Nekiton
At the border of Nekiton, the lush developed farmland of Pakray suddenly stops. The marker-stones, old faces carves and overgrown with moss, scream at the traveler to stop. The trees on the other side seem so much taller, so much darker, more gnarled. In the evening, their branches look like warped arms, their bark looks like tortured faces. At dawn and dusk, a fine mist collects and drapes the ground. Ancient burnt skulls are displayed near the roadside marking stones, along with a sign: "Heed this warning: No weapons shall be drawn here." Crossing this boundary sends a shiver down your spine.
The road curls through the woods, quickly moving around the gentle, wooded hills. Small farms and watchtowers line the road with occasional gaps of wild forest, leading slowly to a distant hilltop crowned with wood-and-stone walls. Behind the wooden walls, the town appears quite cozy. Inns, shops, and market stalls surround the town plaza immediately through the gates. Beyond them is the promenade, containing the town hall, the theater, and the temple. Beyond that is Small Town- the Haltia quarter, with its own traditional moot building and smaller inn. In the distance, one can see the road leading out of town and up towards the hills. On the nearest hill shine the neighboring monastery and temple of Old Nekiton, surrounded by small stone walls and their own clusters of farmhouses. Ancient ruins are scattered all around those buildings and down the road to Smalltown, casting the entire region as a massive graveyard.
Beyond those grim ruins, there are the hills, the woods, and the marshes- each with a few isolated houses and old trails leading into town. Nekiton is not just a walled settlement, after all, but a network of small communities that encompass the whole cursed land.
As for what exactly plagues Nekiton, it is not an active danger but an ancient curse: all weapons used here shatter, spirits cannot enter, and humans find the land innately frightening. Once, this was an ancient metropolis. But it offended the Architects and was cursed forever. Now it is an unclaimed land, infamous but peaceful.
Demographics
Government
Nekiton is legally the property of the Harzan Monastery independent of any major state. In practice, the Harzan monks generally don't exert much direct power, but allow several independent town councils to run their own affairs. These councils are not always in harmony, but are rather representative of different interests that are often stuck in perpetual negotiation. The major players are:
- The Nekitan Country Militia, which is actually better described as an agrarian council of elders and community leaders. In terms of military matters, they mostly just operate the watchtowers and preside over the hunting of bandits and criminals (a rarity). They would rather focus on crops, land disputes, and the like.
- The Nekitan Guild Hall, which is a very grandiose committee of elder merchants and artisans and is basically a chamber of commerce. They manage town business.
- The Smallmoot, which runs Smalltown - the Haltia district. The Smallmoot keeps the old rituals alive.
- The Temples, which tend to move together in unison (but are certainly not immune to division). There is the Temple of Ashara, the Cat Goddess, outside of town, and then there is the Town Temple and the rural altar-temples. The Temples manage education, extract labor tithes, and keep the faith. They tend to be the mediating body that works out compromises between the farms and the town.
Industry & Trade
Nekiton is overwhelmingly agricultural, producing yams, squash, pumpkins, maize, and rice. Giant Lobsters are bred and kept in the mires in the Southeast, and sheep are kept in the hills. The hills are also home to a number of small mines, which are then smelted in a small walled ironworks near town. Cotton and flax are often grown by rural households for household textile production. Many households work together to produce paper for the temples and monks, and the town produces ink. The town produces rice wine and small manufacturing goods. For the most part, Nekiton is self-sufficient.
In terms of trade, the actual town of Nekiton is the centerpoint for trade and has been booming recently. Trade has not disrupted the region's self-sufficiency, but it has led to a surge in luxuries: sugar, spices, tea, coffee, silk, dyes. A number of older folks are annoyed by this, as well as the rise of physical currency over traditional work-and-barter. Despite these grumblings, everyone but Smalltown has cooperated to lean into the new trade and divide the benefits relatively evenly.
