Showing posts with label cities of fantasy. Show all posts
Showing posts with label cities of fantasy. Show all posts

Sunday, 30 June 2019

Cities of Fantasy: Tar Valon

From: The Wheel of Time by Robert Jordan

Tar Valon is the largest, most populous and richest city-state in the Westlands, as well as the oldest city on the continent to have survived intact since its founding. An independent city-state located halfway between the Borderlands and the rich southern kingdoms of Andor and Cairhien, it is famed as the home and main stronghold of the Aes Sedai, the wielders of the One Power.

Location

Tar Valon is located on an island in the middle of the River Erinin, approximately 400 miles north-west of the city of Cairhien and almost 1,600 miles upriver from the port city of Tear. The Erinin splits in half around the island city, with the western branch of the river called the Alindrelle Erinin and the eastern branch the Osendrelle Erinin.

The city sits on a relatively flat river plain, with the only major feature breaking the horizon being the mountain known as Dragonmount. Located more than thirty miles south-west of the city, Dragonmount is huge. The height of the mountain has not been firmly charted past twenty thousand feet, but it is known that it is very difficult to breathe high on the mountain. The peak is almost unreachable due to a massive rent in the side of the mountain, which spews lava and smoke into the sky on a regular basis. Dragonmount is believed to be the tallest mountain in the world, taller even than any peak in the Spine of the World and much more dramatic for the way it rises from the plains alone. There aren’t any other mountains or even significant highlands until the Black Hills some 250 miles west of Dragonmount.

Tar Valon sits at the centre of the northern half of the continent’s road and highway network, built over the past three millennia but accelerated under the rule of the High King, Artur Hawkwing (before he turned on Tar Valon late in his reign). Superb roads link Tar Valon directly with the cities of Caemlyn, Cairhien, Maradon, Chachin, Shol Arbela and Fal Moran. The Erinin and its tributaries, particularly the Mora and Alguenya, link the city by ship with many other trading partners.


Tar Valon and the surrounding region.

Physical Description
The city of Tar Valon fills the entire island of the same name, which is eight miles long and three miles wide at its widest point. The entire island is surrounded by thick, impressive walls, approximately 50 feet tall and punctuated by sixty-four guard towers, each around 100 feet high. The walls are smooth, but there are river gates at the base of the towers which allow small ships to dock; these alleviate passenger pressure on the bridges. The river gates can be sealed very easily in times of war, so as not to make a weak point in the defences. The walls, guard towers and many of the buildings within Tar Valon are made of a beautiful white stone, the result of Ogier workmanship. Tar Valon has a long-standing contract with Stedding Jentoine (located 300 miles to the west, in the Black Hills) for the upkeep and maintenance of the city. The site of the walls from afar is breathtaking, and led to them being dubbed the Shining Walls.

Six long, arching bridges link the city to the mainland; even the shortest of these bridges is still over a mile long. At the foot of each bridge is a town or village which has sprung up to support trade: clockwise from the north-east, these are Luagde, Daghain, Osenrein, Alindaer, Darein and Jualdhe. Some speculate that in time these towns may grow into cities of their own, suburbs of a greater Tar Valon metropolitan area. Each bridge (and each gate it leads to) are named for the town in question, and each bridge is heavily fortified by gatehouses at both ends. The towns themselves have been sacked, occupied and burned several times in war.

At the northern and southern tips of the islands are two great harbours, named Northharbor and Southharbor. The Shining Walls extend in massive white circular arcs around each harbour, with a gap for entry and exit. Larger ships, up to Sea Folk rakers, can dock in these ports. There are also additional docks along the inland banks of the river for larger cargo vessels, or if the main harbours are full. Each harbour possesses a massive chain and winch-houses (elegantly hidden in the walls) to seal the harbour off in times of siege.

From the harbours, massive boulevards (capable of handling at least six wagons abreast) lead to the very centre of the city. Larger boulevards also radiate out from the centre to each of the bridges. These boulevards are the city’s main thoroughfares, sometimes lined with trees but mostly lined with impressive buildings. The city is dotted with beautiful structures constructed by the Ogier over 3,000 years ago, including a building in the shape of a cat and another as a shoal of fish. Many of these buildings are filled with businesses reflecting the nature of the building; the cat building is now the home of the Blue Cat Inn, for example, and the shoal of fish building is the home of the Great Fish Market.

At the very centre of the city is the White Tower. The tallest building constructed in the Westlands since the Breaking (although the Stone of Tear contains a greater volume), the White Tower is 600 feet tall and over 300 feet wide at its base, tapering to 200 feet wide at the top. The central tower is divided into 40 levels above ground (with an unknown number of basements and subbasements), with the lower twenty containing classrooms, lecture halls, meeting rooms, administration, services and the Hall of the Tower. The upper twenty contain the living quarters for the seven Ajahs. Two wings extend out some 300 feet on either side of the central tower, one containing living quarters for the Accepted and the other for the novices. The White Tower was built to house some 3,000 Aes Sedai (on the assumption that many more would be out working in the world), but with only 400-500 sisters present at any one time and only forty novices currently enrolled in the Tower (as of early 998 NE), the building can feel strangely empty.

Behind the White Tower is a palatial building which houses the Tower Library, the greatest accumulation of knowledge in the known world (only challenged by the Great Library of Cairhien, although even this is generally considered to be inferior). Other buildings dot the Tower grounds, including the quarters and practice yards for the Warders and several surprisingly elaborate stables, which are multi-level affairs with impressive facilities for the upkeep and care of the Tower’s huge number of horses (since each sister and Warder require a riding horse each, alongside pack animals). The Tower grounds are surrounded by their own walls and gates, although the gates are usually left open (albeit guarded at all times). The Sunrise Gate and Tarlomen’s Gate are two of the gates through the walls.

Dotted throughout the city are more towers of varying height, although even the tallest do not challenge the White Tower. These towers are sometimes solitary but occasionally are linked to nearby towers via skybridges. These towers serve a variety of functions, some being homes but others being places of trade or commerce.

Commerce is the lifeblood of Tar Valon; with no nation to support the city, it instead relies heavily on its status as an independent city-state with reasonable taxes and a commanding position on transcontinental trade routes. Merchants’ guild halls dot the city (including an elaborate branch of the Kandori Guild), as do banks. House Dormaile of Cairhien has made an impressive profit from the Tar Valon establishment, which is so trusted that it does extensive business with the Aes Sedai themselves. This is also why the city is packed with inns, fine eateries and other places where business can be conducted.

Tar Valon is an extremely safe city, with the streets well-lit and frequently patrolled by the Tower Guard. The areas near the docks but away from the boulevards, where the buildings crowd more closely together and there are back-alleys and narrow lanes, are the closest Tar Valon gets to rough quarters, but even these are very safe compared to similar districts in, say, Tanchico or Tear (and nothing in Tar Valon or the surrounding towns comes close to the Rahad of Ebou Dar).

Tar Valon is notable for the amount of greenery within its walls, considering that space is at a premium. There are several small parks and several noble families and rich businesses maintain small estates even within the city walls. Most notable, however, is the Ogier Grove. Located in the south-east of the city and over two miles wide, the Grove also acts as a park and meeting place. It is surrounded by white walls, but these are penetrated by frequent arches, allowing people in and out of the grove at their leisure rather than having to search for a specific gate. Near the heart of the Grove is a Waygate, which, according to rumour, can allow people to travel from the Grove in Tar Valon to those in other cities (although some have been destroyed, buried or built over) via the Ways. The Ways have become dangerous to travel, so the Waygate has been sealed off by thick gates and is guarded at all times.

A map of the city of Tar Valon.

Population

As of 998 NE (New Era), the population of Tar Valon stands at approximately 500,000, accounting for the bridge town populations and seasonal visitors. This makes Tar Valon the most populous city on the continent, with its nearest rivals being Caemlyn, Cairhien and Illian (all estimated with populations around 300,000).


