Timekeeping
The Imperial Calendar:
Mid winter – Month of the Reborn Flame, 31 days (Solstice the 1st)
End Winter –Month of Eightfold Winds, 31 days
Start spring – Month of Soaring Dragons, 31 days
Mid spring – Month of Waterfalls, 30 days
End spring – Month of the Horned Ones, 32 days
Begin summer – Month of Entangling Roots, 31 days
Mid summer – Month of Healing Heat, 30 days (solstice is the 15th)
End summer – Month of the Stormcaller, 31 days
Summer/autumn – Month of the Tigress , 31 days
Autumn – Month of Howling Wolves, 30 days
Mid autumn – Month of the Pale Lady, 32 days
End autumn – Month of Drakescales, 30 days
Begin winter – Month of the Nameless God, 30 days
- The Imperial Calendar has an 8 day week with no Sabbath as it is an Elven calendar.
- Shamar
- Vaeron
- Doshamar
- Saseon
- Chaeron
- Parshamar
- Jaemar
- Nocheon
The Human/Mestrian Calendar:
Still used by some folk in human cities such as Goranis, Mirz, though the Imperial Calendar is used for all official business. The Mestrian Calendar is used in Vargaria and Baronia instead of the Imperial Calendar.
Begin winter – Snowfall, 33 days
Mid winter - Ice, 33 days (Solstice is 17th)
End winter –Melt, 34 days
Begin spring – Birch, 33 days
Mid spring – Oak, 34 days
End spring – Rose, 33 days
Begin summer – Worm, 34 days
Mid summer – Redberry, 33 days (Solstice is 16th)
End summer – Sickle, 33 days
Begin autumn – Rutting, 33 days
Mid autumn – Fallow, 34 days
End atumun – Falling, 33 days
- Mestrians have 7 days of the week, with a Sabbath day and the start of the new week on the 7th day.
- Mandag
- Tirsdag
- Onsdag
- Torsdag
- Tiredag
- Lordag
- Sondag (Sabbath)
Politics of the Silver Empire
From the capital city of Mortarion in Eladria, the Silver Empire of Eladria extends more than four thousand miles thereabouts in every direction. The culture's and races it claims dominion over are as diverse as the environs it controls. With the recent reliability of magic thanks to the creation of nodes and fields, the Eladrian Empire has been able to administer and maintain its massive bureaucracy across the vast territory it claims. Stable teleportation and telepathic messaging as been instrumental in this. This has also lead to the almost perfect flow of resources from one city to another allow merchants to set up business across the world. Thus it is that Syverian made swords from the finest sky-metal can be bought in the heart of Eladria, in the cosmopolitan city of Dalyr, merely days after they were made. Similarly orders can be placed for such weapons without the trouble of sending the message overland. The other effects of the growing integration of commerce and magic as meant that the villages and towns that once were teeming with the majority of the world's population have been left to ruin, with most people migrating to the cities. With mundane rituals and greater magic saturation crops have been easier to grow and maintain. No longer do authorities take a tax of a peasants crop for working his land, rather agriculture is centralized in the huge farm ventures of the great Eladrin Houses or with merchant ventures.
The Eladrin Empire has maintained its stability for so long because it is based on a system of Satrapies. Whilst the Empire controls and enforces its territory it leaves the day to day running of each city state within its empire to its original inhabitants. Thus it is that the human city of Volos in Mestria is still run by the Kysioson Line of Kings with the Empire looking on. It is similar for the Wood Elves of Ilisyr in the Fyrswood. The Eladrian Empire however has standardised currency across the entire empire and all the Satrapies use the Platinum Dragons, Golden Drakes, Silver Swords and Copper Slaves. Similarly the Eladrian laws are enforced across the empire in the local courts, generally overseen by elven consulates or the Doomsgaurd. The empire itself is ruled from Mortarion by the Empress Tayrasi and her Undying council. The Empress is advised by her council, one hundred and sixty nine Eladrian revenants and liches, many of whom were already undead by the time of the Great Dwarven war. Together they set down the laws and administer the empire.
The Eladrin military is diverse though two particular units are standout. The first is the Doomsgaurd, made up entirely of Tieflings. Many of this elite unit are in fact mages or sorcerers as much as warriors. The Doomsgaurd dates to an earlier tradition where in many of the elven nations gave sanctuary to Tieflings running from human persecution in exchange for military service. The Eladrian Empire uses the Doomsgaurd to track down escaped slaves of any nationality, and as a shock unit to inspire fear into human populations. The leaders of the Doomsgaurd are called Dreadlords and are generally awarded with armour shaped like daemons to inspire fear. Even more elite than the Doomsgaurd are the Eladrian Immortals. This unit is the bodygaurd of the Empress Tayrasi and the Undying Council and is composed entirely of revenant Eladrin. It is said there is some ten thousand of these literally immortal warriors and that they each have centuries of experience at their finger tips.
