Alakut (Ah-lah-KOOT)
A glamorous city where everything is for sale: wealth buys security, beauty hides corruption, and every day is one split decision away from open conflict
The city of Alakut is a massive port city at the mouth of the Sarib River, where its muddy, silt-rich waters flow into the Gulf of Adhu. Its vast round harbor, bustling markets, and cosmopolitan citizenry, Alakut is considered to be the gateway to the north. From its seedy and transient underbelly to the glamorous boulevards, the city welcomes any sin, as long it's wrapped in a beautiful package and turns a profit in the end.
The city claims to have been founded prior to the end of the Darkness, however, archeological evidence indicates the current site of the city wasn't occupied until approximately 175 ATL (After the Light). Alakut was already a thriving center of commerce when it was annexed by the city of Efaret in its initial wave of expansion in 877 ATL.
Today, the city stands as a culturally vibrant but politically strained city. Recently brought under the dominion of the ever-strengthening Efareti empire, the tensions that lie beneath the extravagant veneer have been pushed to their breaking point.
Many of the citizens of the city hold to ancestor worship and animistic faiths. As traffic up the river has increased, the Rivermen have been invoking the spirits of the river, known as the Children of Sarib.
One ritual related to both ancestor worship and animistic faiths is the sweeping of the thresholds. This symbolizes the outgoing tide and the return of anything trapped to where it needs to be. It is often said that ancestors who died with unresolved issues would remain as ghosts in their home. This sweeping is a method of freeing their spirits. In addition, any nature spirit that is accidentally trapped in a home, a ship, a shop, or any other enclosed space, can be freed by this sweeping symbolism.
Alakut does not have formal prohibitions against the use of magic, however, there is no money to be made and therefore has never been a significant issue. The merchants and traders of the port town feel that there is a guild that can accomplish anything that is worth accomplishing and the intangible forces of power beyond that are held at arm's length at best.
Coming from a much more religiously strict culture, the Efareti Empire has deep laws prohibiting power working. With the annexation of Alakut, these laws now apply to the port metropolis as well.
It was during this time the the laryngeal consonants are first found in the language.
The city claims to have been founded prior to the end of the Darkness, however, archeological evidence indicates the current site of the city wasn't occupied until approximately 175 ATL (After the Light). Alakut was already a thriving center of commerce when it was annexed by the city of Efaret in its initial wave of expansion in 877 ATL.
Today, the city stands as a culturally vibrant but politically strained city. Recently brought under the dominion of the ever-strengthening Efareti empire, the tensions that lie beneath the extravagant veneer have been pushed to their breaking point.
General City Layout
The city is designed around a north-south axis with the main avenue, the Xada Ras, running as its central core. The river Sarib forms its western boundary and the Gulf of Adhu encircles it on the south and east.Religion and Ritual
Alakut is not a particularly religious city. The mix of cultures and people, as well as the focus on trade and profits, has never allowed for a powerful spiritual root to take hold. That said, each person comes with their own spirituality and there are themes in the city.Shatha
Shatha has ancient and mysterious origins. She is generally accepted to be one of the Namharu and in particular the Namharu of the fertile ground. She is often given the epitaph of "The Luminous Ground" and represents the relationship of the people to the land. Her cult exists primarily in the northern farm lands just outside the city proper.Naiti
Naiti is a god that was brought to the city by southern continent missionaries. While their evangelism did not result in a significant shifting of faith in the city, it did take hold in some areas. This is noticeable due to a great deal of the cultic vocabular contains various loan words that sound distinctly non Kut'aran; this is also one of the reasons the cult of Naiti has had a difficult time finding a following in the area.Other General Symbolism
Many sailors swear oaths on the Guiding Flame. While this is not considered an actual divinity, the light of the Daghi Lighthouse is such an iconic part of the city and a sense of security for sailors at sea that it has reached an almost divine esteem. The families of sailors engage in the ritual lighting of night fires during winter, when the nights are longer. In addition, anytime a storm is on the horizon these fires are lit as well. It is thought the smaller fires combine to support the Guiding Flame of the Daghi and give extra strength to its power guiding the sailors home.Many of the citizens of the city hold to ancestor worship and animistic faiths. As traffic up the river has increased, the Rivermen have been invoking the spirits of the river, known as the Children of Sarib.
One ritual related to both ancestor worship and animistic faiths is the sweeping of the thresholds. This symbolizes the outgoing tide and the return of anything trapped to where it needs to be. It is often said that ancestors who died with unresolved issues would remain as ghosts in their home. This sweeping is a method of freeing their spirits. In addition, any nature spirit that is accidentally trapped in a home, a ship, a shop, or any other enclosed space, can be freed by this sweeping symbolism.
Magic and Power
As with most cultures following the Darkness, magic and any use of divine power is unwelcome. The traditions of magic have been lost to the Darkness, but it is thought that while many other kingdoms once had a thriving magical culture, Alakut has always been reticent to engage in what they could not see. The focus on tangible product and material goods has always trumped the power of the unseen.Alakut does not have formal prohibitions against the use of magic, however, there is no money to be made and therefore has never been a significant issue. The merchants and traders of the port town feel that there is a guild that can accomplish anything that is worth accomplishing and the intangible forces of power beyond that are held at arm's length at best.
Coming from a much more religiously strict culture, the Efareti Empire has deep laws prohibiting power working. With the annexation of Alakut, these laws now apply to the port metropolis as well.
Language and Linguistic Evolution
The traditional language of Alakut is known as Kut'ara and it has developed through three significant periods.Proto-Kutik
Proto-Kutik exhibited a heavy use of consonant clusters such as /kt/, /gh/, /qd/ and /ml/. It had distinctive emphatic and aspirated consonants and is mythologically said to have branched off from the ancient language spoken in the 10 Kingdoms.Early Maritime Period (c. 0 - 400 ATL)
Following several centuries of seafaring and trade, a unique lexical field based around trade, shipping, and measurement was established.It was during this time the the laryngeal consonants are first found in the language.
Mercantile Mixing
The period from approximately 400 ATL to present shows an even deeper absorption of foreign influences and amalgamations as Alakut's cultural mix grew.Class Dialects
With the imposition of foreign influences, the edges of the language were smoothed off. Consonant clusters softened and significant quantities of loan words from the cultures leading the various guilds became commonplace. It is also during this time that distinct dialects arise in the districts within the city: city-speech, farmer-speech, dock-speech, ship-speech, etc. As these independent dialects continue to develop they serve to deepen the divide between classes, guilds, ages, and even micro-geography within the city. The divisions within the city run deep. Familys claiming Kutik heritage or historical power in the guilds; various guilds claiming superiority of talent over others; competing merchant houses; any division that can be thought of can be found in machinations of the bustling port. The dialects that develop from ones surrounding are one of the major, visible factors of one's social arena. There is no hiding the word choice, the accent, the meter, or the history of a speach pattern.Demographics
Kutiks
Originally, the predominant ethnic group in the city called themselves Kutik. This is an ethnic group that most anthropologists believe originated from the northern tribes of the southern continent and made their way across the Gulf of Adhu to settle in the region.However, in practical fact, the Kutik as an ethnic group is all but extinct. The term Kutik is now commonly applied to anyone who was born in the city: the sense of pride of place out weighing the nominal ethnic concerns of the past.
