The Lone City of Slavalon
In the realm where feral ferocity is everpresent, many settlements establish themselves only to quickly come to ruin. That is all, save for the Lone City. The many colonies inevitably hit a moment in their youth where it gathers the attention of a hungry animal or a pack of animals. Drawn by the commotion, sounds, and smells, these creatures would raid the settlements, stealing resources and damaging foundations. The larger the colonies got, the more dangerous creatures it drew. The Lone City had one such moment. A pack of hippogriffs sought the livestock and instead of fighting, the founders quelled the beasts' temper and tamed them. Not too long after Therion came upon the small settlement. Intrigued and impressed by the mortals abilities to tame the wild, he pledged to aid and defend the encampment so long as it is a welcoming home for all sentients. The mortals graciously accepted Therion's protection and continued to build the settlement. The city grew and rumors of it spread throughout the lands. Leading to many kinds of people flocking to LC. As the population grew, so did the attention LC gathered but whenever a creature set its hungry eyes on the resources or inhabitants, Therion stepped in to send the beast back into the wild.
The city spans roughly 1,000 square miles and has subsequently been divided into districts. The city is watched over by the elder god and governor of the realm, Therion. While in the city, his presence deters wild creatures from attacking. While Therion, or Terry as many call him, is a welcomed and respected consultant for the governing body, he does not have much say in how things are run. Instead that is left to the sentient mortals residing in LC. The center of the city stands a tall tower reaching high into the sky. Standing just over 5,000 feet tall, the tower serves as a multipurpose structure. The bottom few floors serve as government service access points. Places where people or businesses can submit any necessary forms to operate within the city. The next few floors maintain low-level government operations, with the top few floors maintaining high level operations. The floors between offer housing for the displaced. Any entity who has lost their home or shelter is considered a displaced, and can seek refuge at the city tower. Upon arriving, displaced go through a quick process and receive a room until they can find a place of their own in the city. The governmental operations maintain the establishments between districts, while each district largely maintains itself.
LC has become a metropolis for Slavalon. Developing neighborhoods, roads, city services, and business, all so that the Lone City could be a safe haven for sentient mortals. The metropolis has become a huge multiplanar hub over time. As the city grew, its residents became more knowledgeable and eventually discovered how to open doorways throughout the planes of existence. Wizards and arcane inventors harnessed this magic to create waystones. An enchanted object that, when muttered a phrase of power, opens a doorway or portal to a bound destination. The portal can vary in size but typically allows for an average sized humanoid to pass through. This breakthrough led to businesses outsourcing production by making use of waystones to make for easy transportation of goods. Businesses are often required by the local government to activate waystones in specific areas. These areas serve as security checkpoints where city servicers verify the import and claim the city's tax.
The use of waystones, or any doorway, is primarily prohibited within city limits. Except for specified areas. Businesses can apply for doorway permits, however publicly people can use waystones at any gate. Throughout LC are courtyard parks where small gated sections of land are setup specifically for people to use waystones and leave the city. These gates and courtyards are large social centers in LC. Each courtyard containing a pedestal bound to the different courtyards and gates in the city wall. Many guilds make use of these courtyards to trade goods, deal with other parts of the city, or send adventurers off on jobs. Taverns, inns, and other merchant stores and stalls surround the courtyards creating residential neighborhoods between courtyards and merchants.
Seventeen districts of varying sizes surround the central tower. Each district providing safety from the wild. This haven has given way for the creation of businesses, which many provide worthwhile donations back to their district centers as a showing of gratitude. The districts then use these funds to maintain the city infrastructure. The many businesses provide goods for the citizens. Ranging from housing, food, equipment, arts and more. If someone is looking for something, many start their search in the Lone City.
Demographics
There are roughly 50,000,000 automonomous entities that reside in the Lone City and have claim of a residential address. There are roughly another 10 or so million entities that call LC home but wander the streets without a their own private place of residence; these entities are often called displaced by the LCers. About three quarters of the displaced have undergone the rite of haven to have residence in the Lone Tower.
The Lone City developed as a haven for any and all sentient mortal that desired safety. As such, many different races of creatures have migrated to the Lone City over the years. It has been difficult to take accurate census of the population. However it is widely accepted that the racial population is close to evenly distributed. Many walks of life call LC home: from humans, elves, dwarves, drakkic, and orcs, to amphibians, avians, plasmoids, and many more have found subcultures and communities to join. Bringing an incredibly diverse, the most infact, land to the verse.