The Silver Empire's true might comes however from its mageo-industrial complex, a fact that has set it in ahead of every state in the world. The Eladrin of the Silver Empire are masters of new magicks and technomancy and the great variations of their empires knowledge has seen a renaissance in the use of magic, and great invention. The primary reason for this of course, desire for power and the main contributors to this are the 13 great Industrial houses of the Empire. These are;
House Gythir
Gythir's symbol is a crystal shard and based in the capital Mortarion, house responsible for a lot of trade and creation of arcane and enchanted goods. The head of the house is the Undying Councillor Krazimaxus Gythir
House Yris
Symbol is serpent - based in Ilion, are the major slave traders in all the empire, the leader of the House is the satrap of Ilion, the Drow, Vylinthor Vach'Yris.
House Vilos
Symbol is book and a sword - their biggest holdings are in Mortarion and Valarion, they are the banking house and have the satrap of Valarion. Head of the house is Dystria Vilos.
House Skyfrost
Symbol is a stylised snowflake (worn as a pin generally) - biggest enchanted weapons trader and fine warriors. Head of the house is Prince Azarel Skyfrost of Talantras.
House Silversun
Sigil is a shining silver sun, seen flown as the Imperial Standard next to the star of Cifyre - responsible for the majority of the agriculture in Eladria as well as the shipyards of Ysterion. The head of the house is Empress Tayrasi Silversun.
House Dynbarrovan
Sigil is a spider - a drow house, they are raiders and slave traders, and rule Nyhalor, Kilysavor and Evienzor in Kracia. The head of the house is Queen Trieth'Larryan Dynbarrovan.
House Ravanza
Sigil is a bloodied longsword- warriors supreme, ravanza own many mercenary companies as well as many private training academies for both warriors and warmages. The satrap of Aerion is of Ravanza and its head is Prince Ailistar Ravanza.
House Rielanon
Sigil is two entwined dragonflies - the grey elf house, rulers of Sviofalva, outside of Sviofalva they have taken an interest in hospitality and the promotion of the arts. House Rielanon bards are amongst the most sought after. They own many of the colleges of art and music, including a controlling share in the college of arts, architecture and masonry in Feyrion. The head of the house is Queen Rielanon of Sviofalva.
House Goldenscales
Sigil is a rearing dragon - The house that controls Erior, beastmasters proper. The head of the house is a Tiefling Elf, or Fey'ri swordmaster called Krinn Goldenscales.
House Sylanus
Sigil is a purple flame - those of house Sylanus traditionally expected to be mages, though this is not always the case. They own a majority of the teleportation grid and are based out of Dalyr. Rumored to have extra dimensional holdings. The head of the house is Undying Councillor Zaximallian Sylanus.
House Dravonus
Sigil is an eagle - they have good relations with many of the other races, Dravonus has interests all around the empire but most frequently in Mestria and in wood elf kingdoms as well as trade relations with Zyndrian caravans. Then head of the house is a Grey Elf, Valon Dravonus.
House Lorynis
Sigil is an elven spire - Lorynis are the builders of the Empire, they employ several thousand thousand dwarven, elven and human architects and masons and close to a million slaves. There is a saying in the Empire, if you want it built, you want Lorynis. The head of the house is a dwarf called Gruthor Spirebuilder.
House Asranzi
Sigil is a Platinum Dragon coin - The information keepers, Asranzi profit from many things and have many holdings like other houses, but they primary money earner is information. They have special arrangements with the church and many, if not all of the socialite dragons of Mortarion so as to be able to get important information before anyone else. They are considered to be the controller of the foreign affairs of the empire. The head of the house is unkown.
Places
For ease of referral to the geographical location of a place, the map of the Empire is included below.
Eladria
Ysterion
Situated on the edge of the Trade sea, Ysterion is one of the very few Grey Elven cities not built in a forest. The grey Elves of Ysterion call themselves Sea Elves, and are amongst the dwarves of the Ocean Homes in Mestria as the most proficient sailors in the Empire. In times before the teleportation grid, Ysterion Elves were prolific traders, raiders and pirates in the Trade Sea. Today Ysterion is still a trade city, but is based more so around the construction of ships, particularly airships and steamships. Many elves from Ysterion are now found as Airship pilots in the Empire’s Aeronavy.
Lesyr
A trade port at the end of the Delphis river, Lesyr is in a slow decline, and has been since it was retaken during the Reclamation. Once a port where ships would make their stopover on the way along the northern coast of Eladria, Lesyr has long since seen its glory days. The only thing that perhaps keeps the economy of the city going is the gold panning, and mining for other precious gems and metals, along the edges of the Delphis. This has meant its inhabitants have changed greatly since it was recolonised by the Eladrin. The Noble Eladrin of Lesyr are known for their racism and their intolerance of lesser races, the majority of its population being now being composed of conquered humans, and other freed slaves who try to seek their fortune in the gold panning all up the river, or in nearby ruins in the Sypheric Desert.