Government

Tar Valon is administered by a city council which is under the authority of the Aes Sedai. Several sisters sit at the head of this council and are appointed by the Hall of the Tower. They in turn report to the Hall, the Keeper of the Chronicles and the Amyrlin Seat. The council is generally efficient enough that governance of the city is left to its hands without troubling the Aes Sedai’s upper hierarchy. The council also holds representatives from the guilds, banks, nobles, Tower Guard and businesses.


Military

Tar Valon is defended by the Tower Guard, a highly-trained elite force whose modest name belies their capabilities. The Guard are a multi-disciplinary force consisting of crossbowmen, footsoldiers and cavalry. As well as defending the Tower itself, they police the city and patrol the outlying hinterlands of the city-state. During the Aiel War, other 12,000 soldiers served in the Tower Guard, although it is unclear if this is its peacetime strength as well.


A floor plan of the White Tower, the largest structure in the Westlands.

Economy
Tar Valon is the richest individual city in the Westlands and its economy may be stronger than that of some entire countries. The city’s lifeblood is trade, which comes from its control of the River Erinin. Trade from Tear, Andor and Cairhien flows northwards along the river and goods from Arafel and Shienar come south along the river, with substantial goods also coming overland from as far as Saldaea (whose capital, Maradon, is almost 1,200 miles from Tar Valon). Even the Sea Folk trade at Tar Valon, despite its discomforting distance (almost 1,700 miles) from the sea.

Tar Valon’s trade economy is bolstered by the presence of numerous banks, guilds and trading houses within the city, attracted by the city’s position athwart several key trade routes linking north and south, east and west, as well as its reputation for honesty, security and safety.

Tar Valon is also the home of the Aes Sedai. Although the Aes Sedai do not, as a rule, sell their use of the One Power to the highest bidder, they do entertain offers and requests from individuals and nations to lend their aid in particular endeavours of mutual interest. The low number of Aes Sedai and the growing distrust of them among more distant nations means that this it is a rare event, but occasionally the Aes Sedai will grant their services.

Finally, Tar Valon is a neutral and respected power (if not as respected as it once was), and its location makes an idea location for meetings between major governments. Andor, Cairhien and the Borderlands are all relatively nearby and enjoy good relations with Tar Valon, and use it (and, sometimes, Grey sisters) to mediate trade deals or peace treaties.


Culture

Tar Valon is a melting pot of peoples, cultures and representatives from every nation in the Westlands and beyond, to the Sea Folk islands. The streets at the height of the trading season can be a riot of colours, styles and different types of people. Still, the city tends to follow the Aes Sedai preference for more modest clothing and restrained behaviour, with licentiousness generally frowned upon.

The flag of Tar Valon, showing the Flame of Tar Valon surrounded by the colours of the seven Ajahs of the Aes Sedai.

History
In the Age of Legends, the Aes Sedai – “Servants of All” in the Old Tongue – were channellers of the One Power, both male and female. They were loosely organised in a guild, commanded by the Hall of the Servants. The Hall – both the body and the building in which it operated – was located in Paaran Disen, the largest and most beautiful city in the world.

At the end of the War of the Shadow, the Dark One’s curse tainted saidin, the male half of the True Source, driving all male channellers insane on the instant. In their insanity they destroyed civilisation and almost wiped out humanity in a series of tumultuous earthquakes, tidal waves and volcanic eruptions known as the Breaking of the World. The Breaking lasted for some three centuries and was ended only when the last male Aes Sedai was killed or gentled (cut off from the Power).

In the aftermath of the Breaking, numerous organisations of women able to channel had formed. These had been begun by female Aes Sedai survivors of the Age of Legends, who had found and trained girls. The process had been complicated by the loss of the art of Travelling (able to travel thousands of miles in an instant with the Power), possibly due to the constantly shifting ground making it impossible to “learn” a location in the world and work out how to Travel to another. The groups trained others and so on. By the end of the Breaking it appears that few or no Aes Sedai from before the chaos survived.

How many groups of female channellers emerged from the chaos of the Breaking is unknown. What is known is that these groups soon began jostling for power and influence with one another, sometimes violently. It may well be that the Westlands may have gone the way of Seanchan, a shifting quilt of kingdoms ruled by Aes Sedai warlords, had not reason prevailed.

In 47 AB (After the Breaking) a grand convocation was held of female channellers. Approximately sixteen factions were represented, possibly more, and the names of twelve representatives are recorded: Elisane Tishar, Mistora Caal, Karella Fanway, Azille Narof, Saraline Amerano, Dumera Alman, Salindi Casolan, Catlynde Artein, Biranca Hasad, Mailaine Harvole, Nemaira Eldros and Lideine Rajan. It appears that each woman represented a separate group or organisation claiming to be Aes Sedai. During this conference it appears there was an agreement to ally these factions into one “true” Aes Sedai organisation. Each one of the separate factions was to become an ajah, a political alliance within the larger organisation. Ajah were a creation of the Aes Sedai in the Age of Legends, temporary groups which came together on certain issues. It appears they were prevented from becoming permanent factions due to the divisiveness, factionalism and tribalism this encouraged (believed by some to have resulted in significant chaos in the period before the Age of Legends began). Groups such as the Hundred Companions and the Fateful Concord were ajah of the War of the Shadow, for example.

Once the agreement was made to ally the Aes Sedai together, it was also decided they would need a base of operations. The wide island on the River Erinin within sight of Dragonmount, the burial mound of Lews Therin Telamon and reportedly the place where he would be reborn, was a natural choice. However, the amalgamation of the Aes Sedai was not smooth. It appears that, at a certain point, Lideine Rajan and Mailaine Harvole rebelled against the way things were being handled and tried to break away from the nascent organisation. At the end of the resulting conflict, circa 77 AB, Lideine was stilled and Mailaine forced to surrender.

In 98 AB construction of both the city of Tar Valon and the White Tower began. Ogier stonemasons were contracted and the One Power was employed in both endeavours. By this year the organisation of the Aes Sedai had become established, with Elisane Tishar listed as the first Amyrlin Seat (a title descended from the First Among Equals of the Age of Legends Aes Sedai, who wore the ring of Tamyrlin). The Hall of the Tower had been established to advise her, consisting of seven advisors: Caal, Fanway, Narof, Amerano, Almoan, Casolan and a newcomer, Kiam Lopiang. This suggests that the earlier twelve ajah had by now amalgamated into seven, with Lopiang perhaps representing Mailaine Harvole’s now-reconciled faction.

During this period the Aes Sedai carried out a purge of other groups claiming the title. This purge was thorough and widespread. During this period the Aes Sedai also established firm influence through the nascent city-states and nations, with several Aes Sedai rising to command these polities as governors and sometimes Queens.

By the time Tar Valon was completed in 202 AB, the current formal organisation of the White Tower had come into being. The Aes Sedai were split into seven permanent Ajah, each represented by a colour: Blue, Brown, Green, Grey, Red, Yellow and White. Each Ajah is represented in the Hall of the Tower by three Sitters, for twenty-one Sitters in total. The Amyrlin Seat is the head of the Tower, the first among equals, with the Keeper of the Chronicles serving as her aide-de-camp.

This organisation remains in place today, despite the numbers of Aes Sedai falling. The White Tower was designed to hold 3,000 women, with room for future expansion, meaning the original number of Aes Sedai was likely between 2,000 and 2,500. That number was approximately 1,250 during the Aiel War, some 3,254 years after Tar Valon’s completion. The reduction in numbers is slow, but steady. Some Aes Sedai believe this is down to the Aes Sedai practice of gentling or killing male channellers “winnowing” the ability to channel out of the human race, whilst others point to the lack of proactive Aes Sedai recruitment: since far more women can learn to channel than have the inborn spark, the majority of these will go undetected unless found by an Aes Sedai. The potential number of Aes Sedai sisters, given the population of the Westlands, is likely in the tens of thousands at least, but the White Tower prefers a smaller, more flexible organisation.

