The busiest and most crowded part of Lionheart by far is the docks. Each of the seven individual dock areas is a crowded mess of cargo, flitter hangers, and equipment. Because of space restrictions, no ship larger than a dragonfly can land in this area despite the cavernous size of the docks, with the sole exception of the dry dock (see below). Each dock area has a number of hangers for flitters and like sized craft and sometimes has hangers for craft of larger size (up to 100' long by 50' across). These hangers are all located inside the tail sections of the armadas, where ships are unloaded of their cargo, repaired, and stored. Most of the docks contain hangers for battle-rigged flitters. Each such flitter is equipped with magical wands, bows and arrows, and small bombs for their crew to use upon enemy ships.
Each separate dock has a pair of access doors at the aft-most part of the tail. Each set of doors is a massive construct some 60' across and 50' high. When open, the metal doors slide along tracks that draw them into the side walls of the armada. The doors are made of a durable alloy consisting of meteoric iron and mithral, which can sustain all but the most fierce and powerful attacks. Even a titan would be hard pressed to put a dent in the four foot thick doors. Unless the station is under attack or a dock section is closed down for repairs or maintenance, all of these doors remain open. It takes two rounds to open or shut these doors.
Depending upon the activity level of the station on a whole, each dock area has d6x50 elvish dock workers at work. If one dock area is shut down for maintenance, only fifty or so workers will be found in that area, conducting repairs and generally cleaning the place up.
Each separate dock has a different function, and thus are each detailed individually.
This opulent dock area is the cleanest and least busy of the seven. All diplomatic vessels arrive and depart from this dock. It has hangers enough for five fair sized diplomatic ships (ships roughly the size of a dragonfly) and four flitters. The main access way of this dock is lavishly decorated with the finest elvish tapestries and statues the Fleet can afford. The floor is purple-veined white marble, extremely rare and precious. Such expense is meant to give any visitor the impression of the wealth and power the Fleet commands.
Much of the space of this dock is not used for diplomatic functions and has been converted to storage space. These areas are not accessible from the diplomatic area, and thus hidden from the prying eyes of diplomats. All manner of supplies, from food to ship parts to ammunition for siege weapons can be found in these storage bays. A few have been given over to diplomats to store whatever supplies they desire while they stay on the station.
Sometimes one of the busiest docks in Lionheart, the Command Dock serves as the launching and arrival point of all messenger ships, the place where personal boards or leaves Lionheart, and the mustering point for soldiers being sent out to war. As such, the upper level of this dock area is largely open to allow for ships to land, load up or unload troops, and depart quickly. Only five battle-rigged flitters are kept in this dock area; all other ships depart once they have either loaded or unloaded their passengers. The lower levels of this dock have vast cargo bays and barracks. The barracks are usually a quarter filled, as the marines are quartered here. When the station is serving as a mustering point for an army, the barracks become cramp and a system of "hot beds" is implemented to maximize space (I.E. soldiers take turns sleeping in a particular bunk).
These two docks are the busiest and most congested of all seven docks. All supplies, from foodstuff to weapons to parts comes into Lionheart through these docks. Magical cranes that hang from the ceiling above aid in the loading and unloading of crates, allowing no less than five times the amount of cargo to be moved than normal. It is very rare to not find a dragonfly being unloaded of cargo to be transferred deeper into the base. Despite their seemingly chaotic nature, these two docks are among the most efficient and orderly in all of Known Space. More cargo is moved per person than virtually anywhere else.
In addition to landing pads for four dragonflies (which are used to transport cargo from larger trade ships to Lionheart), the supply docks have six piers that extend into space along the gravity plane. Each of these piers can accommodate two ships of up to whaleship size. Cargo is easily unloaded and loaded here, but not as quickly as inside the dock. Ships with large wingspans (such as Armadas and Men-O-War) can berth here, but take up three slots and thus are not allowed to dock unless several piers are empty. In addition to everything else, each supply dock has hangers for four battle-rigged flitters. In the event of battle, the flitters swarm about the docks, keeping enemy ships at bay until the doors close before joining any counter attack.