Feyrion
The agricultural belt of north Eladria operates out of the great city of Feyrion that sits on the joining of the north and south Delphis, as they become into the mighty torrent that runs into the Trade Sea. The presence of the large amount of agriculture to the north of Feyrion means that it is a production hub for many consumable goods that flourish in the empire. Chefs and cuisine from Feyrion are amongst some of the best and most praised in all of the Empire, and the city itself, almost as entirely planned out as Mortarion, is a place of beauty. Feyrion is world renowned for its school of Arts, Architecture and Masonry.
Vizrad
The biggest dwarven city in Eladria, this huge production city is built literally into the side of the once most active Volcano on Eladria. In the days before dwarven memory even, the dwarves or perhaps another race who preceded them, tamed the core of the Volcano. Whilst the city itself is a masterpiece of dwarven city planning, management and the beautiful logic of dwarven architecture, what is more impressive are the gargantuan adamantine pumps that control the very heart of the volcano, pumping the magma around the city so it can be used for heating, forging and the generation of ambero-magical current that powers the cities defences. Dwarves from Vizrad are surprisingly cheerful for their race, perhaps because their city is so well stocked, and are known as the most proficient revellers in the entire empire, their drinking games and songs having been adopted by nearly every other dwarven culture.
Erior
The city of beasts, situated on the Bay of Drakes, Erior is the place in the empire where one can purchase the best drakes, and behemoths in all of the Empire. However whilst the beastmasters of Erior have access to the herds of behemoths and drake packs that roam the islands of the bay of drakes, and the Syphric desert, they do not have access to many of the other beasts that one may wish to purchase. As such notably absent from the Drake Markets of Erior are wolves, tigers and rocs, though one can pick up lions, hyenas and the jackals of the desert as well as the giant insects of the Syhpric desert. Whilst the insects are a more unusual purchase, many wealthy Eladrin are discerning collectors of creatures of every variety and so the mega-insects generate almost as good trade as the drakes themselves. Beast masters of Erior can be found in every corner of the empire training and selling animals of all sorts.
Kazhrad
At the edge of the Bloodpeaks, Kazhrad is the significant production force in southern Eladria. The city itself is built in the open air, into the sides of a narrow gorge where the huge waterfall of the Sypher spills down between the cliffs through the middle of the city. Whilst most cities are built horizontally, even amongst dwarves, Kazhrad is built with a vertical aspect and dwellings are built up each side of the cliffs of the valley. Huge sky bridges extend across from each side, and cable barges and air-barges ferry folk back and forth, and up and down the avenues of the city. In Kazhrad the more prosperous and desirable districts, are in fact at the bottom of the valley, as in all dwarven sensibility one wishes to be closest to the earth, but in higher districts dwarves demonstrate their status by carving more deeply into the mountain. The metal works of the city are however below the gushing river itself beneath the bottom of the gorge, and are powered by the impossibly huge dwarven-made waterwheels, that spin under the immense force of the Sypher river as it crashes down in the huge waterfall between the city.
Vorsrad
The city of the Desert Dwarves, Vosrad is known as the city of the dark Skinned Duergar. Dwarves, that once made a pact with infernal entities, as is said for Tieflings Deurgar are dark of skin and bristle with infernal quills that they can fire out of there very skin. Whilst there are several other Deurgar cities in the Empire, it is said that entire Duergar race originates from the pacts made by the Dwarves of Vorsrad in the Great War many thousand years ago. Duergar like Drow are dark of skin, which Eladrin Carnemancers believe originates from what they refer to as “Enivronmental Sympathy” in which the Duergar’s skin over timed have darkened to help them survive in the Sypheric desert. Vosrad itself is home to many Tieflings who wish to remain on the fringes of the Empire, as they find themselves of kin with the Deurgar. Whilst Vosrad like all dwarven smithies produces metalwork and stonecraft it is also the site of the Academy of Vol’Karrosh, devoted to the study of Daemon and Supernal beings and their lore, as in many of the deeper abandoned and ancient districts of the city ancient lore dating back to the formation of the Duergar race can be found. The veil is also very thin in Vorsrad, and so the Deurgar of the city are renowned as the best Daemonslayers in all of the Empire, periodically having to clear out of the lower levels of the mountain.
Mortarion
The City of the Dead, Capitol of the Silver Empire, Mortarion is the pinnacle of Eladrin planned archecture and the entire city is built in concentric circle districts, around the seat of the Eladrian Empire, the Silver Palace in the heart of the city. Mortarion’s outer districts resound with trade and production, particularly in arcane goods, for which the several mage academies and arcano-mercantile corporations of the capital are well known. The further one enters into the center of Mortarion the mercantile gives way to districts of the Eladrin nobility, and the various priesthoods of the Empire, as well as the huge bureaucratic centres of the empire, and the industrial houses. The innermost district is where the homes of the Undying Council are, just before the Silver Palace where Empress Tayrasi resides. Many of these homes are the size of palaces in themselves, as not a few of the Undying Council are Dracoliches, the most prominent being councillor Virasanz, ‘Viras’ of house Gythir and the Huulgonax the Adamantine of House Fyral. Mortarion’s noble districts are also renowned for being home to several socialite dragons, including the burgundy Kuurthax the Inferno, the sociable blue-silver Gradithornax or “Grady”, white gold Ninomaz the Beauteous and the purple-green Yrinaz the Enlightened. Mortarion is home to the Gardens of Cifyre, the focal point for worship of the god of death in the Empire. Mortarion has no common watch, or house guards to police the law like other cities and rather all-laws are enforced by the Doomsgaurd, and its protection falls to the Immortals.
