Wednesday, 8 July 2015

Cities and settlements

Most of Kitas is rural, many peoples are nomads, and have settlements they only use half the year or even only tents. Notable cities are the three council cities for one - Gamahan in central Sawa, Plokin on Lozir's western coast, and Clom Vah in the Gderan Mahal Bay - gigantic cities dating back to the dawn of time, each over a million inhabitants large with uncounted visitors. It's here that all countries of the continent gather for talk and trade, and the council cities regard themselves not as power players but mitigators.
Secondly, the rhu'khach cities are the next oldest and therefore largest settlements. Recognizable by the ending -ei or -ai (like Agorisai or Eligei), their architecture is unmistakable, and their infrastructure is well-planned.

 "The architecture of Akosh and Ukosh is quite pleasant, even if the denizens are weird, but I like Nalvar's Isuanda best. It's beautiful at every time of year, and not as crowded as the council cities."
— Drasam Murish, traveller
There are many other notable towns and cities; there is some debate however, dating back millenia, if the likemindedness of city dwellers doesn't attract placespirits too easily, and thus, growth of settlements should be discouraged altogether. The inhumanity of seeing this through stops doubters from acting - usually - but the debate remains, and indeed, some peoples believe it firmly enough to not gather in settlements larger than small villages.
"The Discordant Cities have irked Zir again with a newly hired pirate fleet that Grimoga set on Henasset, but that attacked Ziranian traders, too. I don't think Zir will be forgiving about their idiotic politics much longer."
— Wekanar Hissomirr, Lozirian

Other famous cities are the powerful Nalsiir in eastern Gdera and Elisacett in its far south; the Tritowns Nini, Oryor, and Drani; Brighthold's capital Sokarnon; and the engineering school's home, Bargassa.

Artists' notes
Cities are such fun to invent and so painful to paint. Given that I arrived at a world pretty much littered with relics and ongoing spells like autumn leaves covering the forest floor, it might well be safer in the woods than in the cities, concerning otherworldly entanglements, where much fewer people have come through who could have left trouble behind.

1 comment:

  1. Earth is full of human cities. At night, when they're all lit up, you can see them from space. Some parts of Earth's surface have more light than dark.

    Consequently, a world that's mostly rural with comparatively few permanent settlements will be an alien world indeed. So it's always nice, even if it isn't always necessary, to have explanations ready for why things are different.

    I think the placespirits accomplish that goal very well. If staying in one place tends to, or is widely believed to, attract spirits that are powerful, potentially dangerous, and possibly hostile, then people would be disinclined to do that.

    There's also the fact that the world is populated by more than just humans. Even if every human is different, as a species we can usually be counted on to look for places to call home. In a world where not every member of society is human, you'll naturally find more differences of opinion on the subject.

    That all makes it feel like Kitas' mostly rural state is the natural consequence of the people who live there, rather than just some arbitrary quality for the sake of being different.

    (Regarding "idiotic politics": I'm often tempted to wonder if any other kind exists.)