CITIES

Crimlis | Dar | Drazzahezz | Ehovia | Elis | Faber | Grath | Karamaterra | Lara | Lathra | Magus Council | Primus | Regalis | Tal Hill | Trath | Vorn | Zatay
CRIMLIS

It is a well known fact that each Angel city is a pinnacle of the
breed it represents. Either for culture, economic prowess, military
power or judicial splendor, each one is the height of it’s breeds’
achievement.
Crimlis is no different, it’s inhabitants, isolated to the point of
exile, have practically formed a breed of their own. They are the
fallen, Crimlis their home. Those sent to the isle of Ilattaerar are
the scourge of the Angel race. Criminals, idlers and dreamers all they
are looked down upon as those who wish to destroy the Angel hierarchy
(occasionally with an element of truth).
The city itself is not as foreboding as the name would imply. At a
glance, it would appear as a human city (it’s inhabitants forced to
walk and carry their partially stripped wings in shame) with only a
huge poor district. Void of wealth and kept under Angel jurisdiction
only by a single Black wing outpost, Crimlis is a collection of slums,
drinking houses and all other manner of vice frowned upon by
traditional Angel belief. It is a sprawling mass of housing, at it’s
core rising up to a great height of ramshackle building-on-building
constructions. (Silent Nomad)
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DAR

The last human city, Dar was purposefully settled on the other side of
the (relatively) thin sea barrier known as the Fang Gulf. This stretch
of shallow water originally connected Illatearrar to the Great
Continent, the cause of it’s current state is unknown. The waters are
so shallow that Jagged rocks protrude in clusters, permeating the
surface with thousands of islands. This phenomenon makes the isle
itself almost unreachable by sea, only the most experienced of
fishermen venturing out to take advantage of the huge fish stocks in
the Gulf shelters. This barrier, combined with an almost unique
one-way jump gate in Dar’s core, render both city and Island an
effective prison.
This title is most suiting as Dar’s inhabitants are comprised of the
roughest, most violent undesirables of the Human race. Criminals,
Heretics and brave former politicians inhabit this place, in short,
all those who defy the rule of the Magus.
As for the city itself, Dar bears much in common with it’s Angel
sister Crimlis, a similarity that has led to an indescribable sense of
companionship between the two races in this isolate environment. It is
ironic that such cruel punishment is capable of breaking down the
barrier of mistrust between races. On some rare occasion, the
accomplishment of trust between races has been known to develop into
the condition known commonly as “love.” However, such instances are
undocumented by the Angels and all half-breeds are burnt as a matter
of racial honour by the Black Wing. Though it should be noted that
this opinion is not shared by humans as a whole, and barely shared by
the Magus who have long since ceased caring for the welfare and
condition of Dar and those inside her.
Dar has no walls as such, it is a sprawling mass of housing,
uncontrolled by the design of the Magus. It’s suburbs (if you can call
them that) stretch for mile upon mile from the city core, some awaking
at the earliest of hours to walk to their place of work. As for the
core, it is notable more for it’s sheer density than it’s height. One
unaccustomed to it’s passageways would either be lost for long enough
to be mugged and left for dead, or spend days attempting to leave.
(Silent Nomad)
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DRAZZAHEZZ

A city built within a mountain, a perfection of crafted stone and
metal, not a single splinter of wood within it’s walls. A city of
towering pillars and twinkling lights within a forever half-gloom, yet
also of sparkling magnificence of gold plated walls telling thousands
of years of history. Immense forges churn out armour and weapons of
the finest quality in the world and in the centre of the mountain,
surrounded by immense doors, traps and soldiers, stands the pride of
the Dwarf Race, the First Jump Gate. Through this goes a constant flow
of Dwarves and machines, to mine the great moon, Dragon’s Eye, for
it’s never ending supply of iron. (Absolution)
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EHOVIA

