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Index:Chromagaia/Keppel/Settlements

Scope: Chromagaia
Scope: Chromagaia/Keppel
From Amaranth Legacy, available at amaranth-legacy.community

Under Heaven and Serenity, thy Cradle of terrible Magics turns.
This content takes place on Keppel, within Chromagaia.

Chromagaia's time moves forward with ours! Today's date is:
Lysisday, Liliyogh 23, 1134 LE

Ailell (/ˈa͡i.lɛɬ/) is a nation of infernal dragons founded in the year 1 LE on the floating island of the same name. Initially ruled by the Red Army warrior who solely and directly caused the loss of the Red Army, Black-Sun Dymuniras Cyntaf-Haul, it has since passed down via dynasty until the current Sun King, Thannan Cyntaf-Haul. The nation has only ever allowed dragons to visit it, with only those of the infernal Discipline being allowed to take up residence there for all of its eleven hundred year history. They are, as all floating-island settlements are, self-sufficient in production of food and other resources.

Ailell is unique in its reverence of particular clans of dragons over others. Rather than heralding the Prismatic clan as the head of the nation, as most draconic clan-hierarchy systems would do, they instead laud sun dragons as the highest of the infernal clans, with scarlet dragons occupying lower-lying nobility and the other six clans as the lower collective caste. Each family of sun dragons is given an ordered rank decided by the royal family on the summer solstice of each year.

Ailell is incredibly prejudiced against humans. It's no wonder, seeing which movement their founders arrived from. It is likely that a human landing on the island would incite a continuation to the Vermillion Wars—one where the Red Army's descendants have had centuries to learn from their mistakes and to stew in their hatred, isolated from the people they so despise.

Governmental Structure - Absolute monarchy, ruled by dynasty of Sun Kings
Minority Populations - None
Major Imports - Information
Major Exports - None


(/ˈa͡i.nʊ͡oː/)

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(/ˈæːk.lor ba͡ig/)

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Minority Populations - Dyrrhan: 6%; Other: 1%
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(/ˈæːk.so.ˌve͡ɪfː/)

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Arkansas (/ɑɹ.kɛn.ˈsɑː/) is a human-majority city-state in central Remna. It resides within a hilly forested region, which has been recovering since its initial destruction at the height of the Vermillion Wars. The city-state was founded—or re-founded, depending on what you believe about the artifacts in the region—around the 300s LE. Its primary production focuses are agricultural, producing from vast orchards and vineyards. Their wine, while not nearly as popular outside the city as beers from the High West, is sold in a similarly wide range of places. Much of their technological progress has been put towards preservation and refrigeration of foods.

Arkansas is known for having unpleasant people. Relations with other city-states are rocky in even the best of times, and ambassadors to the city are rotated through noticeably quicker than for ones assigned to others. Despite the abundance the city holds, the people scrutinize one another greatly and hold grudges for far longer than one would expect. Merchants looking for their particular selection of endemic fruits and herbs have to develop a will of steel to keep their trade stable.

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Minority Populations - Aurolwin: 12%; Chrysothca: 4%; Other: 2%
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Arovyre (/ˈɛː.ɾo.va͡iɾ̥/) is a very loose city-state type settlement on the floating island of the same name. Its government, if one could call it as such, is a monastic order dedicated to stewarding the land and protecting it from damage. It was founded by tempest dragons at the death of the titan dragon Arovyre, whose body became the island. Currently, it is only permitted to be travelled to as part of the party of a tempest dragon, and only tempest dragons themselves can take up residence there.

Arovyre is very low in production and exports, only putting in as much effort as is required to provide for the dragons there. The natural resources on the island itself are enough for this, and much of the plants grown there are edible. Dotted around the spires of rock and miniature terraces are shrines and various places to rest and relax. Arovyre prides itself mostly on being a pilgrimage site for tempest dragons across the world, and its main focus economically is providing amenities for its travellers.

