Difference between revisions of "Muse of the Sands (Hullness)"

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In the midst of the western sands of the [[Khadzawtha Wastes]] flies the capital of the Kingdom of [[Shaliz-Um-Warif]], the [[hullness]] city, Muse of the Sands. This is the largest known hullness in the [[East|eastern hemisphere]] and possibly the oldest hullness in the world. Muse of the Sands began as a desert jaibu in the mid 1900's if not earlier.  With the proliferation of [[titanship]]s and [[titancraft]] salvage, the aerial trading post expanding with metallic hulls and lateral skycruisers.  It served and continues to serve as a refuge for outlaws and wizards in [[Weshif]] and is known for its sizable minority populations of [[halflings]], half-jykks, and [[Badrinu]]. Its aerial mobility gave it an advantage against neighboring kingdoms of [[Beph-Themesh]] and [[Rala-Pithur]]. It has grown wealthy through largely unregulated commerce, bootlegging, smuggling, and in recent decades, prostitution and gambling. In the late 2600's it became the capital of the Kingdom.  The city draws a stream of ever-ready hooligans and merchants as well as continual condemnation from [[Arathracianism|Arathracian]] and [[Imzaha|Imzaami]] clerics. Its waywardness is generally at the core of its poor relations with the Kingdom of [[Shagrela'al]] and its smuggling as well. Muse of the Sands is also famously a refuge for wizards whose magic has openly delivered the city on a handful of occasions.  In the minds of many foreigners who have never been to Shariz-Um-Warif or the Muse of the Sands, the infamous hullness city and the land it governs are one and the same.
 
In the midst of the western sands of the [[Khadzawtha Wastes]] flies the capital of the Kingdom of [[Shaliz-Um-Warif]], the [[hullness]] city, Muse of the Sands. This is the largest known hullness in the [[East|eastern hemisphere]] and possibly the oldest hullness in the world. Muse of the Sands began as a desert jaibu in the mid 1900's if not earlier.  With the proliferation of [[titanship]]s and [[titancraft]] salvage, the aerial trading post expanding with metallic hulls and lateral skycruisers.  It served and continues to serve as a refuge for outlaws and wizards in [[Weshif]] and is known for its sizable minority populations of [[halflings]], half-jykks, and [[Badrinu]]. Its aerial mobility gave it an advantage against neighboring kingdoms of [[Beph-Themesh]] and [[Rala-Pithur]]. It has grown wealthy through largely unregulated commerce, bootlegging, smuggling, and in recent decades, prostitution and gambling. In the late 2600's it became the capital of the Kingdom.  The city draws a stream of ever-ready hooligans and merchants as well as continual condemnation from [[Arathracianism|Arathracian]] and [[Imzaha|Imzaami]] clerics. Its waywardness is generally at the core of its poor relations with the Kingdom of [[Shagrela'al]] and its smuggling as well. Muse of the Sands is also famously a refuge for wizards whose magic has openly delivered the city on a handful of occasions.  In the minds of many foreigners who have never been to Shariz-Um-Warif or the Muse of the Sands, the infamous hullness city and the land it governs are one and the same.
  
Muse of the Sands is a patchwork of salvaged titanship hulls that form a great central core from which numerous lateral hulls of both metal and [[xylopter]] (skywood) extend. Countless sails provide lift as well as [[ziffler foils]] and [[Coelodermic Volitundum|volitunda]]. As of today (ca 2735), the central core extends about 2300 feet (700 meters) in length In addition to its core, there are sixteen to twenty [[skycruiser]]s that join via gangplanks to the main core. These vessels are armed and can detach to engage hostile skycraft.  
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Muse of the Sands is a patchwork of salvaged titanship hulls that form a great central core from which numerous lateral hulls of both metal and [[xylopter]] (skywood) extend. Countless sails provide lift as well as [[ziffler foil]]s and [[Coelodermic Volitundum|volitunda]]. As of today (ca 2735), the central core extends about 2300 feet (700 meters) in length In addition to its core, there are sixteen to twenty [[skycruiser]]s that join via gangplanks to the main core. These vessels are armed and can detach to engage hostile skycraft.  
  
 
The king of Shariz-Um-Warif appoints the sky governor of the city who handles the day-to-day administration of the city.  The sky governor in turn appoints the skywardens who supervisor and oversee the maintenance of the sails, rigging, ziffler foils, volitunda, and other essential components of the hullness city. The sky governor also directs the helmsman and other hull-sailors.
 
The king of Shariz-Um-Warif appoints the sky governor of the city who handles the day-to-day administration of the city.  The sky governor in turn appoints the skywardens who supervisor and oversee the maintenance of the sails, rigging, ziffler foils, volitunda, and other essential components of the hullness city. The sky governor also directs the helmsman and other hull-sailors.

Revision as of 14:39, 22 December 2024

In the midst of the western sands of the Khadzawtha Wastes flies the capital of the Kingdom of Shaliz-Um-Warif, the hullness city, Muse of the Sands. This is the largest known hullness in the eastern hemisphere and possibly the oldest hullness in the world. Muse of the Sands began as a desert jaibu in the mid 1900's if not earlier. With the proliferation of titanships and titancraft salvage, the aerial trading post expanding with metallic hulls and lateral skycruisers. It served and continues to serve as a refuge for outlaws and wizards in Weshif and is known for its sizable minority populations of halflings, half-jykks, and Badrinu. Its aerial mobility gave it an advantage against neighboring kingdoms of Beph-Themesh and Rala-Pithur. It has grown wealthy through largely unregulated commerce, bootlegging, smuggling, and in recent decades, prostitution and gambling. In the late 2600's it became the capital of the Kingdom. The city draws a stream of ever-ready hooligans and merchants as well as continual condemnation from Arathracian and Imzaami clerics. Its waywardness is generally at the core of its poor relations with the Kingdom of Shagrela'al and its smuggling as well. Muse of the Sands is also famously a refuge for wizards whose magic has openly delivered the city on a handful of occasions. In the minds of many foreigners who have never been to Shariz-Um-Warif or the Muse of the Sands, the infamous hullness city and the land it governs are one and the same.

Muse of the Sands is a patchwork of salvaged titanship hulls that form a great central core from which numerous lateral hulls of both metal and xylopter (skywood) extend. Countless sails provide lift as well as ziffler foils and volitunda. As of today (ca 2735), the central core extends about 2300 feet (700 meters) in length In addition to its core, there are sixteen to twenty skycruisers that join via gangplanks to the main core. These vessels are armed and can detach to engage hostile skycraft.

The king of Shariz-Um-Warif appoints the sky governor of the city who handles the day-to-day administration of the city. The sky governor in turn appoints the skywardens who supervisor and oversee the maintenance of the sails, rigging, ziffler foils, volitunda, and other essential components of the hullness city. The sky governor also directs the helmsman and other hull-sailors.

Hullness Areas

  • Bridge
  • Foredeck
  • Great Promenade (main deck)
  • Starboard Promenade
  • Port Promenade
  • Lower Deck
  • Grand Aft
  • Ultimate Aft
  • High Deck
  • Kings Tower
  • Upper Gondola
  • Lower Gondola
  • Zenithal Gondola
  • Various conjoined skycruisers (up to twenty at any given time)


See Also