The majority of the populace are fairly well off. Those that claim residence live comfortably. Able to provide for theirself and families by working in one of the many businesses in LC. The wealthiest tend to be business owners or district leaders, many of which are often both. The poorest of Valonites are the displaced. Wanderers who have come to the Lone City either by choice or necessity. Often they have nothing but that what they carry on their person. While the displaced don't make up a majority, they are often the most common individual found in the main thoroughfares. As many of the displaced are adventurers passing through the city or in search of taverns while between jobs.
Infrastructure
The Lone City has been around for roughly 500 years and hasn't stopped developing during this time. The center of the city is a tall, sturdy tower standing about 5000 feet high, with roughly 500 floors. This tower is where the main governing body is housed. With a diameter of 2 miles, the tower of LC is sometimes considered its own sub-city as the many floors that house individuals foster their own communities. The ground and first few floors are open to the public at all times, while the middle and upper floors are restricted to registered displaced and LC officials. The ground floor houses the COVE, Collective of Vagrant Ecursionists, entrance where people can sign on with a preexisting adventurer as a mentor to learn the ways of vragrancy. Much of the ground floor is used by COVE in a mix of training, hangout, and processing areas. The parts of the ground floor that are not used by COVE are run by government officials as city info areas and displaced registration locations.
The next few floors above the ground level are ran by LC officials who work with the plethora of businesses and organizations throughout the city. Businesses that want to operate within LC must register with the governmental branch in their city district, but as well must submit all of the necessary paperwork at the tower of LC. The various lower floors of the tower work with specific city districts and the multitude of businesses and city services within each. Here officials work with organizations to maintain the city roads, plumbing, housing, district security, law enforcement, and district relations. In addition to ensuring the businesses follow LC laws and policies.
The many intermediary floors are designed to provide housing for the abundance of displaced individuals. Entities who have lost their homes or otherwise do not have residence within LC can register to become a displaced in the ground floor of the tower. They must complete a short process to prove their autonomy and agreement to abide by the guidelines of the tower. Individuals who complete this process are assigned a vacant apartment and guided to their new residence. The majority of apartments are designed for single entity occupancy, but there are some that are designed for double and triple user habitation. Making up 20% and 10% of the established apartments respectively. Basic life necessities and jobs are provided on each floor corresponding to the amount of registered displaced. However the quality of life ranges from poor to wretched as the floors ascend.
The top 15 floors of the LC tower are reserved for maintaing high-level government operations. A few of these floors are used by city wizards, giving them a location within LC to conduct experiments. Others are used to manage the city districts and ensure each are receiving enough resources to sustain their populace. Some are used by high-level officials to maintain relations with other governments from the worlds of Shometria. The top floor is used to watch over LC and the surrounding lands of Slavalon. In an attempt to be vigilant to potential threats.
Outside the tower of LC is the metropolis of the Lone City of Slavalon. Split into 17 districts, the buildings surrounding the tower are skyscrapers in their own right. However only standing around 1500 feet tall amongst the tallest. As the city gets further away from the tower, the buildings generally get shorter, but the wealthy of each district often construct skyscrapers to be used as their business headquarters. The 17 districts are: Geson Point, East Midtown, Walnut Plaza, Zippoan Square, Cralen Hill, Tossald Place, Sootenk Bazaar, Twollopt Acre, Zumen Valley, Lower Shetlunt, Vullep Boulevard, West Schunk, Liwel Plaza, Shorruld Garden, Bupias Heights, and Ziattent Park.
Each district has their own localized central governments. Managing the businesses and organizations operated by its residents. Each of these district governments report to the main governmental body in the tower of LC. In addition to maintaining relations between neighboring districts. Throughout these districts are gated courtyards of varying sizes. These courtyard-gates are managed by district officials and are offered as locations for quick travel within LC. Adept officials bind waystones to the gates of their districts and the courtyards of neighboring districts.
