The World, it's structure, Lands, Areas, Cities
Unincorporated Population: fewer than 800 thousand people roam the narrow strip of arable land south of the deserts. It is not an easy place to live, but it provides a good learning experience for those who choose it. The desert is a little more forgiving on the north side of the mountains, having stretches of scrublands that can be tilled. The long island which stretches away from Aakal is also inhabited, though no formal incorporated towns have been made there.
Aakal: Largest of these smaller cities, Aakal nestles against sea, mountain,
scrub and plains. It is actually quite a beautiful place, and many of
the views found in the higher mountain resorts are well worth the price.
There are large gambling and steeding facilities on the grassland areas.
Many rich and strange holders manage to get some unusual holds within
the mountains themselves. There is a large medical community in Aakal,
including mental health clinics.
Vesi: Along the scrubland, Vesi provides a large steed feed farm areas.
The land is hard to grow anything else on. Though the city itself is small
and compact, the outlaying regions are quite well populated, with ranches
and farmsteads dotting the land for miles. There are race tracks and betting
areas on the farthest outlaying regions too.
Rèf: One of the TriCities, along with Busho and M'lork. In the
flatlands and scrub, the desert heats this town up even at night. It is
a good place to go if you want some isolation, but don't want to be away
from much civilization. Ref is a solid, brick-red type of town, with little
imagination in its buildings, but lots of variety in the farther off holds.
Muyar: The best in endurance and strength Steeding, excellent races and
training can be found here in this multi-terrain city. It has access to
ocean, badlands, scrub, plains, and desert, and all the Steeders in the
area come to exploit this. The city is built around the idea of change.
The main buildings have been rebuilt several times, about every eight
hundred years. This means that there are some areas of the city which
are positively ancient, and many more which are remarkably modern. Libraries,
medical areas, and private betting facilities are all popular here.
Dramo: Though small by Tana standards, this place is an artistic haven.
Many artists, including Mirage's children in the arts, have homes as well
as studios here. The sunsets have been called "Truly Magnificent",
and are often the subject of paintings. There are also processing plants,
manufacturing and the like out nearer the desert side of the township.
T'dal: Another remarkable community in the middle of the dunes of Wo'ad.
Though never thought of as much of anything but a money pit for some people,
the wind farms as well as the steed endurance courses there will catch
on sooner or later.
Uklar: South of Uhdl but its twin in many ways, Uklar was founded about
the same time, with eyes on competing with it in many ways. There are
steed farms galore here, and a huge almost-straight course running from
the sea inland to the dunes. The land is very rich in certain places,
barren in others. It never has really caught up population wise, but quality
Omf: A blustery area between plains and tundra. Though the southern face
of Wo'ad isn't as chill and wintery as Curra, the cold lands south of
Omf blend with the hot air coming from the plains, and the whole area
is usually quite windy. Wind farms are popular, as are steed training
Craus: Sitting on a nicer sloping area of the plains, where the harsh
plateau of scrub levels out to the west. There are large homesteads, wide
farms, and not a lot else unless you count the seasonal steeding. Many
buildings are rented out for only a month at a time, during the race season,
but they surely pay for themselves just during that time!
Karif: a small place which has more in the way of power lines and office
space than the expected Steed lands, but has its share of those too. This
is becoming a hot spot for young Workers or Bonders, where the night life
is hopping regardless of the winds.
Slust: High in the mountain range, providing energy from the heat vents
below. Most of it is literally beamed up to power stations in orbit. The
town is made up mostly of official buildings, rest areas, and small homesteads,
and lots and lots of Worker apartments.
Wintep: Situated more under the desert scrub than on it, Wintep overlooks
the sea and has a huge number of caverns leading below the land. The climate
is chilly here, year round, but the waters below warm the area enough
for some good quality steeding. Only after the last century has anyone
really started to tap the wealth of life in the underground seas.
Noa: Why? Perhaps to be the "southernmost city in the world".
Maybe. Noa is small and dangerous, and pretty isolated - if you don't
There are a lot of threatening animals living in the
south tundra, badlands abound, and lots of rich idiots like to go there
to look at them.
White Valley: Founded by the escaped Renegades over the decades, halfway
between Reant and Slust on the north side of the mountains. A beautiful
white sandy valley surrounded by hills and sharp cliffs. There is a little
scrub and enough to live off of, though due to the unusual nature of the
people living there, supplies are rarely hard to come by. This is a unique,
non-status based township, open to Renegades, but not to Rogues or criminal
Desert Properties, all Privately Held