Silas
The Clockwork City, Silas is built into the Ironel river. Once a conventional city like many other Eladrin cities, over the last thousand years with the Technomantical innovation in the Empire, and due to the presence of the Silisian Technomantic University, once a gnome enclave, the city has been rebuilt as a testament to the power of Technomancy. Huge cogs grind as they are moved by the flow of the Ironel river, and these cogs in turn push the districts of the city and the various mechanical workings. The entire city rotates around its huge metal base, as a ostentatious, and elaborate way of keeping track of the exact time. As such time keeping in Silas is a precise art, and is referred to by way of the orientation of each district to the huge Time-Spires, built around the edge of the city. Smaller spires are dotted regularly through the districts, so that one can easily triangulate the exact time from the positioning of the spires. Whilst an amazing feat of engineering and technomancy, as well as of the craftsmanship of the dwarves from Vizrad who were employed in the construction of the city, it was quickly surpassed by the invention of the cronoscope, inspired by the workings of the city and quite simply miniaturised. Most Eladrin nobles have access to one and with a little winding, it keeps the 13 hours of the day perfectly, some are even capable of keeping track of the date. Others are built to accept the binding of a trapped soul or daemon in order to constantly power the crono, it is said that supernal beings of law are even somewhat fond of powering such devices of clever clockwork. A winding crono will set a buyer back about three hundred Golden Drakes and the more advanced models cost substantially more.
Ilyris [Description Unfinished]
WOOD ELVES IN JUNGLE TREES.
Dalyr
The City of Spires, Dalyr is the largest and most propesperous city in the entire Empire. Whilst Mortarion is the Capitol of the Empire, Dalyr is the principle cultural and economic city of the Empire. Dalyr is where the Teleportation Grids of the Empire converge, and nearly anything from the four corners of the Empire can be purchased here, though some of the more eccentric items such as clockwork devices from Silas, or Syverian Adamantium can face high import taxes. Slaves can be bought in abudance from Dalyr as it sits on the the Gulf of Kracia, where many Drow Slavers make port. The city is divided into two parts, Skyside and Earthside. The most prosperous and preferred districts of the city are suspended above the delta of the Syhper as it enters into the Eladrian Ocean. The Skyside is two levels of beautiful Eladrin Archicture and engineering suspended between eight monolithic towers. Huge technomantic platforms raise people to either of the two levels of Skyside, Cloudside, the very pinnacle of the city or the Spireside sitting below Cloudside. The beautiful manses and spires of noble Eladrin reside in both districts, and many of the most prosperous merchants aim to buy property in the Spireside, whereas only the richest, or the elite of the Empire and the industrial houses can hope to purchase residences in Cloudside. The Skyways are home to the Jade Spire, the principle academy of arcana and psionics in the Empire, and a resting place of one of the Shards used in the Shardbinding. Similarly the largest Collos in the Empire, simply known as the Bloodpits hangs suspended from Cloudside. Earthside is another matter. The huge defensive walls of the city form up around the Mercantile Cantons of Earthside, where the prosperous freemen and merchants live, and the vast majority of trade is done. It is here that the huge banking houses, warehouses and teleportation services can be found as well as the Temple of Cifyre, several Colosseums, many Mage Spires, the docks and the huge variety of taverns, clubs and hotels. Outside of the Mercantile cantons is a very different story. Closer to the ocean, but walled off from the ports resides the Shadowpits, named so for the warrens of this slum reside beneath the dark shadow of Skyside. It is here that rogues, escaped slaves, wanted criminals and destitute lesser races dwell, amongst the boardwalks, mud and shanty dwellings of the slum. The opposite side of Dalyr is a similar affair, but not so grim, on the desert side of the Mercantile Cantons are the slums and shanty towns of those who cannot afford lodgings inside the Merantile Cantons, but are nonetheless legitimate citizens. The Outer Cantons as they are called are home to all manner of folk including human nomads, poor grey elves from the edges of the Fyrswood and freed slaves.
Valarion
The City of Sin, Valarion is on the edge of the Silavor Delta. Its clime is tropical and is on the edge of the huge agricultural belt of Souther Eladria. The White spires of Valarion itself, rise out of the jungle trees that make up the beautiful beaches of the delta, unlike the hot sands of the Sypheric delta where Dalyr lies. White stone manses line the shores of the beach amongst the palms and cycads, and Eladrin pleasure barges calmy float through the currents of the ocean and sky alike. The city itself prospers as an agricultural hub, processing the majority of the produce from the slave-farms north along the Sypheric river, but its real renown is as a place for nobility and the wealthy to relax. Whilst law and order are policed with similarly uncaring brute force, and at the whim of the Satrap in the slums on the edge of the farmland outside of Valarion proper, the coastal edge of the city, known as the Pleasure Strip is a veritable paradise of clubs, lotus houses and Eladrin courtesans. Everything is legal in the Pleasure Strip, including Haze, the pleasurable illusion potions concocted by arcanists and every colour of lotus powder, including the very best black lotus powder of the empire, gathered from the jungle around Valarion.
