killed fighting the Militia.
98 PA Youth gangs become more of a problem in the poorer sections of the city.
100 PA Celebration of the centennial marred by terrorist bombing of the Academy of Magic.
101 PA Academy repairs completed.

104 PA Increased skirmishing with Coalition forces along the southern borders.  (RfC begins...) Prosek's 'Campaign for Unity' speech, Tolkeen in open conflict with the Coalition.  Open trade ceases from Ishpeming and Manistique Imperium, then an increase in enemy forces amassing at the borders cuts off trade to the south and east.  Markeen falls, as Baron Cromwell detonates a nuclear weapon in his city rather than let it fall to the Xiticix a second time.  Refugees flood Tolkeen.

105 PA Refugee camp set up to the north is plagued by attacks by the insect race, The Sleth, ending in abduction and a battle which drives them further underground.   A mysterious string of murders lead to the discovery of a necromantic cult operating in Tolkeen.  Council makes a formal declaration of war on the Coalition after the southern Barony of Raan is attacked and decimated.  Civilian Defense Brigade (CDB) created to police the city while the Militia organize a defensive front to the south.  Suicide terrorist attack on the City Hall ends in tragedy as more than 60 citizens are slain, and the building destroyed.   Mass Exodus as citizens flee Tolkeen in the wake of the Coalition War Machine.  Markeen terrorists incite a riot and steal the famed Skyrunner to deliver a deadly bioagent to the Duluth Xiticix hive in a suicide dive.  The Sleth re-emerge to return captives and make peace with Tolkeen for destroying the Xiticix presence to the north.  The front lines are crushed and the Coalition War Machine descends upon Tolkeen, laying waste to the city as defenders flee.  The Academy of Magic rifts away with escapees and the Sleth take citizens into their underground lairs.  The Oracle appears in the occupied city and names the Chosen One (Rooke Del Reyhart) and Defender of Tolkeen (Damion Blane).  Last-ditch, rebel battle at the start of the new year is joined by Sir Coake's cyberknights, the returning Academy, and the tide is turned when intense magical power erupts from  the mysterious White Tower in the center of Tolkeen, decimating the enemy force for miles around.  Brimstone and Logan die in battle, and Jericho appoints Rooke, Damion, and green dragon Lynx as the new Council.

106 PA The long hard recovery period begins, amongst criminal looting and gang warfare. A downed CS Fortress is protected from the criminal element and outfitted as temporary Militia headquarters. The Council appoints new heads of the Militia divisions among trusted friends, with Lt. Christopher Allen appointed Brevet General. The economy struggles back into being by the second half of the year. Councilmember Rooke is thought lost when a major leyline storm brings a monstrosity into the Plaza, which devastates the area until Chief of Technicals William Townsend creates an electrical surge that pulls it and the Councilwoman far along a leyline. It is deduced that the broken Tower can no longer contain some of the great energy of the Nexus, thus leaving the city vulnerable to more frequent storms and rifts. A rescue by the restoration and military chiefs brings the Councilmember back safely. Councilbeing Lynx Corvus is subdued in a Militia skirmish after being accused of murder, then dies mysteriously while in the care of the Academy. Alien cyborg Fenris Te'akane is appointed to Council. The return of Colonel Wilkgar and a contingent of survivors officially reorders the Militia, and Wilkgar replaces Allen as General. The Tolkeen Police Force is founded to handle inner city crime. Reports of returning Coalition presence along and past the territorial borders, and anti-Tolkeen spies and subversives within the city sparks paranoia. Tolkeen re-establishes trade between the kingdoms and regains a measure of former might and prosperity by the end of the year.

107 PA Rumors abound of the Militia working on an extraordinary project involving VR technology. William Townsend (Tandem) appears to become the target of corporate assassins, and disappears. The Tolkeen Scrapyard is strafed by carpet bombing, presumably to combat the number of supernatural predators that had grown since the weakening of the Tower. Only a week later, the Tap and Barrel, a popular eatery owned by retired Council Jericho Trimus is gutted by fire - the arsonist is not found. Townsend is recovered under mysterious circumstances, but has to be committed to the Memphis Hemingway Asylum for the remainder of the year. That summer, Councilmember Del Reyhart resigns from the Council and publicly rejects the Oracle-given title of Chosen, which creates a stir among believers. The Police Force is plagued by scandals and accusations of brutality, decreasing public support. Councilmember Blane is charged with Attempted Murder for severely beating Medical Chief Jeremy Hawthorne in a public dispute. He is found guilty and removed from Council by the Magistrates for his deplorable conduct. The city is terrorized in the autumn months by a host of giant white bats from a Plaza rift. Temperatures become unseasonably high, and pollution is a serious health hazard. After successful Militia hunts, the bats are driven out of the city. The returning winter becomes one of the harshest cold weather seasons in Tolkeen history.

