Reotennu
105 people per hectare, population 36k
58.8% are in factions
Of the familials, about 10% would join a faction if given an invitation, and another 5% want to join a faction but haven't made the cut. There are currently 25 factions. 27,195 people per sqmi
425 people per sq furlong
1.32377 sqmi total 180 sqmi of cultivated land to support Reotennu 1 sqmi of cultivated land (including roads, villages, etc) supports 200 people (improved from 160 by extensive use of magic).
Color(s): Silver
Membership: >1,000
Property: Holy River Towers
Strength: Favor of Odarr
Color(s): Light Blue with Red
Membership: ~400
Property: 4 dunes
Strength: Martial Arts
Color(s): Brown with Blue
Membership: >1,500
Property: Alfazhi Mesa, two warehouse dunes
Strength: Magical crafting
Dominant industrial force, led by a dynasty of arcane artisans
Color(s): Green with Brown
Membership: ~200
Property: 2 dunes
Strength: Cooperation
Color(s): Bronze with Black
Membership: ~250
Property: 2 dunes
Strength: Weapon-smithing
Color(s): Black with Light Grey
Membership: ~1,000
Property: 10 dunes
Strength: Song-building (construction)
Color(s): Silver with Gold
Membership: ~200
Property: 2 dunes
Strength: Jewelry crafting & selling
Color(s): Red
Membership: ~100
Property: Grand Mesa
Strength: Psychological domination (Slavery, prostitution, masochism)
Color(s): Yellow
Membership: ~800
Property: Rising Mind Tower
Strength: Wizardry & Knowledge
58.8% are in factions
Of the familials, about 10% would join a faction if given an invitation, and another 5% want to join a faction but haven't made the cut. There are currently 25 factions. 27,195 people per sqmi
425 people per sq furlong
1.32377 sqmi total 180 sqmi of cultivated land to support Reotennu 1 sqmi of cultivated land (including roads, villages, etc) supports 200 people (improved from 160 by extensive use of magic).
Society
Groups defined by an autocratic leader and those who trade service to the leader in exchange for protection. The three biggest groups effectively rule the city, and the others jockey for favor. A family is considered the smallest of such groups, having one parent who is totally dominant and protecting their family with the understanding that other members will contribute to the enrichment and wellness of the whole family and especially the dominant parent. Words used for these groups: cabal, syndicate, association, band, body, troop, faction, clan, assembly, cartel, circle, coterie, covey, league Beneath the city is a cavern where they've built an upside-down pyramid (smooth sides) that connects the roof to the floor. This is a necropolis. There is a temple of Zerus in the Grand Mesa with direct access, but there are a handful of less official passages that lead down to the cavern.Grand Mesa
Occupied by unaffiliated people and small factions. Groups (factions, families) mainly spread horizontally, but the wealthier ones like to spread vertically to give themselves vaulted ceilings and/or levitation chutes that make going up and down very easy. Wealthy residents favor pants over robes so that people can't see up their clothing when they're in a lev-chute.City Security & Enforcement
Each of the major factions employs guards. Every gate is guarded by all three factions, preventing any one from smuggling in people or goods, or otherwise influencing traffic in and out of the city. Within their districts, guards will patrol and enforce the laws of the major factions, which are usually pretty bare-bones because if you need help to protect yourself, you're probably too weak to be worth protecting. The main exception is the Thamike Circle which forbids violence outside of formal duals. Any fight counts as a formal dual so long as all parties are consenting (and not under duress) and a boundary has been set. There are a places throughout the city with painted flagstones to create dualing rings for people who want to fight. Outside the Thamike Circle, violence is controlled but not banned, and formal duals are the most legally safe and the most prestigious form of sanctioned violence. Most people won't mess with someone who has magic, so a brief but potent display of magical prowess is an effective way to avoid being challenged.Fighting Rules
Celestial Coterie: Formal duals are sanctioned with no limits on terms. Consent and boundaries are the only requirements. Outside of formal duals, it is illegal to fight against pregnant women and children. Lethal poisons and magic are also prohibitted outside of formal duals. Body Alfazhi: Formal duals are sanctioned with few limits on terms. Use of magical ability, poisons, weapons, armor, etc must be agreed upon beforehand. Outside of formal duals, it is illegal to fight against pregnant women and children, or to use magic to directly harm someone who does not have magic. Lethal poisons are also prohibitted outside of formal duals. Ambushes and suprise attacks are permitted only when the attacker(s) is outnumbered or significantly out-armed. If a wise observer would consider two parties evenly matched, or nearly evenly matched, then an ambush or sneak attack from either party would be considered illegal. Thamike Circle: Formal duals are sanctioned with few limits on terms. Magicians may not dual against non-magicians, and in the case of larger combats each party must have at least one magician in order for any magicians to legally participate. Fighting outside of formal duals is strictly prohibitted, and the power differential between the parties, as judged by a wise observer, determines the severity of the penalty. I.e. evenly matched combatants would face a relatively small penalty compared to, for example, an archmage fighting a six-year-old child. Grand Mesa: Fighting in the Grand Mesa is strictly prohibitted outside of designated fighting rings. The potential for collateral damage is considered too great. That said, no factions are obligated to patrol the Mesa, so fighting typically goes unpunished unless there is collateral damage or an a non-pregnant adult is fighting a pregnant woman or child.Factions: General Info
Factions use colors to self-identity, usually a cloth belt or something. Faction leaders wear a certain type of head piece, and high ranking members wear a certain kind of sash. Factions internally police appropriate color/clothing choices.Celestial Coterie
Leader: High Priestess of Odarr Selu-Het-SuColor(s): Silver
Membership: >1,000
Property: Holy River Towers
Strength: Favor of Odarr
Red Palm Troop
Leader: Igo-Mut (Nagaji M)Color(s): Light Blue with Red
Membership: ~400
Property: 4 dunes
Strength: Martial Arts
Body Alfazhi
Leader: Hetendivh, Master ArtificerColor(s): Brown with Blue
Membership: >1,500
Property: Alfazhi Mesa, two warehouse dunes
Strength: Magical crafting
Dominant industrial force, led by a dynasty of arcane artisans
Nestlings
Leader: Mama Sela-RetColor(s): Green with Brown
Membership: ~200
Property: 2 dunes
Strength: Cooperation
Shining Bronze Association
Leader:Color(s): Bronze with Black
Membership: ~250
Property: 2 dunes
Strength: Weapon-smithing
Builders' Union
Leader:Color(s): Black with Light Grey
Membership: ~1,000
Property: 10 dunes
Strength: Song-building (construction)
Flowing Coin Syndicate
Leader: Nestermar (Middle-aged sand elf, merchant)Color(s): Silver with Gold
Membership: ~200
Property: 2 dunes
Strength: Jewelry crafting & selling
Agonies
Leader: Mistress Keyl-Kasma (Sand elf F)Color(s): Red
Membership: ~100
Property: Grand Mesa
Strength: Psychological domination (Slavery, prostitution, masochism)
Thakime Circle
Leader: Tata-Ievis, Chief Librarian (Sand elf M)Color(s): Yellow
Membership: ~800
Property: Rising Mind Tower
Strength: Wizardry & Knowledge
Races
38% Elves15% Nagaji
11% Humans
10% Lizardfolk
9% Grippli
8% Entari
4% Catfolk
3% Other
2% Dwarves
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