Linys
City of the Jungle, Linys is quite a bit smaller than many other Eladrin cities, though its raison d’etre comes from both the agricultural ventures to its north, as well as the many universities and academies arcane that prosper in the city itself. By airship one could easily not notice the city of Linys, as unlike the huge clustered spires of nearly every other Eladrin or elf city, Linys is spread out across a huge expanse of jungle. Manses and mage’s dwelling are concealed beneath the canopy of the forest, and the only give away is the air-barges who take folk from one Eladrin building to another, their towers breaking the surface of the jungle with skydocks every few miles. Below the jungle canopy the city is linked up by the water ways of the swamp it is built into and buildings are either enchanted to float above the silt and water, or are built on huge stone foundations, complete with docks and floatillas of skiffs and boats to move people around the huge stone blocks on which the manses and houses or arcana and universities.
Zuldir
The very edge of the Empire, Zuldir is a city built between and on the ruins of the huge Ziggurats of a much more ancient civilisation. Archeological studies show that in the dawning of the world Zuldir was built by the Yaun-Ti, the snake civilisation, now thought only to exist beyond Zyndria, at the far edge of the Dragonlands. Zuldir is the hub of trade from Zyndria, where the caravans from the west are offloaded and their goods sold, bought and teleported onwards to Valarion, Dalyr, Mortarion or one of the other great cities. The major goods that come through Zuldir are the luxuries that do not naturally occur in Eladria, including ivory from the Zyndria mammoths, some spices as well as ancient arcana, technomantic parts and dragon skin, scales and blood from the Dragonlands. The city has a large population of Shifters and Dragonborn due to its proximity to Zyndria and the the Dragonlands, and the Githzeria keep and enclave in Zuldir. Many strange folk, of many races not normally seen in the rest of the Empire can be found here, including many shardminds who seek to travel to the west, to explore in search of knowledge.
Syveria
Tantras
The largest everfrost city, Tantras is a city of ice sculpted as much with ice magic as with beautiful elven craftsmanship, and the towers and manses of the city glitter dangerously in the pale northern sun. The city is situated in the cold heartland of Syveria and can be seen for miles around over the permanently frozen earth, glittering like a jewel. Tantras was capital of the once Elven nation of Syveria, which included the other Syverian cities Stalanzas, Tylantras and Vylantras. It is ruled by the White Prince of Tantras, Satrap of Syveria and Consort of Empress Tayrasi, Azarel Skyfrost. Unlike all other elven nations Syverian Elves are actually patriarchal, and Empress Tayrasi astutely married Azarel to entrench her control over the otherwise fiercely independent Syverian Eladrin. It is said however that she herself longed for the marriage, and indeed all Eladrin know of the tales of Azarel’s prowess with blade and spell, and indeed his legendary beauty. Marrying the Azarel, was however an incredibly astute political move, and now the frosty eyed warrior and sorcerer elves of Syveria are the Empress’ strongest, and unflinching supporters, despite the fact that if Syveria wished to secede, even the combined might of all the empire would not be able to stop it. Its major exports are expertly crafted steel weapons and arms, as well as being the major supplier of adamantium to the entire empire, collecting it from where the falls from the sky as meteors and lands on the tundra.
Stalanzas
A port city on the edge of the Syverian Ocean, due it its proximity to Tartaria and Khaanos many slave traders come through Stalanzas on their way down Slaver’s run. Whilst Ilion is known as the Cty of Slaves, Stalanzas is perhaps more appropriately the city of mercenaries. Syverian weapons and arms are sold here to the slavers and adventurers destined to venture into Tartaria, or to make the overland journey to ancient ruins in the tundra. Stalanzas is the location of the Nightshade Spire, a resting place for one of the Shards and a site of part of the Shardbinding ritual, now a college for nethermancy and illusionists.
Tylantras
Once a Drow city, on the Shadow Sea, Tylantras has for thousands of years been a mix Eladrin and more sociable Drow. Whilst the Drow of Tylantras practice their Viellan worship, and continue their games of houses and assassination, it is permitted so long as it does not involve the other races present in Tylantras. Whilst dark elven ambition does spill over into assasinations of Eladrin and others, those Drow responsible are nearly always caught by the Doomsguard and executed in the name of the White Prince and the Empress. Tylantras is known empire wide for its corrals of ice-drakes, and other mega fauna such as mammoth and Sabre-Tigers. It has an underground connection with Tvrzhrad, a lightning rail constructed by the dwarves of Tvrzhrad as a gesture of Friendship as they were never joined the empire entirely.