The home of the White Winged angels, the Fourth Angel City of Ehovia,
is about as different from Faber as Elis is from Regalis. Because it
is a city of laborers, everything in the city is designed with
function first and form taking a back seat to anything else. The stark
white marble that comprises the city is seamless just like the other
cities, but it is designed only to provide a shelter for the
white-winged laborers as they return from their daily toiling. It is
the smallest city, only because it does not have to be great. On most
days, the residential portion of the city is almost completely empty,
every inhabitant off tending their land, flocks, and other duties.
(Angel)
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ELIS

The Fifth and final Angel City is home to the Black Winged warrior
angels. It is also the second of two entrances into the chain of
cities, the first being located at Regalis. Ebony marble covers
everything in the illusion of perpetual shadow, but though the marble
is seamless, sharp angles are the dominant features of buildings. Like
the Fourth City, form takes a back seat to function, but not to such a
degree. Warriors do not need the lavish comforts of Regalis or Faber,
so they are not given comforts.
In the center of the black city lies the College of War, the foremost
training grounds for the Black Angels, and one of the greatest
military academies on the face of the planet. Yet even though it is
one of the best, only Angels are allowed to train there. As such, only
fellow angels know the methods and secrets that are passed from
commanders to students. Many believe this to be wrong, that all races
should be able to train at the best college of war. The Angels,
however, do not feel the same. And since they completely control who
is able to come into the cities, nobody has been able to lead a
successful rebellion to change their minds. (Angel)
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FABER

After proceeding through the first city's awe-inspiring majesty, it
would be nigh impossible to believe that anything could be more
beautiful than Regalis. But, alas, nothing is impossible for those who
were created as a race of perfection, and the Sky blue city of Faber
is their shining triumph. it is a city of flawless perfection crafted
by the hands of the Blue winged artisans. Yet unlike Regalis or Zatay,
not a single living plant can be found anywhere on the city's cold
marble surfaces. Every surface is covered with the most intricate
carving, the most detailed inscriptions, so flawless that one would
believe that they were not crafted by hands, but simply grew naturally
into the marble.
Yet this flawless perfection is not appreciated by all races, the
elves foremost believing it to be a heresy against their Lady Vriclar
Herself to be so devoid of life. It is in this flawless perfection that
the blue-winged angels produce their crafts of granite, jade, bone,
ivory, ebony, obsidian, ruby, emerald, diamonds, sapphire, gold,
silver, platinum and a thousand other metals and materials for the
nobility of Tal'Vorn. (Angel)
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GRATH

Men became aware of their power to alter reality when they managed to
transform the basic metals and forged the first alloy. Maybe this is
why Grath is a metal city: a praise to human powers, a monument to
progress.
Facing the magical island, and close to the shore, Grath seems like a
defiance to magic. A marvelous show of human ability, able to rival
magic with the sole ability of intelligence.
Shining in brass, iron and steel, buildings are designed to defy
nature and take advantage of its benefits. Genius of craft, the
inhabitants of Grath city managed to raise a city of self preserving
standards. Not a ray of sun to be wasted, not a gust of wind to flow
away freely, not a drop of water passing without generating.
The city is practically devoted to transformation and their habitants
are ever working, busy as bees and countless, like ants. In Grath,
machines do not free men. People multiply around them and take care of
them just as worshipers of a metal god.
All the buildings are related to each other in search for efficiency.
And if someone watches the city from the air, will see something very
similar to clockwork. Fumes and vapors come out of millions of
turrets, like incense to praise industrial life. So even the sky is
created by their work, as the city is covered in a thick gray fog, and
air is full of bitter odors.
Amazing, though, is the no-man’s land that surrounds Grath. Outside
those luxuriant metal walls but still under the heavy fog that not
even the blessed winds of the sea carry away, there is a colony of
destitute. Men that have no use for the unstoppable industry and
managed to get away from the law that considers all expendable life as
fertilizer. They roam among the detritus of the city, trying to
survive among waste. Still even they have a use for the city, as an
example against indolence. (AliDheren)
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KARAMATERRA