Within the Kutik culture there are distinct, but unofficial, classes. The general rule is that the wealthier a person is, the higher class they are considered to be. However, the intricacies of Kutik culture go far beyond that. Which guild a person belongs to or the time they have lived in the city all play a part. For example, a wealthy farmer may still be looked down upon by a relatively "middle-class" mason, who in turn may be looked down upon by a poor glass blower. In this way, class mobility is available in many areas, but not always easy. Anyone can make more money, but skills and history a person comes with cannot readily be altered.
While the method of attaining wealth does not seem to play a part in achieving an elite status in the social ranks, having that wealth certainly does. Formally and officially the city is based on guild involvement, however, there are several areas which garner great wealth and influence outside of this system. Socially, this does not create an issue but also does not provide an even playing field. If the farmer mentioned above has enough wealth to move into a home on the Xada Ras and isn't toiling with his hands anymore, he may begin to achieve a level of prestige not generally given to farmers. And there are several members of high society who are commonly known to do business in non-standard guild enterprises; however, their wealth affords them a veneer of respectability.
Much of the same can be said for non-Kutik travelers and sojourners in the city. There is a sense of innate cosmopolitanism for those who "belong to the city," as the saying goes. Wealthy visitors, new merchants, and anyone else with coin to spare will also be welcomed to the area. While there are some wealthy farmers in the north, it can be said that the farmers are perhaps the most looked down upon group in the city. "Belonging to the city" is not as difficult as it sounds. For all intents and purposes, if a person is able to buy a home in or around Alakut, they are generally considered to be a citizen. The skill is in garnering enough wealth to make the initial purchase, navigating the cutthroat world of civic survival, and maintaining whatever trade it is that generates that wealth. Inthe end, citizenship is not an official standing in Alakut; one can claim to be Kutik if they are capable of withstanding the barrage of judgement and infighting that will come with that claim. One can live in the city while continuing to claim citizenship elsewhere for cultural reasons. The governance and class structure of Alakut is not based on any official citizenship; instead, it only depends on the power and influence one wields within their network and whether they are able to survive within its walls.
Class Markers
With such a diverse population all seeking the finest possible life, class markers take various forms. Wealth is seen as the ultimate class distinction, however, the cultural intricacies and faction divides make this anything except clear cut. In the end, whoever is the most beautifully and stylishly dressed, seen at the most extravagant dinners or hosting the most lavish balls are seen as the upper class for the moment. Styles and fashions change as quickly as the tides in this fast paced city, however. One class marker that remains consistent is the accent and dialect a person comes with. Are they native Kut'ara speakers? Do they speak with the northern accent of farmers or the posh dialect central to the Xada Ras (an unnatural and forced version of the language used to sound elite). This artificial sounding dialect is centered in the Lantern District, however, it can be found up and down the central axis of the city. Each small section of the city has it's own version of the language and accent when using it. Somehow they are similar enough they are mutually understood, but each word invites judgement.Efareti Presence
While most ethnic groups, nationalities, and professions are welcomed within the city, the annexation of the city by Efaret created a new antagonist. The Efareti were not unknown to the Kutiks prior to this. Both were major cities along the river and had experienced trade with each other throughout the years. However, the Arrival had changed perspectives entirely. The Kutiks were fiercely independent people with an almost singular obsession on commerce and trade. This tangentially created a culture of beauty (beautiful things were sold, sales made money and could buy new beautiful things). The Efareti fly in the face of both of these things: they demanded tribute and support from the citizens, and they prioritize function over form, thus building what the Kutiks deem hideous buildings and wearing unsightly and unimaginative clothing (most of the Efareti in town are soldiers in uniform).The distrust and disgust with the Efareti populace in the city is a rallying point for all Kutiks, no matter what social class.
Government
Imilab
At the time of its founding, it is likely that Alakut was ruled by a prominent citizen. This de facto style of rule was common among expanding settlements in the Southern Continent who still claimed allegiance to a king or ruler and therefore do not suppose to establish an independent governing body outright. However, as the city expanded, a more elaborate system of governance was formed. Likely due to its continued theoretical allegiance to a southern ruler or parent city, this system was implemented originally not on the basis of rulership, but operational governance. Thus, the Imilab ("the working ones") was established.The Imilab was created to ensure that the members of Kutik society with the most to lose had the most say. The theory was that if the ones who were most at risk could ensure they prospered, the city as a whole would be prosperous. Over time this has evolved into the Imilab Council that is comprised of the head of each of the guilds recognized in the city. This is a somewhat circular process, since the Imilab is the body that recognizes new guilds, but one must be recognized in order to serve. The balance of power here is found in finances and discussed in the Guild Structure section below.
Initially, the Imilab had no clear lead and was a body of equals, however, that structure was not to last. For various periods, the most powerful guild master could garner the most support--through whatever means they had available--and use this support as a default symbol of leadership. As larger factions within the Imilab grew and the body began to lose influence over the city at large, an alternative was put in place that remains today.
The position of Harbor Master was a vital and honored position to hold since the founding of the city. It was due to the great harbor that the city flourished and prospered. The Harbor Master was selected from among the most accomplished sailors, by those sailors, to ensure safety and efficiency within the Round Harbor. It was because of this separation from the guilds that the Imilab approached the Harbor Master and invited them to sit as the practicing head of the group. Because the Harbor Master would have no direct ties to the outcome of the actions taken by the Imilab, it was expected that their decisions would be impartial and in the best interest of the city. This structure remains in place today with various Harbor Masters rising to the occasion and others falling into the back-room dealings so common among the Imilabti (members of the Imilab).
Guild Structure
Guilds are the independent governing organizations of industry. Each industry has its own set of requirements and rules governing the operations within their guild, and, from that, a representative is selected to be a member of the Imilab. It has occurred that emerging industries have created what they called a guild, but the Imilab at the time refused to recognize it as a means to maintain power within the body. One example of this was when the zealous missionaries from the south arrived attempting to rekindle what they considered the religious roots of the city and bring about rejuvenated worship of Naiti. In an attempt to assimilate into the power structure of the city, they petitioned the Imilab for a seat in the group but were denied on the face that religion is not an industry. The short-lived movement soon dissolved and nothing was heard from them again.A separate instance of this was when the Sailors organized and petitioned for membership into the Imilab. This, too, was denied on the basis that the sailors had never before been included in the group and that they selected the Harbor Master, the recognized head of the Imilab and would have too much direct influence over the greater decisions of the body. After threatening to no longer sail and also create a blockade into the harbor, the Imilab was forced to give in and accept the petition for membership. Immediately, their worst fears were recognized when the sailors began using their influence over the position of the Harbor Master to gain disproportionate benefits. After several egregious actions taken by the sailors, the guild heads united and informed the sailors they would be working with merchant ships not natively harbored in Alakut, thus taking all the business away from the burgeoning sailors guild. While the sailors refused to give up authority over the selection of the Harbor Master (their safety and wellbeing a priority), the other Imilab members refused to be at their mercy. The compromise was that the leadership of the Imilab was divided.
For a short period, the leadership was divided between the Harbor Master and a secondary representative selected from among the remaining guild leaders. However, this weighty division only deepened resentments and stalemates among the body. Eventually, a third seat was added to the leadership selected from non-guild member merchant families: someone with a stake in the outcomes but separate from the already leading factions. It is this tri-part leadership structure that remains today.