108 PA Tolkeen is practically buried in what comes to be known as The Blizzard of '08, halting food and supplies shipments into the territory and sparking a crisis. Warmer weather brings relief in the spring, which is quickly replaced by tension as incidents of gangwarring on the west side rock the city. The Police Force is restructured, with Lt. Detective Lewiston Danforth taking the reins, and establishing a new campaign to gain back the public trust. Colonel Caldwell assumes temporary leadership of the Militia when Wilkgar embarks on a unexplained mission to the south with his old contingent. A disaster on Freedom Way marks Caldwell's first public relations challenge, when a convoy of zoo animals breaks down as two territorial Teepowkas clash on the street. Wilkgar does not return as scheduled, and Militia morale and public confidence further deteriorates. Gang warfare seems concentrated around Drake and Wallside West, prompting the closing of businesses there. The major group called Apokalypse is fingered as the aggressors, but it is never publicly established just who the other side was, although a firebombing incident of the popular gym, G's Spot, suggests that owner Gareth Vaughn had some connection. A quick and private ceremony appointing Caldwell as the new High General of the Militia forces sparks vicious public reaction, especially when there is news of a survivor from Wilkgar's party. The woman was in a coma and dies before revealing any information as to the former General's whereabouts. A minor victory over the Coalition renews public support, when footage of an outpost assault is broadcast on Channel One News. West-side clashes decrease noticeably just in time for the Saturnalia Festival, during which a Before The Rifts themed Costume Ball boosts tourism income to an all-time high.

For 109 PA history, please come online and check the available IC BBS, such as IC Events (6), the Tolkeen Town Crier (8), IC Rumors (10), and Channel One Broadcasting (20).  We are currently in year 110 PA.

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3) Statistics

Tolkeen Statistical Information

Dimensions: (of city) 6 by 5.5 miles, (of territory) 55 mile
    radius, roughly
Population: (within walls) 145,000 Breakdown: humans 45% (57% female, 43% male) mutants (psychics, mutant animals) 22% (60% female, 40% male) d-bees 30% (55% female, 40% male, 5% other) others (cyborgs) 3%
Population: (outside walls) 118,200 Breakdown: humans 48% (43% female, 57% male) mutants 19% (36% female, 64% male) d-bees 33% (45% female, 49% male, 6% other)
Main Languages: American (English), Spanish (34%), Dragonese (18%), Euro (8%)
Government: Oligarchy - The Council (3)
Literacy: 83%
Main Religions: Followers of The Oracle of Delphi (45%)
    Church of Jesus Christ D-Bee (35%)
    Others (20%)
Terrain: Grasslands/Lowlands 20%
    Heavy Vegetation 16%
    Sand/Barren 6%
    Swamp/Marsh 5%
    Thin Forest 12%
    Dense Forest 17%
    Rocky/Mountainous 13%
    Water 11%
Crime Rate: (violent) 6% (non-violent) 11%
GNP: 9.6 billion credits
IMPORTS: published materials, computer equipment and software, food products, firearms, machinery parts, electronics, pharmaceuticals, industrial chemicals, medical supplies, audio/visual media
EXPORTS: raw ores, manufactured parts, lumber, fish, processed meats, magical/technowizardry devices, refined metals and plastics, artwork
Leyline activity: (in city) 16%, (in territory) 33%
    Lines: 15 major, 28 minor
    Nexi: 3 major, 12 minor

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4) City Guide

    A well-made booklet that looks like a small magazine but reads like a tourist guide. A frontal photo of the city, taken at the main gates, with Freedom Way stretching on past the wide arch, lined with buildings, and the White Tower rising up past the wall and into the sunlit clouds. Inside reads:

  Welcome to Tolkeen, dear traveler, the City of Freedom, Wonder, and Magic! Contained in this guide is a synopsis of notable locales and services to meet your desires or needs around the city during your visit.

Table of Contents

Sites and Attractions
Bars and Restaurants
Entertainment
Shopping
Inns, Hotels, and Residences
Institutions
Technical Services
Tolkeen Street Map
 