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(/ɑrː.ə.læst/)

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(/ˈæ.sɛ.cɔps/ or /ˈæ.sə.kʲɔps/)

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(/ˈbaːn.sːi/)

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(/bɛ.ˈhɛsː.os/)

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(/ˈbɛ.hu.kla͡oɹ/)

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(/ˈblaɹ.gɛn fɛ.ˈzɪ.bəl no.ˈχip/)

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(/ˌkæ.lə.ˈclæːð/)

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(/ˈkæl.fːu͡aθ/)

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(/ˈʧuʧ.neː/)

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(/ˈsɪ.ksiː.ə/)

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Criosis (/k͡ʁi.ˈo͡ʊ.sɪs/ or /kɹi.ˈo͡ʊ.sɪs/), located on the island of the same name in the middle of the Heavensent Sea, is the most technologically advanced city in the entire world. The city-state is human-majority, with a relatively even mix of most other races forming the minority populus. Most notably, dragons are entirely absent from the city-state. Criosis has a millennia-long history of being violently opposed to the existence of dragons, going so far as to eradicate all of the platinum dragons that manifested in their city during the eighth Draconic Manifestation in 982 LE. Rumors from the coastlines on the other side of the Heavensent Sea are circulating that Criosis' military is being trained to specifically hunt dragons.

How Criosis rose to its technological prowess has a lot to do with the island itself. The meteorite that formed Criosis' island is densely packed with criosidium, a powerful metal that is extremely useful in the creation of soul tech. With soul tech, wireless devices and extremely energy-efficient mechanisms can be produced. Integration with biological processes is also possible through soul tech. The developments have gone on undisturbed for centuries, as no city-state has been willing and able to cross the Heavensent Sea just to pick a fight with an isolated island nation.

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(/ˈsɪ.ksɪt/)

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(/ˈsɪ.sʋaːʁn/)

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(/ˈdʰamː.ə/ or /ˈðamː.ə/)

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(/ˈduːl.ax/)

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(/ˈdɾaː.ɾeŋks/)

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(/ˈe͡oː.ɾos/)

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Galakar (/ˈgæ.lə.kaɹ/) is known as the Forge City in most of North and central Remna. With no race as a clear majority population, it is one of the most diverse cities in the world. Galakar has a grand set of walls defending it, leading from the entrance gate at one end to the Imperator's Hall at the other. Well renowned for its extremely durable and reliable metalwork, the city's main imports are usually the same matter that they then export. Much of their economy comes from the process of forging, smithing, and otherwise producing metallic implements. It is said that any type of tool in the world can be found and forged here, and for most cases this is true.

Galakar is a very militaristic state, with most men having to serve periodically if they do not have an established business. Women and others are permitted to join the military, but are not required to in the same way. Their reasoning for this required service is the way value is created within the city-state. It is not the materials, the metals, nor the written knowledge in their libraries that brings abundance to Galakar, but the experiences and skills of their smiths within the city. Should Galakar be attacked, every death would result in long-term losses for the city, and so they require absurd defense against outsiders.

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Minority Populations - Humans, Dragons, Canids, Chrysothca, Capricari, Arcoleigh, Cindurans, Umbraani, Phanithra, Draznachi, Kirefey, Kyrisir
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(/ˈgʲe͡ad.nua/)

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(/ˈgɛʰk kɛrː.ˈɛk/)

Governmental Structure - Parliamentary council
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Ghatoori (/ɣa.ˈtɯː.ɾi/) is an Arralayan-majority city on mainland Asperia. Its population has, due to necessity in the face of Rrataradn's incursions, refined the art of combat and ritual. Technologically, their city is a little behind much of the world. Magically, however, they have been making innovations in Starstep that few other places can claim. The methods of healing others and the self via magic that Ghatoori has been perfecting for the past few hundred years are ones the rest of the world would envy if they knew of them.

Ghatoori gets up to very little trade with other places. Not many people have settled on mainland Asperia, and so there are very few people to become trade partners with. Their settlement is compactified and arranged to be as efficient and defensible as possible. Agriculture is heavily supplemented with local foraging and hunting, and small homes are clustered together into what at first appears to be mansions.