In 209 AB Mabriam en Shareed of Aramaelle, both Queen and Aes Sedai, called a meeting at Tar Valon between the rulers of the ten nations that had arisen. At this meeting was signed the Compact of the Ten Nations, binding them to peaceful coexistence and mutual trade and alliance in face of the Shadowspawn threat. The Aes Sedai likely played a key role in mediating this treaty. The treaty held for eight centuries, through the rise of the false Dragon Raolin Darksbane in 335 AB (whose followers mounted the first assault on Tar Valon when he was captured, which was repulsed) until the Westlands were invaded by Shadowspawn hordes in 1000 AB, marking the beginning of the Trolloc Wars.

The Aes Sedai proved key in defeating the Shadow during the wars, particularly the leadership and impressive military acumen displayed by Rashima Kerenmosa, the Soldier Amyrlin. Rashima’s bold leadership saw the Fourth Siege of Tar Valon (1290 AB), which saw Shadowspawn storming the city, end in a stunning victory, followed by her planning for the Battle of Maighande (1301 AB), the largest battle fought since the War of the Shadow. The surviving armies of the Ten Nations crushed the Shadow, slaughtering so many Myrddraal and Dreadlords that the Trollocs went out of control and lost all battle discipline. This reduced the rest of the war to a prolonged mopping-up exercise. Rashima gave her life and that of her five Warders in the battle, personally slaying nine Dreadlords in direct combat.

During the Free Year period, Aes Sedai influenced remained key but somewhat dwindled. After Queen Sulmara of Masenashar (c. FY 450) no Aes Sedai are reported as ruling nations and respect for the organisation, although still present, was less all-encompassing. A particular blow to the organisation was the Black Fever, which swept across the continent in FY 937-939 and killed millions of people. Although the Aes Sedai helped where they could, the number of sick people was too high and the number of Aes Sedai (particularly Yellow sisters, who specialised in Healing) too low. This was followed by the opportunistic rise of Guaire Amalasan, a false Dragon. Seizing control of the Kingdom of Darmovan (in modern Tarabon and Almoth Plain) in FY 939, he embarked on a campaign of conquest which, by the spring of FY 943, had delivered a third of the continent into his hands. He was defeated by Artur Hawkwing at the Battle of Jolvaine Pass in FY 943, who then delivered him to Tar Valon to be gentled. Hawkwing then had to help defend Tar Valon from a counter-attack by Amalasan’s followers in a fierce battle that reached the White Tower itself. Hawkwing was credited with saving Tar Valon, to the unmitigated fury of the Amyrlin Seat, Bonwhin Meraighdin, who could not countenance the idea of a man saving the White Tower. Bonwhin spent almost fifty years trying to destroy Hawkwing, including manipulating other nations into attacking him and – as certainly Hawkwing believed – arranging the deaths of his wife and children. The latter incident (although doubted by historians and Aes Sedai) inspired Hawkwing to break all ties with Tar Valon and besiege the city in starting in FY 975. In FY 992 Deane Aryman, a Sitter for the Blue Ajah, exposed evidence confirming that Bonwhin had tried to manipulate and control Hawkwing against the Hall of the Tower’s command. Bonwhin was deposed and stilled only two years before Hawkwing’s own death from advanced age.

On Hawkwing’s death, his general Souran Maravaile lifted the siege of Tar Valon and marched to aid Ishara Casalain in securing the Lion Throne of the newly-declared sovereign kingdom of Andor. Within days, Aes Sedai sisters were riding to every corner of the Westlands, hoping to forestall that chaos they sensed was coming. They failed.

The War of the Hundred Years was a particular low point for the Aes Sedai, who were unable to bring their influence to bear to mediate an end to the conflict. The war petered out by itself. A combination of the Aes Sedai’s failure and the rise of the Children of the Light, a military ascetic group who believed that the Aes Sedai were Darkfriends for their use of the Creator’s blessed power, saw Aes Sedai influence and respect tumble (along with their numbers) in the subsequent thousand years.

In 978 NE Tar Valon became the hinge on which the fate of the Westlands turned…or so it was popularly said. Two and a half years earlier, four clans of the Aiel had swarmed out of the Waste and sacked Cairhien. King Laman had retreated south into Haddon Mirk and fought a lengthy guerrilla war before finally winning support from Tear and Andor. His armed crossed the Erinin and fled north, pursued by the Aiel. It was realised that if the Aiel could be delayed enough, the Aes Sedai could negotiate a Grand Alliance between all the Westlands nations to meet the Aiel in battle at Tar Valon itself, which could be fortified and turned into a trap for the Aiel armies. After some tense negotiations (particularly with Amadicia and the Children of the Light), the Aes Sedai succeeded. More than 170,000 troops in official contingents from ten kingdoms, along with mercenaries and irregular forces (such as a band of Malkieri veterans led by Lan Mandragoran and a small force from Arad Doman under Rodel Ituralde), arrived to meet the Aiel force of approximately 70,000. The resulting battle was declared a victory, as the Aiel force withdrew and returned to the Waste. However, in reality the Aiel simply withdrew the second they had achieved their objective – killing King Laman for the crime of cutting down the tree Avendoraldera, a gift from the Aiel to the Cairhienin given five centuries earlier – and no longer had any need to press the attack.

This engagement – the Battle of the Shining Walls, sometimes called the Blood Snow – remains the largest battle fought since the War of the Hundred Years. The Aes Sedai hoped it would usher in a new age of cooperation between the nations, but alas this did not come to pass.


Origins and Influences
Tar Valon is a key location in The Wheel of Time fantasy series by Robert Jordan (and completed by Brandon Sanderson). Mentioned frequently in the first novel in the series, The Eye of the World, it appears for the first time in the second, The Great Hunt, and a map of the city is provided in the third, The Dragon Reborn. It goes on to play a major role in most of the books in the series.

The inspiration for Tar Valon’s name is, of course, Avalon from the Arthurian legend. In the Arthurian cycle, Avalon is an island located either off the coast of Britain or in the midst of a large lake or swamp. Early versions of the legend tended to place the island far out to sea, but later ones instead identify the island with Glastonbury Tor in Somerset, which was once an island surrounded by the marshland of the Somerset Levels. It is home to a powerful group of women, variously identified as priestesses, sorceresses or druids.

Near the end of the cycle, Arthur sustains injuries from fighting Mordred at the Battle of Camlann and is taken by a group of women by Morgana to Avalon to recover. In some versions he actually dies, in others is in a coma or deep sleep. Most versions of the legend agree that Arthur is prophecised to return in Britain’s greatest hour of need.

The analogy in The Wheel of Time is with Artur Hawkwing, High King of the Westlands, who initially allies with the Aes Sedai sisterhood to help bring justice to the land. However, he is betrayed by his councillor Jalwin Moerad (almost certainly the Forsaken Ishamael in disguise) and manipulated into betraying and going to war against Tar Valon, besieging it for twenty years. When Hawkwing is on his deathbed, the Aes Sedai offer to forgive him and give him the gift of healing so he might live on, but he refuses. Thus, the legend is inverted, with Tar Valon’s offer of healing refused and so Artur Hawkwing dies.

Jordan was deeply interested in Celtic and British history, particularly the role of the feminine in mythology, which probably explains why the island ended up looking the way it does!

