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The World, it's structure, Lands, Areas, Cities |
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Altem Unincorporated Population: just about 1 million people. Mostly making their lives near the seashore and in the mountain areas north of Ist. There are also a number of officially unnamed Islands, which support populations of fishermen and hideaways, but rarely have more than 100 people on them at a time. Qimira: With the flatlands on the north, and the Curra range to the south,
set directly into the rough land between, Qimira is a huge city with its
main port leading almost directly into the mountainside! Many buildings
have been physically carved into the mountain, while others are being
developed for the hard ground. The bulk of the city is angled against
the mountainside, sprawling huge across the foothills and finally spreading
gently into the flatlands. All the homes here are modern, clean, and well-heated.
The heights of some downtown buildings are dizzying, but the actual number
of floors a building has is illusory, since many of them never leave the
comfort of the mountainside. It isn't impossible to see windows glimmering
directly out of the side of the hill! Homes built into the mountain must
be made to certain specifications, those down on the ground are less rigorously
attended to. Astel: The very corner of the marshlands between the Curra mountains'
feet, where the angles of the hills provide darkness from the east. Astel
is comfortably the most urban of Curra's cities. Many sites here are on
huge pillars, with smaller homesteads built below them and scattering
rooftop gardens to the sides of the hills. Deeply into the mountains,
literally into, are the DungeonCrawl sites, led by the desire to scare
people into paying more money to be scared again. These are hugely natural
cavernous places, very beautiful and well-guarded. Ri'iri: So much can be said about the Ri'iri Breeding facilities, much
is written about each competing Breeder... Their lands are beautiful and
wide, the slightly rolling hills covered with light forest and high grasses,
abrupt stone batholiths and striking clear lakes. The city itself is nearly
invisible against the woodlands, it is the oldest large city in Altem,
and has much in the way of culture. The wooden outer rim of structures
are maintained as a kind of tourist attraction, while the central city
changes decade by decade. There are few tall buildings here, most are
simply made larger than the rest, and most are made of huge stone or stucco
covered brick. Yes, they're hard to heat. But they look good. Imat: Steeds Bred in Imat are aggressive and sturdy, fast and angry beasts.
Their land is rugged and tough. The grasslands have barely a hold here,
the rocky foothills still tapering off from the Curra range. The grasses
themselves are sturdier than those found on the central plains, the wind
keeping that assured. Imat itself is a moderately sized city, but is largely
low to the ground and dark, built of brick and stone, and the hard, dark
woods of the northern forests. The streets are cobbled, rather than paved,
and there is little in the way of modern exteriors -- inside, however,
most places have all the proper amenities. Ist: Both a port and a mountain retreat, Ist manages to maintain a large
permanent population (in as much as that is possible in Zekira!) which
lives mainly in the sharp foothills near the beaches. Higher homesteads
are for the brave, for the mountain which Ist is situated upon rises sharply
and for a very long stretch. Two hoverports are found here, and the major
export of Ist is stone from the mountain. Frea: Surprisingly modern for a mid-sized and recent city. Frea has as
much to do with building engineering around the world as it can, many
of the finest engineers and architects get their start here building against
either extreme of high cliffs or low marsh. Opàl: The Steed facilities in Opàl are generally recognized
as the best in the world, most Steeds are winners and those which are
not are still tougher and grittier than most. Having been compared to
Qimira 'without the seaside port', Opàl has a fierce reputation
as a small but perfectly maintained community. The entire place is professional,
high quality, and high demand. It is perhaps the highest growth community
in Zekira at the moment, simply because the Zone around its northern side
is so fertile, and the land worth so much. Hatel: Resting near the border of Altem and Polaen, a major export site.
Grazing and rest lands are popular, otherwise the whole of Hatel is a
calm (verging on boring?) town. Watek: At the edge of the forest and the sea, Watek is pretty but tight
as a town gets. Most of its houses are of the wood found directly around
it, and decorated with objects from the sea. The beach is mainly rocky,
but the pebbles found here are forming their major export of building
materials. Kubbi: A small foresting community, most of the people living here are
Free Workers or Land Holders, rare is the High Holder or Owner. Carvings
and home-town style crafts are getting popular to sell to those city folk
to the south. Co'atl: A sea-border town, with all kinds of terrain for the young Rider
to practice on. The notable feature of the nearby landscape is the huge
Cavern of the Winds, where an opening into the mountainside proves that
much of that hill is hollow. Lantu: Another growth community, with room to grow. It has become popular
with retiring High Holders, but some newer ones have begun building their
homesteads here as well. Much of the town is composed of the hoverport,
the only way into the town at all. This area is known for its metal knives,
swords and blade school. Moth: Though this town is situated on prime land, it seems to be overshadowed
by some of the other Altem cities, and is not growing much beyond its
current 35k population. The inhabitants are happy about that. They grow
a lot of feed here, their main export. Bok: A tundra community, where some very brave souls have decided to
put down roots. Steeds don't like this place, it is far too cold for most
normal beasts, but those developed here are sturdy and survive well in
long-races. Dlem: Between dark woods and even darker woods, Dlem has the occasional
spot of clear ground, most of which has been used for solar collectors
and wind mills. Their main export is actually electricity and power, rather
than wood! |
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