Tuesday, June 23, 2015

Population Center: Thosisi:

Located near Tesaria's center, Thosisi is the jewel of Jurak Desert.  The city proper was built by investors who left Dagger Crest over two hundred years ago, but it was constructed amidst the dunes atop the pre-existing ruins of an ancient failed human settlement.  While there have not been any significant technological artifacts recovered from the ruins, and the nearest leyline is dozens of miles away, still there are signs that at some time both technology and magical power were in abundant supply due to the wondrous way that some of the buildings appear to have been constructed, and the large number of shattered foci recovered, some of which still held stored magic in more minute quantities than their whole form would have contained.

The deep mystery of the Jurak Desert and the ancient humans draws many to the city of Thosisi, though others come for other reasons.  As dry and overbearingly hot as the desert is, Naiads, Cubi and Gitwerg are rarely found on its surface, though there are quite a few to be found in underground ruins and more-recently constructed passageways, many helping the city maintain both its water supply lines and sewage reclamation.  However, there are murmurs about the back alleys of the city that the trio of species are frequently in disagreement with each other and how they do business with the city, some individuals proposing that they be more stringent on the services they offer unless they receive even more profit.  Pixies and Gnomes are rare in Thosisi, though some make a living off of exploring collapsed tunnels in ruins whose openings are too small for larger species to squeeze through.  The Felinae and Reynix tend to stay on the side of the city closest to New Hollowstone, many working to maintain trade relations, farms, and hunting expeditions.  Most Kenthri tend to live on the outskirts of Thosisi, as the sands offer much to the freedom-loving people.  Draconis Dragon-Kin and Gargoyles are typically found fortifying defenses for the city, primarily against some of the desert creatures, but also on the off chance that anything from underground ends up rising to the surface.  So far, their attempts have managed to drive or expire multiple terrors hiding in the desert...  Goblins and Humans are the two most common species in Thosisi, being two of the oldest species to have settled in the Jurak Desert, and the Goblin population is responsible for the majority of the underground design of much of the city, which helps diminish the heat.

Monday, June 15, 2015

Population Center: Dunklestadt:

Dunklestadt was formed by wealthy investors in Tesaria's future who had helped found Oak Hill, but found themselves wanting a more...  Unusual locale for their own residences.  Crossing the waters between Oak Hill and another landmass to the East, the investors landed on the shrouded shores between The Twilight Woods and The Ghost Grove swamp.  Some decided to head North into The Twilight Woods, becoming hermits primarily, and some forming The Dusk Sanctuary.  Others, undaunted by the difficulties of building in the swamp or the spectral creatures that resided there, went South, forming the Shade Road, which would extend from their landing down to where Dunklestadt would be formed.

The city of Dunklestadt is one in constant battle against evil, prejudice and corruption.  As many of its founders had been besieged by spectral creatures and visions of monstrous terrors in the deep dark of the ocean further to the east, some went mad, their designs for the city helping to draw wild magic closer from the nearest leyline intersection.  As some managed to resist, they prevented a terrible devastation from sweeping across Tesaria, but many became warped by the release of wild magic which created atavistic mutations, accentuated magical affinity in certain bloodlines, and caused a genetic hybridization of many with the spectral creatures living in the area, among other consequences.  Those that survived and helped Dunklestadt become strong embraced the changes, inviting those infected with or born to lineages infected with the Vilru and Luniis viruses, Ghouls and other outcasts to join with them and build a society that would fully accept them.

Many from across the planet came to Dunklestadt, and as the city government grew it reexamined many of the forbidden religions, sciences, magics and other unusual areas of study forbidden by the cultures their citizens had left, in some cases upholding strict regulation or outright banning certain studies outside of governmental defense against their fruition, but in many cases either having moderate regulation or allowing unrestricted practice.  As a result, Dunklestadt has had much criticism and negative propaganda put forth by many other countries, but Tesaria has stood firm in defending its right to govern as it does, so long as it guards its borders to ensure those practices not yet approved for Tesaria as a whole are done in a contained and regulated area.  The government of Dunklestadt has been more than happy to accept this conditional support, and have indeed managed to convince other cities and the over-arching government of Tesaria to reconsider studies and permit their widespread practice.  By and large, this has been due to residents of Dunklestadt itself making allies in other regions, but Kestrel Alras and her allies had also been of great influence after they learned certain knowledge and skills they needed in order to help win the Tesarian War for Independence.

