Post by Kenneth New on Feb 2, 2014 2:52:22 GMT -5
This thread is for discussion of cities in the Neimocrands other than Karthis.
Carcosa
Carcosa is one of the oldest known cities in the Neimocrands. During the Ophidian Age, it was the capital of the region. The foundations of Carcosa Castle date from this time, but the above ground structures have been rebuilt several times since then.
The city sits along the Neimoth River at the point where it flows out of Lake Hali. The city sits on the north side of the river, which is higher and drier than the south side. The buildings are made of native limestone in the typical Haliemmon style (rectangular houses and octagonal towers, with slated roofs).
The main industry of Carcosa is fishing. Lake Hali abounds with bass, lake trout, carp, lake sturgeon and other commercially valuable fish. Carcosan caviar is highly valued throughout the Neimocrands. Carcosan ales are made with a high proportion of rye, making them lighter, drier and spicier than most brews. Anethallo is the popular local liquor, rye based pure grain alcohol infused with toasted fennel seeds. Carcosa cheese is firm and crumbly. It can be eaten plain, but it is usually mixed with chives and spring onions, or with raisins.
Carcosa was once the capital of the largest kingdom in the Neimocrands, and the inhabitants aren’t likely to forget it any time soon. It was Cassilda, Princess of Carcosa, whose marriage to Asterion, son of the Ilfaren King of Karthis, joined the two kingdoms and ended a hundred years of war. Their children married into the ruling families of the other lands in the Neimocrands, making the two of them the ancestors of the domains. The five families of Carcosa are different branches of the old royal family. Historically they fought for the Crown of Carcosa, but now they share sovereignty over the city. They sit on the Domain Council and choose one of their number to hold the Domain Coronet and the seat on the Karthian Council. The five families are Destry, Mordanis, Tregarin, Rhialden and Elcarien. The current Domain Lord is Starna Elcarien. She also runs the Foreign Ministry for the current national government.
Carcosa Castle has apartments for all five families. It’s a massive octagonal tower, surrounded by an octagonal wall with eight smaller octagonal towers. From above, it resembles an octagonal wheel and hub. All government offices are also located in the Castle, as is Carcosa Tower, also known as the Dreaming Tower.
The Five Families of Carcosa share the dreamspun heritage. The tower provides sorcery training to all comers regardless of family and is supported financially by the Five Families.
One tower of the Castle is Carcosa College of Wizardry, a smaller school of magic that focuses on abjuration magic. Many Carcosans prefer to study here than to travel to Karthis.
The Treona is the most prestigious school of theurgy in the Neimocrands. Carcosans claim that the art was created at this school.
The dominant religion in Carcosa is the Church of the Omphalos, followed closely by the Church of Yig. Most Carcosans are only nominally religious, however. Despite this generally lackadaisical approach to matters for faith and orthodoxy, the Cult of the Pallid King is forbidden in Carcosa. Those convicted of ties to the cult are executed.
Throughout its long history, Carcosa has fallen at least twice to the Cult of the Pallid King, once when it was the capital of the Ophidian Kingdom and once in the Haliemmon Era.
This strange relationship with the cult is often cited as the main cause of the strife between Carcosa and Alar. Although Carcosa was the center of Ophidian civilization in the Neimocrands, its inhabitants fell to the baleful influence of the Yellow Sign. Alar remained faithful to Yig. Whatever the reason, the rivalry is real. The two cities compete commercially, politically and culturally. Before the founding of the Karthian Republic, the two cities would often war against each other for control of Lake Hali.
Neither Alar nor Carcosa has a trade gate. The cities lie too close for each to be connected, but neither can tolerate the construction of a gate near the other. There has been some talk of building a gate halfway between on the northern shore of the lake, but no other town has a dock capable of handling the boats that ply its placid waters.
Little Debarska
Little Debarska sits on the Highland Narrows, a narrow point in the Great Rift that separates the Grand Plateau from the Eastern Plateau. It sits in the Zelkur Hills (foothills of the Krona Mountains) at a point where the rift narrows to a mere 300 feet. Little Debarska sits at both the western and eastern end of the massive single arch bridge called the Milzardag. The town surrounded by walls of stone 30 feet high and 20 feet thick. The walls surround considerably more land than is necessary to hold the population. The city has been a dweirish stronghold stretching back before the Ophidian Age.