Normally, the defense hanger is half deserted. Only a few dock workers and marines on guard duty are usually here. During wartime, however, the patrols are tripled and flitters come and go at a constant rate for repair work and standard maintenance. At times of peace, the defense dock has hangers for twelve battle-rigged flitters and three dasmaleflies. If the need arises, ten cargo bays can easily be converted into hangers for two flitters each. Such conversion takes roughly one day to clear out cargo and put the needed equipment into place.
While the fewest ships can be found here (usually only a single cutter or Man-O-War), it is always active. This dock is probably the best repair bay for elvish ships in all of Known Space. All repairs done here on elvish ships is considered "excellent" in quality. Many captains and admirals constantly make political maneuvers and deals to get their ships repaired at this dock. The waiting list for repairs is over six weeks long, but elves don't make their waiting lists any longer because the nature of their ships to regrow and repair themselves.
All manner of equipment for repair work and trimming elvish ships can be found here. Sixty dock workers are assigned to repairing ships, working in three shifts of twenty elves each. Along with these dock workers are two high level magic users and ten lesser mages and druids of Rillifane Rallathil are assigned to the dry dock to help in repairs. Between the use of magic and the expert hard work of the workers, the dry dock can repair elvish ships at the rate of 5 hull points per day. During war, the number of workers and mages is doubled and the rate of repairs is doubled to 10 hull points per day. The dry dock is incapable of repairing ships other than those grown by elves from starfly plants.
The last dock serves an alternate dock to serve when one of the other docks is shut down for maintenance or when traffic in one dock is too much and another dock needs to be opened to handle the traffic. Depending on the situation, the alternate dock can serve the capacity of any of the other docks or simply be shut down until it is needed. During such down times, the dock is virtually deserted aside from a few guards making the rounds. Six battle-rigged flitters are kept here as well, almost always under lock and key.
Because of the vast number of elves living and working on Lionheart, a vast amount of cargo must be imported and stored inside the base. Lionheart is not self-sufficient; it must rely upon being regularly resupplied by elvish cargo ships. However, in the event of siege, Lionheart needs a large amount of supplies onboard to see it through. Thus, vast sections of the station have been converted to storage bays. These storage bays can be found in the lower halves of every tail section of the armadas and throughout the lower sections of the central sections. These bays have enough supplies to last the elves for four weeks, if needed.
To increase storage space, the elves have imported a large number of extradimensional spaces, such as bags of holding and holds of holding. There are enough of these magical storage spaces aboard Lionheart to effectively double its capacity of cargo and supplies. Along with magical aid from the many mages and priests aboard the station, Lionheart could effectively endure a siege of up to six standard months.
The lowest deck of Lionheart is covered in a vast, crystalline dome over 1,200 feet across and 400 feet high. The dome covers a vast garden filled with thousands of trees, plants, and animals. Oak trees and ashes predominate, but plants from a dozen elvish worlds can be found within the garden. Likewise, deer and similar animals from many different elvish worlds are kept here. Many elves, when off duty, come to the garden to relax and enjoy a taste of life "ground side." Some take time to visit the temple of Rillifane Rallathil found here.
The Temple of Rillifane is actually a vast, 120 foot tall oak tree in the center of the garden. Platforms linked by hanging bridges can be found throughout the whole tree, each offering a spectacular view of the garden. The Great Druid Gilnes, "Griffin Heart" to humans (CG em D14 wis 21 cha 18) presides over the temple. This aged elf has been granted special permission by his deity to come to Lionheart to help with the communication between isolated and distant branches of Rillifane's church. His concern is now the whole of elfdom (particularly wild elves) instead of a single tribe, forest, or world. He is particularly worried with the encroachment of other races upon ancient elvish domains, and works to reverse that trend on a dozen or more worlds.
Serving Gilnes is a circle of nine druids, who also pull duty throughout the station. They usually work to keep the garden in perfect order and use their magic to repair damaged elvish ships. Their quarters are very sparse; they live in hallows within the temple. Despite the attempts by many admirals, diplomats, and captains, the druids do not allow themselves to be drawn into the politics that infest Lionheart. At any time except battle, the druids wear simple robes. During battle, the druids don dark green armor of bark (effectively leather armor +3) and wield scimitars and long bows. Said equipment are kept in a hidden hollow at the base of the temple tree.
