Andarud Refuge

Unlike other Alfar refuges, Andarud is not suspended deep within The Otherworld. Instead it hums within the borders between the Mortal World and The Otherworld, existing between moments and on the other side of reality's wavelength, a folded pocket of space maintained by the eternal hum of The Gyre.   Call the "Skyless City," if you look up from one half of Andarud you see the other half. Between the two, along the plane where gravity shifts, the two sides meet, connected by metal towers and bridges, all build around the holy chamber where the Gyre itself rumbles away.

Demographics

Parentages

 
CategoryParentage
Dominant Elven
Minority Dwarven
Enclave Fairy
Groups Goblinoid, Human
Individuals Halfling, Warforged
Singular --
   

Upbringings

 
Category Upbringings
Dominant Abjurer, Artificer, Skilled Labor
Minority Banker, Mage, Tinker
Enclaves Consular, Scribe, Specialist
Groups Dextrous Soldier, Dismantler
Individuals Enchanter, Incognito, Sleuth
Singular Insightful, Raven-Queen Ally, Spell Thief
   

Backgrounds

 
Category Backgrounds
Dominant Guild Artisan, Magic Item Scholar
Minority Independent Business Owner, Sage
Enclaves Alchemist's Apprentice
Groups Appraiser, Entertainer, Noble
Individuals Diplomat, Spy, Student of Magic
Singular Cloistered Scholar, Spymaster
   

Classes & Subclasses

 
Class Subclasses
Alchemist Science of Creation, Science of Destruction
Antiquarian Curator, Disenchanter
Artificer Alchemist, Architect, Armorer, Artillerist, Battle Smith, Crystal Shaper, Disruptor
Bard College of Innovation, College of Lore
Cleric Arcana Domain, Craft Domain, Knowledge Domain, Lore Domain, Trade Domain
Craftsman Any/All
Fighter Arcane Archer, Eldritch Knight, Rune Knight
Investigator Antiquarian, Archivist, Detective, Occultist, Spy
Magus The Arcane Order
Monk Way of the Avowed Preserver
Noble Path of the Brave, Path of the Mystic Royal, Path of the Tactician
Paladin Oath of the Aegis, Oath of the Bastion, Oath of the Glyphscribes, Oath of the Golden Pact, Oath of the Guardian, Oath of the Lorekeepers
Ranger Horizon Walker, Mage Hunter
Rogue Alchemist, Arcane Trickster, Fixer, Inquisitive, Mastermind
Scholar Diplomat, Physician, Ritualist, Tactician
Sorcerer Ancient Artifact, High Magic Bloodline, Spellslinger
Warden Loreseeker
Warmage Any
Wizard Academic Lore, Bladesinging, Cantrip Adept, High Magic Specialist, School of Abjuration, School of Elven High Magic, Spellsmith
     

Economics/Wealth Classes

  Thanks to trade with the outside world and magical automation, few in Andarud lack anything. That said, due to the same trade, while there is no poverty, there are definitely scales of wealth. Magical skill directly correlates to wealth, as do other crafting skills. Merchants who are capable of interfacing with humans, smiths who can lay spells over their steel, fletchers with magical talent--all these roles tend to lead to wealth, prosperity, and luxury.

Government

Leaders

                             
RoleLeader
Ruler Hadarai An'Andarud
Consort Naivara Casselltinera
Councilor Nithroel Luwynn
General Salihn Miamaer
Treasurer Nesterin An'Casselltinera
Grand Diplomat Ylndar Miamaer
Heir (VACANT)
High Priest Gwawyn Na'Andarud
Magister Hjordis Luwynn
Marshal Khyrmin Miamaer
Royal Enforcer (VACANT)
Spymaster ???
Viceroy N/A
Warden Thanril An'Miamaer

The Alfar tend towards magocracy as a government model. In Andarud, the most important leaders are the Cothromóirí. These esteemed abjurers manage the delicate balance of forces that govern the Gyre and maintain Andarud's position between the planes of existence. Chief among these families is the house Andarud itself, whose ancestors have balanced the Gyre ever since the refuge was established. Beyond that, officers appointed by the Cothromóirí tend to the various aspects of Andarud's management. The Warmage in Chief leads military efforts, the High Artificer handles trade and economics, the Mortal Envoy diplomatic relations, and so forth.

Defences

Master abjurers wield powerful defensive spells, constructs stand by to defend, trained bladesingers and warmages are ready to use Andarud's system of folding notes to respond to any threat. Most potent of all, however, is the ability of the Cothromóirí to manipulate the Gyre, moving the refuge out of sync with its nearby worlds and isolating it in a worst-case scenario.

Industry & Trade

Andarud's primary export is war magic--enchanted weapons, scrolls, potions for use in battle. Due to the dangers of the outside world, there is high demand for their product, and so they are able to command vast imports of metals, reagents, and luxury items. Their warmages consult the magisters of desperate kingdoms seeking aid against the Demonic Imperium--or against their neighbors.

Infrastructure

Thanks to the unique properties of gravity in Andarud, machinery that spans the Central Plane can harvest it to generate mechanical energy, dropping enormous weights across the barrier to turn wheels, mills, and bellows. Access points spread around the city like the spokes of a wheel grant safe passage into the Mortal World or The Otherworld.   Focusing nodes built at resonant points within Andarud enable teleportation from one to another. The central axel that connects the two sides is also a hub of planar reverberation, harnessed to assist with enchanting magical items.   Forges, workshops, and foundries round out the rest of the infrastructure. Andarud is built vertically, each side reaching up towards the other like a parted lover, but elegantly and gracefully, from stone and steel.

Articles under Andarud Refuge


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