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The World, it's structure, Lands, Areas, Cities |
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Unincorporated Population: Approximately 1 million people live outside of these city zones. There are a multitude of small communities which are so small as to be insignificant when it comes to voting, but when it comes to a fertile population, it could make all the difference in the world! Most of the people of this un-zoned land live either in the far north near Mofto, Lendau, or on the plains south-east of the mountain range. Lendau: Metropolitan living, narrow but well-maintained streets, inner
city buildings often 3-7 stories high, with some connections for walkways
between them. Parks are maintained but the central core of the city has
none. Betting areas dominate the east side, for the racing facilities
are east on the plains. Lots of glass, metal and neon lighting. Loudest
city in Tana. Homes and buildings built on the south side are traditional
in style with wooden themes, some stone extraction within the actual hillside
as well. Most color scheme in Lendau is steel and painted white. Seaport
is busy and more pierlike, boats in the harbor and fishing craft. Hoverport
is on the north side of town nearly on the beach. Farmland on the east
starts after about 17-20 miles worth of racing courses and breeding facilities.
Fi'ir: Modern looking city. Set among the peaks Fi'ir has a grand view
of the north plains, south is the riverside and hydroelectric facility.
The central city is spaced well, with wide and often tree-lined streets.
Some streets here also have covered passageways, with pedestrian areas
above the plexiglass. Buildings are large and often blocky and about 2-5
stories high, so the High Holders and very rich buildings which are not
stand out beautifully. North side is betting and hovertransit areas, south
is mainly electric and power, east side is mostly FreeWorker territory,
while the west areas have the larger homesteads and Holder homes. Most
of the individual homes are stone, steel and glass. K'vora: flatlands, mainly with grassy plains around. Decent sized city
with mostly traditional buildings of wood, glass and brick, inner city
has 2-6 story buildings regularly in glass and steel, but also smaller
stone and brickwork flats. Wide, clean streets in surrounding areas, but
the deepest city has the oldest buildings, smallest ones, and the close
roads of old-world style towns. Outlaying areas have slightly rolling
hills but nothing higher than a 10% grade. Seaport is arced and slopes
gradually onto the beachfront which is yellow sand. Beach side hotels
and inns are only 1-2 stories, flat and sometimes built into the hillside
with grassy areas above. De: Combining elements of a mining town and a Breeding/Training area.
Modern buildings exclusively, for the Badlands would prove deadly otherwise.
Cliffisde houses are popular, south facing over the Badlands, but mining
homesteads and facilities are also popular. High walled buildings of 3-5
stories are numerous near the Badlands. The land around De is largely
flat, crumbling off to the mining areas, and dusting toward the north
Badlands. Though the cliffs of the Imaa range are nearly 1000 miles north
of the city, they are considered prime land for Homesteading. Emnta: A Steed Paradise. With farmlands to all sides but the sea, the
racing and betting are frantic here. Though the city is large and sprawling,
most of the buildings there are low and intricate. There is little visual
difference between outlaying facilities and central city homesteads, except
that the amount of land between them spreads farther outside the main
5-mile radius of center-town. Most homesteads have their own gardens or
croplands, and even those in the center area often have rooftop gardens
and small plots of land around them. There is a hoverport on the east
side, north of the River Cimu, which connects to all main roadways. The
streets are huge, often with grasslands on either side, but well lit for
the nights are extremely dark. Fishing and water resorts are popular in
the Emnta Falls area, but there is little action on the seaside other
than the occasional Flight race over the water. (Dangerous!) Eftel: Even though Eftel has a large population, there is little in the
way of a true city. Most buildings outside the ground level are homesteads
of the traditional type, but often are becoming modernized or customed.
The mining facilities are mostly underground, and there are hundreds of
small outdoor buildings not more than one story dotted around the terrain.
The actual area is rough land, with little in the way of trees or shrubbery,
however the pathways between buildings and facilities are often marvelously
cut stone or carefully laid black metal. A lighting array above the entire
20-square mile area keeps the place eerily bright during night and shows
up as a bright haze over the Eftel Ridge when seen from below the mountains. Ezuh: Mostly rocky terrain and some stripmines. Nothing of value above
the ground, so the main bulk of the city is purely function oriented.
Apartments and homesteads alike have a rustic look and feel, some are
more modern but they stick out like sore thumbs. There are no betting
areas in Ezuh, there is one hoverport, a small one. The sea is visible
but no one wants to swim there, all kinds of horrid runoff is spilled
into it. This town can be described as a large frontier town. Ble'an: Completely farmland, including some meat farms and hydrogardens.
Inland by several hundred miles, Ble'an is a low-to-the-ground area of
softly rolling hills and well-maintained homes and farms. Many farms are
traditional, but some Breeding facilities are more modern. This city is
mostly FreeLandHolders and FreeWorkers, and some of the less active Owners.
The architecture in Ble'an is modest and pretty, but without much flair
either. Mofto: Specialized Racing and Breeding abound here, the population triples
or more during Racing season. The landscape is dotted with hills and spots
of forest, but slopes gently down to the sea on the north. The road to
Meht is well-started here, but peters out without actually reaching the
town, just at the moment. Nuris: Deeply nestled in the middle of the Imaa Great Woods, this town
is compact and seems to be like a midaeval keep more than anything. The
designs of homesteads are uniformly wooden and cut stone, and often incorporate
whole living trees in their archetecture. Meht: Comfortable designs and warm wooden structures abound here, many
of the smaller homes are done as tree-houses, or on stilts with their
ground Holding untouched. Many Homesteaders here feel that the road can
just wait, it'll interrupt the nice woodlands. Kevon: A very small beach community, areas where retired Steeds may be
run on the beach or grassland, the tropical hut design is popular and
there is much in the way of open courtyards and uncovered balconies. Cimu: At the top of the Tana Range, overlooking the Horn of Imaa, Cimu
is a small but beautiful town carved into the dark hills and mountainsides.
The best and nearly only way to reach Cimu is by air, and with the most
spectacular route that of the north face of the Cimu Peak. The stones
and mountainsides are nearly barren, but colorful with ores. |
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