The dome that covers the garden, though crystal in appearance, is in fact the same alloy of meterotic iron and mithral that was used on the cargo bay doors. The alloy was treated with a special glassteel spell to turn it into durable crystal. The magic is such that starlight is allowed to shine into the garden, but no light from within escapes into wildspace. Instead, the dome appears as solid green, as if it were just another area for decks like the rest of the station.
The tallest and grandest tower in all of Lionheart is that of the Grand Admiral. This opulent tower rises over 150' above the main deck and 50 feet above the protective wall. The slender tower has deceptively thick walls, which are fifteen feet thick at the base. Surrounding the tower walls is an invisible wall of force that almost completely encase the tower with the exception of doors and windows. The wall of force protects the whole tower from any physical attack, including those fired from siege weapons. Only powerful magic can hope to penetrate the wall of force and make attacks upon the tower itself.
The tower itself is a circular spire 50 feet across at its base and taper inward as it rises into the night sky. The walls are made of a green-veined white marble that is more durable than granite, but smooth as glass. There is but a single entrance at the base, barred by twin doors of mithral. These doors are guarded at all times by a pair of Noble Knights armed with halberds, longswords, and crossbows. If they come under attack, they raise an alarm, warning the guards inside. There is a noticeable absence of windows on the tower walls; the only windows to be found are those on the top level (the office of the Grand Admiral). The tower is capped by a pointed roof of mithral sheets. In the starlight skies of many spheres, the tower is quite breathtakingly beautiful and would inspire many artists if it were not for security concerns.
The first two levels of the tower are reserved as guard stations. Twelve Noble Knights are stationed on these two levels at all time. They check to make sure any who wants to see the Grand Admiral has an appointment. Those who do not are turned away and told to make one. They have the power to arrest anyone that who becomes belligerent or dangerous. If there is trouble, the will call upon their backup, two silver metal golems which wait in two shadowy alcoves. All are fiercely loyal to the Grand Admiral and can never be bribed, frightened off, or turned against her.
The third level is almost entirely open space. Portraits and statues of past Grand Admirals decorate this level. A vast variety of art styles are depicted in each piece, all of which carefully capture the likeness of the individual in question. Each is a masterpiece that could fetch thousands, if not millions, of gold pieces on the open market.
The fourth and fifth levels are the Grand Admiral's private collection of art pieces. Many are mementos from the Grand Admiral's earlier life as an adventurer. Most are pieces given to her by artists for various reasons, from lovesick painters to grateful woodcarvers. Each has been given a place of honor in her private collection, no matter how valueless the piece.
The sixth and seventh levels is the private library of the Grand Admiral. Many of the books found in this private library are unique, including many journals of past Grand Admirals. Of special importance are tomes that deal with the command and logistics of running the vast Elvish Fleet. Said tomes would be priceless in the hands of the enemies of the elves. At least one shelf has a number of spell tomes that were penned by those past Grand Admirals that were mages; some of the spells in those tomes are unique. Being given the right to read books from this library is considered a tremendous honor to any elf.
The next three levels, eighth through tenth, are devoted to the Grand Admiral's living quarters. Normally, these quarters are locked (the Grand Admiral is the only one with the key), and the stairs spiral up past them.
The last two levels are reserved for the office of the Grand Admiral and her aides. The eleventh level holds four individual offices, each for one of her most trusted aides. A great deal of the paper work is done by those four elves, who only pass on the most important papers to their superior.
The office of the Grand Admiral herself is eloquent and beautiful. The room is virtually bare except for her desk, chair, and two chairs before the desk. The walls are pierced by twelve large windows, equally spaced along the wall. The spaces between the windows are covered in tapestries depicting the greatest victories the Fleet ever had. The floor is completely covered by a thick rug with the emblem of the Fleet in the center of it. One immediately is given a sense of elvish power and might upon entering, which the Grand Admiral fully uses when meeting with dignitaries. The full personal defenses of the Grand Admiral are known only to herself, but undoubtedly include several fully charged wands, magical weapons, potions, and other magical items.
