Eveko
Eveko, shining capital of the Empire of Kizen, is the largest and richest city in Stildane. It is the future of the continent, a city freed from the threat of chaos and filled with bustling manufacturing jobs. The ports and roads are clogged with Corpse Carts and merchant caravans, bringing in huge quantities of raw lumber, metal ore, wool, cotton, and livestock and leaving packed with manufactured product for sale abroad. The murky and polluted river buzzes with life, as water-powered mills, factories, kilns, and smelters grind with work sleeplessly and mutated crustaceans are herded across the swampy delta.
The city itself is welcoming and friendly at first glance. Large signs and statues welcoming immigrants and tourists from across the continent. Town criers promise jobs with guaranteed housing for any willing to work, and great construction projects are everywhere. Huge multi-armed apelike creatures, driven by Kobold handlers, are used alongside wooden cranes and pullies to assemble great new buildings; huge metal-shelled beasts swim through the earth like enormous living plows, carving paths for new sewers. Bloated mammoth-like creatures with distorted human or dryad faces haul goods from the port as well; Eveko is a city more than happy to flaunt the beasts their warlike ancestors fashioned from the victims of conquest, for all sorts of civilian and military projects. Similarly, wealthy manors and company offices quietly moan as organic doors and elevators convenience residents and visitors alike - parts of the city are beasts themselves, coasted in wood and clay to give the illusion of being ordinary buildings.
Demographics
Government
Eveko is ruled by the Lord Mayor, who is chosen by the Empress and often nominated by the major landowning families in and near Eveko. The local priesthood and merchants also have a limited say in government as well. The Star Chamber (the supreme religious body of Kizen) appoints a Reverent Overseer to the city, a religious judge-bureaucrat who is placed in charge of the city's religious law and priestly hierarchy and who plays a significant role in approving laws issued by the Lord Mayor. The Merchants have the Eveko Commission: a reporting body that provides knowledge of the city and trade law recommendations to the Lord Mayor, but which tends to act as a voice for the merchant elite of the city.
The current lord mayor is Irika Nikrem, a high-born former merchant with a reputation for being a bit of a scumbag as a person and businesswoman in the past. Rumor has it that she was offered the position with the deal that she could embezzle for herself only if she cut out the corruption down the rest of the administration; the commonfolk can't imagine how else she got the job. The city has been running fairly well under her, though that could also be a coincidence rather than her specific doing. Other aristocrats and elites still largely avoid her for being a habitual liar and backstabber, but she seems to have contented herself for the most part with her position here.
The current Reverent Overseer is a woman by the name of Miana Stenek, and she is an imperial patriot through and through. A lowborn who rose through the priesthood thanks to charisma and diligence, Miana considers herself an avatar of the Empress' justice just as much as she considers herself a priest. She and Irika's distaste for each other are palpable and public, but so far it hasn't blossomed into outright political infighting.
Defences
Two sets of defensive walls run through the city: the Kivish Walls, ancient fortifications that are now ruins that run through the old part of town, and the Imperial Walls, which encircle the central parts of town but leave out much of the newer city. The Northern fringe of the city also has a system of watchtowers and patrols that keep an eye out for monsters from Rumakel (which are extremely rare, but not impossible).
Industry & Trade
Eveko is the workshop of Stildane, a massive city with a huge manufacturing sector. Great water-powered textile mills transform bushels of wool and cotton into textiles, while enormous kilns and smelters produce great amounts of pottery and metal. The grand butcheries, meat lockers, and tanneries operate on a larger and more impersonal scale than would be found in most cities. Many industries have imitated the mass assembly model through by-hand assembly lines or through old craft practices implemented across mega-workshops; the small-time guild artisan has been losing ground and independence in Eveko. It has yet to reach full industrial revolution levels, though: many of these large industries have not entirely simplified their tasks into purely 'unskilled' labor, and almost all are supplemented by legions of purchased small-time artisans who work out of their homes or small workshops and have been bought out by larger companies.
Not all trades have becomes pre-industrial, nor has the factorial lifestyle entirely overtaken the old urban rhythms of life. Smithing of smelted metals is still largely done by hand, as are trades like candlemaking. People still spend parts of the day working side jobs or growing their own local food within the city. The pre-factories are still fledglings in many ways, threatening traditional life in the distance while not fully replacing it.
Infrastructure
Eveko has a fairly well-constructed road system, as well as a robust fresh water supply that draws from wells as well as aqueducts funneling water from the Southeast. Plumbing is a rare luxury here, with most water delivered into fountains, cisterns, or water pumps and carried by bucket. The sewer system of Eveko serves the central and Southern parts of the city well, but the Northern and Eastern fringes are still being caught up to and have to rely on more basic sewer infrastructure (such as waste canals and commission wagons).
