Khaluhmn, the City of Scores Settlement in Leopolara, the Empire of Leopold the Reincarnate | World Anvil
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Khaluhmn, the City of Scores

Believed to be one of the oldest settlements of the known world, the City of Scores rests firmly in the middle of a steep mountain chain, accessible only through two passes, one north, and one to the south-east. Beyond those mountains stretches a desert, which takes a horse two days to pass, and beyond that, in the north and east, deep forestland, and to the south a vast lake, while to the east, a craggy hill-land. In many ways, it is a bothersome trip. In more ways, it is well worth it. So decidedly in the very middle of the Empire, it makes for a natural binding point between the surrounding lands and cultures, creating a common meeting ground where people that may have been enemies elsewhere can haggle and trade under the impartial, and watchful, eyes of the coin-priests.   Even before the Empire, Khaluhmn attracted visitors from far and wide; not only due to its location, but for the wonders that it held. The valley within which the city exists is known for its beautiful and unique flowers, found nowhere else on the Continent; verdant green to the point where they almost seem to grow, with petals that lean into soft twirls, those flowers are also the symbol of the city-state. The architecture at the heart of the city, referred to as the Olden, is utterly unique, and found nowhere else in the Imperial dominion. Houses that seemed carved from the very mountain itself spring up there, coupled with marvelous terraces and surprisingly intricate filigree. As the people of Khaluhmn value nothing higher than trader, it is perhaps not surprising to find that the Olden is where the city’s most successful merchants are found, peddling wares from all across the land - though it is perhaps unfair to point the Olden out in particular, since everyone in Khaluhmn knows that the whole city is naught but a giant market, and proud of that fact.   While the city may appear undefended, it does so from within the city itself, and never to those outside. Not only do the steep mountains make for natural walls, but the passes are heavily guarded, and filled with gates, choke points and traps which can be armed at a moments notice. While the citizenry of Khaluhmn is generally against taxation and regulation, they all happily pay a tithe to keep the city’s defenses well maintained and armed; to a khaluhmite, it is a point of great satisfaction that the city-state is such a significant point for trade, because they could choose to cut themselves off from the rest of the world at any time.   Though the city bows before Imperial Law, there are many customs that are unique to Khaluhmn, foremost of which is its focus on meritocracy. Unlike other parts of the Empire, where professions and positions are largely hereditary, the people of Khaluhmn have a firm belief in fair play. Children are raised collectively by those with a Khaluhmn citizenship, and any inheritance beyond that which necessitates survival is strictly forbidden, the wealth of the dead instead passing to contribute to Khaluhmn’s many universities. This tradition traces its origins to the coin-priests, and its belief that every person is scored based on how successfully they have led their life, and that score can never be based on the virtue of the parent. Naturally, many parents find other, non-monetary ways of sponsoring their children, mainly through the establishing and passing down of connection, but to openly be seen to be paving way for your off-spring is considered taboo. It is worth noting that the city’s focus on merit before birth has made it one of the Empire’s most welcoming cities for the Iridescents, for good or ill.   Furthermore, there is very little that is not legal in the City of the Great Score. Following the belief that everyone is scored based upon their success, the philosophy that about eighty-five percent of Khaluhmn subscribes to, it would be considered a sin by many to outlaw the possibility for that success. Oddly, this freedom proves oddly self-regulating. While murder is technically legal between citizens of the city-state, so is placing bounties upon killers, and in the long run, it has becomes more profitable to kill killers than anyone else. Many less savoury trades turn in upon itself like this; someone exploits the system, people mimic the exploit, and someone else finds a way to exploit the exploit. Thus, the status quo is maintained.   What passes for leadership in Khaluhmn is easily managed: Those with the highest scores lead. Usually, that means that the ten people with most points levy those points against one another, though occasionally, mass-votes are held, with the side scoring most points standing as the winner - alas, with so few laws, this happens seldom, usually only during times of great strife and to safeguard the city. The coming of Leopold was said to be one such time; agreeing to pay the Orda Nekraux another.   Though essentially lawless, Khaluhmn is one of the most peaceful parts of the Empire. As a willing subject of the Emperor, it has been allowed to continue mostly as it has ever done, nestled deep in the mountains, counting money and keeping score.
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