At 135 feet tall, the High Keep is the third tallest building on Lionheart, after the Tower of the High Admiral and the Elvish Council of Worlds. It is, on the other hand, the largest. It is actually a collection of four large towers surrounding a central tower, connected by thin bridges of stone. There is little doubt at the sight of these towers that the High Keep is a place of powerful magic. Many elvish wizards that are part of the Fleet gain training and trade spells within the halls of the Keep. Generations of knowledge, collected from thousands of elvish wizards, is stored inside the Keep. The outer towers serve mostly as living quarters for the many mages stationed at Lionheart, complete with barracks, kitchens, mess halls, and other essentials of life. The central tower is known to contain a library, council hall for meetings between powerful mages, a lecture hall, a magical field to test new spells, and an armory of magical items. The exact magical defenses of the Keep are unknown, but several High Mages took part in the laying of those defenses.
The council chamber is often used by a circle of seven very high level mages that directly serve and advise the Grand Admiral. The head of the circle is Sar'Casualik, the Seeker of the Holy Might, a gold elf High Magi. Though undoubtedly the most powerful High Magi in Lionheart, Sar'Casualik is not what he appears. He is an ancient gold dragon that has served the Fleet for the last four hundred years. It is not known how he gained his abilities to cast High Magic, but his skill is unquestioned. All members of the leading circle know his secret, as does the Grand Admiral, but not another living elf on Lionheart knows what Sar'Casualik is. He is given greater detail below.
While, at only 40 feet tall, the library of Lionheart is not extremely tall, it is very big. Inside can be found thousands of tomes and volumes from every world elves dwell upon. As a result, the Library is a popular place of off-duty elves, who like to lounge around and read whatever peaks their interests. The poetry section is especially popular with younger elves.
Administering the Library is Eilaviawyn, or the Blue Musician of Fortune, a moon elf female with striking blue eyes and hair the color of sapphires. She is a very pleasant elf but takes her duties very seriously. Every book is a treasure to her, and those that damage or steal them face her wrath (which no elf would dare). Otherwise, she can be quite the flirt, especially with young, handsome recruits. What no one but a select few on Lionheart knows is that she is actually Azurazenthorne, a blue dragon. Azure (her short name) was once an evil dragon ravishing elvish towns, but underwent a drastic change of heart when she was shown mercy by an elf she tried to kill. Now, a mature adult, she has worked her way through the Fleet to this position, which she values greatly. Azure is dealt with in greater detail below.
The Astrolabe is an odd tower; its base is rises 75 feet into the air, tapering as it reaches its top, and is topped by a 50 foot crystalline sphere. The base of the tower houses offices for the elves who work hard creating star charts and flow maps for all ships in the Fleet. The scribes take great care in their work, resulting in the best charts and maps all of Known Space. Any chart that is known to come from the Astrolabe is valued no less than five times standard prices, due to their accuracy and exacting detail.
The sphere atop the tower base is itself a magical star chart. The center of the room is a circular table ten feet across and a foot thick of black crystal. Hovering within this table is an illusion of all spheres that are known to the Fleet in relation to each other. The spheres are pinpoints of light floating in a cloud of ever moving, every changing gas that represents the Phlogiston. This illusion can be projected into the space directly above the table, allowing a three dimension view of all of Known Space. Further, Taisro "the Traveling Fox" (NG em B14 cha 17), the chief cartographer and master of the Astrolabe, can command the illusion to give a large, three dimensional illusion of any sphere the elves have visited. This illusion shows the orbital positions of the major worlds, moons, fleet positions, and any other sort of information the elves deem important. This map is vital in controlling and maneuvering such a vast and thinly spread fleet as that owned by the elves.
The sides of the Astrolabe are covered with magical scrying devices, including four magic mirrors, twelve crystal balls, and six other devices of unknown origin. Through these magical devices the Council of Admirals communicate with the dozens of fleets scattered throughout the Known Spheres, giving them orders instantly that would ordinarily take months to be sent by any other means. This means of communication is one of the best in Known Space outside of circles of extremely powerful archmages.