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Sunday, 7 January 2018

Cities of Fantasy: Baldur's Gate

The Western Heartlands of Faerun form an extensive area of wilderness, hundreds of miles of open countryside dominated by several large city-states.  The most famous and storied of these is the great port city of Baldur’s Gate. From its position on the River Chionthar, Baldur’s Gate is the largest beacon of civilisation between Waterdeep and the kingdom of Amn and acts as a vital trading post. Everything is for sale in Baldur’s Gate, including adventure, trouble and morality.

Note: Baldur’s Gate’s fortunes differ significantly at different points in the history of the Forgotten Realms. This description explores the city during the “classic” era of Forgotten Realms history, just prior to the highly ill-conceived event known as the Spellplague, regarded as non-fanon by many fans and players in the setting.


Location
Baldur’s Gate is located close to the north-western coast of the continent of Faerûn. It is located on the wide and deep River Chionthar, approximately twenty miles upriver from where it flows into the Sea of Swords. Technically the city is not on the Sword Coast itself, but its position as a major port and one of the few waystops north of Amn makes the difficulty of beating upriver to the city generally worthwhile.

The city is also located on the Coast Way, a vital trade artery along the west coast of the continent. The Coast Way extends south through the towns of Beregost and Nashkel into the Kingdom of Amn and thence to the rich southern kingdoms of Tethyr and Calimshan. The Coast Way eventually terminates at Calimport, the largest city in Faerûn, some 1,000 miles to the south, and continues to Waterdeep, the City of Splendours, located about 480 miles to the north-west. The Coast Way takes a massive detour to the east to avoid the Troll Hills and Trollbark Forest north of the Winding Water, an area infested with monsters. The Coast Way runs a dangerous gauntlet between the Troll Hills and High Moor to the north on its way to Waterdeep, so trade caravans usually travel well-armed.


Physical Description
Baldur’s Gate surrounds a significant inlet of the River Chionthar. With tall hills to the east hemming in the city’s walls, the city resembles a crescent moon with the bay forming the gap in the circle. Districts within the city include Bloomridge, Twin Songs and the Port District.

The most notable feature of the city is arguably Black Dragon Gate, built by Balduran himself, a formidable gateway and mini-fortress which has never fallen in battle. The city core contains the High Hall (or Palace of the Grand Dukes), the High House of Wonders (a huge temple to Gond, God of Artifice and Invention), the Water Queen’s House (a rare temple to Umberlee, the capricious Goddess of the Sea) and the Lady’s Hall (a temple to Tymora, Goddess of Good Fortune). Temples to Ilmater, Helm, Lathander and Oghma can also be found within the city centre.

The city’s primary defensive bastion is the Seatower of Balduran, located on an island in the harbour.


Population
The population of Baldur’s Gate varied according to the season. In 1372 DR the city’s permanent population was approximately 42,100, but at the height of the summer trading rush this could more than double to around 86,000. During the height of the trading season, it’s not unusual to see extensive tent cities and ad hoc markets springing up outside the walls.


Government
Baldur’s Gate is ruled by the Council of Four, also known as the Four Grand Dukes. As of 1372, the Four Grand Dukes are Eltan, the leader of the Flaming Fist Mercenary Company; Belt, a poweful warrior-priest; Liia Jannath, a wizardess; and Entar Silvershield, the city’s richest merchant. The Council works closely together to keep trade flowing through the city and to ensure threats are dealt with quietly and efficiently.

Baldur’s Gate is also part of the Lords’ Alliance, an alliance of city-states in north-western Faerun designed to resist the corrupting influence of the Black Network of the Zhentarim, the rulers of Amn, the Red Wizards of Thay and other potential enemies. Although the Alliance is a powerful force in resisting such enemies, it has no say over the internal running of the city. Other members of the Alliance include Waterdeep, Daggerford, Neverwinter, Mirabar, Gundarlun and the newly-founded Kingdom of Luruar in the Silver Marches, centered on the great city of Silverymoon.


History
The history of Baldur’s Gate dates back to the adventurer Orluth Tshahvur. In 227 DR he founded the short-lived kingdom of Shavinar at the mouth of the River Chionthar. He built a crude keep near the site of what is now Baldur’s Gate and attracted settlers to the town with a promise of freedom and mutual defence against marauding monsters and bandits. He gained a boon when a skilled Calishite shipwright arrived in the settlement, leading to a shipbuilding and repair yard springing up. The village became known as Gaeth (the local Thorass word for “rivermouth”) but, despite its good fortune, it was slow to grow. By Orluth’s death in 242 DR, the population was only 120 but the wider realm of Shinvar extended almost 100 miles upriver and as far north as the Troll Hills, where Orluth had built watchtowers to keep an eye out for trolls. Orluth’s son Arlsar, neglected his father’s achievements and was murdered in 256 DR by merchants angered by his incompetence.

There were several attempts to hold Shavinar together, the most notable being Arlsar’s youngest son Kondarar who had magical backing. Under his rule Shavinar began to grow again…but it was swept away by a troll horde in 277 DR. Gaeth was destroyed along with the rest of the realm.
Still, the realm’s existence did confirm that the location was a viable one for a port and over the next eight centuries several attempts were made to establish another settlement in the region. However, this always failed because the cost of building a wall around the port – which due to the geography required a very large one – was ruinous.

This situation was finally broken circa 1050. A great sailor hailing from the region, Balduran, took his ship, the Wandering Eye, across the Trackless Sea in search of new lands. Against the odds, beyond Evermeet he found a rich new continent, Anchorome, and found many riches there. He returned home, laden with gold, and paid for massive stone walls to be built around the nascent settlement on the site of ancient Gaeth. The port was named Baldur’s Gate in his honour and Balduran briefly stayed to rule and help the city become more established. However, he eventually could not resist the call of the sea and returned to Anchorome. He was killed there by the natives circa 1068, although some conflicting rumours suggest he actually returned to Faerûn but his ship was smashed to pieces on the coast south of the city. This rumour is considered fanciful.
Despite Balduran’s death, the city he left behind prospered. This was helped by the rise of Waterdeep to the north, and the presence of two new rich trade ports to the north saw trade start to flow up the Sword Coast from the rich southern kingdoms of Amn, Tethyr and Calimshan. The growing city was threatened in 1235 when the Black Horde, the largest orc horde in recorded history, rampaged down the Sword Coast. Both Waterdeep and Baldur’s Gate were besieged, but their walls held and the ports remained open, preventing either from being starved out. The Black Horde itself fragmented due to a lack of food and supplies and eventually dispersed.

Circa 1350, the fighter Eltan founded the Flaming Fist, a mercenary company rooted in honour and order. The mercenary army, noted for its discipline and its success in resisting border incursions from Amn to the south and repelling monsters and trolls to the north, soon became the de facto police force of Baldur’s Gate and Eltan ascended to the rank of Grand Duke.

In 1358 the Time of Troubles (or Avatar Wars) wracked Faerûn. Bhaal, God of Murder and Patron of Assassins, did battle with the nascent demigod Cyric on Boareskyr Bridge a couple of hundred miles north-east of Baldur’s Gate. Bhaal was defeated and slain, but upon his death his essence was split between several mortals, the so-called “Bhaalspawn”. Ten years later, in 1368, one of these offspring, Sarevok, instigated a plan to kill the other Bhaalspawn and reunite Bhaal’s power in himself. To this end he allied with the Iron Throne criminal organisation and a band of doppelgangers to topple the Four Grand Dukes and seize control of the region. However, another Bhaalspawn thwarted his plans and killed Sarevok, preventing Bhaal’s return and restoring peace to the region.

In 1361 word arrived in the city that Captain Cordell and the Golden Legion of Amn had discovered a new continent far to the west, across the Trackless Sea. They had named this continent Maztica and toppled the evil empire that had dominated the land, as well as founding the new town of Helmsport to help exploit this new continent. The Council of Four realised that Maztica was likely associated with Anchorome and dispatched an expedition to stake out their own claim to the land. This expedition confirmed that Anchorome is the continent to the north of Maztica (with Maztica as a subcontinent or region of Anchorome rather than a geologically separate landmass) and founded Fort Flame on the coast of the continent in 1364. The local jungle elf tribes attacked Fort Flame several times but were repulsed.

