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Capa City is perhaps the oldest surviving city in Nor'Ova today. The very fact that the city still stands is a great testament to the city's designers, rulers, and citizens. While Capa City has not escaped the Ablution Event wound free, it has become one of the most advanced and populous cities in all Nor'Ova. True to history though, Capa City still remains a barbarian's paradise.


Capa City is a sprawling, multi-level metropolis with a rich and deep history. There is far more to know and learn about this great city than can fit in one page or one book, but hopefully this short guide will give you all the basics.

1. Basic History

Capa City is a very old city, one of the oldest cities in Nor'Ova. It was built upon the ruins of an older dwarven city back during the 3rd Era (thousands of years ago), and had grown to become the largest city in all of Nor'Ova.

It was the capital city of the People's Republic of Capere during the 3rd Era and early parts of the 4th Era. It however fell to Taal Zodo during the 4th Era and was renamed New Xodia, becoming his personal capital city. Towards the end of the 4th Era it was liberated and retook the name of Capa City.

The Ablution Event, also known as the Great Magic Apocalypse, brought ruin to Capa City like it did to all of Nor'Ova. However being a huge city with massive underground layers and networks, the citizens of Capa City survived better than most.

When they finally returned to the surface around a hundred years ago, they began to rebuild. Unfortunately, with the expansion of the Pyre Desert, the magically blasted wastelands, and the terrible destruction to their city, they weren't able to rebuild the city as a whole. Instead they rebuilt sections of the great walled neighborhoods, who's walls still stood in fairly good condition. These neighborhoods became ""villages"" and when they couldn't expand outward due to obstacles and terribly ruined landscape, they went upwards. Each village took on the name of the neighborhood that it was once known as.

2. Basic City Structure

Capa City as a whole is a collection of rebuilt villages within the ruins of the great metropolis and is the home to millions of people. Each village are connected to one another via underground passageways, and some have ""skypaths"" that are constructed bridges high above the ruined landscape. The area between the villages, known as the Old City is very dangerous and heavily magically irritated. Only the foolish or the desperate would take to the ground of the ruined Old City.

Some villages have a decent ground level. However for most villages, the ground level is almost uninhabitable. For those villages, only the destitute and the low lives dwell on the ground level. Most live and operate in either the upper levels or underground levels. Massive screw-elevator systems transport the populace between the levels, and the more influential make use of personal limited range steam-powered lifts.

The villages are loosely united as one city, Capa City. The village of Capa City serves as the governmental center, and is ruled by the famous hero and alchemist, Boss Xyster Xeric. A city wide ""Caperian Guard"", a restructured version of the once famous City Watch, keeps the peace for the whole city.

Each village is also semi-independent, each having its own mayor and guard force. The villages sometimes work together but are largely competitive with each other, fighting over the scare resources that are available.

The city is also plagued by crime with various crime organizations operating basically unchecked. It is rumored that Boss Xyster allows this, and that if one group steps beyond what Boss Xyster allows, that group soon disappears.

The villages are as follows; North Gate, Arena, Portville, City Center, Coreville, Iron Island, Gulf View, Estabon, Turnkey, Mercada, and South Gate.

2.1. The Villages

Capa City 5th Era

Here is some more detailed information concerning the various villages.

North Gate: North Gate is a typical 3 level village bearing the ground level, the second level, and an underground level. It is situated around its namesake, the North Gate of the great Capa City outerwall. While many races do live here, it is mainly the more rough races that make their homes here, such as beast men and tribal humans. The second layer is connected by roads to Portville and Arena and a steam engine train runs suspended by rail underneath the connecting roads. The actual North Gate itself though can only be accessed on the ground level.

Arena: Arena is a 3 level village build around a coliseum that dates back from the city's earlier days. The coliseum of course has been repaired and is a favorite attraction of both those wishing to prove themselves and those wishing to earn a quick shilling betting on their favorite fighters. The second level circles the actual arena but never covers it, providing safer passage to the more affluent citizens to watch the fights while the arena itself is on the ground level. Only the actual gladiators live in this village, its 'tourists' far outnumbering those who live here. It is connected by road on the second level to the villages of North Gate and Coreville and a steam engine train runs suspended by rail underneath the connecting roads.