The second tallest building in Lionheart, the Elvish Council of Worlds is a great tower with a coin-shaped top. This massive tower rises over 145 feet into the night sky; the top is supported by a trio of stone support pillars. Access to the Council Chamber itself (which takes up the entire top) is gained through a magical disc that lifts the elf in question 90 feet into the air and into the chamber. Inside, the Chamber is magically enchanted to span over 300 feet across despite the fact that it appears to have a diameter of only 60 feet or so. Within these hallowed halls elvish ambassadors argue, debate, and fight over issues affecting the elvish presence in space. For the most part, unless an elvish nation has a vested interest in space (such as those nations found on asteroids or starfly plants), they do not normally send an ambassador. Only when a threat is so great that it endangers the majority of elvish nations do all nations send ambassadors. Virtually every elvish nation has a special ambassador trained for such an emergency.
For the most part, the elvish ambassadors argue over issues of trade agreements, local wars, and like issues. At any one time, the Council Chamber is but a fifth filled with elvish ambassadors arguing and making deals. Since elves have a compulsive need to argue down to the finest details, any issue brought before them will likely take months, if not years, to be resolved. Elvish lobbyists are among the most patient in the whole of Known Space.
Any military as large as that of the Elvish Navy needs allies to survive against foes who's numbers cannot be easily counted. The allies of the elves are invited to send a diplomat and his or her staff to Lionheart to ensure their own interests. Most do, usually sending a single diplomat with a staff of four scribes and aides. The Embassy serves as an office building for those diplomats. The High Magi have specially enchanted the offices to be completely secure, and even they cannot scry into any office in the Embassy. Likewise, psionic powers completely fail to penetrate the Embassy. The diplomats are given complete confidentiality and can easily keep their secrets.
Diplomats from two dwarvish kingdoms, the hadozee homeworld, a halfling nation, the Tyrspace Navy, a couple of human nations, and a half dozen more allied nations and kingdoms. The Embassy is being half used, and there is plenty of room for new allies of the elves.
This temple dedicated to Corellon takes the form of a great dome with its main entrance flanked by two obelisks of black marble. Inside is a great throne of pure mithral, upon which Corellon will sit when he watches over Lionheart (or so the priests say). Before the throne is several rows of seats for the faithful of Corellon to pray to their deity. High Cormiira Naira Silvenstar (CG em P13 wis 18) is in charge of running the temple. He has twenty lower ranking priests working under him, who work throughout the station on a variety of duties. Many elves come here to worship, confide in priests, or gaze upon the extravegant frescos that decorate the roof of the dome. The temple can seat four hundred elves during services.
Across the street from the Creator's Throne is the Timeless Tower, a temple dedicated to Labelas Enoreth, the elvish god of time and history. The tower appears as a great, narrow hourglass that reaches 100 feet above the streets. Inside, the temple is dotted with dozens of balconies where the priests and the faithful sit during ceremonies. At all times, the pace is very slow and enjoyable. Many elves enjoy the tranquil nature of the temple, especially dock workers seeking to escape the frantic pace of their work.
Administering the temple is Kalianer Windcloak, "Master of the Winter Dragon" (CG em P12 wis 19 cha 17). A Chronologian within the church, Kalianer has had to work long and hard to gain his position. He sees his post as a reward for a lifetime of such hard work, and thus has slowed down the pace of his life. He has eight lesser priests under him, serving to keep the temple running and pull double duty as scribes. Many tomes in the various libraries of Lionheart have been penned by these scribes.
The smallest of the four temples of Lionheart, the Tower of Dreams is dedicated to Sehanine Moonbow, the elvish goddess of the moon, dreams, and stars. This simple but elegant tower of marble and glass rises 120 feet above the ground deck, and is covered in relief sculptures of Sehanine and her relation with her faithful. Inside, the numerous glass windows allow the starlight in to illuminate breathtaking frescos that seem to come alive in the dim light. Cornesel Moonshot, "Heart of the Legendary Mountain" (CG ef P11 int 16 wis 19 cha 17), is the High Starsinger. She is one of the Grand Admiral's most trusted advisors, and meets with her on a regular basis. In addition to her duties running the temple and giving advice to the Grand Admiral, Cornesel is very active politically. She sits in on many Council debates, and uses her influences to push through issues that she personally feels very strongly about.
Cornesel is served by six lesser ranking Starsingers, who keep the temple in perfect shape. When not working in the temple, the Starsingers are about running various errands for Cornesel or the Grand Admiral herself.
