Settlements in Kalderesh: Difference between revisions

From TBwiki
Jump to navigation Jump to search
No edit summary
 
Line 136: Line 136:


These settlements are within the geographic boundary of Kalderesh, but are otherwise fully independent. Their independence is granted by the monarch, usually in perpetuity, and perhaps subject to certain conditions. The mayor or other civic leader of a free city enjoys ambassadorial status at the Long Table, at the rank of Envoy.
These settlements are within the geographic boundary of Kalderesh, but are otherwise fully independent. Their independence is granted by the monarch, usually in perpetuity, and perhaps subject to certain conditions. The mayor or other civic leader of a free city enjoys ambassadorial status at the Long Table, at the rank of Envoy.
=See also=
* [[Settlement layout]]

Latest revision as of 15:33, 21 March 2022

Frequency of establishment of new settlements. Blue dots indicate free cities. (inset, top) Number of settlements created by each monarch. (inset, bottom) Urbanization of the population: cities 61%, towns 30% and villages 9%.

Settlements are communities where people live. Some settlements are transitory, some are mobile, but most are permanent. Permanent settlements are conventionally categorised according to population size.

Permanent settlements are officially recognized by the Crown, and thus certain duties and benefits accrue to them. Benefits include the right to gather taxes to fund the civic authority. One of the duties is settlement planning. This is done proactively in Kalderesh in towns and cities. On the (ever-expanding) outskirts of towns and cities, the unused land is divided into blocks and plots, in a grid like fashion, separated by roads, which are maintained. This encourages future building projects, either by private individuals or by the authorities. In addition, common grazing land, fair grounds/outside markets, and garden allotments are also set out and made available to citizens.


Table: Types of settlements

type population size number
Mobile varies but very low unknown
Temporary varies but very low unknown
Villages low hundreds 90
Towns thousands 14
Cities tens of thousands 8
Capitals low hundreds of thousands 1


Mobile settlements

(left) A typical tent used by explorers and adventurers. (right) Large tents can provide quite comfortable temporary accommodation

Mobile settlements arise when itinerant groups (mostly travelling merchants and trading haulers) interrupt their usually extended journey. They characteristically live in their vehicles, which are usually covered wagons.

These settlements only exist for typically an overnight stay or perhaps a day or so to effect repairs. A special case of a mobile settlement is the courtage of the Midnight Court.

Where such groups overnight near the Royal Road, they need to move off the road surface and beyond the marginal verge. It is illegal to remain stationary for any extended period on the road or on the verge.

Temporary settlements

Temporary settlements (regarded as occupying a space for from a few days but no longer than several months) are the short-term homes of a travelling group. They may be found in remote locations or in the outskirts of towns and cities.

The vehicles, usually horse-drawn covered wagons, are often incorporated into the settlement’s shelters, which may be lean-tos, woven huts, and tents. Sometimes, secondary constructs such as animal pens are found.

This settlement pattern is common amongst pilgrims, seasonal workers, wandering specialists, adventuring groups, and travelling circus zoos.

Hub settlements

This farm castle in Big Valley features an All-Gods chapel, a communal winepress, and a lodging house

Rural (or hub) settlements are small, permanent establishments in remote regions, typically several days travel from the nearest regular settlement. Population size rarely reaches 50. Most hub settlements are related to agriculture and herding. A small fraction exist for a specialized function, such as a mage’s compound, a trading post, a mining settlement, a forestry camp, a religious settlement such as a monastery, or the elite residence of a wealthy person.

These special-function settlements usually consist of a single large multi-purpose structure (sometimes called “farm castles”), perhaps with a cluster of homes and their support buildings. These structures are usually high-timber buildings, have a timber spire, and may even feature an All-Gods shrine.

Streets are usually unpaved, consisting of compacted earth, which can turn quite muddy during the rainy season.

Villages

Villages are small, rural settlements with populations in the hundreds. They are focused on community (typically generations of families) and the production of food resources. Everyone in the community likely knows everyone else.

Villages and hamlets are too small to support production on a commercial scale.

Most structures are full-timber or high-timber buildings. Particularly important buildings (civic or elite residences) may be of basic half-timber design. Occasionally a larger village may feature an all-stone construction, which is almost always a religious building (a fane or temple).

Streets are usually unpaved, consisting of compacted earth with impacted gravel.

Small livestock (chickens, doves, ducks, geese, pigeons, rabbits and swine) are kept, and small numbers of larger livestock (horses, mules, cows, sheep, goats) are common, often kept in communal fields.

Towns

The Market Gate of Keserel. The tower of the Small Hall of the Guild of Scholastics can be seen in the background

Towns are medium-sized settlements with populations in the thousands. It is very unlikely that an individual would be personally familiar with every other resident.

Towns have an organized local government which usually includes a judicial branch.