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(/ˈɣʁeiː.dan/)

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(/ˈħa͡iː.baθ/)

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(/hɛ.ˈkɛ.si/)

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(/ˈhe.o.ba.ˌneː/)

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(/ˈi.do/)

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(/ˈi.dɾə/)

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(/i.ˈɛ.kiː/)

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(/if.ˈkɯn.ga͡u/)

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(/ˈi.mɔθ/)

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(/ˈiʃ.kuː.gɪnd/)

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(/ˈɪx.kuː.jɛp/)

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(/ˈʤæz.kaːr/)

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(/ˈkɛg.iː/)

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(/ˈkɛln.daːɾ/)

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(/ˈkɛl.qe͡i/)

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Khrum-Ziware (/ˈχ͡ʁʊːm zi.ˌwaː.re/) is a truly ancient fortress-city in the Northern savannas of Koeya, North of the Ocean of Flame. It is a Haelonyn-majority city, ruled over by a council of local and specialized delegate chiefs who in turn report to and deal with an overseeing "Haruri", their chief-king. The Haruri is, inn exchange for authority, given the task of guarding the sacred bone-fragment the city holds as its most precious historical artifact. Its history dates back so far that the records have been lost to the legendary rampages of Törrhyatz, which is to say it had a sizeable history and was fully established since at least the 6700s AT. It is likely, according to archaeological evidence, that Khrum-Ziware is the origin point of the Haelonyn race.

Khrum-Ziware has gone through phases of being a mining and metalworking economy, agrarian, and fabricating textiles as their primary exports. All of these industries have been around since at least the 5000s AT, but which one is more favored seems to depend on the preferences of their Haruri. Currently they are known for incorporating sustainable and durable materials into garments that can make survival in the harsh lands to their South much easier.

The city's major religion is known further around the world than most realize. Originally it was a fractured faith off of some of the late-Mesomythic celestial religion, likely the Antehymneskic faith. The splinter-faction's followers worshipped and revered the suns, leading into the current faith predominant in Khrum-Ziware and surrounding regions. A lot of solar esotericism and symbology, including the idea of sun signs determined at birth, originated with this religion. As Yarras is oft called the City of Stars, Khrum-Ziware is sometimes called the Fortress of the Suns.

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(/krɛ.ˈmeɹ.ə/)

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(/ˈˠnãː.ɹos/)

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(/lʌ.ˈmʊŋgː.a.ˌgɛp/)

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(/ˈla.rə.sɪps/)

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Mala Kua (/ˈma.lʌ ˈkuː.ʌ/) is a dragon-majority city-state in the middle of the ocean between Remna and Koeya, located in the tropics. It is constructed on an almost entirely submerged atoll, which itself has a prominent coral reef around it. It was founded in 207 LE by a group of reef dragons, rain dragons, maelstrom dragons, and night dragons who were fleeing a rise in anti-draconic sentiment. Over time, some Glaummer and Umbraani groups immigrated, and their population now sits at about sixteen thousand people.

The city is divided into the artificially constructed upper city, which is built on wooden platforms suspended above the water's surface, and the lower city that is built underwater into the natural landscape of the atoll. The little land area that exists above water is used for growing more trees and producing wood to aid repairs and expansion. The area of the city is used for very utilitarian purposes, with all new construction focused on what is necessary at the time.

Mala Kua has a culture of extreme frugality and sustainability. Clothes degrade too quickly in the saltwater air and are difficult to produce, and so are considered an unneeded luxury. The residents that do not travel for the little external trade Mala Kua does do not wear or own clothing, besides a scarce few accessories made from surplus natural resources. Population control is also a large city initiative, with reproductive rights being earned through service to the wider community. This is due to the extremely slow expansion rate of the upper city. Possessions are redistributed on a citizen's death, including housing. The concept of inheritance does not seem to exist here.

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Maytara (/me͡ɪ.ˈtɑː.ɹə/) is a small city-state in East-central Remna, near the Western edge of the Thunderclap Ridge. It is a fairly unimpressive human-majority city, with a high density of Canids living there as well. With no particular specialty economy, Maytara is a haven for people of all walks of life who want to build a simple and stable base for themselves. The more romantic among traveling caravans describe it as a city for the weary and the lost, where most industries have some representation and life goes on quietly. A notable landmark that does exist in the outer areas of Maytara is the Natural History Museum, dedicated to preserving the history of its peoples. With dedicated wings for each of the cardinal races and documentation of their involvement, it is a popular place for scholars to take a trip to while learning about the region.

