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| - | Piam, the white city. Built from white rocks carved from the bottom | + | Piam is a radiant oasis-city built from pure white stone in the heart of the [[geography: |
| - | ==== Background ==== | + | The city gleams like a beacon against the desert sands — a blank canvas the people paint with spiraling banners, colored glass ornaments, and the music carried on endless winds. |
| + | |||
| + | ===== Background ===== | ||
| + | |||
| + | ==== Founding and Legends ==== | ||
| + | Calli, the most loyal and calm of the Seven Sages, was said to wander the desert as a sandstorm with eyes — eyes that always turned away, shielding mortals from her true form. She arrived in the Blankwi Basin guided by her close companion [[pantheon: | ||
| + | |||
| + | Calli vowed to create life here, just as her “elder sister” [[pantheon: | ||
| + | |||
| + | Piam grew around the oasis she revealed — a testament to endurance, beauty, and the belief that all people, no matter their origin, deserve a place to belong. | ||
| + | |||
| + | ==== Architecture ==== | ||
| + | Piam’s architecture resembles a desert Santorini: | ||
| + | * structures carved from bright white stone | ||
| + | * wind-channels carved into rooftops | ||
| + | * domes tinted pale green | ||
| + | * openings everywhere to let cooling breezes flow | ||
| + | * minimal glass (to allow airflow), but where used, it shines with brilliant color | ||
| + | |||
| + | The city rises in tiers toward the **Upper Oasis**, an elevated garden fed by hidden water channels. The eight outer walls of Piam each hold a gate, forming the city’s circular protective structure. | ||
| + | |||
| + | The underground level is just as important. Below the city lie vast aquifers: cavern-lakes filled with coral, crystal, singing stone, and ancient ruins. Each aquifer has its own culture and inhabitants. | ||
| + | |||
| + | ===== Culture and Faith ===== | ||
| + | Piam’s people are known for their expressive creativity and fierce mutual respect. Racism, arrogance, and cruelty are strongly condemned. While competition is common — especially in arts, performance, | ||
| + | |||
| + | Music is a spiritual act. | ||
| + | It is communication, | ||
| + | |||
| + | Though instruments are more common than pure voice magic, the winds themselves carry song, making Piam feel alive with shifting melodies. | ||
| + | |||
| + | Worship of Calli is central: | ||
| + | * The sun creates the shadows — darkness is simply light’s echo | ||
| + | * Endurance is a virtue | ||
| + | * Loyalty is a sacred promise | ||
| + | * Knowledge is a guardian of freedom | ||
| + | |||
| + | The city welcomes all other deities, with shrines to Arbia, Ignor, Loumos, Guaar, and more. | ||
| + | |||
| + | === Festivals and Traditions === | ||
| + | |||
| + | **Festival of Singing Winds (Mid Winter): | ||
| + | A massive multi-stage concert held just outside the city walls. Artists and travelers fill the desert with music, while Piam’s galleries unveil their finest artwork. | ||
| + | |||
| + | **Blessing of the Sunstone (Mid Summer): | ||
| + | In the central plaza stands the **Great Sunstone**, a massive crystal absorbing sunlight year-round. Its outer layers are chipped away in ritual, distributing powerful enchanted fragments to the city, honored citizens, factions, and chosen travelers. | ||
| + | This ritual renews the protective **Sunstone Barrier**, which shields Piam from elementals, Wild Colossi, and lethal sandstorms. | ||
| + | |||
| + | === Local Customs and Etiquette === | ||
| + | A unique formal greeting is intentionally left undefined for player choice. | ||
| + | |||
| + | Other customs include: | ||
| + | * respecting stillness during strong winds — a sacred moment to Calli | ||
| + | * offering water freely to those in need | ||
| + | * avoiding loud conflicts in public squares | ||
| + | * reverence for singers, defenders, and scholars | ||