Vylantras [Description Unfinished]
River city on the Gorgon, important manufacturer of weapons and armour.
Elaris [Description Unfinished]
Different Satrapy to the Syverian Cities, based on trade fishing an northern agriculture.
Daelisyr [Description Unfinished]
Art work city, many theatres and cultural institutions, theatre city full of musical and artistic colleges. Story tellers and bards from all over the empire congregate here.
Unsrhad [Description Unfinished]
Dwarven city built into the the side of a great mountain. Mining city producing many magnificent enchanted works. The best ice-masons in the empire.
Ilion [Description Unfinished]
Coastal port city, known as the City of Slaves for the largest slaving house Yris, which is based out of this city.
Gothrad [Description Unfinished]
Dwarven trading town. Dwarves from Gothrad are fond of slaves and arcane equipment. They have a great dwarven technomancy college that specialises in the construction and maitenence of golems and constructs. It is here on the outskirts of the mountain town that the huge and now defunct mage-factories where the Warforged were created. Many Warforged gather in Gothrad to live, and to create new Warforged out of salvaged and repaired parts.
Tartaria
Khaanos
The Free City is built on the ancient ruins of Dalys, once the capital of the most ancient Eladrian Empire that was destroyed by the Daemon Prince Karganath in the Dawning of the World before he was bound into the Astral. Khaanos is as a shamble city built amongst the fallen spires of the once great elven city. Khaanos’ population consists of ogres, shifters, dragonborn, goblins, bugbears, orks and escaped slaves of every race. Full of ancient plumbing and technomagical sewage systems, Khaanos is perhaps the only reliable source of fresh water in the blighted earth and poisoned winds of Tartaria. Trade for nearly anything required for survival in the wastes can be found in Khaanos.
Aerion
The last bastion of the Empire before Tartaria and the Zyndrian desert it is a huge stone fortress city built on the cliffs of the river gorge that seperates Tartaria from Eladria. Elves from Aerion are arrogant, haughty and the best fighters in all the Empire, save perhaps the Syverian Elves, and constantly do battle with the denizens of the poisoned wastes of Tartaria.
Mestria
Tvrzhrad
A Cold dwarven city state in the heart of the high Bluds mountains, it is not under empire control, but conforms to many of the Empire’s customs regulations, but keeps to its old laws to do with the practice of the arcane. Mages and psions are forbidden from casting magic in Tvrzhrad and Deurgar, Drow and Tieflings are considered unwelcome. Unfortunately for Tvrzhrad their antiquatated worship of Dragar as a deity of anti-magic, means that there are many amongst the Undying Council who would rather see them conquered properly. So far they are one of only two dwarven holds to refuse to come under the wings of the Empire, and the Empire is not stupid enough to try to besiege a dwarven hold, so Tvrzhrad is allowed its freedom to do as it wishes, though in truth this hurts only Tvrzhrad.
Lorst
The most northerly city of Vargaria it was conquered by the Nation-State of Varg during the Mestrian campaign. It is situated in the icy tundra north of the huge, ancient and dark forest called the Baalwood, which was once home to an Empire of Vampires that stretched most of Mestria in the days of the First Eladrian Empires. Lorst is the principle city in this tundria that is otherwise occupied by mammoths, white sabre cats, dirwolves, white leopards and nomad barbarians. Today, as in the past the humans of Lorst is ruled by Vampire nobility after being conquered by Varg.
- A more in-depth look at Lorst
Varg
Once a nation of proud and warrior humans Varg has undergone a sinister twist in the last thousand years. A cold nation of bitter frosts and the dark boughs of the Baalwood that seasonly spewed forth hordes of undead, animated by ancient and vengeful Eladrin liches, Varg, capital of Vargaria is know master of its terrain. As the Mestrian crusades began many Vargarian nobles went south with their armies to fight against the Empire of the Sea and the Elven nations. In this power void, an expansive coven of Vampires that had spread itself through the Vargarian nobility seized power. The new masters of Varg then conquered their northern and southern neighbours, resulting the a new Vampire controlled human nation of Vargaria-Baronia. Whilst some may think that the humans living under the Vampire nobility might live destitute and horrific lives, it is in fact the opposite. The cunning Vampires of Varg run their state with acumen and cunning politics, and take good care of their citizens, indeed the refounding of the Varg School of Evocation and Necromancy, and the redrafting of the Vargarian Royal army at the command of the Blood Prince is all that saved the humans of Varg from conquest by the Empire, the clever tactics political will and magicks of the Vampires and their new armies of human servants and undead keeping the Empire at bay. Their human serfs, are of course their livestock and as such are protected and treated decently. It is an honour to be chosen as the blood-consort of a Vampire noble and blood-consorts receive the finest educations, food, wine and quarters so as to provide pleasurable company to the vampires who literally live off them.
