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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.

CityVisible diaspora networksLocal principle
ElyrakökBugbear, Harengon, Fairy, Aetherborn and forest peoplesGrove oath and neighbourhood garden
NamarisPlasmoid, Boggart, sea peoples and caravan familiesWater share, pool and wharf right
HalvekHarengon, Verdan, Khoravar and migrant artisansApprenticeship and guest bed
OrdanorKalashtar, Vedalken, Khoravar, Gith and peoples from across the empireRecorded status is distinct from lived identity
AsterethVedalken, Simic Hybrids, Astral Elves and research guildsAccessible design and open archive
Saar-KorGiff, Leonin, Flamekin, Dragonborn and savanna peoplesWatch, training and waterway
MazarosHadozee, Thri-kreen, Harpy, Kalamer and sea travellersRescue share and port partnership
Kar-DurRimekin, Shadar-kai, Goliath and deep-craft peoplesWinter stores and passage service
Nine Lanterns / Dark HarbourGith, Ruinbound, Gnoll, Worg, Medusa, Gargoyle and old underground peoplesAir, 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.”