Architecture

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Architecture on Lume is typically of a feudal persuasion, with stone, brick, mud, wood and thatch being the predominant building materials, as well as some leather and metals for fittings, hinges, locks, and the like. Glass is rare, and traded from the Dunefolk, though each of the Races has their own peculiarities.

The Manidae

Their settlements are located underground, and created by excavating or occupying already existing cave networks. Walls are plastered smooth, and floor erosion is prevented with a lining of stone, if the room itself isn't already hewn from rock. The Administrative Class reside in tall stone buildings at the center of the underground colony, from which they direct the actions of the working and enforcement classes on the outskirts. These latter classes work and live in tunnels and caverns on the perimeter of the settlement, traditionally inhabiting the first tunnel they excavate. Their masonry is second only to the Frost Giants, and more easily accessible, particularly since they began trading more openly. Furniture is generally carved from stone, though the Administrative Class is more likely to have carved wood and cushioned furnishings. Their stone carving has a style not seen elsewhere on the Continent.

The Slenders

The majority of the Slender race resides in the immense mobile city of Motometro. It is split into three main areas; the Works, consisting of the Library and surrounding township, the sprawling metal underbelly known as the Plumbing, and the Shanks, which are solely dedicated to locomotion. The underbelly is constructed of riveted steel and biomimetic ceramics, and is entirely practical; it houses the engineers, their assistants, and a chosen few professionals from other Races. Constructed by the secessionists from Deumana machinery secured during the Schism, it consists of passages, rooms and chambers filled with a dizzying range of pipes and clockwork. The township above is altogether more aesthetic, and home to most Slenders, each specializing in a different trade, science, or similar occupation. Their constructs are predominantly of stone, wood, brass and steel, with each residence displaying characteristics pertaining to the study of their occupants. The skyline is a motley assortment of architectural styles, accumulated over the rotations since the Schism. The Grand Library is the oldest edifice, almost untouched since its inception, and constructed of marble, stone, and brass. Richly carved and decorated, it houses the knowledge curated and accumulated by the Slenders over hundreds of rotations, as well as what was entrusted to them by the Deumana. The building is an ornate affair, with brass gilding and fittings joining stone, marble and wood, custom cast glass panels, and contains furniture and shelves of ancient woods bulging with scrolls & tomes. In an atypical display of grandeur by the secessionists, or possibly by the Deumana themselves, the Library was fashioned to commemorate long-lost architecture and design.

The Druids

The residences of the Druidic folk are constructed of wood grown and teased through stone framework. These methods create endless variations of organic swirling patterns and textures, impossible to imitate by hand-held tools. Their ancestors preferred to train vines, roots and branches into the shapes they needed by casting, however, much of this practice has been lost to time and pointless tradition, and their towns evidence manual repairs made in much the same way as the commonfolk, who the Druids increasingly come to approximate. The Folk method and style of construction is increasingly replacing that of the traditional hut-shaped dwelling. There are exceptions; notably, Granny Moss lives in a traditional druidic building formed from Cast tree roots and vines. Renown for going against tradition, it's possible she rediscovered the methods by experimenting and combining various schools of casting. Moss, and other nonconformists like her, may just provide the rejuvenation her culture needs to survive.

The Dunefolk

Wind-blasted sandstone cliffs and similar formations compose the basis of this Race's dwellings. Biologically they closely resembles the Folk, though the Schism that separated them occurred long enough ago to allow for genetic differences. With rougher, less porous epidermis and double-lidded eyes, the Dunefolk are better suited to the merciless deserts of Lume. Equally their dwellings appear to disdain the protection offered by those of their more 'pampered' cousins. Owing to their proximity and cultural association with their silica surroundings, they long ago mastered the Casting of glass and obsidian. A practical race, they will Cast windows that blend directly into their sandstone walls, and are capable of staggering feats of engineering. As such, Master Sand Casters are highly sought after on the Continent.

The Folk

The style and make of dwelling used by the Folk on the Continent are dictated by the environment in which they live. Cabins, huts, barns, cottages, shacks and shanties all make thrifty use of surrounding materials, be it stone, wood, clay, bark, grasses, hides, Megafauna skeletons, or several of the former. That said, the overall aesthetic could be said to approximate a pioneer style, with residences taking on more character the longer they are in use. Casting may be utilised in their make and maintenance, as well as help from the resident Gardener, or any other benevolent being that can be inveigled into hefting an irksome log or boulder.

The Gardeners

Though their silicon bodies do not tire nor require shelter - your typical Gardener is content to simply sit and ponder wherever they may find themselves - most own a few treasured possessions accumulated over the millennia which do not share their resilience. To safeguard such items, tomes and accoutrements, many have fashioned storehouses of stone, or tasked their local Folk with their safe-keeping, in return for the gentle giants' assistance.

The Frost Giants

Reside in ornately carved mansions hewn from the living rock of the Cerulean Mountains, if the gossip and whispers of traveling bards and traders are to be believed.