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IRON GODS: UNITY'S PROMISE
25 Sarenith 4714
"All within Unity, nothing outside Unity, nothing against Unity, nothing higher than Unity." Thousands of voices speak in unison across the great city of Promise as the afternoon pledge to the Unity Doctrine rings out into the public agoras. Every Citizen in Hermea has spoken those words thousands of times in their lives from the time they could speak as children being raised by the experts of the Hypatia tribe. Twice a day - at the start and end of every day's work duties - the usual fanfare plays on the speakers attached to the sightwindows right as the images of the thirteen tribes and of Mengkare begin to show.
Every Citizen is expected to assemble in one of the thirteen agoras of Promise several minutes before the pledge. The city is built in a way so that every building worked in by Citizens is a close walking distance to one of the circular agoras, each of which is named for the tribe that uses it during formal assemblies. The city itself is built as a circle around the Palace of Humanity on a central hill, where Mengkare and the Council of Enlightenment reside. Great red sandstone walls encircle the city, keeping envious eyes from seeing the marvels inside. Inside Promise, great spires of metal and crystal rise up from the streets. The Citizens live, work, and socialize in these extraordinary buildings, carried up their heights in incredible technological lifts and carried from one spire to the next on raised rails that connect them. Thousands of technological automatons keep the city clean, cook for the population, wait on them in restaurants and in social halls, and complete all the mundane chores that would otherwise unfairly burden them.
Six-thousand, five-hundred and seventy-eight men and women call Promise their home. Thousands more await anxiously for a coveted spot in that number, biding their time as Residents of Hermea in the lands outside Promise. They are the Citizens of Hermea, the vanguard of humanity's progress. Mengkare's vision saw that humanity could be more if they were freed from want and freed from the burden of making difficult decisions with no correct answers. The Citizens are the result of generations of planning, generations of trust in one another and in the Unity Doctrine. Compared to the rest of the world, Hermeans are more intelligent, faster, stronger, healthier, wiser. The pledge is a reminder of how and why they enjoy the advantages that they have now.
In the light of the summer afternoon, the assembled Citizens complete their pledge, speaking in one voice. On some occasions, the Council will make announcements of interests, but no such announcement comes up on the sightwindows. The closing fanfare plays, letting the Citizens know that they are released from their work duties for the day. A few of the Citizens have modified work schedules, but the vast majority of them are free to do whatever pleases them in the afternoon and evening. They slowly disperse from the agoras, with many taking time to chat with one another and plan out their free time. Those who leave patiently wait in queues to take the lift platforms up to the sleek rail carriages, where they will ride to their destination. Some Citizens walk instead, taking in the beautiful day as they meander down the wide streets and through lush parks.
Take an opportunity to describe your character's thoughts and their appearance. We'll get to the action soon enough. Please remember that they (generally) don't have weapons and probably only have the sort of gear that they'd have on their person daily. What does he do at the end of his work day? Who does he speak to?