In 1369 the Fifth Serôs War, also called the Sea War, raged when the sahuagin minions of Iakhovas the Taker attacked the city (and most of the coast of Faerûn). They were defeated and forced out of the city thanks to the Flaming Fist and the city’s wizards and priests.

As of 1372 Baldur’s Gate appears secure, having averted the threat of war with Amn to the south and increased its dominance on Sword Coast trade. Baldur’s Gate’s ambition seems to be to surpass Waterdeep to the north as the greatest city on the coast. Some have speculated that the Gate may try to expand into a nation or at least a more formal alliance, comprising all the lands between the Troll Hills and Cloud Peaks and incorporating settlements as Ulgoth’s Beard, Candlekeep, the Friendly Arm Inn (located inside a massive fortress) and Beregost, but if so this ambition has not been realised so far.


Origins and Influences
Baldur’s Gate is part of the Forgotten Realms fantasy world, originally created by Ed Greenwood in 1968 and then developed as the setting for his home Dungeons and Dragons campaign from 1976 onwards. The world became better-known when Greenwood began writing for Dragon Magazine in 1978, often referencing his home campaign in his articles. In 1987 TSR, Inc. released the Forgotten Realms campaign setting, marking the first appearance of Baldur’s Gate in print. The city first appeared in a novel in 1990, when R.A. Salvatore set part of The Halfling’s Gem (the concluding novel in The Icewind Dale Trilogy) in the city.

Baldur’s Gate received little more attention in the second edition of the Forgotten Realms campaign setting (1993) but it was expanded greatly by Ed Greenwood in Volo’s Guide to the Sword Coast (1994), a sourcebook which provided the first canonical map of the city itself. He detailed much more of the city’s history, geography and power groups.

In 1995 the video game company Interplay bought a licence to release games set in the Forgotten Realms setting and using the Dungeons and Dragons rules from TSR. After a couple of disappointing titles, Interplay partnered with a new Canadian game development studio called BioWare to develop a D&D game. They considered several settings, including better-known Realms locations such as the Dalelands and Waterdeep, but ultimately settled on Baldur’s Gate as the city had just enough background to be interesting but enough blank spaces they could fill in with new information.

The resulting video game, Baldur’s Gate, was released in 1998 and was a smash hit, setting BioWare on the path that would eventually lead them to the Mass Effect and Dragon Age franchises. This game began a series which continued with Baldur’s Gate: Tales of the Sword Coast (1999), Baldur’s Gate II: Shadows of Amn (2000) and its expansion Baldur’s Gate II: Throne of Bhaal (2001) (although only Baldur’s Gate itself was set in the titular city). It also inspired a spin-off console game series, comprising Baldur’s Gate: Dark Alliance (2001) and Baldur’s Gate: Dark Alliance II (2004). In 2012 Beamdog released Baldur’s Gate: Enhanced Edition which updated the game for modern PCs and added a new expansion, Baldur’s Gate: Siege of Dragonspear, in 2015 (although this expansion is not set in the city itself).

Baldur’s Gate III: The Black Hound was in development at Interplay when the company went bust in 2004. Despite the name, the game would have been set in the Dalelands with no connection to the earlier series by plot.

More recently, Baldur’s Gate was explored in both the 4th and 5th edition campaign settings for Dungeons and Dragons. The former saw the Forgotten Realms destroyed in an event known as the Spellplague, with Baldur’s Gate emerging as one of the few settlements to flourish following the cataclysm, becoming larger and more powerful than Waterdeep (a move motivated, it was believed, to cash in on the name recognition of the video games). 5th Edition has undone many of the impacts of the Spellplague, but Baldur’s Gate retains its place as one of the most prominent cities in the setting.


Most recently, the city is the focus for the Betrayal at Baldur’s Gate board game (2017), a variant of the classic Betrayal at House on the Hill board game.


Thank you for reading The Wertzone. To help me provide better content, please consider contributing to my Patreon page and other funding methods, which will also get you exclusive content weeks before it goes live on my blogs. The Cities of Fantasy series is debuting on my Patreon feed and you can read it there one month before being published on the Wertzone.

Saturday, 2 December 2017

Cities of Fantasy: Asshai

Located in the furthest east of the known world, beyond the Jade Sea, Asshai is one of the most storied and fabled cities known to man. Sailors and merchants sail there seeking riches and arcane knowledge. Sometimes they find it, and are haunted by what they have seen all their lives. Sometimes they return changed for the experience. To visit Asshai is to risk passing under the Shadow, and not all who do so return whole.

The City of Shadows by René Aigner, from The World of Ice and Fire.

Location
Asshai is located at the mouth of the River Ash, at the tip of an enormous peninsula on the south coast of the continent of Essos. Asshai is located almost exactly six thousand miles south-east of the city of King's Landing in Westeros, and is located very close to the equator. It is one of the southernmost cities known to exist; only Ebonhead in the Summer Islands is further south. It is also one of the easternmost cities known to exist, with only Carcosa in the Mountains of the Morn believed to lie further east.

Asshai is often called Asshai-by-the-Shadow. This is because Asshai is located at the edge of a region known as the Shadow Lands, a land of towering, jagged mountains that plunge the valleys between and the lands around them into near-perpetual shadow.

There are no good roads linking Asshai to other cities, only a single track leading up into the mountains, stretching for 300 miles before terminating at the corpse-city Stygai, where only the shadowbinders are allowed to tread, and a rough caravan track leading north along the coast towards the border of Yi Ti. The only other way in or out of the city is by sea. Asshai is the eastern-most port on the so-called "Traders Circle" around the shores of the Jade Sea, with ships typically stopping off at the city before bearing west for Marahai and other islands on their way back west to the Cinnamon Straits and the Summer Sea.

Asshai also guards the entrance to the Saffron Straits, which link the Jade Sea to as-yet unknown oceans to the east and divide Essos from the island-continent of Ulthos to the south. No ship has ever sailed more than a few hundred miles up the straits and returned to report their findings. For these reasons, Asshai is believed to lie right on the very edge of the known world.

Physical Description
Asshai is the largest city known to exist. It sprawls on either side of the Ash for miles upon miles, consisting of thousands of buildings, mostly built of a curiously, oily black stone. The city is walled, but with the nearest neighbours being thousands of miles away, it is unclear what the walls are designed to defend against. According to some cartographers, the walls of Asshai could comfortably hold Volantis, Qarth, Oldtown and King's Landing combined. However, less than one-in-ten of the buildings in the city are inhabited. Most of the city is abandoned and dead.

Known buildings in the city include markets, taverns, bazaars, temples and palaces. The port is the busiest part of the city, with numerous ships from across the known world usually in port at any one time. It's also the area of the city which feels most alive, where laughter can be heard. The city has an oppressive atmosphere, and is often shrouded in gloom and shadow, with mists rising from the Ash and storms brewing over the mountains. Visitors to Asshai prefer not to spend too much time there.


History
The origins of Asshai are unknown. According to the Asshai'i, their forefathers in the Dawn of Days simply found the city standing as it appears now. Whoever built the city and for what purpose is unknown. Some imaginative maesters draw a link between the oily black stone of Asshai and similar stones found as far afield as the Basilisk Isles, Yeen in Sothoryos, Battle Isle in Oldtown and Lorath, suggesting that a pre-human (and perhaps even pre-Children of the Forest) civilisation once existed and flourished before being destroyed in an unknown cataclysm, long before even the migration of the First Men to Westeros twelve thousand years ago.

