Showing posts with label city. Show all posts
Showing posts with label city. Show all posts

Sunday, 9 September 2018

Quick and Dirty: Abu Dhabi (Night's Black Agents)



Image of 1909 Abu Dhabi castle taken from Berlin Museum collection. 



Abu Dhabi

While there is archaeological evidence of previous settlement, going back as far as the 3rd Millenium BC, the city formally began its existence in the 16th Century. A nomadic group settled there on the freshwater spring at Abu Dhabi island. The name literally means Father of the Gazelle, and probably refers to the Dhabi gazelle that once was plentiful in the area. Depending on where you are, you either pronounce Abu as Bu (on the western coast of the city) or Abu (eastern section). 

The Al Nahyan, a branch of House Al-Falahi, were the first to settle at the spring and have since become the ruling family of Abu Dhabi. Current male members of Al Nahyan number about 200, and as has been the custom for many years the identities of female members are not known. Their family has contributed government ministers and high officials to the UAE; Khalifa bin Zayed Al Nahyan is the current head, chair of the Abu Dhabi Investment Authority, Supreme Commander of the Union Defence Force, Emir of Abu Dhabi, and President of the UAE. Current estimates suggest the family is worth in excess of $150 billion.

For many years the city was best known for its pearl fishing, but in the 19th Century Britain increased its influence over the region, strengthening its hold once oil was discovered. This led to a partnership with BP which resulted in the discovery and development of the region's major oil fields. Even to this day relations between the UAE and Britain remain strong, though Britain formally withdrew from the region in 1968, a few years ahead of the founding of the UAE in 1971. Some Brexiteers lean heavily on this friendship as a prop for the Brexit argument, saying that withdrawal can lead to even closer ties with the UAE. 

This cuts both ways. For many decades wealthy UAE buyers have been snapping up British assets and property in London, and race their high-performance supercars through Mayfair, once Ramadan's over and done. This historically has led to some friction, but by and large the British are content to overlook the problem so long as money keeps rolling in.

Population

1.8 million, just a little less than Houston, Texas.

The whole of the UAE is slightly smaller than Maine, with 6 million population. Dubai, the most populous city in the UAE, is home to over 3 million, which means that the citizens of these two cities make up more than 80% of the total population of the UAE.

When Abu Dhabi was originally planned out in the 1960s, it was only intended to house 40,000 people.

Immigrants make up more than 80% of the total population. South Asians are the largest immigrant group, including Bangladeshi, Indian and Pakistani workers. Arabic is the official language, but there's a significant number of English speakers as well as Hindi and Urdu.

Islam is the official religion. There's a very small scattering of Christians and other religious groups, including Hindu and Bhuddist.

Life expectancy is somewhere around 77 for males and over 80 for females.

Conflict

The UAE cushioned itself against the 2010 outbreak of the Arab Spring by doing what it does best: throwing money at the problem. At the same time it began a vocal campaign for political reform in other Arab countries, though the UAE itself remains largely as it was before the Spring, from a political perspective. The UAE was also one of the first to join the coalition against ISIS. Intelligence sharing between the UAE and Western governments, particularly the US, has traditionally been strong.

It's not always smooth sailing. In 1999 the CIA was tipped that Osama Bin Laden was attending a falcon hunt in Pakistan, and among the honored gathering was Sheikh Kalifa bin Zayed al Nahayan himself, along with Sheikh Maktoum, leader of Dubai. The CIA debated whether assassinating Bin Laden, perhaps by missile strike, was worth the risk; it was doable, but when potential collateral damage includes a political ally and the heads of two of the royal families of the UAE, it takes considerable political will to pull the trigger. In the end, it was beyond the CIA.

Which is Abu Dhabi and the UAE in a nutshell. Allies, yes, but with a hard desert-dwelling Bedouin core and a love of the past combined with strong religious sentiment. Tradition comes first, and it's not unknown for UAE capitalists to stave off feelings of religious-inspired guilt by backing hard-core Islamic fundamentalist groups. In much the same spirit, Irish American groups once sent cash to the IRA; it meant they were involved in the struggle, even though they never saw the explosive results.

Explosive results of any sort are something the average citizen only sees on television. Abu Dhabi is by far the safest city on the planet. Assault, robbery and muggings are almost unknown. Cyber crime is increasing, with two out of five citizens falling victim - or about 800,000 of Abu Dhabi's 1.8 million. Terrorist attacks in Abu Dhabi are almost unheard of, though there are exceptions. In 2014, a Romanian-American teacher of English, Ibolya Ryan, was stabbed to death by an attacker who later went on to try to plant a bomb at a doctor's house. The attacker was arrested and executed.

