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City Image *

Started by MoonHunter Jul 2, 2004 47 posts Locked

  1. PinesdeepForrestBlueValleyDeepbutnotWide.

    #41
    This is a city on the border of the two Elven States, that of the Northern Ice Elves and the Southern Forest Elves. Though on the Southern side of the border, it borrows heavily from the Northern styles.

    It is a mountain city. The Valley that defines the city is quite deep, the river has cut quite a channel here. It is also quite narrow. Here the Forest Elves have crafted hometrees out of the giant Pines and Redwoods from the southern faces of the range. The tall narrow trees are so close to the valley rim that there are dozens of bridges that link the valley rims to the trees. One can walk along the tops (or near the tops) of these trees on bridges and walkways that form a latice between the two valley rims. The cairn barrier runs just along the rim of the valley, so one can occasionally see snow and such floating on it.

    Since these trees are more narrow than broad, unlike most home trees, there are more bridges, lines, and catwalks, than normally seen in an Elven city. It is practically a web of connections, almost like it was a city of spider elves.

    Even given the magical city cairns, that provide protection from the greater cold and snow in the valley, it is still much colder than most Forest Elves can deal with. They have adapted from the Ice Elves and their Human Neighbors to the west. There are small A-frame lodges on the valley floor nestled between the trees and the embedded agriculture. There are Ice Elf lodge huts built into the branches. These intricately carved and decorated long lodges are of the Nordic cut. It appears odd that Lodge Huts are suspended in mid air on branches, but Forest Elves find it odd when they are not living in the trees. There are dozens of HearthStones out in the open, acting as "rest areas" along the paths.

    There is a mix of white haired Ice Elves and blond Forest Elves here. The local population has a small mixed population, with pale blond Elves with vibrant purple eyes. These hybrids are only found here.
  2. Geon'kic

    #42
    This is as close to a "city" as the nomadic peoples get. It is more like a large and fairly permanent camp where various tribes meet within the "neutral zone" of Geon'kic.

    Ages ago, some peoples transported hundreds of stones from a quarry fifteen days away (by normal travel). Most of these stones have been carved into stele. Most stele are heavy browed, tiki-esk faces. Others have animal faces. There is a semi-random pattern around The Geon. There may of been some reasoning behind it but that has been lost to the winds of time. No one knows the original reason for the stele. All can agree to that the Geon is a holy point, a place where the spirit world touches the Earth.

    Geon'kic is a city of blankets stung between stele and tents supported by the same. The ties have been secured into steles over the centuries and are reused by every one. The pathways in Geon'kic are every changing. In many ways they resemble the trails. Groups making up temporary neighborhoods can be seen by their blankets/ tent patterns. Every few intersections there are public cooking fires.

    Water is the only problem here. There is a number of rivers that run around the Geon'kic. It is on raised land, so it might flood once every century or two. So a group will send someone with a water vase to the river and they will carry it back, so the group can drink. Offal and other garbage is taken out in closed skins and buried somewhere beyond the Geon'kic. This is a holy place, so nothing soiling it can be allowed.

    Geon'kic centers around The Geon. The Geon is a huge round stone. Thirty men, linking hands can barely reach around the Geon. The Geon is raised a good step up from the ground level. At ground level, there are flag stones around it for another 10 paces. The reason for the Geon is the Trails of Existence. There is an intricate pattern of lines, swirls, and circles, engraved into it that still shows strong after centuries of weathering. Shamans, outlanders who study magic, and those of the people who seek wisdom contemplate the patterns. The patterns are known to draw a spirit out, to pull the living into the spirit realm and the spirts down to the earth. The trails are used in the making of magic as well. Oaths, Vows, and Wedding Vows made around the Geon are binding, empowered with the force of spirit/ magic.

    Since no violence is supposed to happen with Geon'kic, on the other sides of the various rivers and streams that border it, where the offal and trash is buried, is a newly constructed ring. Here all the duels are fought and blood is shed. The bodies are sometimes carried home by various tribes/ bands/ groups, but in many cases the bodies are dumped into the offal pits.

    Out here, off to the sides of the rivers, "herders" watch the horses of various tribes who can not bring them into the holy site. The existance of herders and people watching the herds has created two small "villages" of smei-permanent tents, where these people stay.
  3. Three Pines

    #43
    Three Pines is a good sized Dwarventi Hold built into the large granite side of the mountain - its heart stone as the Dwarves say. It is not far off the Far Eastern end of the Great Road, along the Kin Side Mountains. The road leading to the Three Pines is fairly well maintained, especially strange given the normally reclusive nature of the Dwarveti in the region. Three Pines is their "grand city" and the only place they trade from. Only one clan "owns" this region, and every branch of the clan has hall at Three Pines.