Sites and Attractions

    By travelling northwards along Freedom Way, the largest avenue of the city, you will find, almost in the center of Tolkeen, the famed Freedom Plaza, a large, beautiful diamond of space, which holds a bustling open-air marketplace, a huge, landscaped park, and outdoor auditorium bandshell.  Ample parking can be had on the southern point, and from there one may traverse the plaza along one of many well-manicured promenades.  Surrounded by a magnificent stone labyrinth is The White Tower, renowned for its mystic powers and feared by Tolkeen's enemies.  Also of note is the lovely, tranquil Druid's Grove , a secluded area within the park where a nature-lover weary of the fast-pace of the city can go to revitalize.
    Just west along the busy Lazlo Avenue from Freedom Way is City Hall, a sight in itself, and the workplace of The Council.  The main governmental building of Tolkeen is as architecturally impressive inside, as outside.  Moving further west is like stepping into Tolkeen's history, as a large stone archway leads towards The Ring, the exciting arena where legal duels are matched over matters of honor.  If one is lucky, they may be in time to witness a duel to 'first blood' between two combatants.
    To the south of Lazlo lies the well-populated D-Bee Sector, where alien culture runs free to create an altogether exotic atmosphere in the streets.  View the curving spires and dreamlike housing designs of other-worldly minds and sample unusual cuisine (avoid those marked 'incompatible with human life'!).
    For more of a taste of human cultural achievements, Tarn Avenue East holds much of Tolkeen's talented spirit, as witnessed in the fine Naiad Library, museums, galleries, and studios.  Rebuilt to its former quaint splendor after the ravages of war, the avenue remains a testament to historical preservation, and a testament to the survival of human creativity.
    Several blocks northeast from Tarn, rises the closely guarded, high-tech facilities on Communications Hill , a must-see for any tech fan.  Access is restricted, however a special, daily tour will bring a group to the observatory and radio station.
    After viewing the stylish wealth of the northeast sector, return to the west, where the north quadrant, also called The Mage Sector holds such gems as the famous Academy of Magic and the Industrial Magic Factory on Brimstone and Faulcona, which designs and manufactures wondrous items of technowizardry.
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Bars and Restaurants

    Looking for a light, quick meal and a good drink? Tolkeen has a variety of taverns and eateries to satisfy the gullet and please the tastebuds.  One of the most popular bars in town is The Succubus, known for its friendly staff, a good variety of drinks, and a private members' club, The Underground. The Succubus, located on Freedom and Lazlo, also serves a light meal fare.
    For a more discerning locale, with regards to drink, meal, and clientele, the newly rebuilt Tap and Barrel has a light medievel theme, and a cozy, fireside atmosphere.  This tavern can be reached through a quaint walkway between buildings that leads from Freedom Way to Tarn Avenue West, as is owned by Tolkeen co-founder Jericho Trimus.
    More of a restaurant than the TAB is The Emerald Garden, one of the best-known eateries on the east side.  Located on Adelaide above Tarn, it's the place to go for a diverse, affordable menu, good service, and vibrant decor.
    The very ultimate in fine dining can be found at Le Coeur de Leon, an elegant restaurant located in the Nicolet Condominiums.  Set on an exclusive rotation mechanism, one may dine on gourmet dishes and enjoy all sides of the view.  Policy requests that one dresses their best to come here, and if one can afford the extravagant prices, the luxuriant experience is worth it.
    Even the exquisite after-dinner fare at Le Couer cannot top the coffee and dessert stylings of The Java Factory located on the corner of Wallside West and Drake.  A marvellous technowizardry machine is rigged to produce more than twenty delicious original blends, while the deli and baked goods counter makes this coffee shop popular with customers from all walks of life.
    For those simply searching for a fast bite of something that is presumably food, we recommend Oliver Treats , a fast-food restaurant chain that has set up minor franchises in the Baronies.  Extremely affordable, no hassle junk food at its best, the original restaurant can be found a few blocks west of Freedom on Drake Avenue.
    Even with all of the above in mind, most hungry downtown folks find themselves at The Food Court north of Freedom Plaza, foraging along the dozens of specialized eateries, or hunting down one of the many food cart vendors found here.  The variety is seemingly endless, and all the dishes are competitively priced for the typical downtown shopper on the run.
    It would hardly do to end the food and drink section without mentioning The Fallen Angel, though we would hardly recommend the disreputable bar to any respectable folk.  To be fair, however, this bar far to the west on Lazlo Avenue, while dark, overpriced, lacking foodstuffs, and ultimately dangerous, stocks some of the most amazing drinks in Tolkeen, some of which we're not exactly sure are lawful..
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Entertainment