Crafted from stone and jungle wood, the city of Karamaterra to the south is
a baking hot realm of towering pyramids and long, low housing. This seeming
contrast is due to the presence of the Earth Sect Headquarters within the
city, the Earth Magic Casters making even complex building work both fast
and simple. Weel supplied from the richness of the jungle all around,
Karamaterra is actually one of the few cities that does not rely upon regular
shipments of grain from the Vorn Plains.(Absolution)
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LARA

Very little is known of Lara, last stronghold of the Lar'K'Leth. It’s
location is a very hazy matter, suffice to say it lies relatively
close to the north-western border of Lathrandar. Relatively, meaning
the last recorded journey to the edge of the city took eight
months.
Several attempts to find the city by easier means have gone by without
success. It has become known just how intertwined it’s buildings are
with the forest. It’s greatest skyscrapers are simply the tallest
trees, flying overhead all that is visible is the canopy, similar to
the thousands of square miles elsewhere in the forest.
The Lar'K'Leth reside here as a matter of safety, their numbers
slowly, slowly dwindling away. Due to this status as a dying race
their treatment of aliens is surpassed in brutality only by the
Prevaii. The Lar'K'Leth have no use for torture, if you draw near
their home, you are certain to receive an arrow to the eye without
ever catching scent, let alone sight of the most alluring race on
Tal’Vorn. (Silent Nomad)
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LATHRA

Built entirely within the boughs of the greatest and most magnificent
example of the power of Lady Vriclar, the Goddess of Life, the One Tree
Lathra is a place of great beauty and pure simplicity. Evreything in the
city, walls, floors and rooftops are all made form fallen leaves, or
naturally stripped bark. The city os also home to the Elven Queen, and
represents the primary fortress of the Elves as a race, including their
Casters, the Life Sect.(Absolution)
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MAGUS COUNCIL

On the bay-mouth facing arc of the Dragon Isle, the coast is barren.
Being the only part o the isle exposed to winter storms blowing in
through the bay, the cliffs are steep and jagged, little grows
here.
It could be considered ironic then, that this uninhabitable
environment harbours the last Stronghold of the Human race. The Magus
Council was constructed by those who knew what many still deny. Sooner
or later, the human race will come under threat of extinction. With
this in mind, the Magus Council is the most fortified point of human
habitation on Tal’Vorn.
From overhead very little of the fortress itself is visible. What is
visible makes for a daunting site to any visitor. Two towers, carved
out of the cliff face in polished, black rock rise up to over two
hundred feet. These towers, though usually more or less empty,
darkness peers out of window slits at intervals up the base,
culminating in a fully roofed bunker. Heavily armoured by rock, these
rooms, in times of need, are filled with all manner of devices, from
boiling oil to the most powerful ballistae and of course, members of
the most powerful of the Magus bolstering defenses. But for now, these
rooms remain silent, slowly gathering dust until the time comes when
they will be needed.
As for the rest of the fortress, a large part is dedicated to the
necessities to take a mass influx of mankind’s’ populous into the
fortress. Huge mess halls, reservoirs and dormitories buried deep
underground. For now, like the two towers, they lie silent, waiting.
The centrepiece of the entire structure lies buried nearly a mile
underground. A great amphitheatre, housing thousands of spectators
(most notably the twelve Lords/Ladies of the Magus Council and the
Lord Fighter in raised seats). It is here that annually the Magus
Council come together to decide the Lord Magus of the coming year, by
a great duel known as the Trials of Power.
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PRIMUS

