Aeras Daramai
Aeras Daramai is a city situated atop a chain of large 'floating isles', as well as the area beneath those isles. It is the capital of Emkal'roshya, the central hub of the Imvia'roshya star system. It is controlled by the Raiconian Alliance. Currently, it acts as the diplomatic hub for the Alliance, where other nations and races are permitted to visit and speak to Alliance diplomats.
Records & Information
Aeras Daramai's construction began approximately a decade ago under the order of the Alliance upon the discovery of other interstellar nations, intending it to be a meeting place to speak with other empires. Only recently has the Alliance deemed it necessary to finally open communications, and Aeras Daramai, with other nations, abandoning their previous policy of total isolation.
Emkal'roshya is a lush, tropical garden world, mimicking the jungles of Rakavasu on Ranil'inas, but it does have some unique characteristics. A particularly strong magnetosphere has resulted in long chains of 'floating islands', that hover at varying altitudes from five hundred meters to a few kilometers. Aeras Daramai has been constructed on and below the largest of these chains.
Records of the city and its inhabitants are kept within the main Alliance headquarters on the island known as 'Keep'.
People
Aeras Daramai is mostly made up of Raiken and their respective vassal races. However, other races are permitted to live within the city with proper permits.
Despite the city's appearance and supposed diplomatic function, a sense of Alliance superiority pervades the glamour. It is made well-known that the Alliance is in control by the bountiful military presence, rich statuary, and the segregation of the city itself.
Notable People/Groups
Politicians
- Garim Delrasu Oathbinder - An elderly Raiken Oathbinder who works as the Head of Diplomatic Relations for the Raiconian Alliance. Stocky, maroon scaled, and more than capable of handling himself despite using a walking stick, Garim fervently believes that agreements like the Tiam vi Raiken can be made with other races; an opinion not shared by many of his kin. When he's not working, he is frequently found amongst his kin, partaking in drink and song.
“We been fightin' for as long as anyone can remember and I did my fair share, so don't think me soft. But you damned younglings, scales bright and fists tight, thinkin' that's what it means to be Raiken, That's all wrong. Roshya and Surrai, praised as they are, taught us better than that. So yeah, I think this whole 'talking' thing can work out. And if it doesn't? So be it! Another fight for the storytellers!”
- Sayril Relatir of the Silent Vigil - Stoic and scornful, Sayril is Garim's assigned bodyguard, despite her objections to the matter. She doesn't care for outsiders or potential peace with them, like most of the staunch traditionalists within the Alliance. She can be found at Garim's side most of the time, a hand always on her weapon. She doesn't technically have any political power, but being Garim's bodyguard holds some sway.
“Yes, he is my charge. No, I don't agree with him. Dralu, Carnin, Rorin. What difference does it make? They couldn't stand against our might. Why should we offer these new outsiders a different fate? I'll keep to my duty, but I'll be the first to draw my blade when this falls through.”
- Imvia'Roshya System Council - Like any other Alliance controlled system, Imvia'roshya has a Zurak Shai charged with maintaining the Imvia'roshya Star System as a whole. This council resides in Aeras Daramai. It is the highest issuing authority in the system, outranked only by the Nacur Shai based on Ranil'inas. Typically, the council refrains from making public appearances. It has a 5/8 (5 Resa Sarhi members, 8 other clan members) balance, unlike most councils.
- Azalis Yaroth Steelcoat - Steel-scaled as her name suggests, Azalis is the resident commander of Protectors of the Alliance forces for the city and the planet itself. She typically remains within Alliance headquarters on Keep Isle, buried in paperwork, much to her displeasure. When she does find time to leave her office, it is typically to greet important individuals arriving at the city or to provide personal command to military operations within the city. Short, stocky, and reliable, this Ormroth native is still a capable fighter.
“I get twenty reports every ten minutes. If I had time to hear you complain, I wouldn't be here to hear it. So, unless you have something important to say, close the door on your way out and try not to catch your tail.”
Business People - While the Raiken do not have a currency, business is still prevalent, primarily on the shadier end in the Underland.