    Whether you're arranging a family outing, a special date, or simply looking for some place fun to spend the day, Tolkeen offers a variety of activities around the city.  Take in a robo-dog race, a swim meet, a boxing match, or any number of different sporting events at the Tolkeen Sports Center located on Memphis east of Freedom Way.  On certain days, the areas are open to athletic citizens or amateurs for a small fee, along with group classes conducted weekly.
    For a more focused, personal workout, try out the gym G's Spot located on Wallside West and Drake, across from The Java Factory.  The latest fitness machines, a wide mat area, and services in massage and health pharmaceuticals are offered at this hotspot.  Show off that toned bod at Tolkeen's largest club, LaCatia's Arcade and Dance Emporium on Freedom at the corner of Memphis.  The first floor is a lightshow under which you can mingle with other like-minded partygoers to driving beats in the large dance hall, or be mesmerized by the latest in electronic midway in the modern arcade.  Upstairs can be found a snazzy snooker lounge equipped with a full-service bar.
    For gaming of a different sort, the Freedom Hotel Casino is open weekend nights for those willing to test their luck and gamble the night away amongst slot machines, more than a dozen card tables, roulette, and much more.  For those looking for a more sedate and culturally uplifting setting, try Random Acts, an arts and entertainment center of growing prestige in the city.  Located on Brimstone and Lazlo Avenue, this building is host to any number of events every week, such as dramatic productions, art showings, concerts, and poetry readings.  Arts classes are also available.
    Catch a film production at the grand old Globe Theatre on Tarn Avenue East, where archived movies as well as recent independent studio works are screened every night.  Featuring reduced rates for matinee showings and Moon Day nights, the four-screen movie house is decorated in old-fashioned, Pre-Rifts style, a treat for antiques buffs.
    One could spend an entire day exploring the four floors of the Tolkeen City Zoo, which features flora and fauna both regular and exotic, in painstakingly natural settings.  Located just east of Freedom Way on Tarn, the zoo offers reduced rates for educational groups, families, and senior citizens.
    Feel like some good old, reliable 'zoning out' while staring at 'the tube'?  We mean, watching television; stationed on various frequented corners and gathering places in the city, not to mention in most homes, Tolkeen city cable offers a 'round the clock movie station, and four local channels, the largest being from the Channel One News Station located on Wallside North, west of Freedom.  Guided tours of the modern facilities are available weekly, as well as the chance to be part of a studio audience.
    Finally, an unusual strip of bars and clubs, Peddlar's Row, can be found just above the military sector in the east, on the tail-end of Adelaide.  Frequented by off-duty Militia members and artists from Tarn Avenue, this is never-the-less a rowdy district.
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Shopping in Tolkeen

    In fitting with Tolkeen's status as a major commercial player among the midwest kingdoms, its shopping opportunities are vast. Adelaide Boulevard on the east side holds the distinction of being Tolkeen's commercial heart. The diversity of products available along this fine section of blacktop is simply amazing. Whether one wants to rent a vid-chip for the evening, or to buy a complete set of lawn furniture to match that pink Lynn-Tech Flame-ingo(tm) standing guard in your front yard, a store exists to serve you.  If friendly haggling and grocery shopping is more your bag, merchants and farmers from all over choose the breezy atmosphere of Freedom Plaza to hold a vast open-air marketplace, every day of the week until night hours.
    It would be remiss of us to not include Captain Kasey's General Store, located on the south end of Freedom Way, in our brief overview. The General Store is one of many outfitters shops located on Freedom Way. Within it's walls, one can buy camping equipment, fishing gear, hardware, nuts, bolts, dried foods, and even the odd pair of battery powered socks. "Captain Kasey's General Store, more than you ever thought you needed in a General Store."
    For the machine enthusiast, Zambetti's Used Vehicles on Freedom Way and Wallside North offers free test-drives on all models, a 'No Hassle Return Guarantee', as well as the largest selection of quality used vehicles in the city.  (Photograph) "Zambetti's, The name means quality assurance!"  The photograph shows a sparkling cherry red convertible driving off the lot, piloted by a smiling man and a beautiful female companion.
    If you need to hold a funeral, or the means to bring about one, Colonel Cinder's Funerary and Armory Services on Freedom and Lazlo, can bring it to you all under one roof.  One of the finest funerary and undertaking services in Tolkeen city-state, Colonel Cinder's is also the place to look when searching for high quality, low cost weaponry to protect you and your family.  "Colonel Cinder's, from Shotgun to the Grave, we've got you covered!"  If hiding in your castle and laughing at all would-be intruders is your prescribed approach, you might pay a visit to Diversified Security Systems Inc., located on Tarn just west of Freedom.
    An exciting place for any pop culture buff to visit, or if you're just someone looking for that conversation piece to hang above your mantle, Curiosities on the corner of Tarn and Brimstone holds a wonderfully common collection of pre-Apocalypse trinkets at affordable prices.  As an added bonus, Curiosities accepts trades and pays good money for many antiques and old merchandise that once graced one's attic.  Just imagine!  You could have something that could net you a tidy sum, just sitting there and gathering dust!  And speaking of sitting and dust, the designer products (for strictly recreational usage!) of The Bakery in Peddlar's Row, will leave you dazed but happy during that mellow house party, and time will just fly!
    For those with the magic touch, The Hanged Man on FreedomWay and Lazlo boasts a large selection of magical equipment-for the Diviner, assorted crystals and incense;  Tarot Cards, Bones, Dice, and herbs for the prognostic magician or hobbyist;  salt, black pepper, tar, and even ewe's blood for the Protectionist's trade.
    For those whose touch leans towards the greener side, the local nursery and greenhouse, Greenstuffs on Lazlo and Brimstone, is certainly a place to visit.  Within its confines, Greenstuffs hides many rare and unusual species of plants - some found only in the Tolkeen City Zoo, as well as the more domestic varieties of herbs and flowers.  Or perhaps you're more interested in lower maintenance creatures, such as... pet rocks? A lovely block of limestone, or perhaps an inexpensive gemstone? Then do pay a visit to the homebase of Tolkeen Mining and Earthworks, on Brimstone and Tarn.
    Do you have a bug for photography or a need for special lighting? Looking for a full spectrum fluorescent lamp to remind you of home? Are you a native of Krynoss-2 and need your daily dose of high energy x-rays to keep from feeling blue? The Darklight is the place!  Nestled against Wallside East, this small shop holds the key to success for many of today's prize winning photographers.
    Bet you thought this section of the guide would go by without any word on high fashion, didn't you, ladies?  Well fear not, Tolkeen features long-established chains for him and her, and sometimes it, such as the wildly popular Figaro's, found in strip plazas and centers all over the city-state.  New on the scene is a thoroughly intriguing shop on Adelaide south of Drake, called G's Strings, boasting party-goers' clothing and accessories, as well as a provacative selection of intimate apparel.  Well, enough said.
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5) Culture