Portville: Portville is a 4 level village built along the Gulf of Estabon. It is the main port of the greater Capa City, and as such has largely a working and poor population. The third above ground level is relatively small and functions primarily as a large airship dock, with the Second level having the regular airship docks, and the ground level having the poorly maintained sea docks and the various floating casinos. The underground level is also smaller than most villages, only existing on the fringes of the village. It is connected by road on the second level to the villages of North Gate and Coreville and the City Center. A steam engine train runs suspended by rail underneath the connecting roads.

City Center: City Center is the capital district of Capa City. It is where the main government offices and buildings can be found. Within the center of the City Center lies the Capitol Complex, a massive complex within a cryonite circular wall that consists of the grand mansion and the great capitol dome. - both of which are connected. The Church of the Holy Body also connected into this area, with the main sanctuary leading outside of the capitol wall during Taal Zodo's rule, but it is no more. The outside portion of the cathedral had been demolished and a statue to all the great heroes and saints who defeated Taal Zodo now stand in it's place. What was the part of the church inside the wall has become a training facility and capital guard headquarters. The City Center is perhaps the only part of the city that is really only one level, but it is built on a high bluff and the city has been structured around it so that the great dome can still be seen from most places in the city. All Second Level roads and under-road trains lead to the City Center. The Capitol Complex has a grand balcony that hands from the capital wall that once hung over a great city square, but the square remains in ruins. There also lies a prison within a secluded section of the district, on its own island, which was constructed during the rule of Taal Zodo and remains in use to this very day - though the crematory of the prison has been demolished. Capa City's Church of Mogen David's main cathedral is also located here.

Coreville: Coreville is the old 'downtown district' of Capa City. It was once the great merchant and business center, and the great banks and trade houses of the old city still stand. Now days though Coreville, while still boasting great shops and large banks, is the center of innovation and industry. Being one of the wealthier districts, even its ground level 'Lower City' is in somewhat better shape - though still below the great smog ceiling is still not a great place to live. Coreville is a four-level village, with a great industrial underground and ground level, modest middle class second level, and a wealthy third level. The University of Capa City and Estabon College of Magicteck Research also are located on the Third Level - the 'Sky City'. Direct routes connect Coreville to City Center, Estabon, Arena, and South Gate.

Iron Island: Iron Island is barely a village, though some do live here. It is a two level village of industry, largely consisting of a fort, a sea shipyard, and a military airship yard. Those who live in Iron Island work in those sectors and rarely, if ever leave the island as the only way to do so is by boat or airship. Underwater cables keep the island powered though, and maintain the island's connection to the Capa City radio and information networks.

Gulf View: Gulf View is a three level village that is largely populated by the wealthy and aristocrats of Capa City. It is also home to the great vacation houses and resorts, visited mainly by the wealthy of the other villages and of Sanctuary. Only the ground level 'Lower City' remains the place of the poor, though in Gulf View, the lower middle class also reside here. Despite being a waterfront village, no ports are located here, but the ruins of the ancient ports of the old city are evident and are often tourist attractions by the rich who seek a little adventure. Gulf View is directly connected to Estabon and Turnkey.

Estabon: Once known as the Theater District, Estabon is a village in Capa City rich with cultural arts, backstage trickery, and a history of cultural rebellion. It is rumored that the Underground Resistance, a group noted to having been a thorn in Taal Zodo's side, was stationed somewhere here, but exactly where is unknown. Estabon therefore has become a symbol of Caperian resolve and a curiosity for the rich and eccentric. The great guild halls of Capa City are all located here, as are various opera houses, art museums, stages, and theaters. Estabon is also home to the Sebastiani College of Preforming Arts, the Enttos Academy of Art History, and the famous landmark - the Naughty Chambermaid. Estabon is a four level village, with conditions on the Lower City similar to other areas, except around the Naughty Chambermaid and various other landmarks, which have become protected areas. Estabon is directly connected to Gulf View, Turnkey, City Center, Coreville, and Mercada.

Turnkey: Turnkey is perhaps the most unfortunate village in all of Capa City. Being rebuilt over what was once the Turnkey District - a slum of the old city, Turnkey Village has maintained that slum status. It is the poorest village of Capa City, even more so that North Gate. A three level city, the second level 'Upper City' is barely middle class and the Lower City is poverty stricken. The underground consists largely of water farms and fungi farms. Those who live in Turnkey do so only because they have no other real choice, and Turnkey is often used as propaganda by Xyster's opponents. However, some groups have found Turnkey to be the ideal place for them, largely crime families, many heavily mutated people, and others who simply want to hide from society. Turnkey is directly connected to South Gate, Gulf View, Estabon, and Mercada.