Capital punishment (by firing squad) has been meted out to citizens and foreign nationals. It is rare for women to suffer the ultimate penalty, but it has happened; the terrorist who killed Ibolya Ryan, Alaa Bader al-Hashemi, was one such. Death is the penalty for the following crimes: treason, espionage, murder, successfully inciting the suicide of a person afflicted with total lack of free will or reason, arson resulting in death, indecent assault resulting in death, importing nuclear substances/waste, adultery, apostacy, blasphemy, perjury which results in wrongful execution, rape, aggravated robbery, kidnapping, terrorism, sodomy, homosexuality, drug trafficking, and joining the Islamic State of Iraq and the Levant. Death penalty cases are often but not always commuted to life sentences.

The UAE is a founder member of the Islamic Military Counter Terrorism Coalition, contributing both troops and cash to the cause.

Terror attacks tend to be rare and extremely limited in scope. Abu Dhabi doesn't see anything like the constant bombings that rocked Kabul, and this is in part because it enjoys the protection of an extremely well-provided police force. Agents take note: these cops drive sportscars, so don't count on your wheel artist to save you when it all goes south. Abu Dhabi is rapidly deploying project Oyoon, blanketing the city with facial recognition cameras; the project should be complete within the next two years. Areas frequented by tourists will get top priority. In game terminology, any Heat-gaining activity increases Heat by 1 extra point, or 2 if the activity is overtly violent. Once Oyoon deploys, Heat gain may increase still further at the Director's discretion.

Backdrops

Image taken from abudhabi.com

Ferrari World. Opened to the public in 2010, this is the world's only indoor race car theme park. Among its many attractions is the world's fastest roller coaster, the Formula Rossa, one of five coasters at the park. As you might expect from a Ferrari-branded resort, the park is a petrolhead's idea of heaven, and naturally includes the opportunity to drive a Ferrari.

Image taken from abudhabi.com

Sheikh Zayed Mosque. This is the third largest mosque in the world and the largest in the UAE, capable of holding up to 40,000 worshippers. It was finally completed in 2007, three years after the Sheikh's death, and is his final resting place. Its library and collection of artefacts is extensive and includes items of considerable antiquity. As the country's holiest site the UAE is sensitive about the mosque's image; both Selena Gomez and Rihanna have been criticized for taking pictures with the mosque in the background, because their poses (in Gomez's case, an ankle was showing) were considered provocative.

Image taken from abudhabi.com


Emirates Palace. This hotel, completed in 2005, includes 22 residential suites, 92 suites, and 394 residences. It is the third most expensive hotel ever built, and second to none in terms of luxury. "Think about coffee," hotel GM Willy Optekamp told the New York Times. "We serve coffee on a silver tray with rose petals, crystallized sugar, a linen napkin, marzipan croissants, a bottle of imported water and the coffee. The ladies get a rose."  Costs range from $625 a night to $13,000. There are six ruler's suites on the top floor, to be used only by royalty travelling from other Persian Gulf countries. A special Arc de Triumph-style entrance is reserved for their motorcades. 

Three Hooks

A Conspiracy asset with a very interesting laptop is staying at the Emirates for a few days, to help facilitate a deal with minor royalty. The contents of that laptop could be absolutely invaluable - if the agents can somehow smuggle themselves into the hotel, get to the highly secure $13,000-a-night suite, and grab the laptop's contents without anybody realizing what's going on.

An IMCTC exercise 'accidentally' uncovered a Hellenistic-era archaeological site in the desert, not far from Abu Dhabi. Just how does a counter-terrorist organization manage to stumble across an archaeological site? Why have the artifacts been taken to a secure location in Abu Dhabi, to be kept under lock and key? 

One English expat, who may have been out in the sun too long, swears blind he once saw a facility in the desert devoted to growing Indian workers - or what he thinks were intended to look like Indian workers - from seeds, later to be shipped into Abu Dhabi in colorful decorated trucks. He's probably mental, but if anyone might be interested in growing people wholesale, it's the Conspiracy …

Thrilling Elements
  • Fast cars. Fast cars. Fast cars. The most expensive, tricked-out, high-tech vehicles congregate in Abu Dhabi like desert wanderers at an oasis.
  • A tourist is scolded by a citizen for indecent behavior, and clearly doesn't understand what's going on - the language barrier is a factor.
  • Heat and humidity smash you flat. Nothing can prepare a first-time visitor, and nothing can save them except air conditioning. 
  • An unexpected rain or windstorm blows through, temporarily clearing the streets and bringing some much-needed cool air.
  • Few cities are as pedestrian-unfriendly as Abu Dhabi. This is a city built to worship the car, and those foolish enough to try to walk through it take their lives in their hands.
  • Though public drunkenness is frowned on, Abu Dhabi boasts some of the swankiest liquor palaces in the UAE, catering to every conceivable taste.  
  • Try not to scream when the waiter hands you the bill. As you might expect, the cost of living in Abu Dhabi is extremely high; expect to pay considerably more for pretty much anything and everything.
  • A trip to the beach is a treat - a very expensive treat. The private beach clubs can set you back something in the region of Dhs150 to 450 a visit. 
Enjoy!





