The World, it's structure, Lands, Areas, Cities |
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Ka Unincorporated Population: slightly more than 500000 folks live among
the trees and hills, usually lower toward sea level, but there are camps
of miners and such up in the area west of Stetil's border. Many tiny islands
support homesteads and plantations or fisheries, with their own pockets
of civilization. The huge marshlands are good for those exciting hunts,
but rarely for homesteading. However the valley south of Buta is well
known for a Squatters paradise, which to this day eludes people who are
hunting bounty on the Renegades living there. Indera: a coastal town, less than half the size of Astan. There is a
tremendous urban zone nestled among the strong trees and feed farms, this
part of the continent is very hilly so there can be a farmstead on the
west face and a gigantic HighMaster's mansion on the other and neither
neighbor will ever see each other. Air travel is very important here,
there is a major hoverport supplying the coastal cities found here, actually
just off the coast on a small island. Emer: Cold and windy all year round, among the snow-covered peaks. The
roads are wide and cleverly designed so that if you're asleep or blind
you can still maneuver on them. The city itself is mostly the hoverport
and transportation areas built into an urban zone, with the estates, hunting
and racing facilities, and homesteads spreading out away from the flat-carved
hoverport almost immediately swallowed by the hills. Jagged and hard to
build on, unless you find the right spots, it's possible to be back to
back with your neighbor and never see them. Reb: The townsfolk continue to be friendly and yet have the most impressive
low-flying courses available, and the best shipping lane right next to
their mills, headed right out to Tana Buta: Though the land is marshy most times, the climate of Buta is chill
and often frozen over. The waterfalls and steppe-farming always make really
great picture post cards in winter, but it's extremely difficult to eat
frozen peas. Ter: This is a very good Steed land, even though it's been around for
almost five thousand years, it's still "up and coming" so far
as anyone around is concerned. It has a major port to the Islands, as
well as trips over the coast to the other towns this far north. It is
apt to flood in the late spring, and to freeze gently over in the winter,
but all in all for such a northerly town it is very mild most times of
the year. Windy, it has many electric farms. Kelen: Set into the forest, Kelen is modern and brightly lit, if a little
small by Zekiran standards for such things. Eeking out a farming living
is popular, profitable too because the feed that is grown here is very
rich in minerals brought down from the mountainsides in the runoff water.
The whole place is greatly rated as both a Breeder's town and a resort. Elan: Powerful businesses are often run from Elan, the town itself is
tight and based mostly on imported Bond work and very tough Free Land
Holders. Most of the rural homesteads are of the local woods, those and
the businesses found in the city center (around the only hover port) are
of stone and brick, mainly. The place is rugged but clean. Bu'al: Situated on flood plains, Bu'al is one of the few cities which
also features a river boat port. It leads to the Buta area, and is often
visited in the summer when the waters are deep enough to support boats,
and not too deep to drown people. There are sharp drops in certain areas
of the zone, making runoff into dramatic waterfalls occasionally. Imet: Major hardwood exporter of Ka. Down the sharp hillsides, there
are many homesteads and businesses, with complex roads that support all
sorts of transportation: air, Steed and ground. Nemu: Supporting a large fishery and sea-plant harvesting population
Nemu is a rarity on Zekira in that it relies heavily on the sea, rather
than the rich marshland nearby for its sustenance. The best shrimp is
caught here, as well as larger arthropods and sea-roaches. The place is
small and smells kind of funny, but it is often visited for the food. Oorta: A wide mountain range makes travel over the top of Oorta difficult:
so people built through it. There are more underground and through-the-mountain
roads than there are roads atop it! There are a lot of homesteaders here
but none in one single place that they want to assemble a City or even
Zone for it. Virtually all kinds of animals are found on this and the
other Kan Islands, however they are mostly isolated genetically now because
their land bridge is long since flooded. Kyree Island: Mostly forest and some small amount of the hills that the
Islands are known for, Kyree is a bright green place all year round. There
are three settlements on Kyree, one on the southern edge, one smaller
one serving purely as a mining community, and the third near the north-west
edge. Most High Holders want this land, there is just something about
the place. Hast Island: Mostly mining, Hast is a cold and dreary place, however
there are a number of people trying to Breed, Steed or otherwise change
the face of Hast. They're not doing too well. Domor Island: Dominated only by the black upturned ground, Domor is never
going to have the possibility of true homesteading that Hast does. It
is a quick way to pay off a Bond, working in these mines, mostly Alabaster-related
people Hold here, and some day perhaps it shall all be theirs. Private Islands: None of these support a larger population than perhaps
100 or so at a time. Each of them are uniquely forrested/mountainous or
swampy, though they are not necessary for complete descriptions. They
all are going to be similar in appearance to the rocky heavily vegitated
British Isles types. |
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