Mercada: Mercada is the new merchant and business center of Capa City. Being rebuilt from what was the lower downtown district, it also housed the great banks found in Coreville. However, it has become a haven of traders, merchants, and bankers. Mercada has more shops and stores and banks than any other village, and the wealthy of Mercada have become wealthy in some area of finance or commerce. The Central Bank of Capere, the Republic Exchange, and the Bertram University of Commerce can all be found here. Mercada also houses a special merchant airship docking area, but charges a higher fee than Portville. Mercada is a four level city, with the underground being manufacturing and fungi farms. Mercada is directly connected to South Gate, Coreville, Turnkey, and Estabon.

South Gate: South Gate is often known as the gateway into Capa City, for while there is a North Gate, it is seldom, if ever, used. South Gate houses the great Southern Gate in the great Capa City Outer Wall, and it is where most of the desert traders, adventurers, and those unable to afford airship fare enter from. While South Gate is a three level village, a great opening exists between the second level and Outer Wall at the Great South Gate. This is because all who enter the city through the Great South Gate do so on the ground level, and thus enter at the Lower City. Therefore, the area just inside the Great South Gate is a grand plaza of sorts, where great lifts stand ready to provide direct transport to the Upper City, and the Lower City lies in wait. Various salesmen with their carts of goods, Caperian Guardsmen, Gate Guardsmen, swindlers, and other less savory types also are a constant fixture in the South Gate Plaza. South Gate is directly connected to Coreville, Mercada, and Turnkey.

2.2 The Great Walls

Capa City has been a city of walls ever since its construction in the Third Era. Originally, the walls of the district were to provide extra protection in case of invasion, provide some separation for the original tribes, and help the great furnaces that once existed in each district to provide adequate heat during the Third Era's Great Ice Age. They were almost torn down during the rule of Taal Zodo, but the citizens, led by dwarf engineers and masons, were able to persuade the need to keep the inner walls as land marks.

The Great Walls of Capa City still stand to this very day, a true homage to the great craftsmanship that went into their construction. The inner city walls no longer function as dividers of districts, but often do add support to the higher levels of the city, with the great towers providing both ideal places for sky-lifts and guards. The Inner Walls did not fair as well as the Great Outer Wall, for they were largely made of Caperian Granite. Therefore many areas of the various Inner Walls have great gaps and in some areas are ready to fall over. In the repaired villages however, the Inner Walls have been repaired and given added support.

The Great Outer Wall however remains, to this day, in near perfect condition. Very small sections of the Wall, typically along the north side, have any cracks in it. It is, truly, a wonder of the ancient age and a tribute to Caperian strength.

The Great Outer Wall owes its resilience to the material it was constructed with and its design. Made largely with great cryonite plates over cryonite reinforced thick steel, the wonder that took a hundred years to build stands at fifty feet tall, twenty five feet wide, and circles the perimeter of the great city. Massive hexagon towers rise around and above the Great Wall every 250 feet and at every corner and turn. Two great gates exist the North Gate and South Gate, with outer wall alcoves designed to give the gates protection. A river gate also exists, which is a raised arch with thick cryonite slabs and thinly spaced cryonite bars that once allowed water to flow but river traffic to be stopped and checked, back when water flowed in the river. The slabs have been stuck in the down position for more than an age now however.

The Great Outer Wall also functions as a massive fortress, with great halls built into them, providing the guards easy paths to the rune cannon turrets that now dot the walls. The Great Walls metal, cryonite, also protects the city from the terrible Magic Storms of the Fifth Era, blocking the city and its people from most storms as Cryonite has proven to block and nullify most magic it comes into contact with.

These great walls have proven so well at defending the city, that only once have they ever been breached. It was during the Battle of Capa City when the forces of Grentzen Estabon and his allies fought to retake the city from Taal Zodo in the Fourth Era. A terrible dragon crashed into the South Gate, tearing it down, allowing the freedom fighters entrance into the city. The gate was then repaired and strengthen even more.

