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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, whose role is to be a tiebreaker among the clan decisions. 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. Rudiana 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> | ||
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| + | {{page> | ||
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| ---- struct data ---- | ---- struct data ---- | ||
| metadata.blurb | metadata.blurb | ||
| Line 19: | Line 131: | ||
| settlement.leader | settlement.leader | ||
| settlement.government : Technocracy | settlement.government : Technocracy | ||
| - | settlement.primary_demographic : Dwarves, Gnomes | + | settlement.primary_demographic : Dwarves, Gnomes, Clanks |
| - | settlement.alias | + | settlement.alias |
| - | settlement.touchstones : Ironforge (WoW) | + | settlement.touchstones : Ironforge (WoW), Mines of Moria (LotR) |
| ---- | ---- | ||