- Sulvai Slevexa Coincounter - While the Raiken don't use currency themselves, Sulvai is a pioneer in attempting to utilize outsider currency, with promising results. Tall, wiry, and brown-scaled like most Slevexans, Sulvai can usually be found around the entrances to the Grand Bazaaar. He is charged with keeping an eye on the dealings and trade across the isles, mainly ensuring illegal goods are kept out.
“Y'know, these outsiders might be on to something. Why trade grain for timber when you can trade it for this 'money' instead? Trade for whatever you want with it, no hassle! Do me a favor and don't tell the chief I said that.”
- Izik of No Flight - A dirty yellow-scaled Dralu in charge of the Black Market on Riverside. Perpetually drunk, generally unpleasant, and far from polite, Izik is still the person to see to get anything under the sun for a cost. Oddly enough, he owes just about everyone some amount of money from gambling debt.
“Yous didn't come lookin fers ol' Izik with pouches o' gold fer nuthin. So, tells me straight, whats you wants?”
- Irvanik Oro Stonejaw - A lumbering Ormroth native, with a rocky jaw matching his namesake, Irvanik is responsible for keeping the docks in order. A Raiken of few words and unwavering calm, Irvanik deals with all manner of requests from Alliance and visiting ships alike.
“Sit. Ask again without shouting. It's a long fall off my docks.”
Celebrities - Individuals or groups known for their entertainment. For the Raiken, this typically means storytellers or champions.
- (Storyteller at Amphitheatre)
- (Pair of Actors)
Groups
- Resa Sarhi - The five eldest, largest, and most powerful Raiken clans: Relatir, Ormroth, Rakavasu, Slevexa, and Delrasu, all have a presence on Aeras Daramai. It is a well-known fact in the Alliance that the Resa Sarhi control the vast majority of the government and all the power that entails. The five Resa Sarhi have varying degrees of willingness to work with other races. While outsiders are not normally permitted to visit clan keeps situated in Aeras Daramai, it is never hard to find a representative of the Resa Sarhi to speak to.
- Crystal Collective - The resident Rorin Collective on Aeras Daramai. Like most Collectives, they care little for the opinions or thoughts of other races. Instead, they focus on study and research, most notably on the humming crystals embedded within Aeras Daramai's crust. While the Raiken dislike them for their physical weakness and prideful nature regarding science, they are still free to wander and speak to other races.
- Far Sun Hive - The Far Sun Hive is a Carnin Hive that dwells within the walled-off Hive District. Like most hives, they are generally only concerned with their survival, although this particular hive has been created with the task of seeking aid for their plight on their homeworld. It is rare to see any members of the Far Sun Hive outside the Hive due to the Alliance's restrictive movement policy for the Carnin.
Wildlife
Economy
Although Aeras Daramai is a designated meeting ground for working with other races and nations, it still adheres to the Alliance's standard system with some reworking since the clans are not as prevalent. The Alliance enforces a strict command economy with no currency nor wage. All citizens of the Alliance work for the betterment of everyone. While technically they work without pay, everything in the Alliance is free for those who work.
Individuals looking to obtain any item other than food, water, and shelter, which is always available, must requisition it with Alliance supply depots. Bare necessities can be obtained by any citizen or authorized visitor by visiting any of the massive feasting halls that the Alliance maintains, where food and somewhere to sleep is always available, free of charge. Other items may be requisitioned at Alliance supply offices and will be provided if available to citizens or authorized visitors, although 'rarer' or more 'valuable' items may be restricted to those with proper requisition paperwork.
Occupations
Like any other Alliance city, occupations cover every facet of life, although only Alliance citizens are permitted to work. Visitors are seldom permitted to work within Alliance territory, if at all. Aeras Daramai features approximately the same distribution as any other city, with construction workers, cleaning personnel, supply officials, Protectors of the Alliance peacekeepers and soldiers, entertainers, shipwrights, feastmasters and their staff, and countless others. Perhaps the only real oddity of Aeras Daramai are the traders within the Bazaar, who deal with larger scale trades than the requisition system permits for individuals.
Aesthetics
Aeras Daramai shares much of its appearance with the Alliance capital, Sial'roshya. Rather than traditional stone and wood architecture laden with art, Alliance buildings are generally constructed of metal and adopt a 'blocky' look. Even the tallest buildings are rarely over three-four stories. Decorations are limited to designated areas, such as parks or other places of recreation. However, these recreational areas are rich with statuary and grand stone carvings.
