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| - | Hidden in the mountain range close to [[geography: | + | Rudiana rises along the volcanic slopes of [[geography: |
| - | ==== Background ==== | + | ===== Background ===== |
| - | Rudiana is run by the [[nine_great_clans|9 Great Clans]]. The most capable craftsman of these clans is appointed as the sage. Clans compete strongly to be considered one of the Great Clans, not by combat, but by engineering capabilities. Despite that, the current 9 have been in power for a while. This does not mean innovation is stifled, quite the opposite. Borunoa is the breeding ground for all innovative technologies. | + | |
| - | Being primarily a dwarven mountainhome, | + | ==== Founding and Legends ==== |
| + | Rudiana | ||
| - | ==== Notable Features ==== | + | Legends say Ignor carved the earliest halls himself, shaping chambers where fire, stone, and metal converged in harmony. Though revered by many as a divine patron of artisans, Ignor is honored not as a distant god but as an ideal — the greatest craftsman to ever live. |
| + | |||
| + | The city preserves his legacy through the [[organisation: | ||
| + | |||
| + | ==== Architecture ==== | ||
| + | Rudiana resembles a living forge carved through mountain layers. Terraces, caverns, and open shafts reveal entire levels glowing below. | ||
| + | |||
| + | Architectural elements include: | ||
| + | * **Crimson forges and basalt halls** — domains of the master smiths. | ||
| + | * **Azure-veined caverns** — home to enchanters and arcane engineers. | ||
| + | * **Marble-and-granite quarters** — especially in the beastkin district, built from stone traded from [[geography: | ||
| + | * **Great support pillars** and stone bridges spanning chasms. | ||
| + | * **Ventilation chimneys**, enchanted vents, and living rock formations regulating airflow and temperature. | ||
| + | |||
| + | Despite its industrial nature, Rudiana’s design is remarkably elegant — every arch, beam, and walkway crafted with purpose and pride. | ||
| + | |||
| + | ===== Culture and Faith ===== | ||
| + | Rudiana’s culture is shaped by creation itself. Faith is quieter here than in cities like [[geography: | ||
| + | |||
| + | Many artisans offer a brief prayer to Ignor before beginning a project, seeking clarity and steadiness. Others revere [[pantheon: | ||
| + | |||
| + | At the city’s heart stands **the Great Forge**, the oldest working forge in Aestilon, fed by a lava channel from Mount Ogun. Though not a temple, it is treated with near-sacred respect. | ||
| + | |||
| + | === Festivals and Traditions === | ||
| + | * **The Grand Expo** (Mid Spring): | ||
| + | Each Great Clan reveals their newest creations — constructs, alloys, engines, enchantments — drawing crowds from across Aestilon. Grand demonstrations often take place on the [[geography: | ||
| + | |||
| + | * **The Ember’s Silence** (Late Summer): | ||
| + | All forges fall still in remembrance of the age before fire. The quiet hum of molten stone echoes through the caverns, honoring creation’s beginnings. | ||
| + | |||
| + | === Local Customs and Etiquette ==== | ||
| + | Rudiana’s customs reflect discipline, skill, and mutual respect: | ||
| + | * A tap to the chest is the artisan’s greeting — truth of hand and heart. | ||
| + | * Workspaces must remain orderly; clutter is seen as a flaw. | ||
| + | * Gifts are crafted, not bought. | ||
| + | * Boasting is frowned upon unless paired with genuine excellence. | ||
| + | |||
| + | ===== Government and Power ===== | ||
| + | |||
| + | ==== Factions ==== | ||
| + | Rudiana is governed by the [[organisation: | ||
| + | |||
| + | Other major powers: | ||
| + | * The [[factions: | ||
| + | * The [[organisation: | ||
| + | * Independent artisans, minor craft houses, and market factions operating within the city. | ||
| + | |||
