Kosiba is one of the larger settlements in Zhindizhar, located on the Sirrah River part-way up the Singing Canyon. A complex maze of hanging bridges and stairways connect the facades of houses carved elegantly into the canyon walls. Atop the canyon walls are fluctuating canvas towns of Ouduon traders, and this city is a launching place for overland trade, or forays into the Sabkha Khattar. Pilgrims travel up the canyon to temples and ossuaries set into the walls. The towering walls cast the city in a near-perpetual twilight, so Kosiba is much cooler than the surrounding table lands, and lit during the day by a mix of hanging lanterns and large glowing crystal lanterns (a local magical speciality that can be found in a range of colours). Hung throughout the city are chimes of various kind, and in many places small tunnels have been built into the walls to produce music from the near constant breeze that blows through the canyon.

The city is too convoluted to be divided into various districts, and can be highly confusing for visitors to find their way around. Vague districts are divided into East, West, and Hanging (for those structures between) and Upper, Middle, Lower, and Canyoncrown. Lower and northern sections of the city tend to be industrial, and upper and southern section’s trending towards lower residential.

Thanks to the elemental magicks of the Zhenasi, the city is supplied by water the height of the canyon by a series of magic pipings that pass hidden within the walls and emerge in a series of fountains.

The city is largely run by four families, who control almost the trade that enters and exits the city through a series of legal contract. Tense rivalries spring up between these families from time to time, and the Zephyr Guard has to negotiate the subtle politics to prevent open fighting in the arcades.

Imports – curios from the south, metals, wood
Exports – curios from the south, salt, goats, camels, figs, dates


Salt for Salt Tumult