Tyr
"Bia was it. " Crezanna said flatly, as she appraised the new girl. "You came here via Tyr. I heard merchants talking about food carts loaded with sweets and exotic fruits."
Bia's eyes gazed out into the distance, remembering her trip. For days, the boring rocky sides of the canyon seemed unending. On one side a jagged wall of rock. On the other, the lazy Ballenetto River with its grassy banks filled with frogs, crickets, and other things boys like.
But midday after another bend in the river, the carriage stopped abruptly. Hanging her head out the window, Bia could see the stone clad walls of the city. They were squat with a rounded, wide base. Instead of a gate, there stood a rather permanent looking guard shack. Fences funneled travelers into a single line. Clearly, collecting tolls and crowd control were more important than defense.
Beyond the gates, the city was claustrophobic. The Ballenetto river split the town in two, pushing the buildings against the sides of the canyon wall. Some buildings were wide and some narrow, but all were very tall. Running between them, the roads were little more than alley ways. The carriage sides bumped against lintels and window frames. To create more space for the city, the canyon itself had been hollowed out. Only along the river could one see daylight from the ground. Five bridges crossed it. Though even these had buildings draped over their sides.
For Bia, the city was full of new sounds and smells. But what truly delighted her were the sylph inventions. Underneath the bridges and up the sides of the canyon, tracks sped goods to their destinations. In one stall, she saw a machine that dispensed holly tea when a customer gave it a coin. By far the best, in the tween's humble estimation, was the clock that towered above the grand duke's offices. Every hour, a different figure came out and bowed to the delighted crowd below.
"I wasn't allowed any sweets, " Bia replied, "But the pies were good, but not like anything I had ever had before. Lots of strange spices, I guess."
"You traveled through Tyr?" Maeve gazed up at Bia. Her bright eyes twinkled with wonder. The new girl gave a small, non-committal shrug. "Did the cliffs sing?" Maeve asked, almost begging.
Bia looked away with a shudder, "I don't ever want to hear them again."
"But they're supposed to be beautiful?"
"Beautiful?" Bia stared through her. "I suppose, but haunting. It was as if the whole escarpment was mourning the loss of their gran. The driver said that it was a bad omen."
Demographics
The majority of full-time residents are human. Unlike so many Eastern cities, Tyr's population is almost a third fae. Sylphs make up the majority of the non-humans. The largest ethnic group comes from the Highlands. Beyond them, there are also sizable communities of Waldish and Fenilish people of the Forest Sovereignty. Additionally, almost every sizable ethnicity has at least a small pocket in the city somewhere. That is to say nothing of the transient population. More than a million people travel through Tyr annually from all over the continent and beyond.
Government
The city state of Tyr is ruled by the grand duke of Tyr "advised" by the Council of Honorable Tyrian Houses and the Council of Steadfast Tradesman. At least this is the official stance. As in most places, the truth is more complicated. The Tyrian constitution requires that the Honorable Council approve any tax increase by majority vote. After the Great Tool-Down Strike of 945 YST, laws regulating artisans and their wares must be approved by the Steadfast Council. What is encompassed by "regulating artisans and their wares" isn't yet codified. The two councils spend much of their time fighting with one another. This is often used by the grand duke to his advantage. The one thing that all groups agree on is that trade must be allowed to continue so that all may profit.
Defences
According to City records, some of the oldest in Tanderia, Tyr has never been captured without inside help. Its greatest defense is its geography. With narrow bends at either end of the canyon, a frontal assault is impossible. Rumors abound of secret entrances into the catacombs cut into the Cliffs, but no one has ever documented such a feature. Outside the city at either end, there is a two to three story wall which seems more to keep merchants from avoiding taxes than preventing a serious attack. Metal grates have been installed to keep people from entering via the Ballenetto River. Some say that the Sylph have attached a machine that generates lightning if the grates are touched. On the plateau above the city are a series of guard towers. A watchman can see for miles across the tableland during the day, and detect campfires even farther at night.
Industry & Trade
While all cities are in one way or another trade cities, Tyr is focused on the million or so people who travel along the trade route into or out of the Highlands. Inns, food stalls, and livery stables are everywhere and at every price point. Additionally craftsman such as cobblers focus on the needs of travellers.
Districts
The largest district in Tyr is the market district. It is a series of ten large squares, five on either side of the river, filled with stalls, carts, and booths. Around the perimeter, more permanent stores, restaurants, and artisans conduct their buisness. Above these are inns and other short term accommodations for traders.
The next largest district is the warehouse district. On the west side of the city, the buildings hold items waiting to be sold on or picked up. As the city grew, the warehouses began to be carved from the canyon. Today these are seen as less desirable and so cheaper.
Almost every ethnic group in Tanderia has an enclave in Tyr. While there are few hostilities between different peoples, most prefer to sleep among their own. Even the Walkenleeder have a somewhat permanent encampment hollowed into the canyon wall.
In every city, there are the less legitimate areas. Tyr is no different. Near the markets, one can find a thriving red lamp district. The guard patrol regularly, but as long as its business stays within the district's boarders, their job is to make sure no travelers get hurt.
In the canyon behind the warehouses is the black market. Even with access to a wider range of goods, it's nothing too spectacular. Rumor holds that one can hire a variety of less than legal professionals here as well.
Points of interest
Tyr has two major points of interest. The first is the great clock above the grand ducal palace. Every hour, a different character carved with spectacular detail appears from one of the many doors. According to the creator, they represent the people of Tanderia. Despite looking like magic, the clock uses complex gears and springs to achieve its delightful show.
The second are the singing cliffs. Wind traveling through the hallowed out canyon creates melodious harmonies. Depending on the angle and velocity of the wind, the tune can sound happy, sad or even haunting. Because it brings people to the city, there is a guild of sylphs who maintain the cliffs. They repair any cracks in the rock and reshape any holes that are creating dissonant notes.
Geography
The city is built in a wider area of the Ballenetto River Canyon, just before it opens out beyond the Highland Escarpment. At the widest the canyon is less than half a mile, so the city has resorted to hollowing out the high walls as additional living space. The Ballenetto is a deep but narrow river at this point, crossed by no less than five bridges. Tight bends at either end of the canyon both make the city more defensible and limit its size. It is approximately 1,000 ft from the canyon bottom to the plateau above. According to some scholars, it is the deepest in the world.
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