Districts
Geson Point
A midsized district, however one of the wealthiest. It's largest draw is the fighter school BattleWright. A large building near the center of Geson Point. Standing nearly 200 feet high with the center structure being a round gladiatorial arena and containing rectangular wings on either side. Across the street of BattleWright lies Geson Point's largest courtyard-gate. Surrounding this courtyard are high quality stores, merchants and taverns. The buildings around BattleWright are tall and well maintained. Much of them are single family homes that are affordable to the more affluent of LC. As the district gets further from BattleWright, the single family homes turn into apartment buildings and the apparent affluency noticeably diminishes. However the lowest quality of services within Geson Point are still modest compared to the quality of other districts. There are very few displaced that reside in Geson Point, and those that do have enough resources to stay in taverns and hotels.East Midtown
One of the larger districts, East Midtown is predominantly a residential district. East Midtown spans from the tower of LC outward to the exterior wall of the city. Sparsed throughout are various high rises and apartment buildings. However as the district gets further from the central tower, the less densely populated the district becomes. Single family homes become more prevalent the closer to the city edge. In the northern section of East Midtown is the COVE school Staunch Defenders, where vagrants are taught the ways of oathkeeper paladins. Staunch Defenders is stationed in the largest courtyard-gate of East Midtown, utilizing the open air space to train and teach those who find solace in devoting their life to a cause. Smaller courtyard-gates are dispersed throughout residential neighborhoods providing grounds for people to spend time outside and relax in the safety of LC. Surrounding these courtards are a few restaurants, bakeries, taverns, and other consumer focused businesses. Much of which tending to basic needs rather than locations for acquiring a substantial amount of goods.Walnut Plaza
A larger district of LC. Walnut Plaza consists of a healthy mix of residential and commercial sectors. The courtyard-gates of this district are better maintained comparatively to much of the other districts. This is contributed in no small part by the COVE school Tranquility of the Abandoned. Its founder, Varcun, a low-born blue drakkic tends to the district's namesake. A large walnut tree growing in a courtyard at the district's center. Varcun follows a monastic lifestyle, living under and caring for the walnut tree, and while residing in a courtyard is generally frowned upon within LC, his presence attracts others who are looking to enjoy the nature and peace he brings. Many businesses have opened surrounding the courtyards of Walnut Plaza after seeing the foot traffic Tranquility of the Abandoned brought. Ranging from taverns and tailors, to toolsmiths and armorers, and bakeries and restaurants. Many of these businesses offer aid to Varcun and followers of his monastic traditions. Providing food for the hungry, shelter from inclement weather, or even clothes for those who can't afford new ones. Between the courtyards and surrounding businesses are more the common apartment buildings that are found throughout LC. Many residents of these neighborhoods will often spend their freetime visiting the courtyards, socializing with their neighbors, participating in local events, or watching the vagrants of LC who have tooken pause within Walnut Plaza.Zippoan Square
A midsized district of LC. The edges of this district are a mix of neighborhoods and markets, however getting closer to the center reveals a large open air campus. This campus is the primary headquarters of Meperra, a school within COVE that teaches ways in the mystic arts. Meperra takes up much of the district's center, incorporating many of the district's courtyard-gates and accompanying waystones as part of the campus grounds. The campus, and surrounding district, has been primarily constructed using Magic. Developing large, intricate buildings that appear to defy the standard laws of physics. Only they are maintained by magical means. A good portion of the campus buildings are used for teaching, however there are also gyms, stadiums, and galleries where Valonites can practice, train, and showcase their abilities. Throughout the campus are small stores that cater to the needs of students. Providing a range of goods from standard class supplies, food, and clothing, to more exotic materials that are required for spells and rituals. Being a subsidiary of COVE, Meperra will often have students register as vagrants and assign COVE jobs as extracurriculars to test their abilities.Cralen Hill
[I'm a filler line]Tossald Place
[I'm a filler line]Sootenk Bazaar
[I'm a filler line]Twollopt Acre
[I'm a filler line]Zumen Valley
[I'm a filler line]Lower Shetlunt
[I'm a filler line]Vullet Boulevard
[I'm a filler line]West Schunk
[I'm a filler line]Liwel Plaza
[I'm a filler line]Shorruld Garden
[I'm a filler line]Bupias Heights
[I'm a filler line]Ziattent Park
[I'm a filler line]Yogoshut District
[I'm a filler line]Guilds and Factions
Founders
Alternative Name(s)
LC
Population
~50,000,000 autonomous entities
Inhabitant Demonym
Accepted: Valonite, Valonian, Loner, Displaced. Derogatory: Slav, Savage, Feral
Location under
Owner/Ruler
Ruling/Owning Rank
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