Onkh-Morpark

Description
L ocated in the Lands of Chaos along the banks of the river Onkh, Onkh-Morpark is the largest city of Aldarun, and possibly the largest city on the Material Plane. Although it is hard to organize an official population census, given the erratic and possibly highly criminal nature of many of its inhabitants, Onkh-Morpark is estimated to have a little over one million inhabitants (with a little less than one million souls between them).

 This grand metropolis is a highly important center of commerce on the continent, being the main seat of many influential financial and production institutions such as the Merchant Guild, Stronginthearm & Sons and Mann Co. It is said that if something exists, it is for sale in Onkh-Morpark, provided one can afford it (it generally does not end well for those who can’t). Since trade is such an important way of life in the city, the principal religion is the worship of the Gnome deity Garl Glittergold, God of Trickery, as many agree tricking unwitting people out of their money is a perfectly acceptable way of bartering.

 Onkh-Morpark is also the home of the Unseen University, the oldest and foremost college of arcane teachings in Aldarun. Its Tower Of Art, the 800ft tall spire that dominates the city’s skyline, is actually older than Onkh-Morpark itself and the city was indeed founded to support the University and has since grown around it. The wizards generally keep to their own, although they have a pact with the city to provide any service asked of them, while the city in turn has promised to never ask.

 Leadership of the city falls to the Council of 116, consisting of the leaders of the guilds and clergy, the wealthiest and most influential members of the nobility and mercantile, and high-ranking officers of the City Watch and mercenary companies. The Council is led by the Patrician, an office which is currently held by Lord Havelock Vetinari, a benevolent yet ruthless tyrant whose rule has brought a period of relative stability to the city. Although most of the actual day to day management is done by the guilds, who strictly (and often fatally) enforce the arbitrary rules related to their respective domains, the true grand decision making power lies with the Patrician. There is law enforcement in the form of the City Watch, but they lack the numbers and backbone to be an effective force, although recent years have seen resurgence in the Watch’s strength.

 Onkh-Morpark has long since had a policy of being very open and welcoming to people of many races, beliefs and backgrounds (if only because the pockets of newcomers tend to be easier to empty). As such, even though Humans are the largest group, the city is a multicultural community with many minorities, chiefly Dwarves, Gnomes, Goblins and Ogres. Even intelligent Undead and various Evil Outsiders are welcome, provided they control their less unsavory habits (or at least make efforts to keep them covert). Notable exceptions are made for Illithids, Demons and most Lawful Celestials such as Archons, as their desires tend to clash with the wishes of the city (which is making lots of money).

Broad Way
Broad Way is Onkh-Morpark’s main boulevard, which leads from the Greatest Gate in the North-East to and around the Patrician’s Palace to the Opera House on the Isle of the Gods and then to the Greater Gate in the South-West. Many guilds, powerful and wealthy nobles or merchants and other organizations have their seat or mansion somewhere along this wide road, such as the Merchant Guild, the Assassin’s Guild and the Thieves Guild. Despite the prestige of its inhabitants, the road itself is in disrepair (and the trees that line it could do with a little trimming).
 * The Patrician's Palace
 * The Merchant Guild First Bank
 * The Killing Grounds
 * The Thieves' Den

Sator Square

 * Unseen University
 * Sobekhotep, Morecombe & Honeyplace
 * Pleader's Row

The Isle Of The Gods
An artificial island in the river Onkh, the Isle of the Gods is where the Big Prank is located, the high temple to Garl Glittergold. Besides that, pretty much every prominent deity worshiped in Aldarun has a major temple on the Isle, as well as some place of worship for many other lesser deities and powerful outsiders. The Isle is also home to the opera house, the city prisons and dungeons, and to Pseudopolis Yard, the headquarters of Onkh-Morpark City Watch.
 * Opera House
 * Pseudopolis Yard
 * The Big Prank
 * The Sunshine Sanctuary & Hospital

The Shades
This is the oldest part of the city of Onkh-Morpark and can be found about ten minutes slow stroll from Unseen University. It is considered dangerous even by the standards of the rest of the city, and absolutely not a place to be after dark. However, it must be realized that the entire area known as the Shades extends from Treacle Mine Road to the southern wall and includes popular and vital parts of the city's commerce such as the docks, brothels and many popular eateries, bars and hostels.
 * The Mended Drum
 * The Bucket
 * Biers
 * The Widespread Arms
 * Harga's House of Ribs
 * The Tearoom

The Street Of Cunning Artificers
The Street of Cunning Artificers is Onkh-Morparks main shopping street. It is lined with many stores, big and small, selling any good one could imagine, from the most ubiquitous to rare exotic oddities. If one knows where to look (and has the coin), anything is for sale here (which sometimes includes people who lacked coin). Most notable are Stronginthearm & Sons and Mann Co, two large weapons & armor manufacturers who both have their main store across the street from each other and who have been in heated competition with each other for many years over who uses the strongest metal, Adamantine or Australium.
 * Stronginthearms & Sons
 * Mann Company
 * Mum'pak's Wares
 * La Pomme
 * Crazy Eddy's Emporium of Stuff
 * Aperture Alchemy Inc

The Street Of Alchemists
If the Street Of Cunning Artificers is the center of craftsmanship and trade in Onkh-Morpark, then the Street Of Alchemist is the center of education. It is home to a wide variety of schools and other venues of learning dedicated to the arts, sciences and all manner of other talents and skills, with the notable exception of the wizardly arts that are the sole privilege of the Unseen University and the killing arts that are only taught by the Assassin's Guild.
 * Alchemist's Guild Headquarters
 * The Miskatonic Lyceum
 * The Royal Art Museum

Other Locations

 * The Tump
 * Hide Park
 * Unreal Estate
 * Racecourse
 * The Crowe Bros Horses & Stables
 * The Dwarven Subward

Organizations
Despite its anarchic bent, Onkh-Morpark has many organizations between its walls. Most of these are the various Guilds, associations of artisans or merchants who control the practice of their craft as a cartel. There exists a bewildering array of Guilds, including one for beggars, clowns and for mimes. These Guilds hold much authority in the city and have the permission from the Council Of 116 and the Patrician to enforce any laws that pertain to their domains of expertise. In fact, only fools or people too ignorant to know any better would dare to earn the ire of the more powerful Guilds. In some cases, like the Merchant Guild, their power even extends to far beyond Onkh-Morpark.
 * The Council Of 116
 * The Merchant Guild
 * The Thieves' Guild
 * The Assassin's Guild
 * The Lawyer's Guild
 * The Seamstresses' Guild
 * The Alchemist's Guild
 * The Onkh-Morpark City Watch