2.3. The Undercity

The Undercity, or the Underground Level, is a typically just another level of each village in Capa City. As the name so implies, it is indeed the underground level. The civilized parts of the Undercity are largely factories, water collection and treatment tanks, and of course the fungi farms. The parts of the Undercity that are inhabited - so to speak - are those parts where the citizens of Capa City survived the Ablution Event. Those tunnels simply have been re-purposed. As it is, there's a negligible population that actually lives in the Undercity. Those that do, do so to escape society so their numbers are often uncounted. The Undercity also usually is never visited by their respected City Watch. Typically the factories have to hire their own guards to keep the peace.

The rest of what is typically considered the Undercity as well are the sewers. The sewers that lie under the villages have all been repaired and are in good working order. The sewers under the Old City - the parts of Capa City still in ruin, remain in ruin and are closed off. Most have forgotten the many tunnels of the old sewers and they have become inhabited by creatures and the deranged.

2.4. The Old City

The Old City is the name often given to the parts of Capa City still in ruin. The ruins of the old city separate the villages on the ground level, and though there are many tall buildings in the Old City, it is just one level. The most remarkable fact concerning the Old City is that though the buildings are in ruin, they have for the most part retained their dwarven-inspired style. Few dare to travel through the Old City as it has become home to mutated creatures, the unwanted deranged, and ghosts of the past.

2.5. Midden Guard

Midden Guard is the dwarven ruins that Capa City was originally built upon. Most of this ancient dwarven city is lost to the sands of time, but the deeper parts of the city still are said to remain somewhere deep underground. Many archaeologists debate whether this can be true but recent discoveries of Midden Guard ruins in small caverns under the Old City have refueled the possibility.

2.6. Food and Utilities

The last part of the structure of the city we will discuss is feeding the city and taking care of the needed water, power, and waste disposal of this large population.

Food: A city of over ten million people have to be fed, right? Therefore it should come as no great surprise that Capa City has a very robust system in place to do just this. First off, every roof top in the city, and in yards of the rich estates, have a fruit and vegetable garden. Even the Capitol Complex has a good size garden. There also exist greenhouses and one must not forget the large fungi farms underground. These food sources provide enough food to carry the population, but of course oftentimes other types of food is wanted. That is where trade comes in. Capa City, through use of its airships and its very healthy merchants, often trades out various technologies for other materials and food products.

Water: The water of the city is water that is cleaned and treated from rain catches and the Gulf of Estabon. Still, only the real rich can afford purely clean water, so for most water is used for bathing and cleaning. The real poor though haven't much choice. Oftentimes, the people of Capa City use what's commonly refereed to as ""weak ales"" or ""water ales"". These are little more than water with a small amount of alcohol. The alcohol content is very small, so its safe for children. It is imply enough to kill any bacteria that may be present. Any and all treated water is delivered from the Undercity to the population through a vast network of pipes.

Power: The power generated for the city is largely all created in steam-powered factories in the Undercity. Each village has its own power producing factory, and largely the power is produced from burning refuge. The City Center is the odd-ball here, its power factory is a magicteck factory using great life magic infused ylem cores.

Refuge and Waste: Refuge, as hinted above, is delivered to undercity sorting sites. Those that are burnable but not reusable are taken to the power plants. The reusable are taking to other factories. Food waste that is biodegrade are taken to factories to turn into fertilizer. Bodily waste are sent through the sewers where they are sterilized and treated several times before they are let go.

Emergency Communications: Capa City as a whole participates in a city-wide emergency and information sharing network known as the People's Information Network (PIN). It makes use of radios that most families have and loud speakers to announce and warn of terrible dangers such as large magic storms.

Transportation: Transportation is usually handled by a city-wide train network known as the City Transport. The trains are built underneath the Upper City (2nd Level) metal roadways and stations are strategically placed throughout each village, especially at elevators. The elevators allow for vertical transport from Lower City to Upper City and even to 3rd Level, if one exists in the village. There are public elevators, utility elevators, shipping elevators, and public defense elevators. Both the trains and the elevators are powered by steam driven motors.


3. Hierarchy of the City and Country of Capa City

Capa City is so large that compared to a modern earth city, it can swallow the whole of NYC and surrounding areas. Capa City of the 5th Era is also vastly different than the Capa City of the previous eras. Having been founded by the great Capacitator, Grentzen Estabon, in the early Third Era, Capa City has always been a city of the united tribes of the Caperian Wastes and the Burning Pyre, the principal and capital city of the People's Republic of Capere and later for a time in the Fourth Era renamed as New Xodia City where it was Taal Zodo's capital of his New Xodian Empire.