Once there were two cities known as Debarska (from the Predanian Dweirish phrase "fortified hill"). The larger of the two cities was known as Krugzand Debarska and the smaller was known as Milzardag Debarska. The humans called them Greater Debarska and Little Debarska. The passage of time has lent these names to the cities. In 2944 Greater Debarska was overrun by shadow spiders and other horrors that arose from the Great Rift. Most of the populace died that day, but many of the survivors made their way to Little Debarska.
Little Debarska is the main crossing point for merchant traffic traveling by mule train from the Grand Plateau to the Eastern Plateau, and also for the trade from the surrounding countryside that comes to the city to pass through the Trade Gate. Trade is the most important industry in town, followed closely by the steel industry. Debarska steel is the most prized in all the Republic, even more than Satiedan steel. The craftsmen of Debarska turn out nothing less than masterwork quality. The guilds don't allow anything less to bear the Debarska mark. They also produce the best firearms in the Republlic.
The hills surrounding the city are full of terraced gardens that grow barley, oats and rye in their stony soil. Herdsmen tend muscular, shaggy goats on other hills. The local food tends towards coarse rye bread, and the meat and cheese from goats. The most popular local beers are dark and strong. Milzardag Red is a similar to a doppelbock, while Debarska Black is similar to an oatmeal stout. Both are common in Little Debarska, but expensive elsewhere, since it is costly to carry kegs of ale through the trade gates.
The Temple to the Great Maker in Little Debarska is a wonder to behold, a massive round structure with the largest unsupported dome in the known world outside of Greater Debarska.
A small school of wizardry sits in Little Debarska. It uses the five element system and has grand master wizards who specialize in Earth, Metal and Fire magic. Many dweirsh students train here, especially local students.
The local government is dominated by the dweirish trade guilds, and elections are famously free of partisanship. Little Debarska elects all positions at large rather than by district. The practical result of this policy is that the guild favored candidates almost always win. In most election cycles the entirety of the city government consists of dweir who are members of the guilds.
Mandrigor
Mandrigor's location at the top of the Grand Stair has long made it strategically important. The oldest foundations of the city date from the Dweirish domination of the Neimocrands. The walls are thick blocks of stone built up over centuries by Dweirish Stoneshapers, and the squat windowless towers have broad roofs which act as an elevated platform for catapults and ballistae. It is known as the City on the Stair due to its control of the Grand Stair. When this lengthy climb was the only way to ascend to the Lower Plateau, Mandrigor controlled most of the overland trade coming into the Neimocrands. In 3096 the Ladder was completed, allowing for a much faster and easier ascent from Astvanash to Oriandra. Now few merchants brave the narrow and torturous Grand Stair. The city once held 200,000 people, but the population has dropped to 75,000 as the trade has dried up.
As the trade has dried up, Mandrigor has become a military town. Not only does it still protect the Grand Stair from hostile enemies, but it is also the central command for the Lower Plateau. The Mandrigoran Reactionary Force is larger than most would expect it to be, leading many theorists to assume that the Council is keeping it in place in case of trouble from Pawuz. A company of Griffon Riders is also kept in Mandrigor to aid defense of the Grand Stair. Many businesses in Mandrigor exist to support the military, including the Mandrigoran Military Academy, a school that has trained most of the general staff of the Republican Military.
The city is warm, with a mild climate due to its lower elevation. The grasslands surrounding the city are filled with herds of short legged Mandrigoran cattle. After the military, the second largest part of the economy is based on cattle products (leather, meat and cheese). Mandrigoran cheese is mild and crumbly, and is often made with caraway, fennel or dill seed. Mandrigoran beers are light and fruity, often incorporating citrus or berries into the mash. Mandrigoran wines are only of moderate quality, but there are two alembic brandy distilleries in the city, both of which produce high quality liquor.
Mandrigor has a gate connected to the local system.
Although it was built by Dweir, Mandrigor was one of the three large ilfaren communities in the Neimocrands. Under the ilfaren kings of Karthis, Mandrigor was a vice-regency. After the rise of the Parthon Princes, Mandrigor retained its close ties to that city.
Mandrigoran politicians seem to be national security conservatives with a devotion to military spending. However, they are also decidedly pragmatic and often favor the most expedient or efficient solution to a problem. Mandrigoran citizens have a reputation for being law-abiding and polite, almost to a fault. Common jokes about Mandrigorans involve them making single file lines to escape burning buildings and refer to the fact that even waiters in Mandrigor seem to wear uniforms.