    These are tips and guidelines for the RfC player to facilitate roleplay on Rifts Earth, and more specifically, Rifts Tolkeen:

NAMING TRENDS : While conventional, pre-apocalypse names like 'Greg' and 'Janet' still persist, roughly five centuries have passed, and thus entirely original names will be prevalent in these times (ie. Ebben and Jartha).  Alien or other-racial cultures will most likely have oddly spelled and perhaps hard-to-pronounce names (ie. Yg'hrr-aki and Cellebrynathra).  But unless there's a really spiffy reason for it, the following naming methods will not be approved: Compound Word names (ie. Mind-blaster, Sunburst, Dark Heart);  Mythical or Megaversal names (ie. Dracula, Zeus, Santa Claus);  Historical/Religious names (ie. Hitler, Satan, Prosek);  and names from Popular Fiction (ie. Gandalf, Rick Hunter, Boba Fett).  As well, names refering to constellations, stars, and planets are discouraged, as these theme names are reserved for staff members.

FASHION TRENDS : Due to an increase in uncivilized conduct, a decrease in natural resources, and the presence of high-tech weaponry, most material is geared towards durability and practicality (leather, synthetics, canvas, 'denim', cotton polyester weave, nylon), styles functional and rather drab, as bright plummage tends to make one a more noticeable target.  True fashion stylings are still available for the rich and/or the vain (lace, silk, satin, pure cotton, velvet) in a remarkable range of designs.  In Tolkeen, a land-locked city beset by Coalition aggression and supernatural predators, a percentage of the population seem to opt for protection over comfort or style, wearing armored suits much of the time.  Still others go for the layered look, combining key protective gear with their everyday wear.  And then there are the few, the proud, the stupid, who tempt fate daily wearing only a pittance of stylish clothing over their squishy frames.  The trend of the year seems to be a rough-n-tumble look, with leathers, denim, and tough cotton weaves.  Head coverings don't hold much favor in particular with Tolkeenites, except for those hailing from western regions, or the exceptionally weird types.  It is regular practice to carry weapons on one's person, so belts and holsters are available in a wide variety of snazzy styles.

COSMETICS : Just what is considered attractive, and for that matter, ugly, on Rifts Earth, nowadays?  With the influx of strange creatures, some exotic beyond one's wildest dreams, and some downright gruesome, it would be expected that aesthetic tastes would undergo a revolution in the general population of Tolkeen, as opposed to in Chi-Town, where pure humans are rarely privy to something supernaturally fantastic or putrefying.  This would mean, most likely, that it is harder to impress the eye, with simple good-looks, as it is also harder to revolt the palate, with simple homeliness.  For the non-wealthy and non-superficial, survival seems to be the key element; for men, visual evidence of strength, health, and wealth are the drawing factors to his attractiveness to the Average Jane.  Those males naturally lacking might make a choice towards cybernetic enhancements, but then, without wealth, the next best route is a weight-training membership at the local gym.  For the ladies, it seems youth, a robust constitution, and those child-bearing hips.. a fertile 'predisposition' anyway, would dictate the standard for appeal.
    On the subject of extraneous decorations, Tolkeenites seem to fancy hair dye, tattoos, and functional jewelry.  Wearing tons of facial make-up is apparently passe', but cybernetic enhancements and plastic surgery are still a turn-on for those who can afford it.

MUSIC : There is an appreciation for every sort of music under the stars in Tolkeen, though the majority of followings may be small and not even human.  The broader tastes lean towards updated variations of old themes.  People say that Rock'n'Roll will never die;  well, it hasn't yet, anyway.  Also, the multiculturalism of Tolkeen has created innovative twists to the implementation of sound, while industrialism and high technology throw in added flavor.  OOC NOTE: For RP purposes, assume that only the big, classic names of Pre-Rifts have any chance of longevity or 'existence' in this world.  That means, groups along the same lines as: The Beatles. Elvis. The Grateful Dead.  Groups/Performers that have stood the test of time (decades), even in RL-terms.  Musician PCs should make sure to credit the lyrics they use in RP.