    Three Pines is identified by two notable features. The first is the three tall pines just a stones throw from the main gate. Three towering pine trees does not sound that impressive until you realize they are carved of stone. They are so lifelike that until you look at them closely, you would assume they are stone transformed trees. The stone is stained slighty to have greyish green needles, greyish brown bark, and even greyish red Redbirds. The detail is impressive even by Dwarventi standards.

    The Hold Doors are the other feature. They are four Dwarventi tall (16-18 feet, 5-6 meters). They will open effortlessly because of counterweighting inside the hinging. The locking bars slide home with the effort of a child. The doors themselves are made of beaten copper, silver, and gold, laid over some thick ironwood. The image is a thing to behold in the setting sun; three shining pines that echo the three stone pines. It is textured and placed so artistically, it makes Three Pines one of the wonders of the Known World.

    The doors open to a narrowing corridor, defensive as always. The tree motiff is followed down the wall with thick plaster relief murals. The stones that make up the walkway are large, smooth and put together without morter. When you get to the central square hall, it is another breathtaking site. It is like you are in a cathedral of tall trees. (They are foreshorten to appear hugely tall, though the hall is merely four dwarves tall.) The mock trees are made of stone and expert plaster work, with preserved pine needles. The mock sky shifts from day to night behind the "trees". The sky is lit at night by bright stars, enough to see well by. (no one will reveal this mechanism). There are dozens of tables and "camp fire" pits in this large central hall. (The floor is a beautiful stone mosaic, almost perfectly smooth, but with enough texture to keep you from slipping). An Elventi might actually feel at home here.

    Each of the four sides leads to home halls for each of the clan families. Once you get past the central square, it becomes more traditional Dwarventi in design. However, these corridors still "echo" the forest motif here. Here the relief murals are carved into the stones of the wall. The finishing stones are all connected with such precision that they are morterless. The halls look like traditional Dwarven Home Halls, with private chambers, work rooms, and storage off those halls - entries are normally hidden behind tapestries or screens. Each has a traditional hearth with the clan glyph in gold or silver above it.

    There is undoubtably several passageways that lead to underground paths that lead to other Holds, but no Human is privy to their location.

    At any given time there are about 1100 souls here, so it is not a City by Human Standards, but it is by Dwarven Standards.
  4. Twin Pole

    #44
    http://www.rpgcitadel.com/guild/index.php?board=26.0
    If you want the background behind this.

    Twin Pole, like most Kerrenese cities, are defined by their terrain. Twin Poles is in a deep and broad river valley, with broad color banded walls, built upon one long raised promotory from which two tall "spires" rise. The water is broad, but not too deep around the "island", keeping bothersome the aquatic megafauna to a minimum. (Though the local Dinosaur Watercows are quite dangerous).

    The Island is a good 700M long and 200M wide (raised a good 5M, well bellow flood level). The valley is 70 meters deep at this point. The spires, thirty meters in diameter and flat topped, reach as tall as the lip of the valley. The Kerrenese live in a small cluster between these two spires. The homes all face outward, toward the valley walls.

    There are two smaller "islands" between Twin Poles and the Valley walls paralell to each other... linked to the "island" by rope bridges. They are seldom used except on "Big Days"

    The buildings are plastered adobe, with the traditional square shape and extending beams. They are of one to two stories in height, asymetrical in roofheight (one side is one story, the other is two or one and a half). There are ladders on the roofways, to facilitate travel up and down the roofs. Those building closer to the center of the "island" are built up higher so all the homes seem to cascade down to the edge.

    The warren is actually a good distance down the valley. It is quite oversized for the number of wings stationed there, but that is for the convience of others coming here for "Big Days".

    The buildings are fairly boring. Yet you would never know that on Tournament days. Twin Poles is a perfect natural tournament site, with its large and deep valley (no cross winds), two massive poles (for circuit flying) , and warm temperature (good for thermals and for late night parties). There are six major tournaments held here a year, including the Grand Prix, the event only those who have won a major event are invited to. On tournament days, the streamers and banners for each Event comes out turning the buildings into a colorful sea. Though there is mining and limited farming in these parts, Twin Poles mostly supports itself through the hosting of tournaments. In addition to the six majors, there are 15 minors held here as well, including the First Ryders tournament (open to only those that have bonded to their beasts in the last year... it is cute watching these young kids and fledged dragons looking so serious in their tournament).

    The leader of the cluster is called "The Grand Marshall", with other leaders being "Marshalls". They wear distinctive fez like hats and shirts that match the "colors" of a given event. These people act as judges, line monitors, and organizer for the various events. The Grant Mashall actually seems to have more power than the Warren in these parts.

    Note: Many Ryders and tourists who can not secure lodging in the cluster or warren, will camp out on the flat lands above. The flats above the city become a sea of colored tents. Water is at a premium, but the view "ridge side" is almost worth it.
  5. Petordan - The Flag City

    #45
    Every city and village in this region has a flag tradition. The tradition started here.