Political Tensions
Efareti Challenge
The current political situations within the city are tense. While the tripart leadership of the Imilab has always been difficult, the guild members maintained, for the most part, a mutual respect for profits and kept their infighting to areas that did not impact the city as a whole. The presence of the Efareti forces has shifted this drastically. They entered the city and took their place as if it belonged to them and completely disregarded the general functioning of the existing governmental structure. This has deepened the divides within the guild factions as there is no agreement on how to handle the new situations, and each guild is impacted differently. Each guild faction works to ensure its continued profits and the expense of the others is just an added bonus. Because of this, there is not equilibrium like there was when "all boats rise together," that is, the days before the status quo was ignored. Efaret has a military mission ahead of it that is founded on spiritual fervor; this is the exact opposite of the material world of profits that has sustained Alakut for centuries.Another side effect of the Efareti influence is a new found fascination with the ancient 10 Kingdom mythos. The empire seeks to reestablish this mythical golden age and as word spreads, it has insighted more study and interest in the ancient ways. This flies in the face of the cultural anathema of all things magical. The vague recollections of Kutik school children state that the 10 Kingdoms existed in a time of great magical power and influence and it was this power that eventually released the demons into the world. In general, those who live in the city are willing to let the beliefs of others exist without second thought, as long as it does not cut into profits. The 10 Kingdom propaganda establishes Efaret firmly as the blessed center of the realm and pushes Alakut to a fringe guardian civility. The empire is using this mindset to justify their authority when moving in and taking lands, levying taxes, and generally asserting itself as superior to the areas it decides to take. Everything that takes from the city--money, authority, independence, etc.--runs contrary to Kutik mentality and is pushing the limits of what is allowable.
With Alakut being one of the first cities brought under the expanding influence of Efaret, the method of asserting Efareti civic authority as well as spiritual law (much more pious and austere than traditional Kutik mores) is still working itself out. Every day is a new challenge.
Internal Challenges to Authority
The Imilab is increasingly divided from within. Varous guilds seeing their own authority come into question by the actions of the empire has diminished the united front that traditionally has held the reins of power. The influence of the Brass Hive and the expansion of the North Market are both increasing as the power of the Imilab continues to decline. In the north, Harun, an influential farmer, is working to unite the landsmen in the area. His goal is not to divide the city, but he is pushing for more representation of the farmers within the Imilab. The guild masters remain resolutely opposed to this idea and in response he is organizing more and more actions to remove the influence from the assembly on their daily life. With his influence, the North Market is increasingly more established while the local goods making it all the way to the Zokaar is dwindling.Legal Code
With each faction in the city working to secure its area of influence, the legal system of Alakut is extremely mirky. More so than "Which law did I break?" the question is usually "Who did I offend?"In reality, theft in the Zokaar is generally the highest offence and the security there is enforced by the Imilab security detail. The penalty is, most often, two times the cost of what was stolen and its return. If someone can't afford the fine, and the goods are returned, most are more interested in continuing business than in the expense of housing a prisoner or the time to attempt some form of prosecution. That said, the guild members themselves, and the security force are easily bribed in private. By that same token, smuggling is just as commonplace as bribery, but the Harbor Master and his patrols are uninterested in guild politics (the main reason for smuggling) and more interested in taxes collected through customs. A frequent practice is for ship captains to pay taxes on "undeclared cargo" that keeps them out of the sight of the Harbor Patrol while also not alerting other guilds to any encroachment on their goods and wares.
The one outlier from this lax security is any entanglement with the garrison. Any physical harm to a soldier--even as little as a bar brawl--can result in severe physical punishment, such as a night in the stocks or even flogging. However, the highest level offense would be anything considered directly blasphemous or treasonous and that includes any action that remotely resembles the use of any power or magic. To date, the soldiers do not directly intervene on private traditions, and the city is not overly religious to start with, however, there is a sense of piety in most soldiers that conflicts with the material, and non spiritual, daily lives of the citizens.
Defences
Navy and Harbor Patrol
Since its very inception, Alakut has maintained some form of a well trained and active navy. Initially, this was simply warriors trained to fight while at sea. However, after settling in the area, a harbor patrol was established with the express purpose of securing the town's watery borders. This developed again when foreign trade and commerce began to grow. The harbor patrol was tasked with maintaining the security and peace within the harbor while the navy was tasked with preventing trouble from arriving at the harbor and specifically focusing on securing the mouth of the river.There is a relatively good-natured animosity between the two organizations. Practicality requires that they often train together and even share resources at times. The division between the two grew even more difficult to spot with the arrival of the Efareti army; an outside third party bridging the already small gap between the coastal defenses of the city.
Guild Patrol
Most guilds maintain an internal security force of some kind. While they have no official authority in the city, each guild has a right to protect its own goods and members. It was from this that the Imilab agreed to develop an overarching patrol to ensure security in the city and, particularly, in the Zokaar and surrounding markets. As a city, Alakut is known to be rife with petty crimes, thuggery, and a general sense of "every man for himself." However, in order to maintain a steady flow of trade, a certain level of security is required in regard to serious injury and theft of product. It is this area that the Guild Patrol works to ensure.The Patrol is headquartered in a room on the third floor of the Zokaar.
The arrival of Efareti forces in 877 ATL did begin to force a change in the priorities of the Patrol. While they still focused primarily on activities that would be damaging to trade, this was expanded to include protection of the Kutiks and "their guests," as the traveling merchants were often called, from the Efareti presence.
The Garrison
While the Kutik navy has patrolled the mouth of the river for generations, the newly arrived Efareti military took it upon themselves to establish a garrison on the western side of the city, just north of small tributary of the Sarib. Their main goal was to secure the mouth of the river and this was accomplished with a significant fortress on the eastern bank of the river and an only slightly smaller tower on the western bank.The garrison and its soldiers did next to nothing to bolster the defenses of the city as a whole. The significant "defensive" structure at the entry of the river does now force a large toll on non-imperial ships wanting to travel up-river. As this toll continues to grow, it is forcing a change in standard trade routes which is discussed in the Industry & Trade section below.
Industry & Trade
Alakut is a center for trade throughout the eastern world. It's massive Round Harbor is famous to sailors and merchants across the continents and its markets are synonymous with fortune and glamor.
The glass blowers were also the first formal guild to be established and, because of this, they still hold a certain amount of nostalgic authority. They founded the guild in an effort to ensure the native industry was not overrun by the influx of merchants and foreign goods. Over time, the guild itself has been dwarfed by larger competitors. The artisan nature of the craft and the desire to maintain an exceptional level of quality prevents massive expansion of the organization, but does ensure that it remains one of the highest generators of both revenue and cultural prestige for the city.
Glass Blowing
Glass blowing is one of the few native industries of Alakut. The colorful and fine sands of the beaches surrounding the city give continuous supply of ever changing materials to be used in the glass works. Exquisite examples of drinking vessels, jewelry, mosaic tiles, and more have been found throughout the northern continent indicating a wide-ranging trade even before the city was expansively sea faring.The glass blowers were also the first formal guild to be established and, because of this, they still hold a certain amount of nostalgic authority. They founded the guild in an effort to ensure the native industry was not overrun by the influx of merchants and foreign goods. Over time, the guild itself has been dwarfed by larger competitors. The artisan nature of the craft and the desire to maintain an exceptional level of quality prevents massive expansion of the organization, but does ensure that it remains one of the highest generators of both revenue and cultural prestige for the city.