Sunday, 18 February 2018

Akkat, Mother of the Sunrise: Part 2, City Builder

Last time I discussed the basics of this city build: what kind of place is it, what is it famous for, where (roughly) is it located? Now the time has come to go into a little more detail. What, exactly, is this city like?

When I've discussed character design before, it's always been in the form of question-and-answer.  Exactly the same process can be followed here, slightly altered. So where I might ask about the character's name, age, ethnicity and gender, I now ask about the city's name, age, ethnic makeup, and landmarks.

To give you some examples:

Name: Akkat, Mother of the Sunrise. The title Mother of the Sunrise derives in part from the city's most valuable find: the Sunrise star gem, currently held by the Lugal, or ruler, of Akkat.

Age: People have been living here for uncounted generations. However the current rule of the guilds is less than a century old; in the time of grandfather's father, Akkat was ruled by the Lugal, who in turn owed his fealty to the great Raj of the Northern Kingdoms. The Northern Kingdoms in their mountain fastness have ceased to be a concern ever since the great rebellions, and the Lugal hasn't been a serious force in local politics for many decades.

Ethnic Makeup: Akkat is majority human. There is a much higher proportion of Tieflings here than anywhere else in human lands; about a fifth of the city are Tieflings, including many of its most important guildsmen. Though there aren't many half-orc citizens, nearly all the guild guard are half-orcs, with human officers - though the officers are largely for show, the guard being commanded in practice by its non-coms. Halflings and Elves are uncommon but not unheard of; many of the riverboat captains and crew are members of these races. Dwarves, gnomes and dragonborn are among the least common, and dragonborn are especially distrusted, since the old Raj of the Northern Kingdoms was led by dragon-kin.

Three Landmarks:
  • The Thousand Window Palace, where the Lugal traditionally holds court, is an architectural wonder, and its stained glass windows are a superlative example of the glassblower's art. The scenes depicted there show the great moments of the Lugal, and the Raj. Though the Palace is meticulously preserved, no new windows have been added for a hundred years. The Palace Guard is headquartered here, and the Lugal's Court is open daily, so the Lugal can hear the concerns of his people. The Palace Guard, as distinct from the city guard, is entirely human, and ceremonial. In days long gone, it was often the case that a new Lugal achieved power thanks to the quick and stealthy blade of an influential Guardsman. As a result, these days the Guard aren't allowed anything sharper than a wooden staff. They even eat their food with wooden utensils.
  • Destiny Quarter, the ghetto where most of the Tieflings live, is alive morning, noon and night. When Tieflings began coming here, at first they were confined to a small section of the city that nobody else wanted. Over time, as more of them arrived, their political power increased. Now some of the richest citizens of Akkat live here, side by side with the finest merchant mansions, the most expensive and famous inns and eating houses. The one thing that hasn't changed in all that time is Destiny Gate, that used to mark the way in and out of the walled ghetto. The Tieflings prefer it that way, as a reminder; the ghetto walls may have come down, but if you seek your Destiny, you go through that gate. 
  • The Permit House is where you have to go if you want permission to build anything. Since the very rocks of Akkat are impregnated with magical materials, and since merely digging a foundation might uncover priceless wealth, building rights are very strictly controlled. There are only three licensed building contractors in the entire city, each of them richer than a king. Building without a license, or hiring yourself out as an independent contractor, is  brutally punished; the hands of those who try are cut off and nailed up above the Permit House door. Applications for new build, or to repair existing buildings, often vanish within the labyrinthine corridors of the Permit House, never to be seen again. Of course, grumble ordinary citizens, Tieflings never seem to have any trouble getting permission ...
Economy: Akkat's most famous, and lucrative, export, is the star gems from which it gets its name and reputation. These highly magical items are sought after by wizards, sorcerers, liches, kings and princes. There are only a handful of official mining operations, and unofficial diggings are harshly punished - hence the Permit House. This increases the scarcity of an already rare commodity. Moreover the wizards and Tiefling jewelers of Akkat are supposed to have an especial affinity for these gems; a magical device incorporating a star gem shaped and polished by their cunning hands is said to be especially powerful, and valuable.