Midgard
Once the regional centre for Baronia, Midgard is now capital proper of the southern baronies and duchies of Vargaria. It is a huge stonewalled fortress on a plateau, beside the river Host, with the common houses of the human folk spilling over the side. It contains many ancient libraries and the accumulated knowledge of the northern human nations. It is the land of the fertile baronies that saw the lions share of the fighting when the Empire tried to claim northern Mestria and where the Blood Prince of Varg beat back the Silver Empire with the combined might of all of Northern Mestria. Midgard is the site of the Host tower, an arcane school around which the city grew thousands of years ago as well as the Technocollegium of Mestria, where human technomancy is centred.
Aesle
Once capital of the Rhannnioran Empire a thousands of years ago, the might navy of Rhannior was crushed by the Eladrin Reclamation with fire and magicks as Rhannior banned the use of all magic due to their fervernt adherence to the Mestrian Tradtions, particularly the Lyssian clergy of Dragar. In the void left by the crushed Rhannioran Empire, Aesle, a prosperous and sprawling agricultural city, where world renowned ales and beers are made, was conquered by the Blood Prince and is now duchy of Vargaria.
Eris
The Capital of the Grey Elf Nation of Sviofalva, Sviofalva is an ancient Nation that has been around since the Elven Wars and the first Eladrin Nations. The Wood Elves of Sviofalva keep their own Doomsguard of Tieflings, for once Tieflings where shunned and killed by the human societies surrounding the forest. These Doomsguard are charged with defense of the Valdenwood’s borders. The Wood Elves of Sviofalva breed and train several types of Drake native to the Mestrian area, as well as the grey blue tigers native to their forest. They have a potent navy and are staunch supporters of the Empire, having weathered the brunt of the Mestrian crusades.
Loesi [Description Unfinished]
Elven trading port of Sviofalva built onto the Vald river. 3 ancient ziggurats, a huge Tree-home growing out of one.
Silira [Description Unfinished]
Human trading city. Site of an mage-school for Diviners, their foresight did little to stop the conquest of the Silver Empire. Sole location of the clergy of Sothosi, Human sea goddess.
Cassangreca [Description Unfinished]
The ruins of Cassangreca stand far to the east of the heartlands of the Silver Empire. So far from the Elven cities are they that they lie well into the no-mans-land that seperates the Bloodlands from the Empire. Once the greatest human city in Mestria, built into the very cliffs on ancient dwarven ruins, it was a marvel of human ingenuity and enterprise. Then came the Reclaimation, and the sea dwarves of southern Mestria bombarded the city from offshore whilst the blood elves of Vael bled the city in a furious siege, until the dwarven sappers dropped the very foundations of the city itself into the sea. To this day the vast majority of the city remains trapped underwater, hiding arcane marvels, treasure and riches, provided one can beat the other multitudes of adventurers who make camp in the remnants of the city above the water line to it. Then of course there are only the lionfish, sharks and micro-krakens to contend with. Despite all this the ruins of Cassangreca are fair pickings for any adventurers, particularly those who would quickly rise from obscurity to wealth, fame and glory… or perhaps merely sink to a watery grave where the dirk-fish will quickly reduce them to a skeleton, resting on the sands.
Akienent [Description Unfinished]
A Drow city deep underground the dark expansive forest known as the deep. Many Drow from Akienent are possessed by wonderlust, as it is so far from other Dark Elf cities.
Krevhrad [Description Unfinished]
Generic dwarves.
Straelis [Description Unfinished]
Elven nation in the deep, Straelisan Elves are dreamy and reclusive. Straelis is the location of the Empires best Astromancers and and ancient draconic Orrery.
Volos [Description Unfinished]
Prosperous human city state under Empire Administration. Renowned for fine horses and rolling plains, the Kysiosan Line of Kings administers the state and is a firmly adheres to Imperial Law.
- Primary city of the Kingdom of Kysios
Darmissia [Description Unfinished]
Ruined ancient capital of the human Lyssian Empire.
Vael
Vael is the Capital of the Blood elves, so named as their identity was created during the Mestrian Crusades. Vael itself is built in the center of the Red Forest, among the largest grove of carnivorous Blood Trees in the entire Empire. Constant offerings of livestock and slaves are given to the trees, and the skulls of what must be millions of humans can be seen leering out of the bark of the Blood Tree Home-Spires of the Blood Elves. The Blood Elves, originally the reclusive inhabitants of the then tiny Red Forest, so angered by the atrocities of the Mestrian humans formed armies and went to war against the Humans. Whilst small in numbers compared to the vast crusading armies of the humans, the elite Elves of the Red Forrest painted themselves in the blood of their human quarry an stalked through the human cities at night, putting entire human towns to the death in the vengeance of Aerin. Such was the ferocity of the Blood Elf slayings that and entire army of Baronic Knights was sent into the Red Forest to destroy the elven societies there. Only the rear train of that army ever returned, and brought tales of blood and death, and elves and trees who ate the flesh of men. Cannibalism and the eating of Humans is a common practice amongst the Blood Elves of Vael, and Vampire Elves are common, though they are not the norm. Blood elves are amongst the finest killers in the entire Empire, and the most fervernt devotees of Aerin, as goddess of war. It is rumoured that the ruling house of Vael is of the daemonfey although the elaborate helmet worn by the Kaeyanon of the Vael makes it all but impossible for outsiders to confirm this rumour.
