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Finally I've managed to scan and translate the beautiful map of Selenica I anticipated you some days ago. I've also translated for your pleasure the whole description of the city. Both the map and the description were made by Giovanni Bondini and were published on an Italian RPG fanzine in the late 1990s. I have also to say you that I still haven't had time to compare what's written here with the description of the city in GAZ11, so there could be some changes to do. However it's interesting enough to see that Bondini's description includes both a dwarven district and an Ylari one, as Håvard suggested. The few reference to rules you find in the text are made accordingly to AD&D system.
Both on the map and at the end of the description of the city, you'll find some additions belonging to may campaign (those very small locations written in grey on the map). As the description of the city is rather general, feel free to add other ideas or details.
In the Streets of Selenicaby Giovanni Bondini translation and additions by Simone Neri
Second city of the Republic of Darokin, Selenica lays on both sides of the Darokin Road, the main way for trade between East and West. Thanks to her vicinity to the Emirates of Ylaruam, to Rockhome and Karameikos, Selenica encloses within her walls perhaps one of the most important and supplied markets of the whole continent, receiving goods from every country. A fixed trade-stop for land-trade (excluding the sea route that goes from the Five Shires to Thyatis), it's not difficult to find here fine mercenaries to hire, belonging to every race and culture.
Description of the City of Selenica
 West Gate. A building risen long ago, this group of bastions that breaks the Darokin Road has as its main purpose that of defending the city in the event of a war or a siege, but in times of peace it takes a different role. Indeed, as you can see on the map, within the city walls another small wall has been built, also with a gate, which defines an enclosed space within the city herself. In this place, which is a huge grass expanse (hence the name "Outer Gardens"), the city watch takes her custom duties, that is control summarily everything that goes into and out of the city, applying a small fee of 20 gp. At the same time the watch ascertains the identity of shadier guys, trying to let in the city as few charlatans and thieves as possible and throwing out those people that have already something to say with the judiciary. As Selenica is known as a market city, it happens, especially during holidays, that the number of people that wish to go into the city be greater than the city could contain: in these cases, the "Outer Gardens" are used as waiting place, where merchants arrange their goods and can equally trade while waiting to be let into the city. Because gates are shut at dusk, those that have to stay here longer than one day are not in any real danger. There's no need to say that those who stay in the Gardens still have to submit to the custom fee and to controls to be let into the city.
 Public Gardens. These are small, well-tended parks wished by the City Council to give Selenica the appearance of a blooming city; this strengthens the existing competition with Darokin City.
 Farms. These great manor houses host a number of families that varies from 5 to 6, which farm the lands belonging to the City Council - to which belongs half of the harvest at the end of the season (these grains are used for the city's needs).
 East Gate. See .
 South Gate. See , but without the enclosed area.
Darokin Road. In this point the main road of the Republic takes a particular shape. It indeed widens up to about 30' (as a modern three-lane highway) and on the central lane travel caravans which continue their travel toward other cities. On the other hand, on the other two lanes the traffic is rather slow and mostly by foot, because a huge number of shops are set on the Darokin Road (and it's impossible to pass them by, given their variety and the oddity of some of them). Because of the great flow of merchants, between a shop and another, right on the road, some great stables have been built, where it's possible to leave - paying, of course - both mounts and carts. In short, you can compare these to veritable paying car parks.
Market Areas. Areas where the highest rate of trade takes place, here you can find the largest number of fixed shops in the city. A standard block is so composed: at ground floor you can find all the shops (of any type, from jeweller to shoemaker), while at the upper floors are found residences both of monsters and commons. The entrance of each house is on the inner side, in a courtyard which you can reach passing through an arc between the shops. Usually these arcs are not much large; they aim in fact to build them as small as possible in order to limit entrance to the courtyard. Also in these areas are found huge buildings, the "Sheltered Markets", where, paying a small fee, you can borrow a table to show your merchandise. These places are where hawkers go, which usually stop here only for a few days, that is until they've sold all their merchandise. In these huge places you can find everything, from the most common thing to the rarest one - but beware: a place like this is where the most skilled thieves are to be found.