Fisheries
Being a coastal city, it is only natural that fishing is also a major industry for native Kutiks. For generations, this was only a local business. Transportation and trade across the great distances did not allow for export. With the expansion of the Efareti influence and greater river traffic, the fishermen have expanded their markets into several river districts and Efareti encampments. In addition, long range fishermen have taken to spending a season up the coast and using their expertise to generate revenue in areas that are not generaly accessible for trade in their product caught at home. This has created a rise in the fortunes of the fishery guild.Ship Building
With one of the only accessible coastlines in the southern part of the continent, Alakut is almost divinely required to have become a ship building local. Some smaller towns up the river manage various forms of small boat traffic designed for river work, however, Alakut's shipyards are the only ones capable of creating the ocean-going vessels required for long distance routes and expansive trading or military actions.Outside Trade
The natural harbor of Alakut allows for an influx of traders. Because of this, the city invested in one of its greatest projects: the Round Harbor. This massive construction undertaking has given the city the capacity for trade that it currently enjoys. Numerous traders from countless lands have established a base of operations within the city and consider Alakut their home port.Infrastructure
All major infrastructure projects in the city have traditionally tied back to the promotion of commerce. However, as the Efareti garrison continues to expand, more military functions have begun to emerge.
As a side note, the Daghi is manned by a crew of four at all times. These four are selected by the Harbor Master out of the pool of sailors wishing to retire from sea life. They serve at the pleasure of he Harbor Master and act as a type of regency council for harbor affairs if he is indisposed or the position is vacant.
Another interesting fact related to the Daghi is that the foundation stones used seemed to have been used in previous large scale construction. The island it sits on was a small outcropping prior to the development of the harbor. However, archeological evidence suggests there is a piece of history missing.
The Zokaar is a beautifully ornate building just north of the main harbor facilities. It consists of three main aisles running long ways through the building. The most prestigious spots are those closest to the center of the center aisle. The second floor consists of suites of rooms serving as guild offices, and the Iimilab council chambers make up the third floor.
Unofficially, the Zokaar consists not only of this ornate building, but also of the labyrinthine series of stalls and carts and singular vendors in the entire area. The Imilab recognizes that not all guilds will be able to fit within the walls of the Zokaar proper, however it does require that all guilds be officially licensed before being allowed to sell in the market. Imilab enforcers patrol the market area and evict any unauthorized vendors, however, this is a constant struggle and a method for the enforcers to extort the merchants for their own benefit.
Additionally, those who continue to be uninterested in engaging in the city have established a new market outside the Marsh Gate--the current most northern gate of the city--that harkens back to the unofficial cart vendors of the old North Market.
In only a few years the short distance between the harbor and the Zokaar was filled with glamerous shops and homes. At this time there was a smaller road leading from the Zokaar north to the North Gate of the Old Wall. Following a fire that tore through this specific part of the city in 421 ATL, an enterprising young builder purchased land on both sides of the road for several miles from the Zokaar northward. Today this area is considered part of the Xada Ras. In fact, over time, the road has been extended multiple times continuing its northerly direction. In the city walls, this is the location of the homes of the city's elite. Beyond the walls, expansive estates of land barons line the avenue. Aside from its glamor, the road is perpetually well maintained and patrolled as the main artery of the city's commerce.
Shipyards
The shipyards on the eastern coast of the city are massive and consistently produce the highest quality ships to be found anywhere. While timber is not readily plentiful, the highlands to the northeast offer sprawling forests that have a seemingly endless supply. A small series of docks was built adjacent to the shipyards for the exclusive purpose of transporting this timber along the shortest distance possible.Round Harbor and the Lighthouse
Construction of the Round Harbor began in approximately 317 with laying the massive outer gates of the channel. Over the subsequent decade, the project evolved in random sections as the need arose. It wasn't until 332 that the Imilab decided to undertake extensive expansion and development of the harbor as a whole, including the artificial central island and its lighthouse, known as the Daghi. The elaborate project took 12 years to complete, with the flame atop the Daghi lit on the mid-spring festival (traditionally the first day ships are launched) in 344 ATL.As a side note, the Daghi is manned by a crew of four at all times. These four are selected by the Harbor Master out of the pool of sailors wishing to retire from sea life. They serve at the pleasure of he Harbor Master and act as a type of regency council for harbor affairs if he is indisposed or the position is vacant.
Another interesting fact related to the Daghi is that the foundation stones used seemed to have been used in previous large scale construction. The island it sits on was a small outcropping prior to the development of the harbor. However, archeological evidence suggests there is a piece of history missing.
Zokaar or Grand Market
While the harbor allows for large scale arrival of goods, the city relies on an equally functioning method of distribution of said goods. It is likely that the location of the Zokaar has been the site of merchant stalls since the founding of the city, although the current structure is relatively new and constantly changing.The Zokaar is a beautifully ornate building just north of the main harbor facilities. It consists of three main aisles running long ways through the building. The most prestigious spots are those closest to the center of the center aisle. The second floor consists of suites of rooms serving as guild offices, and the Iimilab council chambers make up the third floor.
Unofficially, the Zokaar consists not only of this ornate building, but also of the labyrinthine series of stalls and carts and singular vendors in the entire area. The Imilab recognizes that not all guilds will be able to fit within the walls of the Zokaar proper, however it does require that all guilds be officially licensed before being allowed to sell in the market. Imilab enforcers patrol the market area and evict any unauthorized vendors, however, this is a constant struggle and a method for the enforcers to extort the merchants for their own benefit.
The North Market
The North Market is the vendors' alternative to the Zokaar. Located just north of the Old Walls, initially this market was founded by farmers who work the lands north of the city. They would bring their produce and livestock closer to the city without having to enter the city proper. This was easier for them and it kept them, on the face of it, out of competition with the Imilab. Due to expansion over the years, the North Market now sits inside the Milicar Wall. Despite this, the Imilab has chosen not to engage in attempting to bring the North Market under its guild jurisdiction. As the city has grown around the area, North Market vendors have created an unofficial system amongst themselves that harkens to the guild system of the city, but remains independent in its own right.Additionally, those who continue to be uninterested in engaging in the city have established a new market outside the Marsh Gate--the current most northern gate of the city--that harkens back to the unofficial cart vendors of the old North Market.
Xada Ras - The Working Road
In order to faciitate transport from the docks along the harbor to the Zokaar, the Xada Ras was built. The massive avenue is wide enough to allow four carts to travel abreast. It runs in a semicircle along the main docks in the harbor and then in a straight line from the harbor north to the Zokaar. While this grand road is consistently lively with functioning commerce, the buildings along its path soon became the most desired real estate in the city. It was a place to see and be seen and to flaunt the exorbitant wealth garnered along the path.In only a few years the short distance between the harbor and the Zokaar was filled with glamerous shops and homes. At this time there was a smaller road leading from the Zokaar north to the North Gate of the Old Wall. Following a fire that tore through this specific part of the city in 421 ATL, an enterprising young builder purchased land on both sides of the road for several miles from the Zokaar northward. Today this area is considered part of the Xada Ras. In fact, over time, the road has been extended multiple times continuing its northerly direction. In the city walls, this is the location of the homes of the city's elite. Beyond the walls, expansive estates of land barons line the avenue. Aside from its glamor, the road is perpetually well maintained and patrolled as the main artery of the city's commerce.
Districts
The main districts of the city are divided by function and are obvious even to outsiders.
