The Mortuary of the Scroll: Space is at a premium in Judenaia, which requires that the dead be handled carefully. Nebacanezzer, the most powerful necromancer on the island, single-handedly tends to this delicate task. For the right coin, he will see to it that a body is revived, destroyed, preserved, mined for information, et cetera, et cetera. Most people sign up for the basic package—1 gp, and the body is “taken care of.”
Adventure Hook: On the fifth day of the fifth month, the Mortuary closes. Rumors abound as to what is actually going on there, ranging from grizzly blood sacrifices to body auctions for local necromancers. A curious wizard and rival of Nebacanezzer’s offers substantial reward if the party can infiltrate the yearly event and learn what transpires there.
The Temple of the Winds [also known as “The Universal Church of the Creator”]: The four winds—Kain, Arc, Kwana, and Mir—are prayed to at this, the most popular temple for the Empire Above. Though small shrines to other gods can be found through Judenaia, the Temple of the Winds is its only organized religious entity. In addition to religious services, they also sell sending spells at 100 gp, relaying messages to other islands of the empire, all of which contain their own Temple of the Winds.
Adventure Hook: The Temple of the Winds encourages its members to eschew the Mortuary in favor of “giving your body to the winds”—that is, throwing corpses off the side of the island. A skeptical worshipper asks the party to find out exactly where these corpses land before he agrees to commit his body to such a funeral. He provides a few scrolls of feather fall as a business expense.
The Golem Factory: The pride of Judenaian industry, the Golem Factory produces the components for the myriad styles of golem that appear throughout the Empire Above. Dozens of wizards serve as master engineers, while other labor is provided by kobolds, golems, and a handful of gelatinous cubes. The factory is not open to the public, and even the Magister himself is discouraged from entering it.
Adventure Hook: The Golem Factory is a dungeon in and of itself, ideal as a “final dungeon” for Judenaia. All manner of magical experiments can go awry here, and it should be assumed that PCs would not enter such a site without being well-armed with golem-battling equipment.
Arcanum Archives: While the Plaza of Candles serves a public library, the Arcanum Archives serve the clerical needs of such an intricate city as Judenaia. It also serves as a governmental building, with locals going there to apply for building permits and other licenses.
Adventure Hook: A shop frequented by the PCs is accused illegal zoning by a jealous rival. A routine visit to the Archives reveals that the deed has vanished without a trace.
Magi’s High Courts: The hub of Judenaian government, the High Courts are a massive structure that caters not only to Judenaians, but also as an ultimate arbiter for disputes in the Kingdoms Below—the terrestrial regions that lie under Judenaia’s influence in the global empire. Most of Judenaia’s most powerful wizards can be found at the high courts, and it is patrolled by twenty Skyguard in addition to various golems and magical traps.
Adventure Hook: A pair of feuding kings from the Kingdoms Below have come to the High Courts to plead their cases. One of these rulers looks to the PC to help prepare for his time before the Magi, learning of the Magisterial court system and the judges who will be deciding the fate of his borders.
Home of Saint Ambros: Saint Ambros was once a powerful cleric from the Kingdoms Below, a builder of cathedrals and a leader of men. So powerful did Ambros grow that he was welcomed into Judenaia with open arms and pulled into its wizardly intrigues. His home was built as a gift by Judenaian wizards, its architecture inspired by that of Ambros’ cathedrals. The building, however, is for sale. Ambros quickly grew tired of Judenaia, and his ostentatious cathedral home has not yet been purchased.
Adventure Hook: Neighbors swear they can see late night services being held at the home of Saint Ambros, complete with flickering braziers and solemn chanting. The building’s owner has checked the place five times after such reports, never finding so much as a single lingering magical aura. He begins posting notices at the Two Brewers and the Minotaur Club that he wants to pay a group to stay the night in the empty home and see what they can see.