When the Rain of Fire first impacted the lush meadows of Ilars, the
southern most point of land on Tal Vorn, the few million strong humans
were largely ignored by the native races.
This, self-imposed ignorance would prove their undoing. On this
southern tip the humans made their home, a city which, through their
own ignorance was named, “Primus.” (First)
To understand the terrible fate of Primus it must be understood how
the humans came to Tal Vorn. The human colonization was intentional,
it’s original purpose however is unknown. The “Rain of Fire,” refers
to the disastrous result of a minute miscalculation in landing
trajectory. In short, the vast majority of the human fleet deflected
of the upper atmosphere of the planet, their ships damaged beyond
repair, and drifted into space, lost forever. Those that survived
entry, most crashed in to the surrounding ocean. In short, from the
rough billion intended to colonise the planet, less then a million
survived landing.
Those that did wasted little time in mourning, with the hope of a new
and fruitful life firmly imbedded in their hearts they set about
constructing Primus. The city was built using technology unfathomable
by the native races to this day, commonly known as “High Technology.”
The humans, aware of the native wildlife, encircled their new home in
formidable defences. Great walls linked to Energy shield generators,
Ion cannon emplacements and numerous innovative defences satiated
their thirst for total security.
However the Humans remained ignorant of the presence of native
intelligent life. A scout party, sent to search out a site for a
second city, stumbled across a group of Dragon Lords mid-celebration.
The sight of the drunken, copulating, feasting creatures struck new
fear in the Humans, the fear of an intellect, a force, greater then
their own. The Human soul, plagued by many demons, at a time of great
need reverts to one master, instinct. This simple collection of
responses and reactions, as old as the race itself, is the last refuge
of the Human soul. Instinct has simple facets, all keyed for nothing
greater then self-preservation, fear being the greatest of all.
It was to here that the Human souls retreated, in their fear they
performed the one, doom-ridden act keyed to keep them alive, a sad
irony. They opened fire. All but one of the Dragon Lords were slain
and the scouts, terrified as much by their own actions as anything
else retreated with all haste.
The resulting war, in which the Dragonlords called all native races to
them as allies, left Primus, destroyed, but at a terrible cost. All
trace of High Technology was buried or destroyed, immense loss of life
on both sides left the city a soaking mess of rubble and
blood-drenched mud. No life resides there now. The humans, those few
granted mercy by the Allies, were scattered to the three harsh
climates where they settled, stripped of their technology. As for the
DragonLords, this conflict spelt the beginning of the end for their
race, their numbers slowly dwindling ever since. They are nearing the
genetic point of no return as the years pass. The Merman, Anvar and
Dwarves especially suffered and have since ceased to be the dominating
powers they once were.
As for Primus, Ilars became known as “The Isle of the Dead.” The truly
vast traffic of souls leaving the area attracted some of the greatest
Demons inhabiting the planet. The city, what’s left of it, drenched in
the blood of the fallen, still harbours High Technology left behind,
for all those fool enough to seek it. (Silent Nomad)
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REGALIS

Regalis, the first Angel City, is one of two gateways into the cities.
Its royal violet marble is flawless in perfection and surpassed in
beauty only by the sky blue marble of Faber. It is in this city that
the first breed of Angels, the gold-winged princes, make their home.
It sets the standard of what to expect when you travel to the rest of
the cities, and what a high standard is set. The marble is joined
seamlessly throughout the city, each building flowing into the next
like the city was molded and not carved. An abundance of plants and
vines grow all across the smooth marble, but their presence only
serves to lower the self-image of any traveler who wishes to proceed
through to the next cities. It is truly a city made to impress, and it
serves its purpose well. (Angel)
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TAL HILL

Set in the centre of Vorn City, Tal Hill is a stark contrast to it’s
filth ridden cousin. Home to the nobility, it is surrounded by high
walls and gates of iron, defended by Guardians and Warriors at all
times to prevent unauthorized entry. Tal Hill itself is several miles
high, a plinth of stone in the barren glass sea that now surrounds
Vorn City. The top is flat as a coin, a beautiful paradise of trees
and white stone buildings, where the birds sing and there are no cries
of death and violence. Dominating it all is the Mayor of Vorn City’s
home, a sprawling mansion, half as tall again as any other individual
building on Tal’Vorn’s face. Most of the Sect Lord's maintain a home
here, even if they do not use it, seeing it as a sort of prestige
symbol to have a house in the largest and most expensive city on
Tal'Vorn. Hawkers and salesmen are not permitted to enter the City,
instead all the food is brought in and shipped directly to the houses
by the servants, their masters dining on the finest of foods whilst
the slum dwellers of Vorn City have to subsidise on the paltry fare
that the Magus Council give out each day. (Absolution)
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TRATH