Maytara is currently in a state of rebuilding itself after the solar eclipse of Auvhlaus 32 of 1131 LE. The city was in the path of the eclipse's deadly ray, and further destruction was caused by a fight between two dragons on the same day. The repairs are expected to take the better part of a year, with the economy relying on other cities more for a projected decade and a half.

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(/ˈmɛk.nɪs/)

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(/ˈmɛk.u.ɾa͡oŋks/)

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(/ʋu͡aiɾ/)

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New Aegis (/ˈnuː ˈe͡ɪ.ʤɪs/), a human-dragon majority city built on the crater of the old city-state Aegis (/ˈa͡e.gɪs/), is the most technologically advanced settlement on the continent of Remna. It is a metropolitan city, with members of just about every race in the world gathering to build a comfortable life for themselves. Their most notable minority population is the Phanithra, most of whom hail from the original Aegis civilization that New Aegis is built on top of. Their culture bleeds into the aesthetics and customs of modern-day New Aegis.

New Aegis is governed by a large council of legislators, but is more under the true influence of the corporations that have grown there. Absurd class differences unlike any other place in Remna can be seen in New Aegis, and the promise of ability to rise through the ranks is given to everyone. Very few actually make it that far, however, and get stuck working dead-end jobs for the promise of a more luxurious life that never comes. For all the material wealth that New Aegis has, mostly through manufacturing and invention of mechanical and electronic components, the lower classes of people can only look upward at it.

New Aegis puts a lot of emphasis on individual accountability, and assigns a title or career to be a secondary name for all its residents who do not have or declare a family name. These legal names are attached to much documentation, including purchase history, residence, travel in and out of the city, and more. Immigrants have difficulty adjusting in many cases to this cultural custom, especially those who do not come from wealth or nobility. Regardless, this individualistic culture has given rise to a lot of language for people to describe themselves, as well as creating a general sentiment of love for diversity and differences in life. Psychology as a field is pioneered here, as freedom of expression (besides some political sentiment) is something of a core value in New Aegis.

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(/ˈõː.fɪn̥/)

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(/ˈpæː.ʧi.aŋks/)

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(/ˈpɛɾ.ɪl.kʊps/)

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(/ˈɸaːɾ.ɔkː/)

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(/ˈɾʰaʊ.liː/)

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(/ˈʃe͡oː.glɛk/)

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(/ˈsɛz.ⱱaθ/)

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(/ˈʃiː.qe͡op/)

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(/ˈskaː.nʏs/)

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(/ˈsʏx.pu.lɔt/)

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(/ˈsuːl.səŋks/)

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(/ˈtan.ʒeːr/)

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(/tə.ˈɾaʤ.tuː/)

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(/ˈθɔsː.u/)

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(/ˈʋʊl.pɛɹ.sːiŋks/)

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Yarras (/ˈjeːɹ.as/) is a city in the midwestern Ocean of Flame, in a region of the desert prone to some regular firestorms. It is the first and largest city in a firestorm region that still stands today, a feat made possible by their use of astremancy. Yarras is the origin point for the Aerashani, which make up the majority of their population. Humans and dragons, specifically star dragons, are the two most notable minority populations. The city was the birthplace of astremancy as a rigorous discipline of Moonstride magic, and continues to be the lead in development of the practice.

Yarras manages climate control through city-wide applications of astremancy integrated into engineering. Fluxes that reduce temperature and create a sort of "shield" of humidity are positioned and siphoned through the city to keep it well within the range of comfort and habitability. Even firestorms raging right outside the city are disrupted by their unique application of astremantic fluxes. Energy generation and water collection is similarly done, with the ultimate power source for the whole city being starlight.

Yarras' main trade is for goods not produced on large scales, including metal and hardier woods for construction. They export in turn vast quantities of azurate gems, specialized dyes and fluxes, and resources and knowledge related to astremancy. With such an emphasis on azurate, though, the process of collection is a major cultural phenomemon. Many young Yarrashi are drawn to the career of being a stormhunter, one who ventures out post-firestorm to collect the azurate crystals left in their aftermath.

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(/ɨrː.ˈma.ʔan/)

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(/zans.ˈqa͡it/)

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(/zɨr.ˈæp.sɪs/)

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