Representatives from the town, including masons and high level assemblymen from the Imilab, warned the commanders that the area they chose was often flooded. The Efareti ignored the advice, convinced imperial engineering would withstand anything nature threw against it.
This area is the heart of the old faith and small shrines and altars to the Children of Sarib can be found all along the River Steps.
It is estimated that outside the city walls, approximately 15,000 to 20,000 individuals live in the various villages and farmsteads.
The Docks
The area south of the Zokaar and immediately around the southern docks is generally known as, simply, the Docks. It is considered a rough part of town due to the transient nature of its denizens and the lack of repercussions for the majority of its inhabitants. It consists of several distinct areas. The namesake of district are the massive loading docks that run along the city's shore of the Gulf of Adhu. Immediately above that are the various warehouses and storage facilities for the guilds. The Zokaar building itself sits just north of the warehouses, almost sharing a wall.Swirling Seas Overlook
To the west of the working area of the docks, on a slightly elevated artificial platform, is a small overlook that looks down on the conjunction of the Sarib River and the Gulf od Adhu.The Market District
The area around the Zokaar is the market district with stalls radiating in less and less reputable installations the farther away from the center structure they are. To the east of the Zokaar building itself sits the Gateway Bank, the main counting house and changing table for the city. Its position is nestled quietly between the great hall of the Zokaar and the Salt Barracks, which is where the Imilab Security Forces are housed.The Shipyards
(Population approximately 5,500) At the farthest southeastern corner of the city, the shipwrights have carved out a small barony. The Dry Gate, as it's called, is the entrance to the extensively walled and shipyards. Within the overall complex are various store houses of supplies, a small series of dormitories for visiting experts, and the massive dry docks used for construction.Merchants Row
Going northwest from the Zokaar, just slightly beyond the bustle of the market crowds, sits the Guild Arena. Its an area of merchant offices, the nicer hotels in the city, bankers, and notaries. While most of these organizations have ties to the Zokaar, this area was originally expected to give them a more private place to do business, outside of the showmanship and competition of the market itself. The relatively short distance between the market and the arena is what is known as Merchant's Row. Here are the offices of minor guild houses, accountants, shipping agents, and other trade relevant organizations that aren't influential enough to garner an office in the Zokaar have squeezed themselves into.The Central Axis
The Zokaar marks the heart beat of the city. Moving northward from there, through the center of the city, is the main axis of Alakut and it's priority on wealth and beauty is on full display.Xada Ras
The Xada Ras is the central of three major north-south boulevards in the city. It serves as the main axis of transit through town. The parallel street to the west is known as the Taman Walk and the eastern street is known as the Lansha Road. These two side streets serve as an economic second-place to the social climbers in town.Lantern District
(Population approximately 3,000) Approximately halfway between the Zokaar and the northern Marsh Gate, astride the Xada Ras, sits a beautiful plaza known as the Plaza of Lanterns and the area between the market and this plaza is equally known as the Lantern District. It is named for the numerous lanterns that adorn the street and the homes here. The excess of oil required to keep the lanterns lit is one symbol of the prosperity of this district. However, the practical side is that this wealthy area is never quite dark and this cuts down on grift and crime in this small corner of town. The most elite merchants and guild masters have homes along the great avenue in this area.The House of Mirrors
This elaborately beautiful, and ancient, building sits north of the Lantern Plaza, on the east side of the Xada Ras. This place of prominence speaks to the power still held by the Glass Blowers Guild, whose main office this is.The Eastern Axis
From the Lansha Road east to the shoreline are several unique districts.Water's Edge
(Population, including sailors and fishermen is approximately 4,000) The northern wall of the shipyards begins a particularly unsavory neighborhood. It's full of sailors, dock workers, and a generally rough and tumble crowd that are less concerned about the beauty of the city and more focused on the wealth it can provide. Taverns and inns aplenty fill this area and everyone is advised not to travel alone here.The Brass Hive and The Smelter
(One of the densest population areas in the city, approximately 6,500) The Brass Hive is one of the towns most famous--or infamous--establishments. It advertises itself as a tavern and hotel, however, its services reach far beyond that. It sits between the Xada Ras and the Lansha Road and is surrounded by a warren of streets and alleys that have been built out of necessity as opposed to any grand plan. The Water's Edge area serves as its southern boundary, however, the two tend to bleed together (literally as much as figuratively) more than creating two distinct areas. Moving north, however, the Smelter fades into the fisheries.Fish Market and the Fisher Docks
The Fish Market sits almost due east from the Lantern Plaza and is the first entrance into the fisheries area. Between the fish market and the fisher docks themselves are open courtyards and plazas where the fishermen spin and repair nets, sort their catch, exchange tall tales, and can quietly exist outside the larger bustle of the metropolis. Moving north until the odor of the fish fades are the homes of most of the town's fishermen.Stone Hall, and the Artisan's District
(population approximately 8,000) The House of Mirrors serves as an unofficial demarcation of the Artisan's District. Moving eastward to the shoreline and north to the Stone Hall are the offices of numerous artistic based guilds, such as the dyers, the perfumers, and the weavers. The northern edge of this area is a massive, if simple, stone building known as Stone Hall. This is the office and main workshop and training facility for the masons and stone cutters. This building is unique within Alakut as one of the exceptionally few entirely stone buildings in town.The Western Axis
The Taman Walk runs north and south and sits between the Sarib River and the Xada Ras. Some claim this includes the Guild Arena, orthers say it begins north of there. In the end, Alakut ebbs and flows with a few major distinctions as there are laws to enforce them.The Garrison and the Efareti Quarter
Following the Efareti annexation of the city, the military garrison has taken over the smaller, western tributary of the Sarib. Most of the Efareti stationed here remained near the garrison and the area developed as a distinct quarter from the majority of the city. While maintaining a mostly independent portion of town, the soldiers did break through the western flood walls of Alakut and create what is now known as the Imperial Gate.Representatives from the town, including masons and high level assemblymen from the Imilab, warned the commanders that the area they chose was often flooded. The Efareti ignored the advice, convinced imperial engineering would withstand anything nature threw against it.
The Riverfront
From the Imperial Gate north to the River Steps is known as the River Front. It's a section to the west of the River Wall--the wall protecting the town from high water when the river is at flood stage. This is an eclectic area that sees more cultural representation than the material gods worshipped within the city walls.River Steps and Sarib Docks
This is less trafficked than the Waters Edge and fisheries areas, but river traffic is, nonetheless, a valuable tool in the merchant arsenal of the city. The Steps themselves are a series of wide terraces carved into the levy outside the River Wall that lead down to the floating docks that line the Sarib. It's often the site of impromptu carnivals and acrobatic acts, singers, and unlicensed hawkers.This area is the heart of the old faith and small shrines and altars to the Children of Sarib can be found all along the River Steps.
Agricultural Outskirts
Outside the walls of the city to the north are the arable farmlands that support the community and have turned into the grain basket of the northern continent. It was, in fact, this agricultural area that garnered the interest of Efaret to start with.It is estimated that outside the city walls, approximately 15,000 to 20,000 individuals live in the various villages and farmsteads.
Guilds and Factions
The guilds within the city are the major financial and political forces of Kutik society. They dictate all of the civic affairs of Alakut, from taxes and tariffs to festivals and holidays.
The Imilab is the governing body of the city and is made up of the leaders of all recognized guilds.