The old Mandrigoran noble families are still respected, but they hold power and influence only to the extent that they have served in the military (the only really appropriate vocation for their class). The highest noble families in Mandrigor were once all ilfaren, but time and intermarriage means that most of them are elfbloods today.
Satieda
Satieda is an extremely old city, once the capital of an independent kingdom. It's ancient cyclopean walls are made from granite (probably drawn from the Vazdan Quarry) and resemble the work of the Ancient Builders. Satieda is known as the City of Blades, an epithet derived from the Satiedan Arena and the numerous martial schools based in the city. The Ancient Order of the Silent Hand, the most dangerous assassin's guild in the Neimocrands, is said to have its headquarters in Satieda.
Satieda is warm and fairly dry due to its lower elevation and the rain shadow of the Krona Mountains and the Larzon Spur. The Ilzar river flows through the city from the Vazdan Valley. The dry hills surrounding the city are filled with herds of goats and much of the economy is based on goat products, leather, wool (including cashmere), goat meat and goat cheese. The city controls all trade coming down the river. This includes granite and zircons from the Vazdan Quarry. Juniper is harvested throughout the region and is used in Satieda to produce juniper sauce, essential oil of juniper and the famous Satiedan liquor known as Quandro (from the ancient Haliemmon word for the juniper tree).
Satieda has a gate connected to the local system.
The old royal family of Satieda died out centuries ago (2802), and the city suffered from continual fighting for supremacy among the Lords of Satieda. In 2945, a group of noblemen achieved dominance and invited the Republic to annex the city. During the uprising of Zargan, several local lords tried to take advantage of the chaos to overthrown the Republican government in the city. Although they weren't involved in the conspiracy, they were tried and executed as conspirators nonetheless.
Satieda has a reputation for having one of the most corrupt municipal governments in the Republic. Political parties are connected to the dorga teams. The teams use colors instead of names, and the most important teams are the Red Team, the Blue Team, the Green Team and the Black Team. Sports violence and political violence are intertwined and often spill out into the streets. "Satiedan style politics" is a term often used to refer to pugnacious and angry style politicking.
The city is home to a small wizard school, the Halcazar, best known for its focus on evocation. The nearby village of Delcoran is the seat of the Domain of Delcoran and the location of Delcoran Tower. Domain Lord Delcoran has no legal claim on the city, but the Red Team is associated with the goat herders association and the Larzon Faction (a political party), two groups that have strong connections to the Domain Lord.
Trandor
Trandor sits in the broad, flat vale formed by the Neimoth River as it flows southwest from the Krona Mountains towards Vinasko Gorge. It's the largest city in what is known as the Parthon Belt. It had been the capital of an independent ilfaren kingdom before the Parthon invasion. The Battle of Trandor was the decisive engagement in which the Ilfaren King of Karthis ceded all the lands east of Lake Hali to the Parthons in exchange for an oath of fealty to the crown.
Old Trandor is surrounded by a circular wall, 3000 feet in diameter, but the majority of the city consists of one story houses on green lots that sprawl along broad, winding roads. The land surrounding the city is given to cattle and horse ranching. The Trandorans use both cattle and horses for meat, leather, milk and cheese. Horse is preferred, but cattle is cheaper. Trandor is the center of horse raising in the Neimocrands.
The culture of Trandor draws more from its Parthon roots than from the Ancient Haliemmon culture that preceded it. Food is spicier, swords are curved and everyone who can afford one keeps a horse. Trandorans carry curved Parthon knives (similar to a kukri) and aren't afraid to use them. The tradition of personal vengeance and the code duello are an integral part of their culture.
Trandor is connected to the local gate network.
The Parthons of Trandor (50% of the population) and the Medrugany of Trandor (10% of the population) still maintain clan structures. The people tend to elect those chosen by their clan leaders to represent them locally and in the Council. Trandor is the only polity in the Republic that has never elected a commoner to the Council.
The Royal Parthons have a large country estate outside the city limits. Many of them find themselves in positions of power in the city, and they are considered the unofficial leaders of the region.
Trandorans are mad about equestrian sports. Horse racing and polo are both popular sports.
Carcosa
- Population: 40,000 (70% human, 20% elfblood, 5% kith, 5% everything else)
- Location: Grand Plateau, Southern End of Lake Hali, where the Neimoth River flows out of the lake
- Description: The Dreaming City
Carcosa is one of the oldest known cities in the Neimocrands. During the Ophidian Age, it was the capital of the region. The foundations of Carcosa Castle date from this time, but the above ground structures have been rebuilt several times since then.
