City Diasporas and Open Neighbourhoods
Avarra’s great cities are not showrooms for one people. Majorities affect politics, but neighbourhoods, guilds, guesthouses, and shared-work networks make room for almost every people.
| City | Visible diaspora networks | Local principle |
|---|---|---|
| Elyrakök | Bugbear, Harengon, Fairy, Aetherborn and forest peoples | Grove oath and neighbourhood garden |
| Namaris | Plasmoid, Boggart, sea peoples and caravan families | Water share, pool and wharf right |
| Halvek | Harengon, Verdan, Khoravar and migrant artisans | Apprenticeship and guest bed |
| Ordanor | Kalashtar, Vedalken, Khoravar, Gith and peoples from across the empire | Recorded status is distinct from lived identity |
| Astereth | Vedalken, Simic Hybrids, Astral Elves and research guilds | Accessible design and open archive |
| Saar-Kor | Giff, Leonin, Flamekin, Dragonborn and savanna peoples | Watch, training and waterway |
| Mazaros | Hadozee, Thri-kreen, Harpy, Kalamer and sea travellers | Rescue share and port partnership |
| Kar-Dur | Rimekin, Shadar-kai, Goliath and deep-craft peoples | Winter stores and passage service |
| Nine Lanterns / Dark Harbour | Gith, Ruinbound, Gnoll, Worg, Medusa, Gargoyle and old underground peoples | Air, light and passage are common goods |
A character from a rare people can find more than someone of similar ancestry: an old work partner, a familiar innkeeper, a shared watch, a neighbourhood council, or a regular route to a distant village. Diaspora is ordinary city infrastructure, not an exception sealed into a “foreign quarter.”