Legend of Zelda: An RPG to the Past
The last true city of Termina, Clocktown is a nexus of activity. Travellers of all races come to trade and rest within the city’s walls, though few stay for very long. Primarily, the residents are Terminan, though it is not strange to see a Zoran shopkeep or Goron worker. All are drawn to the promise of good trade and better company, for the Terminans have filled their last city with beautiful embellishments— indeed, even the walls that guard from monster attack have been painted with motifs of their clock tower.
Clocktown is run by a Mayor who confides in a small council, with law enforced by the Guard. Within the Council are the heads of the four districts, the mayors own wife, and, in some cases, delegates from other villages.
The internal layout of Clocktown is district based, sorted into four different areas.
|Western Clocktown; The Garden District|
Considered the most beautiful of all districts, Northern Clocktown—or the Garden District—is full of beautifully tended gardens and small well-kept fields. There are few homes here, instead replaced with playsets for children and a small temple to the Giants.
Since so few live within the Garden District, it is often bemoaned for having such a large amount of power within the Council.
|Northern Clocktown; The Residential District|
With a large populace comes a need to house them, and the residential area is just the place to do just that. The majority of private homes are located nearest to the Eastern Gate, wrapping against the edge of the wall like a well trimmed maze. Closer to the Northern Gate, a large courtyard greets weary travelers, ushering them towards the Stock Pot Inne, and the plethora of entertainment shops. Those with more money live closer to the Mayor’s office and the Garden District, as this prime real estate is hard to come by.
Though it would by rights contain the Mayor’s domicile, the Council member from the Residential district is often split. While the rich would prefer their own representative, the poor and the Innkeeps would also like representation. In this fashion, most years a pair of representatives are chosen, with each member having 1/2 of a vote.
|Southeastern Clocktown; The Market District|
Commerce drives Clocktown, so it would be expected that the Market District would be the largest. Wrapping from the Eastern Gate to the bottom edge of the Garden District, the Market District is positively massive. Shops weave their way up a small hill, slopes and steps covered in vendors of all shapes and sizes. Permanent shades have been erected in most streets, allowing vendors to hawk their wares without fear of bringing an umbrella or getting wet. A bank has even been established to make sure that the flow of money stays within the town, and within the hands that need it.
The Merchants have their own Guild, which makes finding a greater representative much easier. Keeping the streets free of petty crime and unregistered merchants, they make sure that the trade within the city can be easily tracked—or left untracked, should unwanted eyes fall upon them.
Though the main stretch leading up to the Clocktower is considered part of Central Clocktown, the Market District is given control of it for events— otherwise it is to be kept open and available for tourists.
|Central Clocktown; Clocktown Centre|
Considered the hub of Clocktown, the the centre holds the Clocktower, the communal laundry and dipping pool, and the Mayoral residence. Hand-picked as a district by the Mayor, it represents the parts of the city that are either district-less or representative of Clocktown itself. Clocktower Lane runs from the Eastern Gate to the Clocktower, and is set slightly lower then the rest of the city.
The Mayor traditionally holds the title of Councillor of Clocktown Centre, and their significant other—or runner-up—holds an additional vote.