Elves, more than any other race, needs to take time off from their duties to enjoy themselves. One of their greatest passions is preformed arts, such as plays and concerts. The elves of Lionheart, despite the frantic pace of their lives (or maybe, because of it), are no different and hunger for such arts. As a result, any elf that can play a musical instrument or read lines in a play are expected to volunteer to perform. Many soldiers use their free time to learn such arts so that they can join in concerts or plays. While not mandatory, it is somewhat an honor among the troops to take part in such things. Rarely, the Grand Admiral herself will participate, to the cheers of all of those who serve her.
The Theater is circular in nature, 200 feet across, but is squat, only 50 feet or so high. It boasts a stage, many props, and an open roof. The acoustics are excellent, as everyone within the theater can hear what is said on stage without the aid of magic.
A large, round tower, the Council of Admirals is one of the more important buildings of Lionheart. The crystalline tower houses the offices of the seven admirals that are permanently stationed at Lionheart. It also doubles as a council chamber for the times when all the admirals in the Fleet are called (usually one a century or so). Six more offices are also found in the Council Tower, for use by any visiting admiral. Political intrigue and maneuvers are extremely common.
A magnificent tower of shimmering blue-green marble, the Tower of Blade is the guild headquarters of all Bladesingers on Lionheart. The tower itself is roughly one hundred feet tall and is capped by a topaz-colored dome. A pair of smaller towers flank the main tower, attached by short, two-story buildings that house the living quarters of individual bladesingers. The main tower serves as a library, training hall, and general commons for the bladesingers. The highest level is the spell library and the general commons, and is covered by the dome. The inside of the dome is painted with exquisite fresco work of famous bladesingers, Fleet victories, and other scenes of glory. This chamber is one of inner peace, remembrance of past glories, and the promise of future glory. The two smaller towers hold several offices, armories, and caches of magical items.
The tower is home to most of the bladesingers assigned to Lionheart, but the actual number of residents is rather low. There are perhaps a mere two dozen bladesingers dwelling within the tower at any given time. That number is in constant flux as warriors are constantly being assigned and reassigned. The head bladesinger, one commandant Vilar (LN em F8/W8) is a cagey warrior and a loyal member of the Elvish Fleet. However, years of service has taken its toll on this man, and he has the appearance of an elf a hundred years elder. He is a fleet hard-liner, fiercely opposed to anything not elven. He reserves a particular hatred for scro, who invaded his homeworld of Spiral. Grand Admiral Nuliaque has given her aides standing orders to refuse giving him appointments, as she has tired of his constant badgering and the shouting matches he has had with other officers in her office. She is seriously considering reassigning him, but he has powerful friends among the ranks of the admirals.
Located in the barracks area of Lionheart, between Docks A & B, Simua's Hall is owned by the high elf Simua (CG ef W6 Cha 18). The place serves as a tavern, feast hall, and entertainment hall for off-duty soldiers. The food is considered excellent; Simua's is one of the few places on Lionheart where one can get fresh fruit. Her stew with fresh bread and sliced fruit is a favorite among soldiers. The wines and ales served here are good but expensive. The main draw, however, is the entertainment. Simua's sisters are both bards of rare skill (NG ef B7, B5) who frequent the place regularly. In addition, the place sports a raised dance platform where scanty-clad elven dancers (of both sexes) perform for cheering soldiers. She has a half-dozen performers, who also double as servers. While performances can get racy at times, Simua keeps a tight reign on what goes on and what comes off. She wants to entertain the men and women of the Fleet, not earn a reputation as the master of a prostitution ring. A few of the more conservative elements of the Fleet has called for the place to be shut down, but some of those same critics have been caught there incognito.
This fairly large store is found near Dock E, this place was put in place not long after Lionheart was completed. At the time, the money that helped get the place started was provided by Malvanhal (LG em F6), a former merchant who joined the Fleet during the First Unhuman War. He was rich when he joined, but the death of his brother by orc pirates caused him to seek revenge. After the war, he officially left the Fleet, but remained on to build a whole chain of shops and stores in Elvish Bases throughout at least a dozen spheres. His chain has earned him a great deal of money, of which the Fleet takes 50%. A native of Twilitespace, he named the chain after the sphere he loves. Malvanhal, now an aging elf, spends most of his time in his home sphere. The business is now mostly run by his grand-daughter Ari-Saeanisala (Aris for short, NG ef W4/P4 Wis 16, Cha 17), a young and beautiful elvish maiden. She was kidnapped by the scro once, but rescued by a marine in the Fleet (now her love interest). Aris runs the Lionheart branch of Twilite Surpluses, which is also the headquarters for the whole chain. She is a skilled businesswoman, bringing in hundreds of gold pieces profit each week.