The Underland has a more 'vibrant' appearance with its mix of vassal races and Alliance construction. While most of the public buildings are Alliance made, most others bear the marks of whatever race constructed them. Raiken keeps are traditional stone fortresses. Dralu homes and markets are crowded, haphazard, and winding. Rorin communities are mostly spherical in nature, many buildings akin to a stack of bubbles, none of which have stairs. Carnin hives appear unassuming on the surface, mounds with some sizable entryways, but mask the sheer size of the hivecity below, a mess of tunnels and chambers, all teeming with Carnin.
Transportation
On the Isles, each island is connected to the other via wide suspension bridges. Otherwise, a simple network of paved roads allow access to most of the isles. In the interest of saving space, as the islands are not terribly large, these roads are all a single lane, with appropriate sidewalks on either side. To the Raiken, this is fitting, as most do not utilize motorized transport. In fact, motorized transport is typically only used on the isles by the Alliance to move freight or other cargo. Motor transport for single individuals is practically non-existent. As such, the usual method for navigating the isles is walking.
However, the Alliance does utilize aircraft shuttles for public transport or moving cargo. Each island has one or more shuttle station and these shuttles operate with regular routes. Shuttles on these schedules do make stops at the Underland.
Underland transport is much the same as Isle transport, with roads connecting the various districts and motorized transport being generally limited to Alliance use. The Underland has the same shuttle system as the Isles, with stops around the most important centers.
Districts
The various districts within the city, be they differing isles or sections within the Underland.
The Isles
The isles of Aeras Daramai are the main focus of the city and contain some of the most important features.
Gateway
As its name suggests, Gateway Isle is the primary entrance to Aeras Daramai's floating isle portion of the city. Expansive spaceports and rows of warehouses take up the bulk of this isle, as it accepts both visitors and new residents to the city, as well as supply shipments from the Alliance's vast supply chain.
Other than the spaceport and the facilities associated with it, there are two checkpoints leading to Speaker and Pinnacle Isle, which all arrivals must pass through before being allowed to roam within the city limits.
Speaker
Pinnacle
Gathering
Keep
This island is restricted to Protectors of the Alliance personnel only, as it is the center of military power for the city and the star system. It is equipped with its own spaceport, warehouses, barracks, feasting hall, offices, and various defensive installations. There is a single bridge connecting to Pinnacle where authorized personnel may cross.
The Imvia'roshya System Council meets in the main offices on Keep Island. Alliance security is even tighter when council members are present in the city.
Isles of the Clans
Separated from the rest of the city, the Isles of the Clans contain several clan keeps, most notably, the Resa Sarhi. Typically, only Raiken are permitted onto these isles for tradition's sake, as clan outsiders, even Raiken, are rarely permitted to visit another clan's keep.
For the most part, this chain of small islands has been left undeveloped, with the exception of roadways, bridges, and the keeps themselves. In this regard, the isles are the most natural out of any within city limits, with plenty of trees, natural waterways, and native fauna/flora.
Underland
Underneath the floating isles of Aeras Daramai where the majority of the vassal races reside.
Riverside
Nestled between Keep's Overlook and the Crystal Collective, Riverside is a mostly Dralu community on the bank of the fast-flowing Shard River. On the northern bank, there is a small collection of residential buildings on the shore. Some structures have been built by digging into the Keep Overlook plateau. A trading square in traditional dralu fashion has been constructed halfway in and out of the plateau. Although the Alliance's Grand Bazaar resides on the islands above, this square has far more in stock, if you know who to ask.
Hive District
From above, the Hive District doesn't look like much more than a series of large holes in the earth, surrounded by a thick metal wall. Walled-off from the rest of the city, the Carnin call this district home. Carnin Hive Holes dot the valley floor, each one extended hundreds of meters deep with countless honeycomb tunnels within them. Even so, the Alliance keeps a close eye on the Carnin, imposing regulations on their hive size and activity. Most Carnin are prohibited from leaving the Hive District, even those with the gift of partial free-will.
Around the hive, the Alliance has constructed several warehouses and a distribution center for food.