The seas that stretch between the Great Continent and the Eastern
Lands are largely uncharted. Travel between the two landmasses by sea
is difficult at best, taking months under a favourable wind to make
one crossing. Winter storms render such a huge mass of water a
churning swell that has been known to swallow small Islands in one
season. Due to this, the limited charts of the ocean are near useless
for true navigation as the small land masses they denote may well not
exist.
Fortunately, the weather systems that create the storms are largely
created between the two land masses, to their south and almost equal
distance between the two, lie the semi-isolate Arrow-head Isles. A
collection of small tropical islands surrounded by shallow reefs and
little deep water give the Isles two great attractions. The fish and
the view.
Consequently, the largest Island harbours the unusual city of Trath.
Unusual as it’s populace are comprised almost exclusively of two
sorts, Nobles and Fishermen. What is most incredible is the apparent
lack of mistrust between the two, apparently the taste of paradise in
a harsh world softens the soul. There is no dividing wall between the
mansions of the rich and the humble houses of the poor, they co-exist
with a degree of companionship. The rich provide the funds needed to
trade with the outside world and in return the fishermen provide an
almost unlimited source of food (and exotic food at that).
Trath is a pinnacle of co-existence between traditionally separate
classes, it is isolated from the majority of Tal Vorn, accessible only
by Jump Gate. Though under rule by the Magus as all the human cities
are, the richest of the inhabitants are careful to keep the city’s
freedom protected and so no armed guard or Magus presence keeps too
close an eye on Trath, much to the content of her citizens. (Silent
Nomad)
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VORN

A sprawling metropolis of a billion people, Vorn City is slums for
miles in every direction, stretching from horizon to horizon. Here
people eke out their pathetic lives for the money to eat well for a
few days, to live off of something other then the bread, water and
bean curd provided by the Magus Council. Below the city is a sprawling
mass of tunnels where crime is unorganised but rife. There are few
Order patrols here in this dark undercity and the subterranean realms
inhabitants pray upon each other to survive, stealing and killing for
money and food. And far below it is a whisper of the impossible, of a
realm controlled by the thieves, where no Order walk, where rough
sorcerers hatch their plots and where the Crime Lords rule with an
iron fist. Surrounding Vorn City is a high wall of stone, heavily
enchanted, that protects the slum dwellers from the death realised
that is the Glass Wastes that surround the city. Arranged within the
city are four Jump Gates, their energies almost constantly sparking
with a steady flow of traffic in and out of Vorn City, wagons carrying
food or weapons, people coming in to sell goods, Warriors or Mages
moving from city to city through the gates. Vorn City is by far the
largest of the Tal'Vorn Cities and it is somewhat fitting that it
should belong to the most numerically superior race, the humans.
(Absolution)
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ZATAY

The Gray Angels make their home in the Third Angel City of Zatay. The
grays are the diplomats and traders among the Angels, and as such,
their city receives the largest number of visitors. Zatay, like all of
the other Angel Cities, is built from a what appears to be a single
marble slab, seamless in its perfection. But that is where most of the
similarities end between it and its four sister cities. Where Regalis
is meant to impress royalty and Faber is designed to perfection, Zatay
was designed with the comfort of every race in mind.
Every doorway save those of residences is sized large enough for the
mighty anvar to easily pass through, and surrounding the centre of the
city is a large shrine to each of the gods. Each temple is quite
lavish, no expense spared in creating an environment that is soothing
to every race and religion that visits. But even more than that fact
is the incredible variety of foods available for purchase. Each race
is accommodated with great amounts of anything they wish from fruit to
meat to produce and the like. The city's appearance is also welcoming,
a pleasant mix between mechanical precision and natural beauty. It
truly is deserving of its title, the "City of Welcome." (Angel)
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