But during all that, Capa City was a city. A great city, yes. A massive city, of course. But a city nonetheless. Today's Capa City is more of a self confined country really. It has become a City of Villages, and is thus basically a self-contained country. Villages, of course is a misnomer for many of these villages would and should be cities based on population. While Capa City holds governance to the whole or majority of all that is north of the Caperian Mountains, it holds rule of no other cities outside of its great cryonite walls. The cities and villages of the south instead had been gathered up by Capa City's competitive sister city, Sanctuary, and formed the People's Republic of Southern Capere. While the people of Capere regard Capa City as a city of the whole, the people in the various villages have indeed begun to view themselves as not from Capa City, but from Estabon, or from Turnkey, or Coreville. They begin to see themselves as villages connected to one another, with valleys of ruin in between, and the City Center as the capital city of their contained nation. They are, thus, the city-state of Capa City.

3.1. Govermental Hierarchy

The leader/ruler of this city is the famous alchemist and hero of the Battle of Ablution where Taal Zodo was defeated, Dr. Xyster Xeric. He is not only the only surviving Ascian Elf of the Fifth Era, but also the only Ascian Elf to have a physical form since that race had become nothing more than a race of shadows and ghosts at the end of the First Era. Having been born in the middle Second Era, Dr. Xyster Xeric is also one of the oldest known Nor'Ovan's to be alive this very day. The people refer to him as Boss Xyster, and he did not come to his position as head of the city because of vote, but because he said he was and few were able or willing to argue with him. Xyster is an impatient man who doesn't believe in messing around, and really would not have even bothered to try to gather and unite the people of Capa City if it wasn't for the fact that he felt like he owed it to his dear friend, Grentzen Estabon, who died in the battle against Taal Zodo. Xyster is also well known to be prejudiced against xodians and hates anything related to Zodo with a passion. Those who interfere with what he believes needs to be done, those who pose a threat to the city, or those who he thinks are the largest idiots ever to live and thus waste valuable air and space often meet their untimely demise. While there have been assassination attempts on Xyster, none have yet to succeed, and even the strongest warriors of the Arena state that they'd not fight the old alchemist even if they were paid more weight in gold than the weight of the Great Outer Wall. He is a man who is greatly feared, admired, and respected even by his enemies.

Boss Xyster is the head of the state, so to speak. Boss Xyster is the head of the military, of the police, of the city proper, and the mayors of the villages form his ""congress"", his Council of Mayors. Typically, Boss Xyster summons them together to vote on or discuss the major city-wide topics, or sometimes just to tell them what is going to happen.

Now the Council of Mayors are the mayors of each of the villages that make up Capa City. These mayors are voted in, though usually only one candidate is ever on the mayoral ballot - that being the candidate that Xyster has chosen. Once voted in, they stay the mayor until something happens that causes them to no longer be mayor - which usually involves really doing something stupid likeā€¦ pissing of Xyster. See a trend here?

Each mayor has semi-autonomy to rule their village. They rule their village much like a normal city mayor would rule their city - and each has a council that represents their population. The council members of course are directly voted by the village citizens, every year and every year at least two - though often more, candidates are on the ticket for each council district within each city. Typically it is one of these councilmen that Xyster would pick from for his mayor pick - but he has been known to pick others, especially if they were a hero or related to some hero of the past. Xyster tends to like heroes.

And such is the government hierarchy. But to summarize:
Boss Xyster > Village Mayors > Village Councilmen

3.2. Military Hiearchy

Like any real nation, Capa City does have its own army. And yes, Boss Xyster is the defacto head of the army. The army's official name is the Caperian National Military and while it protects all of the continent north of the Caperian Mountains (except the township of Ebon which is currently under the People's Republic of Southern Capere), it primarily focuses on protection of Capa City. Capa City being both the city and the nation, of course.

Directly appointed by Boss Xyster, the Grand General is the official head of the Caperian Nationals. The current Grand General is Kalderik Fardest, a half mountain dwarf and tribal human 'halfling'. His no-nonsense approach to military strategy is closely aligned with that of the ancient elf's, and together they make a great pair for leading the military - but you would never hear either of them say so. Kalderik respects Xyster and is his loyal friend and supporter.