Guilds and Factions
The Harzan Monastery: The Poet Monks of Harzan are the most powerful and important faction of Nekiton. They are reclusive ascetics that believe that non-physical evil is the root of evil and can only be fought with good deeds and above all good words. To this end, the monks focus on the production of poetry, literature, art, and theology. They also produce some of their own food and liquor. The Harzan Monastery technically owns all of Nekiton, and it does manage most taxes and tariffs. Most of these are either food, labor, and paper/ink taxes for the upkeep of the monastery, or are taxes that are recommended by the local councils that the monks rubber-stamp. The most curious extra "tax" of the monks is the "art levy": essentially, "military service" against the essence of evil by some kind of art or expression, to be launched in an "assault on the demon Gods" every Day of Blood. The most common kind of "military service" are weekly participation in the local choirs and bands (instruments count as weapons to the Harzan monastery, and supplied from the greater Desmian military budget). Not everyone has to participate in the Art Levy, but it is a sign of prestige and community leadership to do so. And, speaking of fighting, the Harzan monks do practice martial arts and have recently mastered the Way of the Open Palm - they are an actual fighting force that is able to soundly remove any bandits that move into the territory.
The Monks have recently become internationally semi-famous, and have set up their own printing press and expanded library. Pilgrims and tourists flock to train with them or learn from them, and their offerings have allowed the monks to greatly expand their headquarters. The monastery itself is very particularly designed with ritual purpose: as a great magical seal on the heart of the ancient city, where the God Emesh was once killed and where the curse was seeded. The town, countryside, and monks all believe that the monks alone keep the curse from killing crops and people or spawning demons- so, for all the fun and games, the duties of the monks are seen as deadly serious. To better reinforce the seal and produce superior art, the monks have a very curious ally: The God Emesh, who presents himself as the Muse-Spirit Olaino. "Olaino" is a secret of the monks, and has been a critical resource in keeping the town prosperous and peaceful.
History
The Ancient Kingdom: -1100 to -500
The Unholy Land -500 to 1080
A Haunted Oasis: 1080 to 2020
Tourism
There are three reasons for tourism into Nekiton: pilgrimage to the Harzan monastery, tourism centered on the Day of Blood festival, and thrillseeking tourism. Pilgrims often seek to to be blessed with inspiration and bravery and are often willing to provide offerings in exchange for advice. Some even seek to stay temporarily to receive training in the art of poetry, writing, or physical discipline. Pilgrims often double as Festival Tourists, visiting in larger numbers around that time of year (early autumn). Nekiton's Day of Blood festival is known to be particularly overwhelming in its highs and lows: the curse enhances the terrifying aspect of the Day of Blood, but the town rises to meet it with great feasting, music, and revelry. The low taxes also means more abundant food and drink, and the Art Levy makes for a more impressive and overwhelming series of performances.
Thrillseeker tourism is related to that pursuit of Highs and Lows, but is perhaps a little less traditionally pious. Thrillseekers are often propertied Desmians who either want to feel the thrill of being scared for fun or want to undergo some kind of ordeal to prove their bravery to themselves or others. These thrillseekers have developed a small industry of farmers and merchants who curate particularly scary spots to give "haunted tours" or "supernatural ordeals". Some of these "ordeals" are essentially just fun local activities that townsfolk also take part in: making mazes out of corn fields or going out to the ruins to tell stories. Others are more intense, such as drugging the tourist, stripping them naked, and then releasing them in a farm while monstrously costumed employees chase them and beat them with reed whips and sticks. After these frightening games and ordeals, thrillseekers then return to the inns in town to drink heartily and celebrate - the highs of revelry enhanced by the recent terror. This post-fright revelry can often get out of hand and is a source of great community controversy: many Nekitan residents see thrillseeking tourists as a nuisance and even as a possible threat. Recent regulations have clamped down on this trade, confining thrillseekers to specific areas, confining post-thrill tourists to specific inns, and hitting both merchants and tourists with heavy fines if they cause problems.
Architecture
Nekiton's architecture is fairly simple and traditional: single story outside of a few central buildings, made of a combination of stone and wood. Buildings outside of the main town often incorporate pieces of the old ruins into the walls and foundations. Most Nekitan buildings use traditional Pakrayan-Kenain sloped rooves, often a mixture of hay, adobe, and tile to make it extremely waterproof. They also use slightly raised wooden floors to allow water to flow under the houses during the wet seasons. Houses and buildings on low ground outside of town are often stilted for protection from water and ghosts alike.
Geography
A mixture of grassy hills and meadows, warm humid forest, and swampy lowlands.
Founding Date
-1100 DE/1100 ME
Type
Large town
Population
5,000 humanoids, 1000 cats
Inhabitant Demonym
Netikan
Location under
Owning Organization
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