The store has all sorts of goods that would interest a soldier in the Fleet, from clothing, jewelry, books, weapons, and most anything else a soldier could desire. Prices are fair, and usually within the range of most enlisted men. Aris has two other workers on hand, both civilians but trained warriors (treat as 2nd level fighters). She is on good terms with most of the command staff, and is a friend of the Grand Admiral.
The Ape Armory, as it is commonly called, is found fairly close to the Embassy, separated from that building by a row of rose bushes. The Armory is not a large building, consisting of a small sales room and the main armory in back. The sales room is the forward fourth of the building, and is really nothing more than a brightly colored silk sunshade over a small, grassy lawn. Six highly polished and exquisite suits of armor (two suits each of plate, chain, and leather) are on display on heavy racks. These are showpieces to attract customers. The back part of the building is a solid stone structure with a hot forge heated by a small, trapped fire elemental (8 HD), a bath of ice water, and hundreds of tools for making and repairing metal and leather armor.
The place is run by Huuz'rhan (LG hadozee m F7), a retired hadozee scout who has taken up armoring as his profession. He is very good at it, and crafts some of the best suits of armor that a common soldier can afford. Two dwarves and a high elf are his staff. The elf and one of the dwarves are apprentices of Huuz'rhan, while the other dwarf, Balefire (LG dm F6), is his silent partner. The place caters mostly to soldiers, marines, and sailors who cannot afford expensive suits of elvish chain or plate, and must instead turn to a more affordable alternative. Repair work is also big business for the Armory, and they are all skilled at getting the dents out of armor and making it look as good as new. Huuz'rhan and his staff are incapable of making elvish chain or plate armor, but they are capable of repairing it so long as it is not too badly damaged. Prices are usually reasonable, with only a 10-15% markup. Huuz'rhan is known to cut deals for his friends or those soldiers in a pinch. Armor repair is also reasonable, usually running 10-40% of the cost of the armor, depending on how damaged it was when brought in.
Of the many taverns on Lionheart, Hole in the Sky is probably the most famous. It offers some of the best ales on the station, with a wide selection of spirits to choose from. Elvish feywine, dwarvish ale, and some human concoctions are all available for reasonable prices. The tavern is located directly above the catapult platform over the doors to Dock C, and has a massive glass window that offers a magnificent panoramic view of wildspace. The windows are treated with glassteel, and are nearly indestructible. Many of the tables are set up with strategy games such as chess or Fleet's Glory (a game that uses ivory miniatures to represent warships) or gambling games like poker, knucklebones, or blackjack.
What really attracts the soldiers, besides gaming and spirits, is the owner, Eirzara (CN ef B7). Eirzara is a very skilled singer, musician, and dancer. She likes an audience, and loves to flirt with the men. Her acts tend to be even racier than those at Simua's, and in fact she has twice been thrown off the station for public nudity and once for inciting a riot. However, her tavern has never been shut down and she has been able to return after the heat died down because of the amount of dirt she has on several high-ranking admirals. Though unproven, she may have a lovechild fathered by the previous Grand Admiral, which could be a reason why some admirals are reluctant to throw her off for good.
One of the smaller buildings, Sindiath's Tower is the Lionheart branch headquarters for that trading company. The tower itself is a small, four story building of white granite, covered by a thin layer of quarts crystal. While small, the tower shimmers with a glory all its own when in the light of a primary firebody. The officers of this tower serve to keep the Fleet informed of the movements of Sindiath ships, what information the Line discovers, and any other information Line captains deem that the Fleet may be interested in. A Line ship travels to Lionheart every other standard month to file reports at the tower, where aides sort and process the reports before passing them on to the Fleet. Not all of the reports reach the Fleet, as it is the aides' duty to filter out any report that is inconsequential or unneeded. Filtered reports usually take two or three years to be disposed of.