While Dunklestadt's citizens do not largely group according to their species, there are some exceptions with those of Vilru of Luniis infection typically grouping together simply to help manage their condition more effectively.  The Southern edge of Dunklestadt is known as The Hage, and it is  constantly expanding out onto the ocean with the pier stretching out along its Eastern border.  There many who study the aquatic life native to Tesaria in general and The Ghost Grove's ocean shelf reside and work, though they are oft under supervision when their studies take them further off to the East where the deep dark terrors slumber.  The Western edge of Dunklestadt is known as The Boar's Bay, and it stretches from The Hage up to The Glade of Secrets.  There most study agriculture, magical mutations and attempt to gain knowledge from the specters that roam The Glade of Secrets.  The rest of Dunklestadt is called The Foldarre, and every single block is filled with a myriad of different studies underway, as well as the many cemeteries and catacombs built into the swampland, the multitude of citizens living ordinary lives, and those who make their living off of the occasional tourist and sometimes skirting the edge of the law in order to survive and thrive.

Saturday, June 13, 2015

Population Center: Oak Hill:

Oak Hill was the second successful large settlement on Tesaria, built East of the ruins of Old Hollowstone.  Originally named for the massive oak forest within which the city was constructed, Oak Hill was literally built onto the trees.  As there had been many dangerous predatory animals spotted in the area when it was settled, the city architect was given the task of designing the settlement in a way that would protect the most frail of its citizens with ease.  Seeing as the elevation of the forest canopy kept all but a handful of these predators from reaching climbing prey, the city was build with a tiered design that took into consideration the needs of its citizens.

Constructed primarily out of oaken wood, every grid of nine blocks has one block with stone structures in the center with the purpose of allowing any conceivable use of fire to be accomplished in a contained nature, with redundant aqueducts used to put out any potential spread of fire to the trees and wooden buildings.  While Oak Hill may have been modest in its original design, as it has steadily grew taller and broader, new oak trees have been planted and guided along to support the weight of newer tiers, with a great many scientific and arcane achievements accomplished in order to ensure that the city's support structure can handle all the weight.

Oak Hill had originally been started primarily by Felinae immigrants, but its population has widely diversified and bred with one another to the point that there are few pure bloodlines in the city that are not recent immigrants to it.  In fact, its diversification led to vast knowledge from the different cultures in its population being shared, which helped increase the efficiency of most industries which the city occupies itself with, the most prevalent being accelerated tree growth and harvest.  Over time, many wealthy investors from Oak Hill desired to find newer land to claim, most going East to The Ghost Grove and after much hardship forming Dunklestadt.

...

Friday, June 5, 2015

Population Center: Dagger Crest:

After the initial failure of Old Hollowstone, many other colonies were attempted, but the first success was Dagger Crest, its mostly stone buildings nestled atop a plateau in the middle of the Tesarian Badlands.  Heavily fortified, it is nevertheless run with manipulation more than force.  Formed by a multitude of emigrants from Adslein, many were criminals according to the old continent's laws, and sought to escape to a place where they may not be judged for what seemed minor to them...  Or simply to avoid sentencing for those who did not regret either the laws or breaking them, but rather that they had been or were close to being caught.  While Pixies and Naiads are more rare in Dagger Crest due to the region itself being more arid than most prefer, there are many who work to make the city more hospitable to their sensibilities, and they are gladly welcomed for their efforts...  So long as they don't forget to ask permission first.  The other species are likewise very welcome and there does not seem to be any centralization of any species to a specific area.  Dagger Crest is separated out into different Quarters each named after a historical figure of the city which was famous in the region.