ENTERTAINMENT : This is actually a large concern for the city-state.  As the majority of the population are working middle-class or lower, it is necessary for morale that there be distractions from the stress of the workday.  So Tolkeen is loaded with passtimes, from artistic productions, to electronic entertainment, to sporting events.  Its largest draw, besides the mostly spectator-bloodsport of Ring duelling, is racing.  Robo-dog and vehicle circuits gather the crowds a few days a week, and the thrill of the race is just as fun as the opportunity to gamble away their hard earned credits.  See the City-Guide for more info.

EDUCATION : While it isn't comparable to Lazlo in terms of higher education and enlightenment, Tolkeen does recognize the value of raising literate, capable citizens.  There are several Primary Learning schools in each quadrant, where the children of citizens are able to learn the basics for free, from age 5 to 15.  This covers the essentials of Literacy, Math, Writing, and Nutrition, as well as Tolkeen History and Laws.  There are only a few Advanced Learning schools for each quadrant, and require a tuition for age 11 and onwards.  Somewhat like RL highschool, students choose specific basic subjects, mainly some sciences, computer studies, electronics, automotive repair, some physical education, and domestic training (cooking and sewing).
    Usually, this is as far as most young citizens get, before they move on to learn a trade, but those who can afford it and are inclined to higher learning, can enroll in the research and development institute, Dirksen University, to try to study much more complicated and in-depth subjects.  The Academy of Magic is similarly equipped for classes, but more for Lore studies and other things magic-related.  There is a small university of cybernetics, but for true medical training, one usually must make the trip to Lazlo, before intern-work at the Medical Center in Tolkeen.

CLASS STRUCTURE : Because of its reputation as a refuge for the oppressed, the majority of the city population is typically lower-middle labor class;  that is, persons earning under 15,000cr a year.  There is no government long-term 'welfare' or tax relief available for the needy, with a few notable exceptions (see +news citizenship on site), and even with independently funded charities and social programs, working D-Bee immigrants and other low-educated families live in relative poverty within Tolkeen's walls.  Much of the west side, especially the lower quadrant, is where they reside, in clusters of tenement buildings and rowhomes, like sardines.  It is still generally seen as a privilege, however, compared to the conditions outside the walls, in the scattered suburbian shack communities that have sprung up along the city's one-mile boundaries (note: not the same as territorial boundaries), where the conditions are barely tolerable.
    Middle-class citizens are denoted by a 15,000 - 50,000cr gross yearly income, and enjoy a fairly comfortable existence, and can afford the means to better themselves, and increase their earning potential over time.  They are typically in the military, skilled professions, management positions, or run their own business.  Their residential areas of affordability are generally the northwest and southeast quadrants.
    The upper-class is in the minority, at 50,000+ credit gross personal income.  They are the successful merchants, real estate owners, high government, bankers, celebrities, and idle rich.  Usually, after all expenses and luxuries, they still have a sizeable yearly savings (25,000cr, usually much more).  Those high-level earners who are unable to claim at least that much in profits, and don't already possess a personal fortune of more than 100,000cr, are considered 'faux-wealthy' by the true upper crust.

MONEY : Commerce in and around the area runs on a credit system formed by the union of the three cities: Lazlo, New Lazlo, and Tolkeen, as well as neighboring kingdoms.  B.A.T.T.L.A.K. (Bankers Association of Tolkeen, The Lazlos, and Allied Kingdoms) supports an impressive economic structure that has suffered in recent years from the various sieges on Tolkeen by the CS.  A platinum-hued flat card (resembling a cross between a bank card and a pocket calculator) with a thin wire insert, called a credit stick or credstick, holds encrypted, electronic currency for convenient transfer and ready funds.  Extreme anti-tampering measures are said to be placed on the circuitry to curtail hacking, but requires but a short code sequence to activate the stick for transactions.  To purchase one from a bank costs 1000cr, though opening and maintaining an account of over 1000cr grants a card for use.
    There is also the simpler credit spike for debit only, resembling a digital thermometer with only a few function keys, and designed more cheaply than the stick version.  For those who enjoy the jingle of loose change in their pockets, there is a form of hard currency, also called credits or credchips.  These are flatish pieces no larger than quarters and constructed of high-durability plastics, color and shape indicating denomination.  A specialized bit of wiring fused internally serves as both its proof of autheticity and value identification to the appropriate scanners.  On one side is patterned the BATTLAK symbol of an open book with the sun dawning over it, and on the other, a different symbol for each major power in the Alliance.
 