This story is not widely accepted, but it remains unclear who could have built Asshai. It was not the YiTish or their forefathers in the Great Empire of the Dawn, nor was is the Ghiscari, Valyrians or Sarnori. No other candidate civilisation is known to exist. This is a mystery, and may remain one forever.

What is known is that Asshai was an inhabited sea port during the time of Old Ghis and the Great Empire of the Dawn. According to myth, the Great Empire forced Asshai to pay tribute for a time but overextended itself and had to withdraw from the region. According to the Asshai'i, it was their emissaries who taught the nascent Valyrians how to tame and train the dragons they had found nesting in the Fourteen Fires of their peninsula, and it was their fire magic that helped save the world from the oblivion of the Long Night.

Asshai's history is remarkable for how lacking in incident it appears to be: the city and its curious people have simply existed at the edge of the world for millennia uncounted, trading knowledge and riches with outsiders in return for food, never suffering attack and rarely facing an external threat. 

Origin and Influences
Asshai is a city frequently mentioned in George R.R. Martin's A Song of Ice and Fire novels and, occasionally, in the HBO TV adaptation, Game of Thrones. It is a place of mystery and foreboding, mentioned with awe and dread by characters who have heard of it.

Only one of Martin's POV characters, Melisandre, has seen Asshai with her own eyes and even she is not a native of that city. We have met Quaithe, who is from the Shadow Lands (not Asshai itself), but she is not a POV character and has only appeared very briefly.

Much of the information given about Asshai has been very general: it is a place of mystery and strangeness, it is located in the far south-east of the world and it is a great port on the Jade Sea. It was later revealed to be a centre of R'hllor worship and dragons may live in the Shadow Lands beyond the city. Much more than was not known until A Dance with Dragons (2011), when Melisandre was promoted to a POV character and we got very brief flashbacks and mentions of the city as a place of great power (Melisandre notes that the Wall is the only place in the world where her powers are greater than in Asshai). Lands of Ice and Fire (2012) shows the city for the first time on a map, with the mysterious city of Stygai located beyond it. Finally, The World of Ice and Fire (2014) answered many questions about the city, but introduced more. In particular, Martin used the power of the unreliable narrator in the world book to make statements that are not necessarily true (such as there being no children in the city).

For fictional inspiration, Martin was inspired heavily by the works of Robert E. Howard and H.P. Lovecraft. The city of Stygai was almost certainly inspired by Stygia, a forbidding city in Robert E. Howard's Conan the Barbarian story "Shadows in the Moonlight". The notion of Asshai as a city built by a mysterious pre-human civilisation at the dawn of time and the current human inhabitants are merely confused primitives playing in the ruins is positively Lovecraftian.



Will we learn more about Asshai? Melisandre will presumably remain a POV character in The Winds of Winter and we may see more of the city through her eyes and flashbacks. A direct visit to the city in the series itself has been explicitly ruled out, but it's possible that Martin will one day write more about it, maybe in a short story or prequel expanding more on characters from there. Disappointingly, the city seems to have been virtually ignored by Game of Thrones after the second season, and the chances it will show up in the six remaining episodes of the series are pretty much non-existent. But it may be better and more fascinating for the city to remain an enigma.


Thank you for reading The Wertzone. To help me provide better content, please consider contributing to my Patreon page and other funding methods, which will also get you exclusive content weeks before it goes live on my blogs. The Cities of Fantasy series is debuting on my Patreon feed and you can read it there one month before being published on the Wertzone.

Sunday, 29 October 2017

Atlas of Ice and Fire: Mapping George R.R. Martin's World

As hopefully everyone is aware, I also blog at Atlas of Ice and Fire, where I'm mapping the history, geography and narrative of A Song of Ice and Fire (and throwing in some stuff for other fantasy series as well).


Today I completed the "Geographic Maps" section of the Atlas, 25 maps which cover the known world from the Lonely Light in the Sunset Sea to the island of Ulos in the Saffron Straits beyond even Asshai, a full seven thousand miles to the east. We cover a similar distance from the frozen northern polar region beyond the Lands of Always Winter down to the steaming equatorial jungles of Sothoryos and Ulthos.

This has been quite a project, a full year or so in the making following the completion of the earlier "Historical Maps" section. Next up - probably after a break of a few weeks or a couple of months - will be the "Narrative Maps" covering the events of the novels themselves.

I also blog over on Patreon, where I'm currently producing the "Cities of Fantasy" series. Today's article is on the city of Asshai from A Song of Ice and Fire, but I've also covered cities from other book series and video games. The Cities of Fantasy articles are reprinted on the Wertzone after one month, but you can get early access by signing up to my Patreon feed.

Once again, thanks to all my readers who make this all worthwhile.

Wednesday, 27 September 2017

Cities of Fantasy: Dunwall

Dunwall is a sprawling, industrial city located on the south coast of the island of Gristol. Dunwall has existed for centuries, dominating the whale oil trade around the Isles, but in recent decades it has grown in importance and become the capital city of the Empire of the Isles, spanning the major islands of Tyvia, Morley, Gristol and Serkonos. It is a city riven by internal strife between the aristocratic class and the workers, which has led to violence and, occasionally, outright rebellions.


Location
Dunwall is located on the south coast of Gristol, at the mouth of the enormous River Wrenhaven as it twists and turns before meeting the Ocean. The city commands the head of a wide bay opening out into a gulf formed by Gristol to the north and the island of Serkonos to the south. Regular ferry services run across to the city of Bastillan a few dozen miles to the south-west on the north coast of Serkonos.


Physical Description
Dunwall sprawls across approximately twenty square miles. The city is cut in two by the Wrenhaven. There are three significant bridges in the western part of the city, but in the east there is only Kaldwin's Bridge, which is tall enough to allow large ships to pass underneath it. Frequent ferry services run between the north and south sides of the river in the eastern part of the city.

Draper's Ward, the Clock Tower, the Boyle Mansion, the Estate District, the Old Waterfront, Tower District, Dunwall Tower and Coldridge Prison are located in the northern part of the city. The High Overseer's Office, Slaughterhouse Row, the Legal District, the Golden Cat, the Distillery District, the Hound Pits Pub, the Old Port District, the Chamber of Commerce and the Rudshore Financial District (aka the "Flooded District") are located in the southern. Also significant is Kingsparrow Island, topped by an enormous lighthouse, located several miles out into the bay.

Other locations include the Civil Service District, Tailors' District, Dunwall Water District, the Rust District,

The Mutcherhaven District is located to the north of the city, outside the old city walls on the river. The infamous Brigmore Manor is located here. The New Mercantile District is also located in this region.





History

An ancient civilisation once existed on Gristol, more than four thousand years ago. The fate of this civilisation is unknown (but may be linked to the Great Burning, an ancient cataclysm which marked the beginning of the modern calendar), although it is known to have practiced black magic. One of the consequences of this magic was the apotheosis of a young man to become the Outsider, a trickster being of formidable power. Three thousand years later another kingdom or empire arose on Gristol which worshipped the Outsider as a god and created numerous magical trinkets or artifacts. The destruction of this empire saw many of these artifacts thrown into the sea. Over centuries, many of these totemic items have washed back up in Dunwall.

Modern Dunwall began as a small whaling village. It rapidly grew in size and prestige, it's strategic location seeing it attract huge amounts of traffic from passing ships. The town's centralised location behind sturdy walls and located on bluffs towering some 125 feet above the surrounding territory meant it was very difficult to attack, and it slowly began to expand in military power and prestige.

Within a few centuries Dunwall had come to conquer all of the island of Gristol. Its economic power became indomitable and it came to command all trade on the southern seas, to the irritation of some of the other cities. The sea lanes to the north are harder to traverse and downright dangerous in winter, when icebergs can threaten ships, so Dunwall's dominance of the southern sealanes became a major problem. Finally, approximately 1,620 years after the Great Burning, the four islands fell into warfare. Gristol's economic and military might, not to mention its huge population, saw it win the War of the Four Crowns in 1625; Tyvia, Morley and Serkonos surrendered and accepted Gristol's rule. Finlay Morgengaard I was duly crowned Emperor of the Empire of the Isles in 1626.


