3. METHODOLOGY
3.3. Operationalisation
3.3.3. Criteria for establishing types of metaphorical terms
(Realm)
Beat it, berk! There's a brace of hardheads coming this way, and
any bubbers bobbing for jink'll be scragged.
- Slig 'the Cheapster' on his
daily run through the hive
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Character. Surrounded by foreign barbarians, the Palace of Judgment is the first stop of the truly civilized. There is no hate here, no sympathy, only judgment.
Power. Yen-Wang-Yeh (LL), Illustrious Magistrate of the Dead, is the sole ruling power here. Those hoping to see him are almost
invariably disappointed, because he's protected by ranks of lesser bureaucrats under his command.
Principal Towns.. The Palace of Judgment's a burg pretty much in itself. The realm's not big, but within its walls is everything a cutter'd expect to find in a good-sized town. 'Course, the Palace isn't open to everybody, so there's a little colony just outside the main gate. Not really a town - not really named - it's most often called the "Place of Waiting." However, it does have a few inns of differing quality, a pair of restaurants in
competition with each other, and both day (goods and produce) and night (food stalls and
entertainment) markets.
Special Conditions.. What makes the Palace different from, say, Sigil is the way it's run.
Nothing happens on a whim here. The Palace is a huge bureaucracy, so every request, audience, hearing, or petition must be cleared through ranks of sodding officials before anything happens.
Worse still, these petty bureaucrats are sticklers for courtesy and etiquette. Problem is, their definition of proper behavior doesn't match that of
most cutters on the planes. There's a lot of bowing, reverential respect, and not doing much of anything else. Impatient berks usually manage to do something rude and get themselves snubbed by the officials of the court.
Description. The Palace of Judgment's a small name for a place as big as this. It ain't really a palace proper; it's more like a small, fortified city. Sure there's a palace, but there's also walls, gates, promenades, courtyards, gardens, granaries, libraries, towers, kitchens, stables, residences, storehouses, and workshops - all the features of a proper burg. The whole thing is built of red brick, carved stone, and wood. The roofs are covered with half-moon glazed tiles. Everything here's refined and artistically done, even the smallest and meanest of buildings.
But the Palace isn't a town, which is something a basher shouldn't forget. A cutter can't wander the streets at will or go down to the market and buy something. Anybody coming here's going to get a factotum, an official guide and guard. Factotum's are usually matched to the importance and power of the visitor. A go-zu oni's a typical factotum. More important visitors get assigned go-zu-oni or men-shen guides. Other guardians found at other places in the palace include foo creatures, spirit centipedes, pan lung, shen lung, t'ien lung, and stone spirits. (All these creatures are described in the Kara-Tur monstrous compendium® Appendix. If this appendix is not available, the following substitutes are suggested: go-zu oni - rakshasa; men-shen - ogre mage; foo creatures - ki-rin; spirit centipede - intelligent megalo-centipede; pan lung, men-shen lung, t'ien lung - naga;
stone spirit - stone guardian.) A factotum's job is to keep visitors out of danger and out of places they're not supposed to see.
Most folks coming to the Palace of Judgment are newly arrived petitioners. There's a steady stream of them appearing on the road just outside the gate. Flanked by Yen-Wang-Yeh's bashers, the dazed arrivals get herded through the Iron Gate and sent off
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to one of the Thousand Greeting Halls. There, some low-ranked proxy passes judgment on the petitioner. Then both petitioner and judgment get passed on to a clerk, who enters it all in the scrolls. In another chamber, another scribe makes a placard that gets hung round the petitioner's neck, listing the sod's virtues and vices along with his assigned plane. From there, the palace guards sort everybody out and head them off to the proper waiting hall. Each of these halls contains a conduit to a different realm of the Celestial Bureaucracy, and a representative or two from that plane. Thus, the Palace's also got a few fiends, einheriar, aasimons, and even modrons wandering about. While they're in the Palace, they won't break the peace that holds everything in place - at least not overtly.
There's a lot of behind-the-scenes action to all this. If there's 1,000 greeting halls, there's probably 5,000 clerks who need rooms to work and sleep in. Then there's quarters for visiting proxies from other powers, infinite libraries to hold the scrolls recording each petitioner's fate, and much more. The Palace is constantly in a bustle, with proxies and planars escorting petitioners to and fro and occasional processions arriving or leaving. Music, chatter, moans, and screams mingle in the air.
Once a year, there's a slight change in the routine. That's when Yen-Wang-Yeh leaves to appear before the Celestial Emperor and report on the previous year. Without him around, his proxies get careless, lazy, confused, and overwhelmed. Mistakes are invariably made, some as simple as a petitioner wandering around unprocessed or a body getting assigned to the completely wrong plane.
There's no ambition to expand the Palace realm currently. That decision's up to the Celestial Emperor, and he's content with keeping things the way they are.
Principal Nonplayer Characters.. The Palace is full of cutters to talk to and deal with, from lowly clerks to high-up proxies.
Short of Yen-Wang-Yeh, himself, the most important berk here's the Chamberlain of the Interior Palace, General Pien, a men-shen. He's an honest being, although he seldom says directly what he thinks. That's more a matter of proper behavior than deceit, though - it's impolite to criticize or directly refuse another being, after all. General Pien is utterly loyal, vigilant, and unwavering in his duties.
General Pien, MEN-SHEN: THAC0 11 (+4 with sword); #AT 2; Dmg 1d8+4 (x2); AC -2; HD 10; hp 60; MV 12, Fl 12(A); SA continual 30'-radius ESP (negates possibility of surprise within that area), invisibility (per improved invisibility), astral at will, polymorph self twice/day, fierce countenance*; SD immune to fear, charm, and hold, half damage from all spells; SZ L; INT very; AL N; ML 15; XP 4,000
* The men-shen's fierce countenance acts as an apparition spell (+1 bonus to surprise, and creatures of 1 HD or less must successfully save vs. spells or flee for 1d3 rounds).
Even the general is beyond the reach of most characters. It's more likely they'll deal with a lesser official, perhaps someone like the Secretary of the Third Rank, Pao (Px/m/h/P(sp)/Be/N) (Spell Spheres -major: All, Necromantic, Protection; minor:
Divination, Summoning), a priest of Yen-Wang-Yeh (LL). Pao spends his days entering the judgments of the lesser magistrates into the Scrolls of Destiny, noting who goes to what plane and who is reincarnated. Pao accepts his work as part of the great scheme of things, hoping to become a high-up man through diligent effort. He'll industriously apply himself to any task assigned by his superiors, which could be useful to a band of adventurers.
Services.. Second only to Sigil, the Palace of Judgment's got more gates concentrated in one place than any other burg. Better still, the gates here are one of the few places that are officially "neutral" territory. Because any disruption of the Judge of the Dead's work would bring down most all the powers of the Chinese pantheon (good, evil, lawful, neutral, and chaotic), fiends and aasimons are forced to coexist here without fighting. Nobody tries to sneak armies through the gates to seize the Palace. It's not uncommon for negotiators of the powers to meet here, particularly for exchanges between tanar'ri and baatezu in the Blood War.
A cutter could use these gates to hop around from plane to plane quickly and safely - if permission was granted. Yen-Wang-Yeh's not likely to be so generous, though. Any blood hoping to use them better have a real compelling reason.
Another "service" of the Palace comes from all the petitioners passing through. Sometimes a sod's past life isn't completely forgotten. There's a chance that a cutter, needing some information, can find what he needs among the thousands who pass
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through the gates. It's a chance, but only a slim one at best.
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