Board Thread:Off Topic/@comment-27144409-20180503164124/@comment-3965075-20190113005927

Name: Orisis

Name Meaning (If any): Named after the Egyptian God of the underworld, afterlife, and rebirth.

Location: In a mountain range in western Sanus, some distance away from Vacuo.

Layout: The city is little larger than your modern village. If you count the ruins beyond the city's outskirts, it could certainly reach Argus's size. The whole place is carved into the cliffs of a mountain (considering the name "Mt. Anubis" for it.) Two landmarks stand out in the city; the catacombs and the Fool's Gate. The Fool's Gate is the remains of an archway with its own folklore. The catacombs are a series of caverns containing the bones of thousands of the dead. The tombs are the oldest part of the area, presumably from before written history. The shriveled remains of Dust mine rest at the bottom of the settlement, nestled within some ruins. Both of these often house the less lawful natives and Grimm.

History: Osiris was one of Vacuo's settlements in its paradise days, acting as a sort of trading hub. The close proximity to Dust (and valuable metals) mines generated a great deal of revenue for them back in the day. Not only were they living in luxury, but they were also a great tourist destinations for two distinct landmarks; the Fool's Gate and their catacombs. Much like their parent nation, however, their resources drew in a lot of unpleasant individuals. Warlords and other conquerors fought over Osiris and each other for control of their lands. Sometimes a nation conquers them, sometimes they rebel. Sometimes their imperial oppressors fall apart from the inside and leave a power vacuum behind. The chaos often drew all sorts of Grimm into the fray, and all factions found themselves scrambling over each other to fend them off. The confusion and constant warfare ended when Mistral and Mantle showed up. After years of exploitation and pandemonium, the residents were pretty much fed up with outsiders. Many of the city's citizens rose up against the two Kingdoms, and were quick to join up with Vacuo after they stood up for themselves. Like many settlements, however, The Great War trashed them. They lost the catacombs to the Grimm during the conflict, and haven't been able to fully reclaim them. After the war ended, it reconnected with Vacuo and the rest of the world. It still acted as a place of rest for travelings, but it was nowhere near it's glory days. Eighty years later they'd lost contact with the outside world again, this time with the fall of the CCTS. Though they send couriers and receive packages from Vacuo, many feel isolated all over again. Tourist started downing down following Beacon's fall, and it has put some strain on their economy.

Community: In their early days, the people were as laid back and compliant as Vacuo. But after countless conquests and rebellions, they've grown weary of outsiders. They have a strong sense of community and stick together, forming close relationships with each other. They are welcoming of traveling caravans and nomadic tribes, seeing as they've become their primary source of revenue these days. One of these tribes is the Anuflutix, or "Moon Drifters".

Government: In the past, the city was ruled by a circle of influential nobles. But after several invasions and economic depressions, these families have either left the city or died in one of its many conflicts. These days a simple mayor is elected to lead them.

Inspiration: Cliff palace. The catacombs are influenced by Paris's Catacombs. The Fool's Gate was just an original creation for an OG myth/legend.