Offices. This area of Selenica includes all the offices needed to the proper management of the city. In this area every class has its seat: they start from the more common guild of merchants and crafters, to reach the most noble crafts. Also in this area the treasury of the Republic is set - that is the treasury managed by members of the Darokin Diplomatic Corps (DDC). Indeed many private treasuries exist scattered almost everywhere, but their main aim is to provide Darokin coins in exchange with foreign coins to ease trade affairs. It's said that, properly camouflaged, a small branch of the Darokin mint be hidden within the city, the need of which is believed laying in the risk involved in moving money from the capital to Selenica.
Seat of the City Council. In this huge block all consular offices are set. In the great council hall, once a military fortress, are always found all the six city's councillors. Selenica is ruled by a City Council composed of six members belonging to the great merchant houses, which at least once a week meet in the central hall, called "Council Hall". Also in this block are found jails (in the dungeon of the fortress), the courthouse and the "Hall of Proclamations" (which really it's nothing more than a balcony set over a great hall near the gate of the former fortress), where the Council's decrees are publicised.
Dwarftown. As in all the Republic, in Selenica the number of dwarves is rather high. Most of them live in Dwarftown, a rather large neighbourhood in the north-eastern part of the city. Even if dwarves tend to be loners and to live with their kin, in Selenica they're well-introduced into the human society, even taking part to the City Council. Nevertheless one of the councillors is a dwarf. When you go into their neighbourhood you feel to pass from a world to another one. In fact dwarves have radically changed the appearance of this part of the city, a further demonstration of their masonry skills. This district is characterised by rather low buildings, and it's a small enclave that those who visit Selenica can't miss. There, indeed, it's possible to find items of precious metals not available in the rest of the city, but most of all the armouries here give to the buyers an otherwise unthinkable choice of goods. A suggestion for all those who think they can visit Dwarftown to practice their not-so-legal skills: prepare a perfect plan of action, because dwarves don't forgive and they're not kind with thieves!
Cult. In this area you can find the largest number of religious cults of the continent. Every religion is represented by a precise building, where the faithful can pray. In the numerous convents found here, wandering priests are often welcomed.
Embassies. Here the ambassadors coming from other countries of the continent live. Even if they can't be defined properly ambassadors - as the true embassies are set in Darokin City - they're still an important reference point for all foreign merchants.
House Al-Azrad. A district of striking buildings, here lives the second merchant house of the city, both for importance and wealth. Originating from the Emirates of Ylaruam, the Al-Azrad family has soon become very important in Selenica, having exclusive control over all goods coming from the great eastern desert. Their domination in the trade field had consequences also in the political field, as they could count over two out of six of the city's councillors. Coming into this district you can't keep yourself to notice that they like to display their wealth in the clearest way. Apart from the house of the patriarch, here you can find the houses of the other family members and a small barrack which hosts the private guards of the Al-Azrads, whose duty is to watch the many storage areas where merchandises are kept. Merchants aren't the only ones who live in this district, but you can also find normal citizens from Ylaruam.
House Hallonica. Even if she has the majority in the City's Council (3 councillors out of 6), the Hallonicas don't manage to earn a full political success. Nevertheless, this house owns a huge trade turnover in the city, and that's clear from the high number of warehouses and private guards present in this district. Being the Hallonica native of Darokin, their buildings follow the architectural style of all other areas of the city, even if here there are obvious shows of wealth.
Residential Areas. These are really clusters of dwellings, where the number of shops and inns is rather low. Here live the common folks, usually working in service of some merchant (as attendants or servants), earning modest wages. Night is quiet and ill-intentioned persons are few, even if many thieves use these districts are lairs.
Description of the zoomed area
 City Watch Barracks. This building hosts the City Watch, a contingent of professional soldiers that, beyond usual police duties, does an important work escorting merchant caravans. Klint Duntera (LN human m F5) is the older watch member: he has officially the command of the contingent, even if recently, because of some health problems, he has preferred to pass many responsibilities to his right arm, Darko Dessia. In truth, the young Dessia, aiming to succeed to the old commander, is administering daily to Duntera small doses of poison, and he's the real cause of Duntera's illness. Darko isn't doing this only to gain the command of the City Watch, but most of all to go on with his dirty activities in total tranquillity, begun at the time when he was often host of the Republic's jails and never ceased since then. There's no need to explain how much Dessia is corrupt.