Much of what the glass blowers work on is secretive and mysterious. Many say they are the keepers of ancient rituals and or working to bring magic back into Alakut by experimenting with various techniques; this is only rumor and conjecture, however, as the guild is highly secretive.
The sailors maintain their secret maritime traditions that allow them to navigate and pilot the ships and this makes them indispensable to the transportation of goods and continuous trafficking of goods through the city. This leverage gives them a particularly unique ability to create volatility within the status quo of the city. The guild is currently dividing itself into two factions: one of which continues to see the Efareti presence as an invasion and refuses to work for them, while the other sees the need for their expertise as a lucrative set of circumstances.
The majority of their membership is made of relatives of elite merchant families. Due in large part to this, they have a long standing rivalry with the sailors. The sailors see them as dainty, delicate, intellectuals and the exchequers return that sentiment in-kind.
They are particularly at odds with the Efareti presence because the military engineers managed the building process for the garrison and the tower on the west bank of the river. This exclusion cost the guild a great deal of money, challenged their iron fisted control of building activity within the city, and directly blocked any ability for them to begin expanding their influence beyond the borders of Alakut. They continue to petition the Imilab to intervene, but no support has been forthcoming. This dismissive attitude has put the masons at odds with the shipbuilders, and each of these guilds has become the de facto head of the pro and anti Efareti factions within the Imilab.
The Brass Hive is the center point for Syndicate activity, their drones are found throughout the city. Hothi, the current owner of the Hive and practical head of the syndicate (there are rumors of someone even he takes orders from), has worked to develop the reach of his influence beyond traditional Hive bounds. He has also invested heavily in a well trained and loyal security force to ensure his investments and those working with him have the highest level of certainty to be found within Alakut.
Non-guild factions prominent in the city include the farmers and the newly stationed Efareti military and their retainers.
The Imilab is the governing body of the city and is made up of the leaders of all recognized guilds.
Guild of Glass Blowers
The guild of Glass Blowers maintains a place of traditional recognition among the other guilds. While this isn't a particularly powerful guild based on profits (the power status of most guilds), it does tend to hold disproportionate sway and influence within the Imilab.Much of what the glass blowers work on is secretive and mysterious. Many say they are the keepers of ancient rituals and or working to bring magic back into Alakut by experimenting with various techniques; this is only rumor and conjecture, however, as the guild is highly secretive.
Guild of Shipwrights
The Shipwrights are another extremely powerful guild and their power is only increasing as the Efareti empire has a deeper need for ocean going vessels. The guild controls the shipyards and produces fleets of exceptional quality. Their ties to the timber sources in the north are vital to their continued success. They have come into conflict with some of the other guilds who are suffering under the new imperial presence. The fact that vast quantities of their time and material are going to support these imperial enterprises has caused significant delays in orders for various merchant houses.Sailors' Guild
The Sailor's Guild is unique in the Imilab. Originally, they were not included as an independent guild but managed to strongarm their way into the organization. This creates a historical friction with the other members--especially the older members--that seems to never dissipate.The sailors maintain their secret maritime traditions that allow them to navigate and pilot the ships and this makes them indispensable to the transportation of goods and continuous trafficking of goods through the city. This leverage gives them a particularly unique ability to create volatility within the status quo of the city. The guild is currently dividing itself into two factions: one of which continues to see the Efareti presence as an invasion and refuses to work for them, while the other sees the need for their expertise as a lucrative set of circumstances.
Merchant Exchange Guild
The exchequers are the heart beat of commerce within the city and serve as the unofficial representative of the city. They set and ensure the standards of trade, tariffs, and currency exchange within Alakut.The majority of their membership is made of relatives of elite merchant families. Due in large part to this, they have a long standing rivalry with the sailors. The sailors see them as dainty, delicate, intellectuals and the exchequers return that sentiment in-kind.
Fishermen
The fisheries industry is a wealthy one but not always highly respected. It turns a large profit and is a unique landmark of the city, but it is considered only step away from farming--manual, dirty, labor--and therefore has a tinge of lower class surrounding it.Porters and Dockworkers
This is another labored based guild that will likely never achieve full upper class prestige despite the fact that it is literally the heart beat of the city. Without this group goods would remain on ships to rot, warehouses would be empty, and market stalls would dissolve. While they are not considered a part of high society, their weight in the Imilab is formidable due to this necessity to the entire economy of the port.Caravanners and Overland Traders
This particular guild is gaining power and influence in the city. As the world emerges from the Darkness and the influence of Kutik traders expands northward, the Caravanners are gaining an influence similar to that which the sailors have maintained for years. While the general sailors themselves are not in direct competition with them, the Rivermen, a subset of sailors, who navigate the Sarib are feeling pinched by their expanding influence.Masons
Where the majority of the city focuses on trade and external activity, the masons and builders focus primarily on internal works. They ensure the city remains maintained and functional and this specifically includes the gates, walls, and docks of the Round Harbor, the beauty of the Xada Ras, and the majesty of the Zokaar. Working with stone is one step from magical in the eyes of the maritime culture: more accustomed to the soft force of the sea. Similar to the glass blowers, their history within the city (the great river wall, the harbor itself, the Daghi) have earned this guild a particularly influential place among the other guilds.They are particularly at odds with the Efareti presence because the military engineers managed the building process for the garrison and the tower on the west bank of the river. This exclusion cost the guild a great deal of money, challenged their iron fisted control of building activity within the city, and directly blocked any ability for them to begin expanding their influence beyond the borders of Alakut. They continue to petition the Imilab to intervene, but no support has been forthcoming. This dismissive attitude has put the masons at odds with the shipbuilders, and each of these guilds has become the de facto head of the pro and anti Efareti factions within the Imilab.
Brewers
A small but appreciated group of artisans, the brewers generally remain outside of the politics of the assembly and focus on their highly lucrative business. With a range of ingredients coming from all parts of the world, Alakut is known for unique flavors and styles of spirits that aren't generally available anywhere else. And with a consistent flow of new people wanting to experience those flavors, and sailors returning from weeks at sea, there is no shortage of clientele. The current master of the brewers is a close friend of Hothi, the owner of the Brass Hive. Together they have created a series of unique offerings for the famous tavern and on particularly strong brew for the deeper recesses of the Hive.Dyers and Clothiers
Beauty and style are as important as any other currency in the city. Guild members and families are constantly competing to be the first with the newest fashion item or the most luxurious materials in their homes. The dyers and clothiers pull all of the strings, deciding what is in style and what is no longer fashionable. They manage the luxury goods market with distinct dyes available only through products of the sea. This group pulls the strings of the city subtly and behind the scenes as opposed to the open political tensions of many of the guilds.The Hive Syndicate
The Syndicate is not an official guild as recognized by the Imilab. In many ways, the Brass Hive is the opposite of that assembly. Where the guilds operate as the embodiment of legal trade and business, the Brass Hive serves as the operator off all things outside the legal realm. While it does not hold any official role in the governance of the city, it has an incredible amount of influence behind the scenes through less than positive channels (i.e. blackmail, extortion, etc.). It is difficult to imagine that in a city as free and open as Alakut that there would be anything resembling a black market or unspoken underworld, however, aside from laws, there is propriety and influence that rank much higher. While smuggling goods in opposition of guild pacts is common place when the taxes are properly negotiated, smuggling goods without paying the customs officers their dues is different entirely; the Hive manages that. Drinking and small value games of chance are part and parcel of the port culture; high stakes games are seen as a vulnerability and therefore often kept behind the scenes. The elite will not be seen at the card tables in the tavern, but they will be seen in the backrooms of the Hive. The list of options is endless.The Brass Hive is the center point for Syndicate activity, their drones are found throughout the city. Hothi, the current owner of the Hive and practical head of the syndicate (there are rumors of someone even he takes orders from), has worked to develop the reach of his influence beyond traditional Hive bounds. He has also invested heavily in a well trained and loyal security force to ensure his investments and those working with him have the highest level of certainty to be found within Alakut.
