Ulkadian Empire
Dreams tell us more about ourselves than we care to admit. How many waking hours do Oracles spend scouring their dreams in hopes of a missed vision from the All Sight? I’ll dream of glory by victory in the sands of the coliseum. When the crowd roars, at least I know someone is paying attention!
Ruling collectively under the watchful eye of the All Sight, the Five Great Cities of Ulkadia have grown into a mighty empire in a few short decades. Differing governments establish each of the five city states, all flourishing independently, knowing that in a time of need, each will aid one another and the All Sight.
Garuthian and Ulkadian feel a sense of pride for their city of birth, resulting in rivalries and petty squabbles dominating the day-to-day. Similar to sibling rivalry, the Five Great Cities are in constant competition with each other. Never wishing any lasting harm, but relishing in small victories such as having the best poet, the best wine, or claiming victory in the season's Great Games.
The Five Great Cities
Each of the five great cities enjoy grand coliseums, public amphitheaters, marketplaces, and surrounding farm life under the guidance of the All Sight. Below is a brief overview of each city.
Antheria
Symbol: Green Tome
Population: 22,000
Government: Democracy of philosophers known as the Senate. Eight senators serve at a time with two seats voted on every year. After an election a senator holds their seat for a minimum of five years. Every fifth year is without elections and sees the most accomplished.
The largest of the five great cities, Antheria rests in the shadow of the Gray Peaks under the Temple of Five. Built adjacent to the Pool of Chimes, Antheria enjoys an excellent harbor, coliseum, and multiple religious and political centers throughout the city.
Population: 22,000
Government: Democracy of philosophers known as the Senate. Eight senators serve at a time with two seats voted on every year. After an election a senator holds their seat for a minimum of five years. Every fifth year is without elections and sees the most accomplished.
The largest of the five great cities, Antheria rests in the shadow of the Gray Peaks under the Temple of Five. Built adjacent to the Pool of Chimes, Antheria enjoys an excellent harbor, coliseum, and multiple religious and political centers throughout the city.
A grand theater provides a place for philosophers to share ideals, poets to serenade audiences, and oracles to deliver visions. However, Antheria is best known for the School of Vales. A place of higher learning devoted to the studies of alchemy, medicine, and foreknowledge
Kyrah
Symbol: Twin Red SpearsPopulation: 15,700
Government: Republic ruled by the Legion, a collective of leaders from each of the three military units of Kyrah.
Kyrah happily boasts the largest coliseum of the five great cities, and unironically also touts the most victories. Most renowned for their military skill noticeably woven into the daily fabric of their livelihood, Kyrah sees themselves as the true army of Ulkadia. A sight to behold for allies and a terrifying death ball for enemies, these mighty warriors fight as one, weaving death and destruction on the battlefield.
When a Kyrah child, male or female, comes of age and is considered worthy of wielding Ulkadian Bronze, the commencement begins. The child is equipped and quite literally thrown to the lion's den on the outskirts of the Wood of Old. If the child can slay a great lion or boar alone, upon returning to Kyrah, the child is coveted by the three military units choosing one to enlist service.
Syrollo
Symbol: White DovePopulation: 13,400
Government: Theocracy of All Sight oracles.
A collective of accomplished oracles guide Syrollo, known as the Sightless. Upon ascending to a leadership position, the oracle becomes blind from overwhelming foreknowledge granted by the All Sight.
An opulent city with marble pillars and great statues, Syrollo is a symbol of beauty and pleasure. Known for lavish gardens and wealth, Syrollo owes its abundance to the vast vineyards which surround the city.
Opposite their fertile fields, the city resides next to the Alabaster Glade, home of fey creatures drawn by Syrollo’s splendor and the plotting Ssatzul, who curse their fortunes from the tree lines.
Thekis
Symbol: Blue TridentPopulation: 19,400
Government: An Ogliarch of powerful merchants who divide Thekis into districts under their control.
A city of sailors and traders, the famous Thekis harbor extends into Siren’s Whisper, allowing the city to enjoy imports and exports from across Erenel. A melting pot of citizens, Thekis’s many merchant houses grow wealthy thanks to exploration envoys sailing to the many unnamed islands or the eastern continent Lyrathil.
A colossal statue of the warrior sailor Thekis, whom the city is named, stands ready with a trident in hand, watching over the city from the sea. Many cities fall to piracy in such conditions, and Thekis has its share of criminal activity. But vigilance by the merchant houses and the many Ulkadian oaths and curses, steer the city in a reputable direction.