The Empire's power was further consolidated by the rise of a state religon, the Abbey of the Everyman, which was founded in Dunwall in 1701. Dunwall had formerly been a religiously tolerant city, but the Abbey brooked no opposition, deeming all followers of other gods and creeds as heretics (and reserving a special hatred for the Outsider). Under the leadership of the first High Overseer, John Clavering, the Abbey led the Rectification War, cleansing the cities of Gristol of heresy. The war ended in 1708 with the Siege of Whitecliff. In 1711 Emperor Yefim Olaskir decreed that the Abbey was now the State Religion of the Empire.

By the end of the century the Empire had further consolidated its power and began the widespread exploitation of Morley, particularly its mines and its fertile fields. The people of Morley came to feel mistreated by the Gristolians, and were particularly resentful of the Abbey forcing their beliefs on them. In 1801, enraged by religious strife, famine and oppression, the people of Morley rose up in rebellion. They launched a military uprising which caught the imperial forces by surprise and secured territory on Morley before launching attacks on Gristol. Rebels from Morley managed to infiltrate Dunwall and assassinated Empress Larisa Olaskir in a surprise attack; the reprisals by the Empire were swift and terrifying.

The rebellion ended after two years, the Empire proving victorious due to its superior navy and vastly superior resources. Several cities in Morley were destroyed and there were widespread atrocities. Famine swept the island and thousands died, hundreds of thousands more fleeing to other islands. It would be generations before Morley would begin recovering from the rebellion, and the lesson of what happened to those who defied the Empire was not lost on the other islands and cities.

By 1810 the Empire had begun explorations of the vast Pandyssian supercontinent located several months' travel to the east of the Empire of the Isles. Exploitation of that landmass proved impractical due to both the vast travel times and also to the continent's own hostility, particularly down to the plagues which seemed widespread there. In addition, the Outsider, relatively quiet for centuries, took a sudden interest in those who had travelled to Pandyssia and returned.


In 1825 Jessamine Kaldwin became Empress of the Isles. A trusting and honourable ruler, Jessamine was concerned with justice, fairness and ruling for all of the citizens of the Isles, not just the aristocracy and merchants. Her willingness to stand up for the poor and to try to improve their lot, as well as an apparent coolness to the ruthlessness of the Abbey of the Everyman, soon won her a lot of enemies in the Empire. Kaldwin was protected by a bodyguard, Corvo Attano, a warrior without compare, and advised by Hiram Burrows, the Royal Spymaster, whose ability to root out plots against her was legendary.

Eventually, Burrows turned against the Empress, apparently distraught by her trusting nature, her refusal to take a husband, and the fact that the Empire seemed destined to pass to Jessamine's daughter Emily, a bastard born of unknown parentage. In 1835 the Rat Plague struck Dunwall, killing thousands, and Jessamine's response to the crisis was insufficient; in 1837 Burrows commissioned the assassin Daud to kill the Empress and frame her Royal Protector, Corvo Attano for the deed. Attano was imprisoned in Coldridge Prison whilst Burrows assumed the mantle of Lord Regent and imprisoned Emily Kaldwin.

In events that are now well-known, there was a popular uprising against the Lord Regent, Burrows was killed (betrayed, in part by Daud, who came to bitterly resent what he had done) and Corvo Attano, aided by the Outsider, rescued Emily and restored her to the rule of the Empire. Fifteen years later, in 1852, the now-adult Emily was deposed by the Brigmore Witches. Aided by Corvo Attano, now confirmed to be her father, Emily escaped to the southern city of Karnaca, gathered resources and allies and then retook her throne.


Origin and Influences
Dunwall is the primary location of the 2012 video game Dishonored and its expansions, The Knife of Dunwall and The Brigmore Witches (both 2013). It also appears at the start and end of Dishonored 2 (2016) and in its stand-alone expansion Dishonored: The Death of the Outsider(2017)

Arkane Studios created the Dishonored franchise for their new owners Bethesda, wanting to create and develop a new video game series in which players were given objectives but also total freedom on how to achieve those objectives, either with blood and violence or stealth. They were heavily inspired in structure by both the Deus Ex and Thief video game series, which had been dormant for many years when development began. New instalments in both series surprisingly arrived during and after development of Dishonored.

The visual design of the city of Dunwall was led by Viktor Antonov, who had created the starkly beautiful City 17 for the classic 2004 video game Half-Life 2. Whilst City 17 was inspired by crumbling post-Soviet Eastern European and Russian cities, Dunwall was inspired by Victorian London. Indeed, the first design document for Dishonored had it set in the real London of 1666, the last year of the plague and on the eve of the Great Fire. This shifted when the designers decided to incorporate elements of magic and steampunk design, but not before Antonov had visited London and Edinburgh and taken substantial amounts of photographs to help inform the later design of the game.

During development, the city of New Crobuzon (from China Mieville's Bas-Lag novels, most notably Perdido Street Station) was cited as a strong inspiration. The City, the steampunk setting for the Thief trilogy of video games, was also an influence on both the design of Dunwall and the gameplay. Although the game originally had a historical setting, the decision to move to a fictional one resulted in the designers creating a substantial amount of lore and worldbuilding for the game.

Dishonored was released in 2012 to immense critical acclaim, which only continued with its expansions and sequel, the latter set in the more Mediterranean-influenced city of Karnaca. It is assumed that Arkane will return to the setting with more games.

See also: Dunwall at Dishonored Wiki.

Thank you for reading The Wertzone. To help me provide better content, please consider contributing to my Patreon page and other funding methods, which will also get you exclusive content weeks before it goes live on my blogs. The Cities of Fantasy series is debuting on my Patreon feed and you can read it there one month before being published on the Wertzone.

Thursday, 7 September 2017

Cities of Fantasy: Midgar

Gaia is a vast and exotic world, ranging from the freezing arctic north to the lush forests and burning deserts of the Western Continent. Many interesting races and people inhabit this world, and the greatest and most famous of its cities can be found on the Eastern Continent: Midgar, capital of the lands dominated by the Shinra Corporation.

Midgar as it will appear in the upcoming Final Fantasy VII Remake.

Location

Midgar is located near the north-western coast of the Eastern Continent, north of Junon and south-west of Kalm. It is located close to the Western Ocean, which is dominated by Shinra’s warships and cargo vessels, which constantly keep Midgar supplied from the mines on the Western Continent. Cost del Sol, a beautiful port city due west of Midgar across the ocean, is a popular getaway and retreat for senior Shinra officials.

Midgar as depicted in the original 1997 release of Final Fantasy VII.

Physical Description

Midgar was originally a network of villages and towns of wooden and stone buildings, linked together by roads and surrounding relatively fertile farmland. After Shinra ascended to power and rapidly developed high technology, by pursuing a mix of scientific research and magical exploitation of materia (magical crystals), they constructed a new city directly over the old towns. The “new” Midgar consists of a massive circular dish with many buildings built on top, suspected directly above the “old” city below (which is now left in perpetual gloom). The surface-dwelling inhabitants of Midgar disparagingly refer to the new city above them as a “pizza”.

The new city of Midgar is suspended by a single, massive pillar and other supports located around the edge of the dish. The dish is divided into nine sectors, with massive Mako Reactors located between each sector. The Reactors fuel the enormous, power-hungry city, but the area around Midgar has gradually become more barren and lifeless as a result. According to the freedom fighters known as AVALANCHE (dismissed as terrorists by Shinra), the Reactors are draining the life force of the very planet itself and will eventually turn all of Gaia into a desert, but Shinra dismisses this claim.

