Chirm: Difference between revisions

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(Expanding with information from the Compleat Atlas)
(one or two of those minor one letter correctinos that make all the difference....)
 
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'''Chirm''' is a small city on the hubward coast of the [[Circle Sea]] where the [[Morpork Mountains]] fall into it, 30 leagues (145 Km) from [[Ankh-Morpork]] on the way to [[Ephebe]]. The scenery in the area is described as "more picturesque than useful" with crags and ravines rising abruptly from the sea. During the events of {{COM}} [[Rincewind]] and [[Twoflower]] set out for Chirm when they flee the Great Fire, but they run into some [[Dryad|Dryads]], and the Temple of [[Bel-Shamharoth]], and...well, you have to read the [[Book:The Colour of Magic|book]]. They never get there, and we know little of life in Chirm. {{CDA}} describes the place as a fading city, with a once-thriving harbour which is now largely silted up. The population make a precarious living out of driftwood and "salvage" of flotsam and jetsam (with a hint of the time-hounoured practice of deliberately wrecking passing ships on the precarious coastal reefs where the Morpork Mountains meet the sea). They formerly productive oyster beds have now been over-fished and the former seafood industry is diminished accordingly. The landscape is now one of depressing monotonous grey mudflats stretching as far as the eye can see, and outside the city, the land is ruled, if that is the right word, by two contending hillbilly families who are known ofr their agressive banjo-playing.  
'''Chirm''' is a small city on the hubward coast of the [[Circle Sea]] where the [[Morpork Mountains]] fall into it, 30 leagues (145 Km) from [[Ankh-Morpork]] on the way to [[Ephebe]]. The scenery in the area is described as "more picturesque than useful" with crags and ravines rising abruptly from the sea. During the events of {{COM}} [[Rincewind]] and [[Twoflower]] set out for Chirm when they flee the Great Fire, but they run into some [[Dryad|Dryads]], and the Temple of [[Bel-Shamharoth]], and...well, you have to read the [[Book:The Colour of Magic|book]]. They never get there, and we know little of life in Chirm. {{CDA}} describes the place as a fading city, with a once-thriving harbour which is now largely silted up. The population make a precarious living out of driftwood and "salvage" of flotsam and jetsam (with a hint of the time-hounoured practice of deliberately wrecking passing ships on the precarious coastal reefs where the Morpork Mountains meet the sea). The formerly productive oyster beds have now been over-fished and the former seafood industry is diminished accordingly. The landscape is now one of depressing monotonous grey mudflats stretching as far as the eye can see, and outside the city, the land is ruled, if that is the right word, by two contending hillbilly families who are known for their agressive banjo-playing.  


[[Category:Discworld geography]]
[[Category:Discworld geography]]

Latest revision as of 10:46, 11 May 2016

Chirm is a small city on the hubward coast of the Circle Sea where the Morpork Mountains fall into it, 30 leagues (145 Km) from Ankh-Morpork on the way to Ephebe. The scenery in the area is described as "more picturesque than useful" with crags and ravines rising abruptly from the sea. During the events of The Colour of Magic Rincewind and Twoflower set out for Chirm when they flee the Great Fire, but they run into some Dryads, and the Temple of Bel-Shamharoth, and...well, you have to read the book. They never get there, and we know little of life in Chirm. The Compleat Discworld Atlas describes the place as a fading city, with a once-thriving harbour which is now largely silted up. The population make a precarious living out of driftwood and "salvage" of flotsam and jetsam (with a hint of the time-hounoured practice of deliberately wrecking passing ships on the precarious coastal reefs where the Morpork Mountains meet the sea). The formerly productive oyster beds have now been over-fished and the former seafood industry is diminished accordingly. The landscape is now one of depressing monotonous grey mudflats stretching as far as the eye can see, and outside the city, the land is ruled, if that is the right word, by two contending hillbilly families who are known for their agressive banjo-playing.