However it does not stop at gems. The forges of Akkat, incorporating that same magically potent stone, are supposed to be capable of producing the finest magical blades. The very best swordsmiths are, it is said, working on sentient items to rival the creations of mythic wonder-workers of times past. Whether or not this is true is besides the point; a magical blade from Akkat, with the mark of one of the Guild's swordsmiths, is worth twice as much as any other of its type, whether or not it has any kind of extra potency. 

Finally there are the glassblowers. This is a relatively recent innovation for Akkat; the first master glassblowers relocated here forty years ago. However in that brief time they have become renowned for their skill and delicate craftsmanship; alchemists and lovers of art alike swear by Akkat glass, which, so it is said, captures sunlight like nothing else on this earth. The thing that puzzles visitors to Akkat is, why do these glassblowers not add new windows to the Thousand Window Palace? Yet, to date, none have.

There is one other branch of the economy that the Guilds and the lords of Akkat prefer did not exist: poppies. Again, thanks to the magical qualities of the city, its people are themselves slightly magical. You can't live all your life surrounded by material from the far-flung stars, and not pick up a tiny amount of background radiation. Even the animals are a touch fey. What this means is, the night-soil of the city - excellent manure - is the perfect food for a particularly delicate flowering plant, commonly called the Sunset Poppy. The seeds of this plant, properly processed, produce an addictive narcotic, sold throughout the Southern lands as Sunset, Moonglow, or Journey's End. The Thieves' Guild makes a very tidy profit from cultivation of these poppies; most, if not all, of the night soil collectors of Akkat are on the payroll. It's safer that way. Those who resist meet unfortunate accidents. The fields, and processing facilities, are outside the city proper, high up in the hills; it makes it that much easier for the lords of Akkat to ignore a problem on its doorstep.

***

What I'm getting at is this: as a designer of worlds, you can create cities and characters in exactly the same way. If you want to design a character, you ask how old they are, how they make their money, what they look like, what they value, what they want, what they dream of, what their secrets are. For a city, you ask exactly the same questions. The difference is merely scale. A city needs more, makes more money, has grander vistas, and outlives even its oldest citizen. But the questions remain the same.

Don't think this just applies to fantasy cities. The same technique can be used to design your version of London, or Macau, or wherever it might be. Sure, a lot of that information can be found in Wikipedia, but you're after the stuff that's not in Wikipedia. Say you're building a version of London much like that Ben Aaronovitch uses for his Rivers of London series. It's very like the London of today - but not exactly like. For the bits that don't fit established modern London, you ask exactly those questions I've asked here - and design your version of London around that.

Which brings me to adventures. Once you design a city, the kind of adventures that happen there should flow from that design. Such as:

A swordsmith has crafted a particularly fine longsword, that he wishes to sell to a nobleman far away. However he needs someone to guard the weapon on its journey South. The swordsmith's rivals are very jealous of his work, and one of them will stop at nothing to prevent the sale - but which of them paid off the bandits that attacked the adventurers?

A Tiefling, on coming of age, or marking a particular life triumph, walks through the Destiny Gate as part of a ceremony that usually involves days, sometimes weeks of feasting, masquerade, and song. The masquerade balls are particularly famous; the grander the masquerade, the more important - and wealthy - the Tiefling host. However this particular Tiefling, on walking through the Destiny Gate, somehow opens up a small, personal connection to the Abyss. Nothing so dramatic as a flaming portal through which can be heard the wailing of the damned; rather, unexpected and swift corrosion, say of furnishings, clothing, or food, or a brief plague of Abyssal small fry, like Dretch, or Manes. Each time this happens, it's centered on the unfortunate Tiefling who walked through the Gate. Naturally this complicates the masquerade somewhat, but it also provokes a human backlash. Can the adventurers defuse the situation, before an angry mob tears through Destiny Quarter?

An innkeeper has, through accident or design, dug a very small pit in the cellar of her inn. Only the tiniest of scrapings, but if the authorities ever hear about it, her hand will be nailed up above the Permit House door. However, if she were somehow to obtain retroactive permission for her illegal excavation, all will be well. Can the adventurers forge, or otherwise obtain, that all-important permit?

That's enough for now. Next week, something completely different!

Sunday, 11 February 2018

Building Fantasy (13th Age, Dungeons & Dragons)

Some friends of mine are leaving the island soon. If you listened to the last Halloween game, you know who they are - Tach and Max. Tacha is off to pursue a degree in Stage Management in Canada, and Max is going with her because those two are joined at the (very tall) hip, and besides, there are more chances for actors in Canada.