Sectors 1-8 run around the dish, whilst Sector 0 is located at the very centre. Shinra Headquarters, a massive skyscraper and Mako Reactor, is located in the middle of the dish.

The slums below the “pizza” are where poorer residents of the city live. Climbing from the slums to the main city is possible via the central pillar or the city’s train system, which carries workers from below the city to their work places on top. There is an elevated freeway which runs around the city and then descends to ground level outside.

A subterranean city, Deepground, is located in the bedrock below even the slums. Its existence is relatively little-known.

The total size of Midgar is unclear, but it appears to be several miles across.


Population

The population of Midgar, at least prior to the Meteor/Jenova incident and the downfall of the Shinra Corporation, appears to be comfortably in the tens of thousands and possibly hundreds of thousands. Midgar is the largest and most technologically-advanced city on the planet.

Midgar as depicted in Final Fantasy VII: Advent Children.

History

The Shinra Corporation evolved out of Shinra Manufacturing Works, a company specialising in weapons manufacturing. When Shinra discovered how to convent the planet’s Lifestream into Mako energy, they began building Mako Reactors all over the globe. This further propelled both their scientific research and technological advancement, resulting in the development of many powerful weapons, advanced vehicles and other wonders…and terrors.

The town of Wutai rejected Shinra’s proposal to build a Mako Reactor near their settlement, resulting in a nine-year war. During this time Midgar was constructed by Shinra over several pre-existing towns in a relatively defensible part of the eastern continent, becoming both Shinra’s capital and also its greatest achievement. The Wutai War ended in a Shinra victory, but survivors of the Wutai forces and other groups opposed to Shinra’s ultra-capitalist ideology – and horrified by the growing evidence that the Mako Reactors were sapping the Lifestream of the planet – joined forces to form AVALANCHE, a rebel organisation dedicated to destroying the Mako Reactors.

The first incarnation of AVALANCHE operated out in the countryside, hitting isolated reactors (such as the one at Corel). This group become more hardline and ruthless until one member, a scientist named Fuhito, considered the sacrifice of humanity itself to be a worthwhile consequence of destroying the Mako Reactors and saving the Planet. He tried to summon a powerful magical force named Zirconiade to wipe out Shinra forever, but was stopped and killed by the Turks, Shinra’s special operations combat team.

Barret Wallace, a native of Corel, worked with the Turks to defeat AVALANCHE, but was horrified when Shinra laid waste to Corel in retaliation, killing his wife and (apparently) his best friend. Swearing vengeance, Barret moved to Midgar and restarted AVALANCHE as a freedom-fighting organisation. This second version of the rebel group avoided civilian casualties where possible, but sometimes they were incurred. During this period Barret allied with a young, canny fighter named Tifa and her childhood friend, a former Shinra soldier named Cloud Strife.

The conflict between Shinra and AVALANCHE became quite intense, to the point where Shinra destroyed the Sector 7 pillar and dropped the entire sector onto the slums below, including the districts where AVALANCHE’s headquarters were located. Most of AVALANCHE was wiped out in this attack and AVALANCHE were blamed for the cataclysm, which caused thousands of casualties. Barret, Cloud and others launched a retaliatory strike on Shinra Headquarters. During these events AVALANCHE learned of a much more sinister series of experiments going on behind the scenes, involving the Ancients, the mysterious progenitor race who nearly destroyed the world two thousand years earlier. Sephiroth, the former Shinra military commander (and Cloud’s mentor), liberates the team after they are captured and kills President Shinra before escaping with the remnants of one of the Ancients, Jenova. 

Eventually it was revealed that Sephiroth (sometimes possessed by Jenova, sometimes acting on his own) planned to use the fabled Black Materia to summon a massive Meteor to devastate Gaia. The planet’s Lifestream would respond to heal the wound and Sephiroth would seize the resulting flow of power for himself. Working together, the former members of AVALANCHE (helped, if unwittingly by Shinra) defeated Sephiroth and destroyed the Meteor; unfortunately, in the final battle Midgar was partially destroyed.

After the final battle, Midgar was repopulated. The overhanging main plate had mostly been obliterated, opening the city up to the sky once again. The governance of the city was disputed between the surviving remnants of Shinra and other factions, but eventually the World Regenesis Organisation was formed by several groups to take over governance (in a fairer, more democratic form and help the planet heal from the immense damage wreaked upon it).


Hengsha in Deus Ex: Human Revolution

Origins and Influences
The city of Midgar first appeared in the iconic, classic video game Final Fantasy VII (1997). During the writing and planning of the game, the team at Squaresoft briefly considered setting the game in the real world, with New York City being the main city. This was a significant shift from the previous six games, which were each set in a new, original fantasy world. Ultimately, the team decided to continue in this vein and created a new planet, Gaia, for the game, although some of the original ideas for a New York game did resurface in Parasite Eve.

However, the team did like the idea of starting the game in a large metropolis, not dissimilar to modern-day cities. This would continue upping the technological level of the series (which had previously moved from a traditional, medieval setting to steampunk) and give fans something new to experience. As the first game designed for the original PlayStation, it had a much more ambitious design than the previous games, with lots of complex, dazzling CGI cut scenes.

Art director Yuusuke Naora was given the task of design Midgar and early on moved it away from the New York concept. He hit on the idea of making the city look like a “pizza” early on and this went down well with the rest of the creative team. Nods to this inspiration can be found throughout the game, with Mayor “Domino” and his deputy Hart (Hut) being named after pizza chains.

Final Fantasy VII was an enormous success on its first release, selling millions of copies. Midgar was the main setting for the entire first quarter or so of the game, with several return visits later on. This made Midgar a highly iconic location. Originally, Midgar was destroyed at the end of the game and this is seemingly confirmed by a cut scene showing the city completely in ruins and given back over to nature. The prequel games Before Crisis: Final Fantasy VII (2004) and Crisis Core: Final Fantasy VII (2007) are both partially set in Midgar before the events of FF7 itself, whilst the sequel film Final Fantasy VII: Advent Children (2005) and action game Dirge of Cerberus: Final Fantasy VII (2006) both show the city recovering from the events of FF7 and inhabited once more.

Some fans interpret this to mean that Advent Children and Dirge of Cerberus take place before the final abandonment of Midgar (hence the last FF7 cut scene); others suggest that the ending of FF7 itself has simply been retconned out of existence.

Although these are the only canonical appearances of Midgar, various other games feature “cameos” from the city, such as the FF7-themed battle arenas in the various Super Smash Bros. games.

In 2018 or (more likely) 2019, Midgar will return in Final Fantasy VII Remake, an ambitious, modern remake of the original game with all-new graphics, gameplay and technology.

Midgar is important as a fantasy city that eschews many traditional fantasy elements altogether, instead appearing primarily as a modern city of skyscrapers and towers (albeit suspended in the air above more traditional, medieval fantasy structures), with characters driving cars, taking trains and riding bikes into battle. This moves on even from “steampunk” into a more contemporary form of fantasy, little-explored by fantasy novelists. Square would go on to explore this theme of “contemporary fantasy” even further in Final Fantasy XIII and XV.

In terms of cities most directly influenced by Midgar, the most obvious is Hengsha in Deus Ex: Human Revolution. In this game – created by Western studio Eidos Montreal but published by Squaresoft’s successor company, Square Enix – the Chinese have built an entire utopian sky city above Hengsha Island (just off the coast around Shanghai), suspended over the city below by immense towers. The undercity has become a place of crime, squalor and corruption, whilst the city above is far more beautiful and seemingly perfect.

Midgar is an idea ahead of its time, a city of literal and geographic divisions and levels which reflect the ideological and political divisions riven through its society and through the story. It remains, twenty years on, one of the most iconic video game fantasy cities ever created.

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