Non-guild factions prominent in the city include the farmers and the newly stationed Efareti military and their retainers.
Farmers
The farmers are concentrated primarily north of the city, with a few of the particularly wealthy land barons having acquired a city residence within the walls. They are not an official guild within the Imilab, but they are a significant source of commerce for the city and an increasing powerhouse in influence. They continue to lobby for representation within the Imilab, but the cultural division and class perception has created a wall. In lieu of that representation, they are increasingly ramping up activity in the North Market and all but officially boycotting merchants in the Zokaar and within the city as a whole.History
Founding and Ancient History
Mythological Founding
Most Kutiks hold only a mild interest in the past, especially the ancient past, there is a generally accepted founding mythos of the city. Ethnic Kutiks believe the city was the last of the 10 Kingdoms to be created. Their stories say that the kingdoms had so completely locked themselves away from the world that they had no door for trade or knowledge. The extension of the Kingdoms south, beyond the marshlands, gave them that door to the world. As with everything else in a city based on goods and profits, history can be bought and traded. Most kutiks (non-ethnic inhabitants of the city) have their own cultural history and see living in the city more as a profession than an identity. The ethnic Kutiks do, sometimes, hold to old ways and myths, but these have little impact on their day to day life or the profit to be made that they are not a priority. The city itself has no spiritual center. Whether this is because there is no one interested in worshipping, or there is no one interested in worshipping and so the city does not have a spiritual center, is up for debate. In the end, Kutiks have not found a way to sufficiently monetize spirituality and so they hold what cultural beliefs the find comforting without a need for understanding the long thread of its history.The Darkness
No systematic history or writings survive from Alakut during the Darkness. If the founding myth is true, then the city must have existed during that time, however, there is nothing to support it. Proponents of the Kingdom myth have a couple of schools of thought. One school is that the city was slightly farther north at that time. During the cataclysms of the dark times the sea levels rose and flooded the entire area, then receded. The current city of Alakut was rebuilt on newly exposed land. This theory is supported by unusual archeological finds deep in the northern marshes themselves.An alternative and competing theory is that the demons themselves entered the world through Alakut. This theory is in deep conflict with more spiritually detailed versions of the Second Demon War. However, Alakut sees itself as the gateway into the kingdoms and so it would make sense that the port city was the first stop of the invading forces. The people of the city are said to have fought valiantly against the rampaging demons and due to their valiant efforts, the demons completely razed the city. Because of this, ancient Alakut was so thoroughly destroyed that it sat vacant and in ruins for many years. This conceptually places the history of the city as the entrance to the northen kingdoms and that is a place of pride for Kutiks. It also works to explain the artifacts made of unknown materials by claiming they were brought by the demons in their first wave of attacks. This theory, while spiritually inconsistent, attempts to remain true to the factual history currently available and elevates the cities importance in the past, which is a priority among many modern Kutiks.
These two major theories of the ruin of the ancient culture on the site are at odds and both are founded on the presupposition that there even was an ancient culture on the site and the shards found in the marshes were not simply washed there from the Sarib River floods over time. Mainstream scholars tend to dismiss both as speculative and focus their histories on the tangible facts available.
Archeology and Modern Scholarship
While the original founding date of the city is uncertain, the surviving records indicate it has been in existence once since the years immediately following The Darkness. The earliest settlement layers date to 175-210 ATL with no continuous city structure pre-dating this period. Additionally, the oldest artifacts that have been located, including pottery shards and tools, seem to indicate are connection to known cultures of the southern continent.Despite this, several outstanding questions remain. The foundations that support the harbor walls and the artificial island supporting the Daghi all contain symbols consistent with the little-known glyph systems attributed to the 10 Kingdom period. There are also nearby marsh sites that show evidence of pre-Kutik culture. One of the most interesting finds from these sites is an unusual metal alloy that remains unknown by modern metallurgists. Most modern scholars admit that there was likely an ancient settlement of some sort in the area, although none will go as far as to claim a lineage back to the Darkness. (Most scholars don't admit to a lost era of darkness at all.)
Efareti Annexation
In the year 877 ATL the first wave of Efareti troops arrived on the banks of the Sarib River, disembarked, and entered the city. Stranger visitors entering the city was not uncommon, and even some river traffic from the north was to be expected during these times. Most of the soldiers remained on the ships, now docked along the river banks, a band of approximately 25 went ashore and took up a position near the water. A contingent of three messengers were sent to the Zokaar and asked to speak with the Imilab Council.What was actually said during the following days of discussion is retold in as many ways as the people who tell it. What is known is that several days of peaceful discussion took place before it was finally announced that the Efareti garrison would be taking up residence on an unused plot of land along the southwestern edge of the city. Most of the Kutik citizenry saw this as just another business deal: the land had been leased to the soldiers, perhaps. However, little by little, the influence of the empire began to be felt. The first major disruption was when the garrison began to be designed and built by Efareti engineers instead of the Mason's guild. The guild members would undermine construction in various ways until the garrison commander arrested the top five ranking masons and had them publicly whipped. The next round of disturbances came when the fort was finished and the soldiers began expecting a toll for river traffic. The Rivermen refused to pay and used their connections with the farmers in the north to stop the flow of grains to the soldiers. This worked for a time and the Rivermen were exempted from the levy. However, it was the start of tensions that are continually increasing in the town.
While the tensions continue to mount, the garrison commander claims that the Efareti Empire is not interested in the city or its operations. They say the garrison is stationed there simply to secure the river, which serves as a major transportation artery for the expanding empire. Despite this, the soldiers exert more and more authority over civil matters that run contrary to Efareti sensibilities.
Points of interest
Aside from the well known landmarks of the Round Harbor and the Zokaar, there are a couple of additional sites that should be taken in while visiting the city.
As a tavern and public house establishment, the Brass Hive falls clearly outside the jurisdiction of the Imilab, however, the power wielded by the owner of the local can, when called upon, rival that of the most influential guild master.
The Brass Hive
Known far and wide as a refuge for travelers and a supplier of all things, the Brass Hive is, on its face, an inn and tavern. In reality, it is a warren of buildings that have been purchased and connected over time. The majority of the space is open to the public, however, travelers in the know can find back rooms, secret games, opium dens, and almost anything else they would like to experience simply by asking the right person.As a tavern and public house establishment, the Brass Hive falls clearly outside the jurisdiction of the Imilab, however, the power wielded by the owner of the local can, when called upon, rival that of the most influential guild master.
The Grand Market
The Grand Market, called the Zokaar, is a dizzying press of people, smells, sounds, and energy. It can be quite overwhelming for the first time visitor. Despite this, and the very strong likelihood that a traveler's purse will be lifted by deft hands amidst the crowd, the Zokaar remains a high point in any trip to the city.The Daghi Lighthouse
Built on an artificial island, the lighthouse is one of the most iconic symbols of the city. The foundations of the great structure are rumored to be pre-Darkness but the actual building has existed longer than anyone remembers.Tourism
Tourism in Alakut is rampant, in its way. While most visitors to the city are not here for the sights, they are here nonetheless. Many are members of related guilds from foreign lands here to study. Often, they are given lodgings in the guild houses. In the same way, particularly esteemed merchants visiting the city can sometimes find rooms in the elite suites on the third floor of the Zokaar. However, most visitors are left to the Brass Hive or any of a number of inns, taverns, and hotels scattered throughout the city.