The city sits along the Neimoth River at the point where it flows out of Lake Hali. The city sits on the north side of the river, which is higher and drier than the south side. The buildings are made of native limestone in the typical Haliemmon style (rectangular houses and octagonal towers, with slated roofs).
The main industry of Carcosa is fishing. Lake Hali abounds with bass, lake trout, carp, lake sturgeon and other commercially valuable fish. Carcosan caviar is highly valued throughout the Neimocrands. Carcosan ales are made with a high proportion of rye, making them lighter, drier and spicier than most brews. Anethallo is the popular local liquor, rye based pure grain alcohol infused with toasted fennel seeds. Carcosa cheese is firm and crumbly. It can be eaten plain, but it is usually mixed with chives and spring onions, or with raisins.
Carcosa was once the capital of the largest kingdom in the Neimocrands, and the inhabitants aren’t likely to forget it any time soon. It was Cassilda, Princess of Carcosa, whose marriage to Asterion, son of the Ilfaren King of Karthis, joined the two kingdoms and ended a hundred years of war. Their children married into the ruling families of the other lands in the Neimocrands, making the two of them the ancestors of the domains. The five families of Carcosa are different branches of the old royal family. Historically they fought for the Crown of Carcosa, but now they share sovereignty over the city. They sit on the Domain Council and choose one of their number to hold the Domain Coronet and the seat on the Karthian Council. The five families are Destry, Mordanis, Tregarin, Rhialden and Elcarien. The current Domain Lord is Starna Elcarien. She also runs the Foreign Ministry for the current national government.
Carcosa Castle has apartments for all five families. It’s a massive octagonal tower, surrounded by an octagonal wall with eight smaller octagonal towers. From above, it resembles an octagonal wheel and hub. All government offices are also located in the Castle, as is Carcosa Tower, also known as the Dreaming Tower.
The Five Families of Carcosa share the dreamspun heritage. The tower provides sorcery training to all comers regardless of family and is supported financially by the Five Families.
One tower of the Castle is Carcosa College of Wizardry, a smaller school of magic that focuses on abjuration magic. Many Carcosans prefer to study here than to travel to Karthis.
The Treona is the most prestigious school of theurgy in the Neimocrands. Carcosans claim that the art was created at this school.
The dominant religion in Carcosa is the Church of the Omphalos, followed closely by the Church of Yig. Most Carcosans are only nominally religious, however. Despite this generally lackadaisical approach to matters for faith and orthodoxy, the Cult of the Pallid King is forbidden in Carcosa. Those convicted of ties to the cult are executed.
Throughout its long history, Carcosa has fallen at least twice to the Cult of the Pallid King, once when it was the capital of the Ophidian Kingdom and once in the Haliemmon Era.
This strange relationship with the cult is often cited as the main cause of the strife between Carcosa and Alar. Although Carcosa was the center of Ophidian civilization in the Neimocrands, its inhabitants fell to the baleful influence of the Yellow Sign. Alar remained faithful to Yig. Whatever the reason, the rivalry is real. The two cities compete commercially, politically and culturally. Before the founding of the Karthian Republic, the two cities would often war against each other for control of Lake Hali.
Neither Alar nor Carcosa has a trade gate. The cities lie too close for each to be connected, but neither can tolerate the construction of a gate near the other. There has been some talk of building a gate halfway between on the northern shore of the lake, but no other town has a dock capable of handling the boats that ply its placid waters.
Little Debarska
- Population: 35,000 (75% dweir, 20% human, 5% everything else)
- Location: Highland Narrows
- Description: The City on the Rift
Little Debarska sits on the Highland Narrows, a narrow point in the Great Rift that separates the Grand Plateau from the Eastern Plateau. It sits in the Zelkur Hills (foothills of the Krona Mountains) at a point where the rift narrows to a mere 300 feet. Little Debarska sits at both the western and eastern end of the massive single arch bridge called the Milzardag. The town surrounded by walls of stone 30 feet high and 20 feet thick. The walls surround considerably more land than is necessary to hold the population. The city has been a dweirish stronghold stretching back before the Ophidian Age.
Once there were two cities known as Debarska (from the Predanian Dweirish phrase "fortified hill"). The larger of the two cities was known as Krugzand Debarska and the smaller was known as Milzardag Debarska. The humans called them Greater Debarska and Little Debarska. The passage of time has lent these names to the cities. In 2944 Greater Debarska was overrun by shadow spiders and other horrors that arose from the Great Rift. Most of the populace died that day, but many of the survivors made their way to Little Debarska.