Vropia
Symbol: Brown BoarPopulation: 11,800
Government: Patriarchy governed by the longest serving Imperial Dragoon.
The smallest of the Five Great Cities, Vropia, acts as the first line of defense against the Desolation, an enormous wasteland expanse overrun with Gnoll Warbands and deadly creatures. The Imperial Dragoon, elite warriors of Vropia, protect Ulkadia from threats attempting to scale Boar’s Hide Wall. This stone wall extends from the Crestfallen Mountains to Hallow Wind Gulf.
Festivals
Ulkadians stage many yearly festivals, each held in honor of someone or something relevant to the culture. Festivals frequently change and are held not as holidays but by people in power wanting to garner support or improve economic status. One year a festival for Asanna, Lady of the Land may take place; during the following year, a festival of Ødger, the Storm Claw may take its place as a new host steps forward.
Regardless of who the festival honors, one can expect a fantastic spectacle. Wine, food, poetry, theater, and athletic events entertain and attract travelers from across Ulkadia. Each of the five great cities boasts of their coliseum while hosting a festival, promising to outdo the previous host. It is thanks to festivals that arena fighters, poets, actors, and philosophers have gained notoriety in Erenel.
Ulkadian Bronze
The blacksmiths, woodcarvers, and traders found in the five great cities of Ulkadia reflect the nation's culture. A technique first taught by the Ashard Dragon Flight and perfected by the Forge Dwarfs; the Ulkadians craft their native weapons primarily from an enhanced Bronze alloy. But make no mistake, Ulkadian Bronze is as strong as it is alluring on a shield or sword.
To be an Ulkadian warrior is to master the art of the shield. Thousands of soldiers have trained in the Phalanx battle formation, a highly disciplined and effective tool of war. Equipped with a shield and unencumbered armor, Ulkadians fight as a unit, locking shields together in this defensive formation.
Ulkadians also wield a handful of unique weapons, which can typically be purchased at any blacksmith shop in the five great cities. Spears and tridents are common amongst the militia, but the Kopis and Chakram have gained ground after being popularized by arena fighters in the Great Games.
Ashard Dragon Flight
Keepers of forgotten lore and hoarders of knowledge rather than treasure, Ashard Dragons differ significantly from their Dragon cousins. As an Ashard Dragons ages, the crystalline skeletal structure grows causing gem-like shards to protrude across their body. These “crystals” conduct, amplify, and store psionic energy allowing the Ashard Dragon to manifest remarkable psionic feats.
Contrary to popular belief, an Ashard Dragon does not fly and eventually abandon their wings altogether; instead, they propel themselves forward telekinetically. This muscle atrophy and weak skeletal structure obligate many Ashard Dragons to avoid contact as much as possible, preferring to hide deep below ground or high above the clouds.
Do not mistake cautiousness for weakness. The most mature Ashard Dragons can alter their surroundings in a manner that defies reason and are arguably the most intelligent creatures on the Mortal Plane.
Oaths and Curses
Oaths are not unheard of in Erenel. Kings, organizations, military units, religions, and others demand Oaths for service. However, the Garuthian take this one step further by swearing Oaths amongst themselves as currency or acts of good faith. An Oath of Aid may be sworn between friends as a call to arms should the other be in harm's way. An Oath of Secrecy is popular to prevent unwanted information from circulating Ulkadia or an Oath of Labor by crafters to carry out an agreed-upon task.
Seemingly carried by the wind, a cry for aid can be heard by those sworn to serve, as the All Sight notifies when an Oath must be fulfilled. Failure to fulfill an Oath entered upon by free will results in an Oathbreaker Curse. The All Sight and Ashard Dragons from the Temple of Five subject Oathbreakers to various curses with different degrees of unwanted and sometimes deadly afflictions. Regardless of outsiders' views on Oaths and Curses, Garuthian's fully support their use.
Desolation
This colossal wasteland was once a thriving savannah. Thanks to the emergence of Gnoll Warbands, much of the savannah has fallen into chaos, though fertile "islands" still exist.
The Imperial Dragoon of Vropia protect Ulkadia from atop Boar's Hide Wall. Thanks to intense training passed down by the Patriarchy, Imperial Dragoons perform leaping assaults onto threats below.
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