Unnamed Kink Setting Worldbuilding 2: Inside and Outside
Travel between cities is rare; caravans that do so carry twice as many guards as they do passengers, and are prohibitively expensive. To travel on your own, or with a couple guards, is to risk, in order of likelihood:
* Attack by “bandits;” groups who live in tiny walled settlements and range out as far as they dare in search of prey, whether human or otherwise.
* Death by thirst or starvation if your supplies run out, if you get turned around in one of the wild storms.
* Death by wild storm.1
* Transformation or twisting – or engulfment – by a Lantern.2
* Attack by a Creature3 or a mundane beast.
* Being shot down by the guards of your goal city.
The cities are the primary population centers; farmers live outside the walls, but close enough to flee within them if any of the aforementioned threats attack. Bandits, too, the occasional marauder, and a few tiny, terrifying settlements also exist outside cities, but they account for less than 10% of the total population of the continent.
Inside the cities, the population follows a structure as tiered as the concentric walls, and, indeed, marked by and inspired by those walls.
- 1. Wild Storms are just what they sound like, massive storms – dependent on the locale, tornado, hurricane, sandstorm – with the added benefit of sometimes having magic twisted up within them.
2. A Lantern is someone who lost control of their magic, and are now simply a conduit for the power. The power spurts from them in unpredictable bursts, or sometimes just flows out until the human at the core is entirely lost. The only plus is that Lanterns are generally stationary.
3. A Creature is, well, a creature, one that has been warped by proximity either to a place of power4
4. A place of power is assumed to be an opening from the magic to our plane of existence, although nothing but magic ever comes through.
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