Little Debarska is the main crossing point for merchant traffic traveling by mule train from the Grand Plateau to the Eastern Plateau, and also for the trade from the surrounding countryside that comes to the city to pass through the Trade Gate. Trade is the most important industry in town, followed closely by the steel industry. Debarska steel is the most prized in all the Republic, even more than Satiedan steel. The craftsmen of Debarska turn out nothing less than masterwork quality. The guilds don't allow anything less to bear the Debarska mark. They also produce the best firearms in the Republlic.
The hills surrounding the city are full of terraced gardens that grow barley, oats and rye in their stony soil. Herdsmen tend muscular, shaggy goats on other hills. The local food tends towards coarse rye bread, and the meat and cheese from goats. The most popular local beers are dark and strong. Milzardag Red is a similar to a doppelbock, while Debarska Black is similar to an oatmeal stout. Both are common in Little Debarska, but expensive elsewhere, since it is costly to carry kegs of ale through the trade gates.
The Temple to the Great Maker in Little Debarska is a wonder to behold, a massive round structure with the largest unsupported dome in the known world outside of Greater Debarska.
A small school of wizardry sits in Little Debarska. It uses the five element system and has grand master wizards who specialize in Earth, Metal and Fire magic. Many dweirsh students train here, especially local students.
The local government is dominated by the dweirish trade guilds, and elections are famously free of partisanship. Little Debarska elects all positions at large rather than by district. The practical result of this policy is that the guild favored candidates almost always win. In most election cycles the entirety of the city government consists of dweir who are members of the guilds.
Mandrigor
- Population: 75,000 (50% human, 25% elfblood, 15% dweir, 5% everything else)
- Location: Lower Plateau, at the mouth of the Grand Stair
- Description: City on the Stair
Mandrigor's location at the top of the Grand Stair has long made it strategically important. The oldest foundations of the city date from the Dweirish domination of the Neimocrands. The walls are thick blocks of stone built up over centuries by Dweirish Stoneshapers, and the squat windowless towers have broad roofs which act as an elevated platform for catapults and ballistae. It is known as the City on the Stair due to its control of the Grand Stair. When this lengthy climb was the only way to ascend to the Lower Plateau, Mandrigor controlled most of the overland trade coming into the Neimocrands. In 3096 the Ladder was completed, allowing for a much faster and easier ascent from Astvanash to Oriandra. Now few merchants brave the narrow and torturous Grand Stair. The city once held 200,000 people, but the population has dropped to 75,000 as the trade has dried up.
As the trade has dried up, Mandrigor has become a military town. Not only does it still protect the Grand Stair from hostile enemies, but it is also the central command for the Lower Plateau. The Mandrigoran Reactionary Force is larger than most would expect it to be, leading many theorists to assume that the Council is keeping it in place in case of trouble from Pawuz. A company of Griffon Riders is also kept in Mandrigor to aid defense of the Grand Stair. Many businesses in Mandrigor exist to support the military, including the Mandrigoran Military Academy, a school that has trained most of the general staff of the Republican Military.
The city is warm, with a mild climate due to its lower elevation. The grasslands surrounding the city are filled with herds of short legged Mandrigoran cattle. After the military, the second largest part of the economy is based on cattle products (leather, meat and cheese). Mandrigoran cheese is mild and crumbly, and is often made with caraway, fennel or dill seed. Mandrigoran beers are light and fruity, often incorporating citrus or berries into the mash. Mandrigoran wines are only of moderate quality, but there are two alembic brandy distilleries in the city, both of which produce high quality liquor.
Mandrigor has a gate connected to the local system.
Although it was built by Dweir, Mandrigor was one of the three large ilfaren communities in the Neimocrands. Under the ilfaren kings of Karthis, Mandrigor was a vice-regency. After the rise of the Parthon Princes, Mandrigor retained its close ties to that city.
Mandrigoran politicians seem to be national security conservatives with a devotion to military spending. However, they are also decidedly pragmatic and often favor the most expedient or efficient solution to a problem. Mandrigoran citizens have a reputation for being law-abiding and polite, almost to a fault. Common jokes about Mandrigorans involve them making single file lines to escape burning buildings and refer to the fact that even waiters in Mandrigor seem to wear uniforms.