Unlike villages, commerce and industry is very active in towns, often arranged around market places. Towns usually have a single main market. The largest towns may have several specialized markets in addition to the main market.

Homes are built in the high-timber or basic half-timber fashion. An elite residence may be an advanced half-timber building. Prominent organizations may occupy masonry buildings. Towers form a very visible component of major structures.

Members of the lowest classes, such as tinkers, vagabonds, and beggars, have extremely limited options when it comes to finding a place to live. Abandoned buildings, sheds, barrels and crates left as refuse, or simply in doorways and on the street, offer some level of existence. Places underground, such as in or near sewer entrances, are the least desirable options.

At the most basic employment level, tradesmen, petty officers, labourers, peddlers, and men-at-arms can afford hostels for the poor, shanties, shacks, low-cost bedsits, shared flats, basement quarters, uppermost loft spaces, and single rooms in rooming houses.

Craftsmen will likely live in a substantial structure housing both workshop and family. The most prosperous craftsmen will have separate workshops and residences and will employ several servants.

Merchants almost always have a separate residence with a business building elsewhere. A well-to-do merchant will have a substantial dwelling of eight or more rooms with a service staff of three or four. The wealthiest will have palaces, with a dozen or more servants.

Towns are laid out in regular blocks with broad streets, which are usually cobbled. Memorial structures such as statues and fountains are not uncommon.

Towns are sometimes defended by perimeter walls of packed fieldstone. Older towns may have multiple rings of walls.

Small home gardens are popular in all but the cheapest and most wealthy portions. More substantial allotment gardens are common, in locations set out by the civic council.

A network of tunnels run under some towns, to carry away storm water and sewage. Sewage is collected at night by workers, who transport the waste to one of several access pits into which the material is dumped.

Cities

(ltr) [1] The old city wall of Londesh, leading down to the port, is visible on the left, with the later, outer wall opposite. [2] The ominous Tower of Light overlooking Shadowcastle. [3] A 400-year old section of the city wall of Torbeck now marks the boundary of the Duke’s Garden. [4] One of several infantry training yards in Harden.

Cities are large urban settlements, well organized and divided into wards, with populations in the tens of thousands.

Commerce, industry, and specialised organizations are prominent. Cultural events are popular, with local festivals in addition to national celebrations on offer.

Masonry buildings dominate cities. Homes are usually half-timber constructions.

Cities are laid out in regular, usually square, blocks with broad streets. Main roads are broad, with boundary space for informal avenues of trees and commercial stalls. Roads and main avenues are paved, either with brick, packed fieldstones or cobblestones. Lesser roads are likely surfaced with fieldstones or cobblestones, while minor streets and alleyways may be surfaced with gravelled, packed earth.

Wards (social spaces where people meet, celebrate, work, and gossip) are clearly segregated, and parks and gardens are widespread. Memorial structures such as statues, arches, columns, steles, and fountains, are commonplace.

Perimeter walls of stone, typically 20 feet thick and 50 feet high, highlighted by looming towers, are common. Towers form a very visible component of major structures.

Cities usually have a large main market and several specialized markets (e.g. vegetable market, cloth market, horse market etc.).

Home gardens are uncommon; where they are found, they are small and decorative. More substantial allotment gardens, in areas designatedby the town council, are common.

Most cities have a network of tunnels to carry away storm water and sewage. Sewage is collected at night by workers, who transport the waste to one of several access pits into which the material is dumped. Cities without such tunnels have an otyugh pit into which the night collectors dump the waste.

Capitals

Interior of the Banner Tower of Castle Kalder in Camfor

Capitals are huge cities which serve as seats of vast power. They have the necessary infrastructure and work force to rule a region. The national capital of Kalderesh is Camfor, home to the nation’s head of state.

These largest of cities will have the full complement of possible land uses: residential (houses, almshouses, flophouses), government (civic, governmental, public health, courts), business (food production, manufacturing, services, trade and markets), military, religious, art and culture, entertainment, and educational, in additional to typical urban infrastructure (canals, roads, tunnels, bridges, air routes, water features, and public spaces).

Special settlements

The city of Akarat is unique in Kalderesh in that the largest part of the settlement is carved out of the mountains of the region. A complex tunnel system is believed to connect the parts of this distributed community. The settlement of Welcome in Toreen also defies classification as it is a mobile permanent settlement!

Free cities

There are seven free cities in Kalderesh: Freybourne in Barban, Blacksilver in Daern, Coldbridge and Greymeadow in Kirvan, Winterhaven in Krethes, and Esterhedge Haven and Stonemoor in Toreen.

These settlements are within the geographic boundary of Kalderesh, but are otherwise fully independent. Their independence is granted by the monarch, usually in perpetuity, and perhaps subject to certain conditions. The mayor or other civic leader of a free city enjoys ambassadorial status at the Long Table, at the rank of Envoy.

See also