| + | |||
| + | ===== Government and Power ===== | ||
| + | |||
| + | ==== Sage Rule ==== | ||
| + | Piam has been under martial rule since a long-ago incident with the [[organisation: | ||
| + | |||
| + | * **The Order of the Sages** — guardians of law, desert rangers, and water protectors | ||
| + | * **The Beholders** — scholars who guard ancient ruins and maintain magical security | ||
| + | * **The Windriders** — scouts and rumor-gatherers riding trained desert beasts | ||
| + | |||
| + | Sage **Aleto of the Whitemane**, | ||
| + | |||
| + | ==== Sage Selection ==== | ||
| + | Candidates must survive the **Trial of the Desert**, a brutal endurance test submitted by the Beholders, the Windriders, and the Order. | ||
| + | They traverse the desert with minimal supplies while assaulted by magic from afar. | ||
| + | Many perish; the survivors earn the right to be Sage. | ||
| + | |||
| + | ===== Economy and Trade ===== | ||
| + | |||
| + | ==== Exports ==== | ||
| + | * Legendary colored glass (world-famous) | ||
| + | * White stone | ||
| + | * Desert dyes and powdered pigments | ||
| + | * Sunstone fragments | ||
| + | * Crystal from aquifer walls | ||
| + | * Water-brewed wines | ||
| + | * Desert spices and perfumed oils | ||
| + | |||
| + | ==== Imports ==== | ||
| + | * Metal (from [[geography: | ||
| + | * Wood (from [[geography: | ||
| + | * Food (mostly from [[geography: | ||
| + | * Arcane tools (from [[geography: | ||
| + | * Illicit goods traded with [[geography: | ||
| + | |||
| + | ===== City Relations ===== | ||
| + | **Kalzendil: | ||
| + | **Rudiana: | ||
| + | **Iaras:** good relations; Piam attempts reforestation aid | ||
| + | **Rurua:** strong arcane partnership (Beholders active in both cities) | ||
| + | **Toru:** trusted maritime ally | ||
| + | **Borunoa: | ||
| + | **Tractas: | ||
| + | |||
| + | ===== Geography ===== | ||
| + | The [[geography: | ||
| + | |||
| + | Piam was built atop these ruins — some still buried and active. | ||
| + | |||
| + | ==== Climate and Environment ==== | ||
| + | * Extremely warm desert climate | ||
| + | * Strong, constant winds | ||
| + | * Cool interiors due to white stone and airflow design | ||
| + | * Underground areas are temperate and humid | ||
| + | * Elementals, Wild Colossi, scorpions, sand-spirits, | ||
| + | * Nomads rarely travel here except when Tractas passes the basin entrance | ||
| + | |||
| + | ==== Travel and Access ==== | ||
| + | Travel is hazardous due to elementals, shifting sands, and ruins. Access routes include: | ||
| + | |||
| + | * Eight city gates in the outer walls | ||
| + | * Windrider patrol paths | ||
| + | * Desert runner routes | ||
| + | * Narrow canyon roads carved through ancient stone | ||
| + | |||
| + | The Sunstone Barrier protects Piam from the worst of the desert’s wrath. | ||
| + | |||
| + | Piam endures as a city of light, wind, song, and unity — a place where creativity and loyalty shine as brightly as the desert sun. | ||
| + | |||
| + | ===== Notable People ===== | ||
| + | {{page> | ||
| ==== Notable Features ==== | ==== Notable Features ==== | ||
| Line 11: | Line 137: | ||
| A headquarters for [[organisation: | A headquarters for [[organisation: | ||
| === The Salted Stirge === | === The Salted Stirge === | ||
| - | A local inn, the PCs have spent a lot of time here. | + | A local inn. |
| + | |||
| + | {{page> | ||
| ---- struct data ---- | ---- struct data ---- | ||
| - | metadata.blurb | + | metadata.blurb |
| - | metadata.tags | + | metadata.tags |
| location.area | location.area | ||
| settlement.type | settlement.type | ||
| - | settlement.primary_demographic : | + | settlement.leader |
| + | settlement.government : Martial Sage Rule (Meritocratic) | ||
| + | settlement.primary_demographic : Beastkin (Katari, Faun), Humans, Elves, Coralfolk, Others | ||
| + | settlement.alias | ||
| + | settlement.touchstones : Santorini, Silk Road Oases, Arcane Desert Cities | ||
| ---- | ---- | ||