The Caperian Nationals is divided into several divisions, each lead by an admiral. Within the Caperian National Military exists the Caperian Aeronautical Navy, the Caperian Desert Defense, the Caperian Guard, and supposedly though never really seen or discussed - the Caperian Intelligence Network. Some rumor that the CIN is actually just a governmental cover up of a more nefarious organization, which we will cover a bit later.

The Caperian Guard is the most noticeable of these divisions, as they are the defense of the city as a whole. The greater portion of the Caperian Guard of course are the Outer Wall Guard and the Gate Keepers. They also have a ground force that helps to respond to city wide crises or helps the various villages should they require them.

Each village of course has its own guard, which they all refer to as the City Watch, after the famous City Watch of the old Capa City. Each village's city watch though are individual groups ordained by the village council and mayors, though they do all maintain cooperation with the city watches of each other village. Therefore you can have the Estabon City Watch or the Coreville City Watch. The City Watch is the force that is easiest to corrupt, and many different City Watch are indeed rumored to be on the payroll of various criminal organizations. Some would argue that Xyster knows of this though, and keeps some form of control on the situation.

Besides the defacto military and the city watches, Capa City also makes use of the desert tribes should the need ever rise, and Boss Xyster has been known to strike deals with the desert pirates even from time to time.

So, in summary: Boss Xyster > Grand General Kalderik Fardest > Admirals of each division > Chief Sergeant of each City Watch

3.3. Religion Hierarchy

I am putting this section in really to detail the noticeable lack of religion in Capa City. Capa City does have its own Church of Mogen David, headquartered in Gulf View with various churches throughout the villages, and there are temples to Zephyr as well, but religion as a whole has little importance in Capa City. While many citizens of the city do believe in higher powers, most either care not for them or simply haven't the time or energy to waste on religion.

3.4. Official Factions, Guilds, and Groups

Capa City of course isn't all government and military. Many other groups exist within the city as well. Here I will try to tell a little about the various officially supported groups.

The Guilds are perhaps the most well known groups of Capa City, and most - if not all, are headquartered in Estabon Village. The more notable guilds would be of course the Adventurer's Guild, the Actor's Guild, the Laborer's Guild, the Merchant's Guild, and the Archivist's Guild - sometimes referred to as the Guild of Historical Preservation and Restoration. Capa City also, to the bewilderment of many, have an officially sanctioned Thieves Guild.

Other notable groups are the Dwarven Union - a brotherhood of dwarves who often petition Boss Xyster for the restoration of the old Capa City architecture, the Pyre Explorers - often mocked as man men with a death wish, and the United Association of Journalists - newspaper and radio reporters who band together to fight against censorship.

3.5. The Unspoken or Unsanctioned

Ask a caperian to describe Capa City in one word and you often get ""crime"". Capa City is well known as a haven for crime and criminal organizations, and while there is indeed some truth to that, it is often vastly exaggerated. Boss Xyster has maintained a relatively low crime rate and order for several centuries now. However, he does so by actually allowing organized crime groups to exist and operate - though never publicly sanctioned - and collects a hefty tax from them in doing so, which goes towards maintaining control over crime of course. In doing so, Boss Xyster accepts the crime groups that are not so terrible to prevent the crime groups that would or could really spell trouble for the city. Ask the same caperian when was the last time he was robbed or mugged, and you will likely get ""never"".

One of the more nefarious groups isn't really a crime group but has been used by criminal elements and supposedly by the government and even Xyster himself, is simply known as The Informer. The Informer, while being a mutated xenian with strange abilities of memory storage and mental communication, is actually more than just one person but a great city-wide network of mentally attuned spies. The size and reach of the network is not really known, and some claim that this network is the rumored Caperian Intelligence Network division of the military.

There is also a gang family in North Gate village called the Shadows. It is rumored that they sometimes help with the Caperian Military and the City Watch of North Gate in tracking down various people of interest. Of course they are a criminal element as well, often linked to various high scale robberies and abductions, and even rumored to be either funded by or led by a rich nobleman of Mercada.

Crime families also own the casinos of the Lower City of Portville. Some crime families supposedly sponsor various gladiators of the Arena, and many are rumored to hold illegal or illicit cage fights ""down beneath the Smog"". Really, it is largely the Crime Families and criminal groups that even police the Lower City of many villages, for few Caperian Guard or City Watch care or dare to patrol those streets.