The Raddik Quarter is home to most of the weapon-smiths, The Assassin's Guild, The Dagger Crest Enforcers (who are paid well enough that money is rarely useful in trying to bribe them), The Cuts and Guts Weapon Shop among many others, and The Knifetip.  It was named after Sorril Raddik, felinae assassin and one of the founders of Dagger Crest.  She devised most of the various laws and punishments in Dagger Crest which still allow more freedom than most cities on Lenida, while at the same time establishing punishments such as The Knifetip.  Public executions for those who have committed the most heinous crimes to the citizens of Dagger Crest are carried out there on The Knifetip, an extended protrusion in the plateau.  Those sentenced to walk its length are blindfolded and their hands bound, prodded with sticks and thrown stones to encourage them to keep going to the end.  There, if they have not fallen already or died from injuries, they may clasp one of many knifes embedded into a post at the tip.  Should they be able to find one of the few white hilts amongst the others, they are permitted to be unchained and have their blindfold removed so that they may fight their primary accuser on The Knifetip.  If they survive, the crimes they were accused of are considered paid, and the life of their accuser is theirs to utilize, barter, sell or end.  As a result of the stiff penalty for heinous crimes and the likelihood of one trying to exact punishment in private to prevent such a possible reversal of judgement, most do not commit serious crimes within the boundaries of the city and its watch.  Asylum, however, is given for those who commit crimes elsewhere, if the leaders of the various guilds present come to a majority agreement.  Such asylum though, always comes with a price.

The Brodan Quarter is home to most of the archaeologists, geologists, The Miners Guild, The Builder's Guild, and also a great many of the oldest taverns and inns in the city, such as The Shaking Scabbard Inn.  It was named after Brehn Brodan, the gargoyle architect that designed most of Dagger Crest out of large formations present atop the plateau before they were reshaped to form the outer walls and many of the guild halls.  It is also home to Mog, the oldest known Ogre Ghoul on Lenida.  A cunning and violent foe, Mog retired to Dagger Crest forty years ago and has easily dispatched those who have disrespected his abilities and intelligence.  Mostly preferring to be left alone, he tends to his multitude of underground fungi gardens from which he sells some of the best cultivated shrooms on Tesaria, as well as writing to various newspapers across the globe on various mathematical, philosophical, psychological and scientific subjects, as well as riddle and puzzle submissions, and supposedly a few novels over the years.

The Shabah Quarter is home to the many legal prostitution businesses, many of the wine, beer and ale companies, the assorted more unusual perception-altering item businesses, many warehouses, as well as The Mercantile Guild and The Thieves Guild.  It was named after the midicubi Ilyava Shabah, whose business of ill-repute had followed them to Tesaria when driven out of Adslein.  Having been previously connected to so many different businesses and government officials, Ilyava was able to help found the beginning economy of Dagger Crest and ensure that it prospered for all of the quarters, not just the one which would later be named after them.  It is also home to a few specialty shops which trade in goods not common to the region, such as The Best Slice, a butcher shop which serves many delicacies, and supposedly even more which are not on the menu due to the owner's determination that such rarities as dragonmeat be saved either for special occasions or those who have in some way earned their respect.

The Olja Quarter is home to most of the crop and animal farms, animal tamers, The Agriculture Guild, The Dagger Crest Watch, and many of the residences for those who do not themselves own a business.  It was named after Unba Olja, the naiad engineer who designed many of the city's systems which keep it self-sustained despite the low precipitation in the region, as well as ensuring most of its waste was recycled and put to use in a way that directly benefited the citizens of Dagger Crest.  While it may seem less glamorous to tourists, The Olja Quarter is home to many a retired warrior who enjoys working on the various farms or otherwise leading a simpler, more peaceful life...  But few are more fervent than they in defense of the city from outside and internal threats.