 
Tolkeen Currency - Credchips
Value Color Shape Symbol
1 drab green circle sea falcon in flight w/arrow (Port Hope)
2 dull red triangle rock pick on closed book (New Lazlo)
5 pale blue square celtic knot (Manistique Imperium)
10 violet blue pentagon The White Tower (Tolkeen)
20 silvery green hexagon Northern Gun flag (Ishpeming)
50 pale gold octagon open eye over sun (Lazlo)

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6) Laws

    Tolkeen has grown from a small and desperate group of individuals united together for survival to a large city state reeling in the midst of war.  Its continued fight for survival over the generations against raiders, creatures from the Rifts and the incursions of the Coalition States has caused Tolkeen to adopt some harsh, some might even say reactionary, measures to protect their citizenry and way of life.
    This is seen especially in their legal system, called harsh or even unfair by people from other, less embattled communities, the laws of Tolkeen have kept the city safe from the depredations of criminals and enemies of the state for decades.  Until present times, that is, as the existing law makers and enforcers struggle to hold back the criminal and subversive elements that have invaded Tolkeen since the occupation of the CS army.
    Court cases are overseen by a body of elected magistrates who serve three year terms. Defense is by self-representation, unless circumstances dictate the defendant select a more able or articulate person to speak on their behalf.  However, there are no real lawyer professions, and little mind is paid to legal technicalities that in Pre-Rifts times used to be quibbled over to win a case.  The hard facts, witness testimonies, and the welfare of the city are foremost in the minds of the magistrates.  The accused in capital offenses are also judged by a jury of 9 randomly selected citizens.  Because of the scarcity of resources and the need to use available manpower for the Militia, large prision and life sentences are so rare as to be almost unheard of.  More often occuring is Exile (with the convicted being dropped off to the north, just inside of Xiticix territory), or enforced public service.

Capital Offenses
    These are the most serious crimes against the state,individuals and property.

Murder -
    Premeditated: Forfeiture of property to family of victim and Death
    Accidental 1st: (ex.murder in the heat of passion.) Reparations to family of victim and Exile.
    Accidental 2nd: (ex. Negligence, Neglect) Reparations to family of victim and Exile/10-20 years of public service.
    Accidental 3rd: (ex. drunken vehicle/bot operation resulting in death) Reparations to family of victim and 3-15 years public service.

Rape : Reparations to victim(s) as well as Exile, or more commonly favored, Death.

Treason/Espionage : Note - with the increased CS military activity these crimes are taken /very/ seriously.  Depending on the extent of the crime punishment could range from a minimum 15 years of public service to Death (the most common, as anti-CS sentiment is quite high right now).

Kidnapping : (also includes holding one or more persons against their will) Reparations to the victim(s) as well as Exile, or Death.

Mass Destruction : (ex. Attempting to blow up a government building,factory, etc.) Forfeiture of property to the city state and Exile.

Negligent Mass Destruction : (ex. Accidental use of force sufficient enough to damage buildings/property) 2-12 years of public service or Exile.

Grand Larceny : (ex. Theft of goods or money worth more than 10,000cr) Reparations to victim and 2-10 years public service, repeat offenders are Exiled.
 

Lesser Infractions

Assault/Battery : 3-15 years public service, repeat offenders are Exiled.

Theft : Reparations to victim and 2-8 years public service;  repeat offenses result in longer terms of service up to Exile.

Fraud : (includes forgery and embezzlement) Heavy fine and 1-4 years of public service;  repeat offenders forfeit their property to the city state and face Exile.

Destruction : (damage to property through deliberate acts or negligence but not generally on a large scale) Reparations to owner and 1-5 years of public service.

Smuggling : Tolkeen has some pretty liberal attitudes about what it will allow in its borders, but it currently has an embargo against goods and materials from the Coalition States with the exception of the former State of Quebec;  bringing these materials onto Tolkeen territory results in loss of the contraband and 1-5 years of public service.

Extortion : (ex. use of threats or coercion to induce one to give up money or property, includes blackmail) Reparations to victim and 2-5 years of public service.

Harboring, Aiding and Abetting, Bribery, Inciting: (depending on the crimes associated with these charges) 6 months to 5 years of public service.

Petty Larceny : (theft of goods or money below 10,000cr) Reparations to victim, 5-12 months public service.

Sexual Assault : 2-6 months public service, repeat offenders are Exiled.

Breaking and Entering : Reparations of victim, 2-4 months public service.

Dangerous Use of a Vehicle : (dependent on damage ensuing) Reparations to victim, 6-12 months public service.
 

Trivial Infractions

Pickpocketing/Shoplifting : Reparations to victim and 2-6 months public service.

Public Intoxication, Drunk and Disorderly: Fine, or 2-4 weeks of public service.

Defacing Property : Reparations to victim, 2-4 months public service.

Drug use and trafficking : There are only some substances that are considered illegal in Tolkeen.  One must be licenced and submit to regular inspections to sell. Marijuana, hashish, nicotine, ecstacy, euphoriants, alcohol, heroin - basically drugs that are not mind-altering towards violence - are legal, but must be used privately indoors. See Public Intoxication above. Contraband is Acid, Boingo, Crash, Rush, Cocaine, Crack, Mega, Juice, etc. Fine, forfeiture of contraband, and 2-10 months public service w/possible related Smuggling charges.

Trespassing : Fine, or 2-4 weeks public service.