| + | ==== Laws and Defense ==== | ||
| + | Any clan may propose law. If ratified by all Nine, it becomes binding. Clans stand as equals — only the **Sage-Leader**, | ||
| + | |||
| + | Defense is maintained by: | ||
| + | * The **Ironwatch**, | ||
| + | * The **Runesmith Guard**, maintainers of enchanted structures and wards. | ||
| + | * The **Deepwardens**, | ||
| + | |||
| + | The lower-city access points toward the Deeps are heavily defended with towers, rune-locked gates, mechanical traps, and reinforced bridges. | ||
| + | |||
| + | ===== Economy and Trade ===== | ||
| + | Rudiana is among Aestilon’s wealthiest settlements. Its primary exports include: | ||
| + | * High-quality **tools** and **armaments** | ||
| + | * Advanced **metal alloys** | ||
| + | * **Machinery parts** — especially components for zeppelins used by [[geography: | ||
| + | * Refined **ores** and **metals** | ||
| + | |||
| + | Rudiana imports: | ||
| + | * Food and livestock | ||
| + | * Textiles and daily goods | ||
| + | * Exotic materials from cities like [[geography: | ||
| + | |||
| + | Mining and forging form the city’s foundation, but engineering, | ||
| + | |||
| + | === City Relations === | ||
| + | * **Rurua** — closest ally. Rurua relies heavily on Rudiana’s metals to maintain their sky-island machinery and zeppelins. | ||
| + | * **Iaras** — mild rivalry. Iaras’ ironbark competes with Rudiana’s alloys, reducing their dependence on metal imports. | ||
| + | * **Kalzendil** — a respected partner, especially for trade and diplomacy. | ||
| + | * **Other cities** admire Rudiana’s productivity and often envy its wealth. | ||
| + | |||
| + | ===== Geography ===== | ||
| + | Rudiana is carved into the steep mountains of the [[geography: | ||
| + | |||
| + | The city descends in structured tiers: | ||
| + | * Upper terraces overlooking the snowy ranges | ||
| + | * Middle levels glowing with forge-light | ||
| + | * Lower caverns that serve as outposts near the [[geography: | ||
| + | |||
| + | Massive pillars and reinforced walkways support its sprawling interior chambers. | ||
| + | |||
| + | ==== Climate and Environment ==== | ||
| + | Because of its vertical design: | ||
| + | * **Upper levels** — cold, windswept, and snowy. | ||
| + | * **Middle levels** — warm from forges and volcanic stone. | ||
| + | * **Lower levels** — cool and stabilised by enchanted stones and natural chill. | ||
| + | |||
| + | Airflow is maintained through: | ||
| + | * Ventilation shafts | ||
| + | * Arcane vents | ||
| + | * Large mushroom farms cultivating air-purifying spores | ||
| + | |||
| + | ==== Travel and Access ==== | ||
| + | Access to Rudiana is limited by geography: | ||
| + | * A single southward road leads toward the [[geography: | ||
| + | * A mountainside **airdock** accommodates zeppelins and flying beasts. | ||
| + | * Widened tunnels and bridges link the city to mining sites and underground routes. | ||
| + | * Entrances to the **Deeps** are highly restricted and guarded by towers, gates, and magical defenses. | ||
| + | |||
| + | Known as *the Anvil of the Mountains*, *the Forge of the North*, and *the Heart of Innovation*, | ||
| + | |||
| + | ===== Notable People ===== | ||
| + | {{page> | ||
| + | ===== Notable Features | ||
| {{page> | {{page> | ||
| + | |||
| + | {{page> | ||
| + | |||
| ---- struct data ---- | ---- struct data ---- | ||
| - | metadata.blurb | + | metadata.blurb |
| metadata.tags | metadata.tags | ||
| location.area | location.area | ||
| settlement.type | settlement.type | ||
| - | settlement.primary_demographic : Dwarves, Gnomes | + | settlement.leader |
| + | settlement.government : Technocracy | ||
| + | settlement.primary_demographic : Dwarves, Gnomes, Clanks | ||
| + | settlement.alias | ||
| + | settlement.touchstones : Ironforge (WoW), Mines of Moria (LotR) | ||
| ---- | ---- | ||