As a kind of farewell present, I said I'd run a game of their choice, and they opted for 5th Edition Dungeons & Dragons, which until now I'd never run. I've played D&D before, of course - red box, DMG with the Efrit on the cover, 3.5, yadda yadda. But I stopped at 3.5. Now I've been talked into giving 5th a go, I must admit, I'm pleasantly surprised. It's by far the easiest of the systems to run, and it's not so chart-heavy simulationist as to frighten off the new player.

I thought I'd play with the concept a little bit, and design a fantasy town. Keepers running 13th Age games, take note: while I won't go heavily into 13th Age stuff, there's no reason why you couldn't pillage this for use in your game.

Begin at the beginning: why design a town? Mainly because the players need a base of operations, somewhere they can return to for supplies, healing, and emotional support, after the dragons have ruthlessly mocked their combat skills, dubious parentage, and other weak points. Of course, that base could be anything - wizard's tower, hobbit village, elven shrine - but by making it a town, you open up a variety of different plot threads. Ultimately there's only so much mystery to be had in a tower. If you design a town, there's a lot you can leave blank, to be filled in later. Plus, there's more chances for other fantasy races to get involved. Hobbit villages are all very well, but unless you're planning on putting a half-orc ghetto on the outskirts of Hobbiton - and Bilbo Baggins strikes me as the ultimate NIMBY - there's only so much diversity to be had.

Let's start with the very basics: what kind of town, and what kind of setting? Is it a trading outpost, a manufacturing town, a great port? Is this broadly Northern European, Mediterranean, Pacific island waystation, ancient necropolis on the outskirts of a vast wasteland?

I like the idea of the town being able to supply something nowhere else can. Its unique status means it'll be fought over by all the powers, but it also means everyone will want to go there. Merchants will send their caravans, nobles and leaders their emissaries, and everyone else will want to go just to say they've been.

That brings me to Nordlingen. If you've ever spent five minutes on the internet, you've probably seen an article or photograph, as it's famous in an Atlas Obscura kind of way.


About 15 million years ago a meteorite smacked into what is now Bavaria, creating a massive bowl-shaped crater, about 14 kilometers wide, between 100 to 150 meters deep. Over time humans arrived, and started building in that crater. They didn't know it was caused by a meteorite; they thought it was a volcano. Be that as it may, they started quarrying the remains of the meteorite and using the diamond-encrusted stone as building material. The diamond remnants are breathtakingly small - about 0.2 mm across - but there are uncounted hundreds of thousands of them embedded in the bricks and stones of Nordlingen.

So let's poach that, and posit: millennia ago, a meteorite smashed into the earth, bringing with it large quantities of precious minerals. Most of it was smashed into pieces so small that they can't be seen except with the most delicate of instruments, but there are still portions large enough to be quarried, shaped, and polished to a fine sheen. These gems, found nowhere else on earth, are prized highly by magical scholars, for their mystic properties. Physically, I picture them as similar to rubies, but with an internal, captivating flicker.

Sorcerers and Warlocks, particularly Tieflings, are drawn to this place like a moth to a flame, and the Tiefling community here is larger and more politically powerful than in any other place in the realm. A great river runs nearby, and merchants from across the realms send their caravans, offering up the wealth of kings in exchange for the magical gems of this proud city.

As a government, I see this as a town where the craftsmen's guilds have taken over, big time. There was a noble leader at one point, and there probably still is a kind of rump nobility - someone to wear the pretty hat and wave at ceremonies. But the guilds wear the pants in this metaphorical marriage. They pay for defense, they negotiate with other powers, they write and enforce the laws. If they want something done, it gets done, or there'll be trouble.

With this much money at stake, there's bound to be a Thieves' Guild. They'd have to tread softly with all these Craftsman's Guild enforcers wandering around ostentatiously sharpening their weapons, but that's never stopped a greedy man before. Besides, merchants will want a way around all those tariffs the Craftsmen's Guild imposes, and getting around tariffs is what a good Thieves' Guild is all about.

The only thing I haven't discussed so far is cultural location. What kind of place is this? Well, I've mentioned rubies, and that always makes me think of tropical locales. Myanmar, in Southeast Asia, has long had a reputation as a source of rubies. So we're talking cloudy, rainy, with hot, humid summers, and a parched dry season in winter. There are mountains to the north, but I don't see the town in a mountainous locale. Tropical forest covers most of the countryside, and the great river sweeps down to the delta and far away, to the wide, trackless ocean.

So I give you Akkat: Mother of the Sunrise, jewel of the great Chinda River, where the Asteria, or Star, gems come from. 

Next post shall be a deeper dive into Akkat. What makes it tick, and what kind of adventure can be found there?