Districts
Southern Oldtown, on the Southwestern corner of the city, is the most glamorous and iconic of Eveko's districts. Old castles are preserved as museums, massive Kivish holy stars sit on every rooftop, and experimental gothic cathedrals with stained glass and gorgeous acoustics sit next to stylish manors and government buildings with highly-decorated facades. Company buildings, with their ominous and monumental early-1700s Kivish architecture (made to be as intimidating as possible), have been painted and decorated to look more cheery and welcoming, and their organic amenities can be addictively convenient.
Northern Oldtown, which is closer to the river, is a bustling commercial corner of town. It is a violent patchwork of isolated hyper-religious communities that have gated themselves off, booming nightclubs and taverns, portside markets, and old apartments packed to the brim with petty merchants, wealthy newcomers, and artisans. This is where most tourists and travelers tend to stop by, and the combination of middle-class prosperity, multiculturalism, and tight spaces creates a very strong impression of Eveko as a booming city of the coming age. Most newcomers imagine themselves living here, but they very rarely actually do.
Northport, the Northwestern part of town, is a bit newer, more industrial, and a lot less hip. And it only gets worse from there: the further East or North you go from that central strip of Southern Oldtown to Northport, the worse conditions become. The public services become worse, the streets begin to smell, buildings become even more cramped, and local gangs become rowdier. Eveko is a city with a lot of variety neighborhood-by-neighborhood, and that variety is ever-shifting as the city is built and its population is shifted around internally.
Guilds and Factions
The State Companies: Eveko's marketplace is dominated by massive textile, meat, pottery, and metal companies, each run by military-aristocrat groups. While elites invest in these companies, they do not actually own them; stocks are only legally legitimate if created and sold by the state, and these stock companies can never fully leave state administration. They are state projects that offer returns to investors and where investors are given opportunities to try their hand at management, and investors are exclusively the Kizen military and commercial elite. The only exception to this are the two private companies, which use informal agreements between aristocrats rather than formalized stock and are just larger versions of traditional merchant companies: The Sisters Erlain Textiles Company, and The Kostlin Meat Company. These companies are large, aristocratic, and hungry for power (possibly even more than profit). They hunt lesser merchants almost for sport, eagerly subsidizing and consuming all competition. They have also begun to look outwards from Eveko in recent years, and are preparing to use their built up monopolies and excessive production to expand their reach across North Stildane. The main companies in town are: The Imperial Textile Company, the Imperial Pottery Company, the Imperial Metalworks Company, the Imperial Meats Company, The Sisters Erlain Textiles Company, and The Kostlin Meat Company.
The Garrison and Guard: The city guard and city garrison have a lot of cross-pollination, and both are run by the same aristocratic military officers. Often tied by blood to the Company families, officers often align themselves with one company or another.
The Reverent Path Priesthood: The Reverent Path Kivish establishment has immense power over law and administration, as well as great influence over public perception and the actions of Kivish hardliner sects. The Reverent Path priesthood has its central hierarchy, led by the Reverent Overseer and the Judges, but also includes a network of less-integrated specialized priests and local gurus who handle particular problems or appeal to specific groups. Even these lesser priests must be licensed and registered with the Overseer's office to legally operate (with a few rogue actors illegally operating without a license). The Priesthood tends to prefer stability over change, and has been a thorn in the side of the more ambitious company and military actors.
The Kivish Hardliners: The Kivish hardliners are puritanical Reverent Path Kivish communities that pool their resources and political influence for maximum effect. Within these communities, they can be critical social safety nets and mutual aid networks in an otherwise cut-throat world, but they can also verge on cult-like behavior at times. The Kivish hardliners want big Kobold-only families, and a total separation between Kobolds and non-Kobolds; they also demand that believers push away and avoid those who fail to live up to the faith. Kivish hardliner militias can get rowdy at times and have been known to terrorize Kobolds who seriously break taboos, though they largely ignore non-Kobolds who leave them alone.
The Uvaran Temple: All non-Kivish religion is considered Uvaran here, and the Uvaran temples are a permitted parallel religious structure to the Kivish hierarchy. A council of Uvaran priests chosen by the Reverent Path Overseer are in charge of making religious rulings for Uvarans for legal purposes, as well as defining what is acceptable Uvaran doctrine. So far this council has been very lax, allowing small Sunekan, Ishkibite, and Lunar Cult groups to operate without harassment as Uvaran temples. For the most part, the Uvaran elites are imperial collaborators: they try to represent and support their communities, but they know better than to try and seriously unionize workers or compete economically. Instead, they focus on social issues and cultural autonomy.