[L] Inns. These are mostly found along the Darokin Road (sometimes even one in front of the other); this is due to the great flow of people in the city. All inns of Selenica rent rooms, usually located at the upper floor of the inn itself. The most famous innkeeper of all the city is Jeremia Sanda, which owns a total of nine inns. His fortune, on the contrary, isn't surely due to his skill in this trade. A man without qualms, he has controlled for years the innkeepers' guild of Selenica. The expeditions secretly orderer by him, with which he threatened his rivals, are still infamous. Why he did this was not a mystery: once the chosen inn was deprived of its gainings, Jeremia stepped in and, like a good fellow, helped the proprietors by buying the inn at a rather low price and "freeing" them from the obsession of the bandits that until now had bothered them.
[M] Stable Shops. In those buildings we find shops of all types - from bakers to smiths - at ground floor. At upper floors, instead, are found the proprietors' and their servants' dwellings. As already explained above, to reach the dwellings you have to pass through an arc on the street and a small courtyard beyond that.
[R] Residences. Those buildings have rarely less than three floors; here lives most of the population of Selenica.
[T] Theatre. "The Small Theatre of Plantations", as it's usually called, is the place where the members of the company "The Chanters" exercise themselves. They're a group of fine thespians, that almost always perform for the rich families of the Republic.
 Ironhouse. This is perhaps one of the best forges of the Republic. Built a few decades ago by a skilled dwarven family, the Rockbreakers of Rockhome, the Ironhouse has been enlarged during the years, until it occupied its whole courtyard. Moreover, because its proprietors have such a skill to assert themselves over other smiths of the city, many of the latter have had to cease their activities. At the moment it's Rudho Rockbearer, the older member of the family, which leads the works, along with his four brothers and some ten human workers. Thanks to the great skill of those crafters, for buyers it's not a problem to have their arms made-to-measure for themselves, nor buying arms of any type and shape.
House of Jeb Cornsdale.The house of a ranger (real name "Jebedia") of great skill with the bow (CG human m R9). Jeb is a great traveller and he isn't at home most of the time; his travels bring him in the rest of the Republic, in Sind, Glantri, Karameikos and Ethengar, where he hires his services as mercenary and guide for other travellers and caravans. In the past he's worked also with the cult of Zirchev and has been member of the "Grey Hoods", a company of rangers hired by a group of small towns and village on both sides of the Black Peaks (Penhaligon and Reedle among them) to protect roads and passes from monsters and bandits. The Grey Hoods have been disbanded recently. Jeb is cousin of Eva Ghinassi (CG human f C10 of Valerias), a beautiful girl of Thyatian origins (her family migrated in Selenica after al-Kalim threw Thyatis out of Ylaruam in AC 830s) which is also one of the most important priests of Valerias in the city.
House of Marko Rocktearer.The house of a gnome jester (CG rock gnome m B6 [Jester kit from PHBR8]), which often performs for rich merchant families. Marko lives here with his wife, but he has no children.
House of Sarah Chesterton. Here lives Sarah (LG human f F3), a beautiful but shy girl that for many years would have liked to go adventuring but feared to leave his family; she took some training with a Selenican former soldier and learnt how to don armours and how to use the bastard sword. Recently she went finally adventuring with an odd and young Glantrian wizard which also become his lover, and for some time they lived in Specularum; then their relationship weakened and she returned to Selenica with her family. She's a follower of the Temple of Ixion.
Inn of the Four Winds. An inn owned by Ethengarian immigrants.
Inn "The Gonfalon". This old building was a small keep where the "gonfalon" (the city's standard) was kept in the time when Selenica was an independent kingdom. Since ten or so years the building has been bought and refitted to host one of the most beautiful inns of the city.
Inn "The Millionaire". This luxurious inn is frequented only by rich peoples, mostly affiliated with the Hallonicas. Prices are very high but treatment is also very good.
Temple of Ixion. This is a large building heavy with decorations of gold and a great central light of magical origin which the priests regularly preserve as a symbol of Ixion. The church is rather powerful in the city and is one of the most important temples of Ixion in the whole Republic.
"The Jewel of Reedle Street". This is a shop (ground floor) and dwelling (upper floor) of a rather well-to-do jeweller of Ispan origins. The family migrated to Selenica at the time of the Ispan migration (beginning of 10th century AC) and established here a successful shop. At the moment the shop is run by the beautiful and young Esmeralda, a girl with irresistible green eyes and long black hair, and by his jealous brother Diego, together with two other assistants. Esmeralda's beauty is rather famous in this area of the city, as it's Diego jealousy.