The old Mandrigoran noble families are still respected, but they hold power and influence only to the extent that they have served in the military (the only really appropriate vocation for their class). The highest noble families in Mandrigor were once all ilfaren, but time and intermarriage means that most of them are elfbloods today.
Satieda
- Population: 85,000 (70% human, 15% dweir, 10% kith, 5% everything else)
- Location: Lower Plateau, near the Krona Mountains
- Description: City of Blades
Satieda is an extremely old city, once the capital of an independent kingdom. It's ancient cyclopean walls are made from granite (probably drawn from the Vazdan Quarry) and resemble the work of the Ancient Builders. Satieda is known as the City of Blades, an epithet derived from the Satiedan Arena and the numerous martial schools based in the city. The Ancient Order of the Silent Hand, the most dangerous assassin's guild in the Neimocrands, is said to have its headquarters in Satieda.
Satieda is warm and fairly dry due to its lower elevation and the rain shadow of the Krona Mountains and the Larzon Spur. The Ilzar river flows through the city from the Vazdan Valley. The dry hills surrounding the city are filled with herds of goats and much of the economy is based on goat products, leather, wool (including cashmere), goat meat and goat cheese. The city controls all trade coming down the river. This includes granite and zircons from the Vazdan Quarry. Juniper is harvested throughout the region and is used in Satieda to produce juniper sauce, essential oil of juniper and the famous Satiedan liquor known as Quandro (from the ancient Haliemmon word for the juniper tree).
Satieda has a gate connected to the local system.
The old royal family of Satieda died out centuries ago (2802), and the city suffered from continual fighting for supremacy among the Lords of Satieda. In 2945, a group of noblemen achieved dominance and invited the Republic to annex the city. During the uprising of Zargan, several local lords tried to take advantage of the chaos to overthrown the Republican government in the city. Although they weren't involved in the conspiracy, they were tried and executed as conspirators nonetheless.
Satieda has a reputation for having one of the most corrupt municipal governments in the Republic. Political parties are connected to the dorga teams. The teams use colors instead of names, and the most important teams are the Red Team, the Blue Team, the Green Team and the Black Team. Sports violence and political violence are intertwined and often spill out into the streets. "Satiedan style politics" is a term often used to refer to pugnacious and angry style politicking.
The city is home to a small wizard school, the Halcazar, best known for its focus on evocation. The nearby village of Delcoran is the seat of the Domain of Delcoran and the location of Delcoran Tower. Domain Lord Delcoran has no legal claim on the city, but the Red Team is associated with the goat herders association and the Larzon Faction (a political party), two groups that have strong connections to the Domain Lord.
Trandor
- Population: 60,000 (75% human, 10% elfblood, 5% dweir, 5% ilfaren, 5% everything else)
- Location: Grand Plateau, Central
- Description: City of Horses
Trandor sits in the broad, flat vale formed by the Neimoth River as it flows southwest from the Krona Mountains towards Vinasko Gorge. It's the largest city in what is known as the Parthon Belt. It had been the capital of an independent ilfaren kingdom before the Parthon invasion. The Battle of Trandor was the decisive engagement in which the Ilfaren King of Karthis ceded all the lands east of Lake Hali to the Parthons in exchange for an oath of fealty to the crown.
Old Trandor is surrounded by a circular wall, 3000 feet in diameter, but the majority of the city consists of one story houses on green lots that sprawl along broad, winding roads. The land surrounding the city is given to cattle and horse ranching. The Trandorans use both cattle and horses for meat, leather, milk and cheese. Horse is preferred, but cattle is cheaper. Trandor is the center of horse raising in the Neimocrands.
The culture of Trandor draws more from its Parthon roots than from the Ancient Haliemmon culture that preceded it. Food is spicier, swords are curved and everyone who can afford one keeps a horse. Trandorans carry curved Parthon knives (similar to a kukri) and aren't afraid to use them. The tradition of personal vengeance and the code duello are an integral part of their culture.
Trandor is connected to the local gate network.
The Parthons of Trandor (50% of the population) and the Medrugany of Trandor (10% of the population) still maintain clan structures. The people tend to elect those chosen by their clan leaders to represent them locally and in the Council. Trandor is the only polity in the Republic that has never elected a commoner to the Council.
The Royal Parthons have a large country estate outside the city limits. Many of them find themselves in positions of power in the city, and they are considered the unofficial leaders of the region.
Trandorans are mad about equestrian sports. Horse racing and polo are both popular sports.