The Elder-Guild: A group of traditionalist merchants who have not embraced the company system or freelance work, the Elder-Guild is a rejection of modern Eveko. Led by a combination between nostalgic Kobold artisans and Lunar Cultists (particularly aligned with Jade and Lily of Red), the Elder-Guild has swept up the vestigial remnants of a number of the old guild structures and has done its best to create pockets of traditionalist culture and life. The Elder-Guild does some work organizing weavers and smiths in the name of better pay and conditions, but it is extremely classist and anti-immigrant within its own structures: it doesn't particularly oppose the idea of an upper class, just the decline of guild hierarchies and urban pollution.
The Street Scamps: Gangs are big here, though they aren't entirely criminal. Some are just groups of workers or displaced communities that came up together seeking work, that drink and fight together for their own corner of the city. Others are gangs in the more negative sense of the word, groups of violent petty criminals who feel lost in the world and take out their anger on the vulnerable. It can be hard to differentiate the two on sight, and there is some grey area between them. Most of the more successful ones that have actual turf tend to have some local law and order they enforce, even if that law is informal and somewhat arbitrary.
History
Early History
The Fifth Scouring
Modern Eveko
Points of interest
The Imperial Palace, on the Southwesternmost edge of the city, is a walled and fortified little town in itself. Behind the imposing walls is a luxurious white-black-and-gold mansion, a garden of legendary beauty, and even a tiny menagerie of domesticated mutants bred for their beauty and docility. Only those of great status can enter the Palatial complex, and a ring of bureaucratic buildings has cropped up to both serve the empress at her home and to bar outsiders from trying to get in. The Imperial Palace has some distance from the city's core, and
The Temple of Rumek's Truth, seat of the Reverent Overseer and prior seat of the Star Chamber (imperial supreme religious body and court) before they moved to a small town a few miles South, is a gorgeous cathedral of stained glass that is a kind of museum of Reverent Path history as much as it is a shrine. Across the street from the Temple is the Pilgrim's Station, a massive hospice and place of tranquil respite for those preparing for their journey to Rumakel.
The Kivain Academy, on the Northern edge of Southern Oldtown, is the premier magic academy of Kizen and a place for arcane research and training. It also feeds into the mysterious Kizen Temple of Knowledge, the elite clique of Kivish wizards who serve the empire behind closed doors; this group in turn feeds into the Darzan University . Attached to the Kivain Academy is the Kivain Market, which sells magic components and magic services and allows the university to hire temporary workers. One can also find magic items here, at steep costs. Nearby is the Sacred Kestlig Sanitorium, a religious hospital devoted to psychiatric study of the mind and soul, as well as the health of the mind. The Sanitorium's theories and practices are a mixed bag very much shaped by each of the individual priests who work there, but some of them are leaning in the right direction and offer actual therapy and even rudimentary mental health medication.
The Sleepless Manor, meanwhile, is a nightclub and den of vices in Northern Oldtown famous for its experimental music and never-ending festivities. Also in Northern Oldtown is the Zomenden Hotel, an old manor that has been converted into a literary salon, cafe, and high-class hotel. Both locations are seen as dangerous and provocative spaces for blasphemy - or innovation, depending upon your politics.
In Northport, there is the Selkie district (which sells healing potions) and the Eldersgrove - a tiny town of traditionalists that seeks to act as its own tiny slice of old Eveko recreated.
And in the Northeast is the Beastmarket, the largest market for Irradiated creatures anywhere in the world. Any kind of weird mount or pet can be found here, if you wait long enough for it to be cycled through.
Architecture
Evekan architecture focuses on square buildings with steeply pitched roofs and broad eaves, made of brick and plastered wood. Eveko likes to build tall, and even the poorer buildings tend to have large facades, patios, and extra pieces of wood jutting out; these are buildings built with Kobold climbing abilities in mind, and extra-large windows that act as secondary doors on the upper stories are not uncommon. Large community firewood stacks are common, as are large basements.
Some buildings have 'Fleshworks', or organic conveniences created by Fleshwarping, added to them. These can vary from automatic doors, to elevators, to organic furnaces, to 'trainable' cleaning tendrils that act as in-house servants. Fleshworks are rare, and entirely confined to wealthier parts of old town.
Geography
Eveko sits on the delta of the Zuran river. Its older districts sit along the Southern side, though it now straddles both. The land is temperate, though the winters can get quite cold.
Founding Date
600 ME
Type
Capital
Population
160,000
Inhabitant Demonym
Evekan
Location under
Owning Organization
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