Zylhrad [Description Unfinished]
Zylhrad is the capital of the ancient dwarven nation of Yiguruz'Kir, the Ocean Homes or as it also known the Republic of the Kraken. The Sea Dwarves of Yiguruz'Kir are ingenious and proud of their ancient tradition. Their capital sits at the heart of thousands of ancient water ways cut out of the very rock of the Daggersea range, having been converted from ancient underground rivers and lakes thousands of years ago. These dark water ways team with life from the run off of the dwarven fungal farms and mineral works and the unnatural light brought to the caverns by the dwarven magicks. Whilst the majority of Yiguruz'Kir is outlying dwarven holds built over the waterways their only real city is a marvel of technomancy and piping, covered in an eternal haze of steam as it vents from the hot springs beneath the canals of the city, as well as the valves of the huge copper pipes of the city. The chief exports of the city are of course dwarven crafts, particularly made of the bones of ancient sea creatures and ambyrro-plated weapons and armour. The city is a metropolis and is considered a tourist destination for many from the Empire, hosting a House Sylanus Spire and an Imperial consulate, as the Republic of the Kraken has kept strong ties with the Empire, being the most westerly satrap of the Empire.
Sice [Description Unfinished]
Far to the east of the Empire, on the very fringe of Imperial Jurisdiction is the Republic of Sice. Sice has been a city since before Lyssia, and was once trading port to rival Cassangreca to the north, at least until Cassangreca finally succeeded in conquering the port. Numerous rebellions however by the ethnic Dalmestrian human population, supported by the other Dalmestrian city states such as Zigur and Genesse eventually overthrew the Cassangreci occupation and liberated Sice from the Republic. Whilst Sice remained neutral during the reclamation, it was severely damaged from the earthquakes generated by the geomancy of the elven armies, resulting in the death of over half of its noble population. Today Sice clings to life on the coast of the Wreathed sea. Whereas Cassangreca was sacked by the Imperial armies, Sice is dying a slow and painful death on the fringes of the Empire. There is little for a human naval trading port to contribute to the Empire, its gusto stolen by gateways. It survives today only through the leniency of Empress Tayrasi who granted the Republic the ability to trade with the Bloodlands and the rest of Mestria free of tariff. It is through this lucrative opportunity that the port of Sice still gives the impression of a thriving city despite this livelyness being merely the death spasms of an broken, ancient, and once important Mestrian culture.
Igur [Description Unfinished]
Human city state. Warlike.
Zucharess [Description Unfinished]
Human state renowned for its arms and armour making, within Mestria, its proficiency is comparably little compared to dwarves or elves, although its smiths produce an incredibly variety and diversity of weapons, and regularly come up with new designs. It was the fencers of Zucharess that came up with the design for the Mestrian Rapier, based of Elven Quickswords.
Melet [Description Unfinished]
Human state. Flowery dialect and speech. Excellent wine makers.
Taros [Description Unfinished]
Human city state. Kept the Empire of the Sea out of Mestria for over a hundred years. Proud military tradition.
Geness [Description Unfinished]
Human city state.
Florinz [Description Unfinished]
Human city state. Boat makers and duelists.
Kracia
Mirz
The site of the Shardbinding, now an almost ghost town of warring human tribesman. The Satrap, usually a human warlord changes every few years. No produce of importance bar fishing and human boat trade. Adveneturers commonly come here as amongst the ruins, and indeed the vast catacombs of the once glorious city before its conquest by the Eladrin lie the discarded and valuable treasures of the old Mageocratic Empire of the Sea, a once vast human empire, that was crushed between the Mestrian Crusades and the Eladrian Reclamation.
Goranis
A prosperous human city that has kept its prosperity from clever trade, Goranis keeps itself alive by the slave trade. Human nomads are capture by the dark skinned Gorani slavers and then bought sold, and passed on into the empire proper. It still has a human mage academy today, though it is very much past its glory days, its students being mainly the Gorani themselves, many humans who can afford arcane training seeking training in the Jade Spire or in Linys.
Onst [Description Unfinished]
Human city state.
Qur [Description Unfinished]
Human city state, once capital of the expansive Empire of the Sea, before it was crushed between the Mestrian crusades and the Reclamation.
Tura [Description Unfinished]
Human city state.
Nenzovar [Description Unfinished]
Drow city state
Vilezent [Description Unfinished]
Drow city state
Qulanzen [Description Unfinished]
- Drow city state
Zenvor [Description Unfinished]
- Drow city state
Evienzor [Description Unfinished]
- Drow city state
Kilysvor [Description Unfinished]
- Drow city state
Nyhalor [Description Unfinished]
- Drow city state, home to the greatest technomantic college in the Empire, people literally kill to get a place, and generally have to kill to remain there. City is entirely above ground, built into the rock pinnacles of the coastline.
Zanzivor [Description Unfinished]
- Drow city state
Unenzent [Description Unfinished]
- Drow city state