The hotel proprietors themselves could form a guild of their own, however, the competition and lack of trained skill required has made the business more cutthroat than cooperative.
There has been a push in recent years to rename the festival to the Harbor Light Festival. This is a propaganda push by the Harbor Masters Office. Having no significant reasons to host a festival, this is the closest their office comes to any notoriety.
The hotel proprietors themselves could form a guild of their own, however, the competition and lack of trained skill required has made the business more cutthroat than cooperative.
City Festivals
Alakut is known far and wide for its elaborate and raucous festivals. While there are practically no celebrations that are inherently Kutik, almost every guild has designated some day as their unique celebration. It is a form of advertising; a time to show off their skill and entertain the masses. While the costs of these elaborate shows can be extraordinary, the sense of putting on a better show than the rest, and the draw of that guild's name on the tongues of the town makes it worthwhile.Harbor Light Festival
This is the closest thing to a religious ceremony that will be found in the materialistic port town: the first lighting of the Daghi for the year. It is celebrated on the spring equinox and marks the beginning of the sailing season. Depending on the weather, this is occasionally too early to actually launch any ships, but the festival occurs, rain or shine, hot or cold. On festival days where the weather is accommodating, there will be great stalls in the Zokaar open for business with music and dancing in the street. As the sun begins to set the Harbor Master will present a lit torch to the Stewards of the Daghi and they will get into a small boat that is rowed to the island. There, they will climb the stairs to the top of the great lighthouse and as the sun sets they will light the beacon. If the flame remains lit the entire ride to the island ascent to the top of the lighthouse, it is considered a sign of a calm and prosperous season; if the flame goes it, it is considered to be an ill omen. In practice, the flame is often extinguished on the windy seas and secondary fires are pre-lit to ensure the Daghi shines on time.There has been a push in recent years to rename the festival to the Harbor Light Festival. This is a propaganda push by the Harbor Masters Office. Having no significant reasons to host a festival, this is the closest their office comes to any notoriety.
Guild Parades
Some guilds have established traditions over time where they will host a particular festival at the same time each year. However, it is not unheard of for a guild that needs to ramp up business, or distract from a particular set of circumstances to throw a series of parades, festivals, or games in and around the city.Water Dances
The Children of Sarib are known to perform a variety of rituals along the River Front at various times throughout the year. They range from praying for the flood waters to go down to asking for rain in times of drought. The Children of Sarib seem innumerable as the ripples in the river to an outsiders, however, the small group of followers within the city make sure each one is properly worshipped.Architecture
The architecture of the city is unique among the cities of the northern continent. The majority of the buildings in the city proper are round; even the great Zokaar has a curve to its longest walls. The reason for this is to mitigate the great winds blowing in from the sea. While most are not built of stone, the masons are skilled designers and have discovered over the years that the round architecture mitigates wind damage from the sea winds. It also facilitates continuous flow of water on the rare occasion the city is flooded. In addition to this, most of the doors in the city are on the north side of the buildings, facing away from the sea winds.
Various types of brick are used in most construction throughout the city. Neither lumber nor stone is prevalent in the area in any quantity and so most people use the strong sand-based materials while those living farther north, closer to the marshes, use a sturdy mud brick.
Various types of brick are used in most construction throughout the city. Neither lumber nor stone is prevalent in the area in any quantity and so most people use the strong sand-based materials while those living farther north, closer to the marshes, use a sturdy mud brick.
Geography
Alakut lies in the delta lands between low-lying marshes to the north and the Gulf of Adhu to the south and east. The great Sarib River forms its traditional western most boundary. The elevation of this area is slightly higher than the marshes and it is believed this is due to significant silt deposits that have built up over time. Whereas the marshes are drained by numerous smaller outlets and tributaries, this area is drained only by the single river and the sea itself. For centuries these marshlands provided a natural defense from the north. However, through the years, there has been more than one epidemic supposedly caused by the often stagnate waters and the insects are unbearable in the spring and summer months.
The lands between the marshes and the city proper are highly fertile, arable land and serve as a major producer of grains, fruits, and vegetables for the entire area.
During the spring thaw, the Sarib river rises significantly and occasionally overflows its bank. That is the main reason the area now occupied by the Efareti fortress was left empty by the Kutiks. Now that the imperial occupiers have exerted their control over the land, there is a fear that the floods will be forced into points farther north of the river, potentially threatening the farmlands or even overpowering the marshlands themselves.
With a lack of mountains in the region, the shoreline is open and sandy, which makes it a perfect spot for maritime traffic and fishing.
The lands between the marshes and the city proper are highly fertile, arable land and serve as a major producer of grains, fruits, and vegetables for the entire area.
During the spring thaw, the Sarib river rises significantly and occasionally overflows its bank. That is the main reason the area now occupied by the Efareti fortress was left empty by the Kutiks. Now that the imperial occupiers have exerted their control over the land, there is a fear that the floods will be forced into points farther north of the river, potentially threatening the farmlands or even overpowering the marshlands themselves.
With a lack of mountains in the region, the shoreline is open and sandy, which makes it a perfect spot for maritime traffic and fishing.
Climate
The climate of the area is warm and humid. The heat of the summer can be intense, and, with less wind activity, it often feels oppressive. However, this reduction in wind activity allows for easy, calm sea traffic.
The winters and springs are milder in temperature with an almost constant breeze blowing in from the water. Usually, this breeze is gentle and refreshing, however, winter storms are not uncommon with formidable gusts wreaking havoc on shipping and trade. During the winter months, the winds and seas can become perilous and create a few harsh, cold months for the city.
The winters and springs are milder in temperature with an almost constant breeze blowing in from the water. Usually, this breeze is gentle and refreshing, however, winter storms are not uncommon with formidable gusts wreaking havoc on shipping and trade. During the winter months, the winds and seas can become perilous and create a few harsh, cold months for the city.
Epithets and Colloquial Names
City of Ten Thousand Lanters -- Common usage among trade travelers
Mouth of the World -- Poetic reference to the harbor and river mouth
The Last City -- Used among northern travelers to denote nothing of consequence farther to the south
Type
Large city
Population
Urban: 58,000; Rural Outskirts: 20,000; Transient: 5,000
Inhabitant Demonym
Kutik
DM Summary
Possible Hooks
- A guild disruption shuts down trade
- An Efareti officer goes missing (from the Brass Hive, perhaps)
- A particularly ostentatious caravan is passing through town and has garnered unwanted attention
- Glass Blowers guild has begun marketing a new type of glass that seems...wrong
NPC Seeds
- Zamir Taqraḍt - A merchant delegate charming his way through his exhaustion to stabalize the Imilab
- Tashra Ižḍi - A Glass Blowing master that is overly secretive, even for that guild
- Harun of the North Fields - A wealthy farmer who become the spokesperson for the northerners and pushing for more representation in the Imilab
- Captain Ekaros - Efareti officer devout in his religious fervor and holding only disdain for the materialistic Kutiks

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