Solicitation : (dependent on locale) Fine, or 1-4 weeks public service.

Unlicenced gambling : Fine, and/or 1-5 months public service.

Disorderly Conduct, Threats of Violence, Harassment: 2-8 weeks public service.

Unauthorized Discharging of a Weapon within the City: (dependent on damages ensuing) Fine, and/or 2-8 weeks public service.
 

ENFORCEMENT : Until recently in Tolkeen's history, a branch of the Militia handled the policing of the laws, though it was not unusual for the more active citizens to take a hand in bringing down an offender on occasion.  Upon the formal declaration of war between Tolkeen and the Coalition States, a civilian defence brigade was assembled to handle city affairs, dubbed the CDB.  After the tumultuous siege and retaking of the city, the military forces had become spread too thin, and in time the CDB was reinstated in the form of an official Police Force, separate from the Militia.  They were to handle the lesser and trvial infractions, and aid the Militia in captial cases.  Currently, the fledgling force is struggling to stay alive after several public scandals.

JUSTICE :
    Civil Court: There are several routes to take in handling civil disputes.  In most cases, it is between two civilian parties, and they may choose any of the following actions, with Tolkeen's blessing: 1) Settle peaceably out of court between themselves, to avoid the perhaps needless public exposure.  2) Fight matters out in one of the four Civil Claims courts in the city, with time constraints on presenting the case, where both participants must accept the ruling of the judge.  3)Hire the services of a licensed Impartial Mediator (a city-approved independent, highly skilled in finding fair solutions to disputes).  4) Settle their differences in The Ring (see +news duelling on site).
    Criminal Court: A good many offenders are processed quickly and painlessly through the legal system, based in City Hall, when the crime is clear cut and the evidence overwhelming.  As well, those who confess or plead guilty are sentenced without need for a trial.  If things do require a trial, the following procedure is normally seen: 1) The case against the accused is made either by a victim, or an official representing the interests of Tolkeen, before an appointed jury of 9 randomly selected citizens, and/or a panel of three Magistrates.  2) The accused is given a chance to speak on their behalf. If for some reason they are deemed unable to represent themselves, they may choose another to present a defence.  3) Additional witness testimony and evidence are now presented.  4) The magistrates/jury convene to deliberate on a verdict, which is presented either within the hour, or at a later date. In this process, there is little room for loopholes due to technicalities, argumentative banter, or appeal.

PUNISHMENT : Upon reaching a verdict of 'guilty', either 'as charged' or of a lesser crime, sentencing is also decided.  The punishment of Death is by several means, to be decided by the victim's family, or the convicted, or the Magistrate, in that order of preference.  Exile is more common, with several means of identification affected for the convicted should he/she /it ever attempt to return to the city;  convicted exiles will be dealt with severely if caught trying to get back into Tolkeen city limits.  Public service is the free use of convicted offenders in and around the city in various work projects, including non-combative military service.  Sentencing ranges from 10-40 hours a week, for 1 week to 10 years, of reporting into these supervised labor details.  This drudging and often publicly humiliating sentence seems to work by discouraging repeat offenders, while providing Tolkeen with grunt labor for cheap costs.

Additional Notes :
    Age : Youth under the age of 11 (or the D-Bee equivalent) will not be held legally responsible for a crime.  Rather, their parents or guardian will be charged in their stead (which encourages adults to keep an eye on their children).  At age 11 to 16, while parents are still considered responsible, the youth is deemed old enough to answer for his/her actions, and tried in a juvenile mode of the court system (lesser sentencing, record not permanent).  Age 16 is the age of majority and of consent, allowing many 'privileges' (ie. driving, drinking, leaving home, paying for post-secondary education, getting a real job, getting married..).  There is currently a petition by some leading psychologists and religious leaders to raise the age to 18 for some aspects, claiming that most youth at 16 still lack the necessary maturity to handle these freedoms to the benefit of the city.
    Outer Tolkeen: The limits of Tolkeen city-proper extend about a mile radius from the walls, encompassing some suburban communities.  While exiled offenders may take up residence in villages still within the territorial boundaries of Tolkeen, they may not come within the limits.  Suburb communities follow Tolkeen city law, but the Baronies on the kingdom territory often adapt the laws to suit their own conditions, and their nearest villages in turn follow these adaptations.  Alleged crimes committed outside territory, or in the wilderness areas, are notoriously difficult to prosecute.
    Other Groups: The Baronies each have their own branches of military/law enforcement which are affliated with the Tolkeen Militia, and the villages have 'minutemen' and a small local police force.  Mercenary groups and vigilantism are often discouraged for their unorthodox, and/or unlawful means at gaining justice.  However, there are independent investigators and bounty hunters that are legalized by the city for especially troubled areas, under the condition that they operate within the law (see +news TFG on site).

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7) Maps

A) Street Map
B) Tolkeen Territory
C) Leyline Map
D) Allied Kingcoms
E) Sewer Map

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