The basic rules for understanding crime in Capa City are as follows:

  • Crime Groups exist because they are allowed to do so
  • No crime group is larger than what Boss Xyster allows for
  • While some criminal activities may escape notice of Boss Xyster, large illegal activies will always be noticed, and shut down.
  • Criminal groups rarely span more than two villages, many instead compete with one another in their respective village
  • Criminal groups devoted to Zodo are always shut down if their devotion is made known
  • All criminal groups pay a tax to Capa City - 'as a guild'.

4. Technology

Capa City and Sanctuary are the two most advanced cities in Nor'Ova. It is important to understand that most of the rest of the world doesn't have the same technologies or level of advancement that these two cities. Now where Sanctuary focuses more on metallurgy and mimicking nature and thus magicteck for many uses, Capa City is industry. All of its technology is geared towards industry and survival. As such, Capa City has a larger steam-driven technology than Sanctuary. It does have a healthy magicteck market as well, but its uses and needs differ so it is really hard to compare. For offensive needs and the like, Capa City is king.

When thinking technology in Capa City, you can think of it as a fusion of Victorian style steam punk and magicteck that mimics steampunk. When imagining the trains, imagine the elevated trains of Chicago when first built, but a little more advanced probably, and hanging from a rail instead of riding a rail. Finally, you have your airships, electricity, plumbing, and the radio.

5. Styles of Dress

The fashions of Capa City are similar to the fashions of the 1850's to 1930's earth. Obviously, the style of clothing depends on the level of society and wealth. One thing you will not find though is sneakers and blue jeans.

6. Climate

The last thing I want to cover for Capa City is the climate. You may think it odd to cover the climate of the city when it's already covered in the information for Capere, but Capa City is a large place with special circumstances.

The most important thing to consider about Capa City climate is that it varies based not only on closeness to the waterfront, but on the level in the villages. For example, the Lower City which is ground level is in most of the city under a permanent ceiling of smog. This smog cloud hangs a good 14 to 20 feet from the ground, and blocks out light from above, well any light that would get through from the Upper City that is. It is often humid in the Lower City, especially closer to the waterfront, and rainstorms that come from the smog cloud but are not in the Upper City are not uncommon. It is always typically warm, if not uncomfortably hot.

The Upper City has a more arid climate, like most of Capere, except right along the water where it has a wetter climate. However the shade of the buildings and walls, and the wind for being a good 30 or more feet higher keep the Upper City cooler than the rest of Capere.

The 3rd Level in villages that have it, is often even cooler than the Upper City (2nd Level). Often the level for the super rich, they have to have walled estates due to the higher winds.

7. City Maps

7.1. Cloud City


The Cloud City is the upper-most level of Capa CIty. Not every village in Capa City has a Cloud City level. This is the level of the city where the richest of the rich live. Here you can find massive, sprawling estates surrounded by huge walls to protect the estate from the higher wind of this high altitude. Many estates here have their own airship dock as well. 

7.2. Sky City


Sky City is the third level of Capa City. Most villages have a Sky City level, though at least one does not - Iron Island. Sky City is where you will find the rich and upper middle class of Capa City. There are shops and restauraunts here as well as theaters, opera houses, and the like. Everything sold here is more expensive than in the rest of the city, but not necessarily of any better quality. 

7.3. Upper City


The Upper City is the Second Level of Capa City. This is the level most tourists to the city would see. Hre is where the middle class of all levels live, and here is where you will find a majority of the shops and establishments. The air here is mostly clear but some smog from the Lower City does occasionally seep through. Crime is also moderate here. 

7.4. Train Level


This is the map of the train routes through Capa City. The train rails are suspended beneath the Upper City with the stations opening up in the Upper CIty, and connects to all Upper City villages.

7.5. Lower City

The Lower City is the ground level of Capa City. It is always in complete shadow, with most parts never receiving any natural light. To make matters worse, the residents of the Lower City live below a constant and ever present cloud of smog that is trapped by the upper levels. For this reason, only those who cannot afford to live elsewhere or those who don't want to be found live in the Lower City and crime is very high. 

A couple of the places in the Lower City where this doesn't hold true is South Gate Plaza and the Capitol District. Both do not have an upper level above them. The Capitol does have to contend with some of the smog, but the South Gate Plaza uses great fans to keep the air there as clear as possible. After all, the South Gate Plaza is the entry way into the great city. It is the place of tourists and those who'd swindle them.