    Petordan is a large city centered on a river and two trade routes, so there is always traffic in and out of the city. The newly refurbished city wall (the old lost to an earthquake and minor after-flood) is semi-circular two man tall affair that is gleaming with fresh white plaster over a cement/stone wall. Every thirty pace there is a pole. Each pole has a banner. Upon the Wall, the banners are most often alternating between Petordan's Green and Blue with chalace colors, The Royal colors, and a banner by every "loyal to crown" noble house (each banner is actually supported by the house in question, renewed every few years). However the keeper of the Flags will change it to match the season/ holiday, special event, or who is comming to the city.

    As an extention of the wall, the two Bridge Walls over the river are also colorful. These large stone affairs are topped with a three cart wide road. The farsides have full city gates towers for defense. There are no actual gates in the under arches, but one or two simple bars can be placed across to prevent easy passage (one possible bar is a foot or so under the water line to catch people unwares). The bridges have flags poles lining their roads every thirty pace. The colors are mostly for the city, but special message flags (showing river conditions, tarriff blocks, which arch/ slip for customs, and messages to line captains) are also found flying.

    The six gates along the walls are in built in towers. They are wide, but gated. The city seldom closes it gates and the gates are mostly cosmetic (like the wall itself).

    The main streets are wide and well cobbled (that is to say, fairly flat less jarring). There are board walks (raised wooded sidewalks) lining the roads. They are traditional, left over from the pre-cobbled days and still used for the drainage of rain and other things (it does not rain here often, but when it does it is a deluge). Along the main streets there are flags and poles, an average three thirty paces between them. These are "city" poles, so they, like the wall, are controlled by the Master of the Flags (a minor position with more clout than any guild head!). There a pole flags along the mains streets, but also along most major ones. Minor and back streets are still colorful. They have citizen flags.

    Almost every business and home has their own wall mounted flag pole. Citizen flags (as they all called) serve a variety of functions. Many will duplicate the recomended flag by the Master of the Flag, but they are allowed some latitude (peer pressure keep things in line). Most post neighborhood flags, as each neighborhood has its own little identity. Citizens can put out season flags, (spring flags with flowers and bunnies, summer flags with trees and suns, autum flags with leaves, apples, and pumpkins, winter flags with snowmen and such), faire flags, flags for their favorite teams/ tourney, flags advertising their business, flags telling family news (pink and light blue), flags showing the mood of the citizen, and a host of others. There is a complete system of heraldry behind these that those not from the region seem mystified by, but the locals seem to know intuitively.

    Most of the buildings here are one to two stories. They are tudor-esk in nature, with white plaster and exposed beams, wood split roofs, and cobblestone hearths. Warehouses are almost as common as homes here, as a main trading point. There are three chartered auction houses here. They are old buildings, made of mortared stacked stones and only partially plastered. Inside these places lots of goods are traded, as are shares in companies and guilds. Business of goods held outsides these walls are not legally binding, so while business might be conducted in the pubs around the auction homes and the parks on good days, real business happens inside the walls. Chartering of Merchants can occur in the First Hall. Each merchant is given an artistic scroll stating the limited areas he can legally practice trading (these (and copies) are posted in promiant places in every place of business.

    Hoof care (the care of horses, mules, and oxen), wagon crafting, wheel working, and shipwrights are common trades here. There is no one district for any of these crafts (in fact one of the larger river craftwrights is actually quite inland... they hold a parade when they take a ship to the river). So one can have several homes, an inn, a warehouse, a shop, and a covered corral all in the same block. It adds to the motion and confusion of the city. (It also adds to the cramped feeling of the city, as most things are built practically upon everything else).

    Besides the plethora of temples to commerace, there is a plethora of temples to deities too. Twenty three of them covering eighteen different faiths found in the region and surrounding lands. The various faiths seem to be competing on who can create the "most grand" temple on the limited land they are allowed here.

    The City Hall is actually in an old Temple of the Light. So it is a grand, but not that grand of a building. The guild masters and Trader's Guild hold their meetings here.

    There is a grand field here. (http://www.strolen.com/forums/viewtopic.php?p=30531#30531 ) larger than most, able to sit a huge number of people. The area around it caters to entertainment so there are inns and taverns here. In the same area there is a huge enclosed theatre (like The Globe). The city boasts two small stone bench ampitheaters as well. This city is too congested for plazas, but tiny parklets in odd places in the avenues add green to the riot of flag colors.

    The city is known for its parades, market days, and faires. There is some kind of schedule to them, as everyone seems to know when to put out the right kind of flags.
  6. Re: City Image *

    #46
    Alert. This thread is closing. Alert, this thread is closing, please head towards the lifepods in an orderly fashion.


    These will be posted as locations with modified names, as well as linked to the City Image codex.
  7. Re: City Image *

    #47
    Thread moved to main Citadel.

    Closed only in terms of the forum but very much open for more ideas and submissions!!!

    GO HERE

    http://www.strolen.com/content.php?node=1916

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