Polyandrium

Overview

The utopian city of Polyandrium contains over half of the known Cryptum population, numbering at a staggering 25,000 Cryptum residents, making up the largest bulk of permanent residents. While there are some stable farms maintained for the survival of those inside the city, which are able to maintain the bare minimum of food should the city require itself to close its doors for an extended period of time, most of the food is purchased from select discreet vendors. Their trade is almost exclusively in arts and crafts of the highest quality and they will gladly sell their products in return for finding fresh novelty from the outside world. Despite its seclusion, this aggressive trading style means that their culture is more of a melting pot than most.

Masters of crafts and philosophy are quick to take on students, and Polyandrium colleges rank among some of the most prestigious. In fact, there is a specialty college designed to impart those that take it with leadership qualities. Entrants that receive the full education are often then placed in positions of import in the city, which functions formally as a democratic republic, where decisions are made with ‘things’ where those that wish to attend do so and have equal voice in opinions.

The city itself is remarkably clean and well kept. Partly in that a Cryptum has more time to itself than a human and can thus spend more time on cleanliness, but more so out of attention to their own well-being. A Cryptum is composed of dead flesh, and while cuts, scrapes, and abrasions will heal themselves over time, certain other factors that lead to decay will cause more permanent and visible damage. It can be stated that cleanliness to a Cryptum is key to survival. To that end, those that follow cleanliness as their passion have developed many methods of beautification, with topiary, architecture, clothing, and more besides, with their most valuable export by far being perfumes. Aristocrats who find themselves trading with Polyandrium artisans almost never return their patronage to other outlets.

Location:

Polyandrium is located on the craggy mountains between Vas’tek and Nashriam on the southern side of the valley. Deep in the cresting peaks rests the main entrance, where a city of stone, and magnificent lights shine. The original city was built inside of a caldera that had demolished a third of the mountain face when it erupted, but now the city feeds and grows on below the crater, nestling deeper into the heart of the mountain. Polyandrium segmented itself, and presents the upper quarters to guests and the young, while underbelly is reserved for the elderly, several gardeners, experimenters, and archivists.

Population:

The city is populated mainly by Cryptum, but the upper levels have several guest races making a stay there as well. 25,000 Cryptum call the city home, and the upper levels have a population of around 7,000 Cryptum to 8,000 non-Cryptum. Most of the Cryptum are permanent residents, but the 8,000 non-Cryptum rarely stay. They make up the bulk of traders, students, travelers, mercenaries, artists, and excavation members. Below the surface, the rest of the 18,000 Cryptum reside, with almost no other races present. Not that they are barred, but because most are not made aware of the lower levels, and the ones that are would find the interior to be inhospitable.

Society:

The people of Polyandrium are as diverse as can be, with expressiveness running in their blood.

Positions of Import:

Accomplished are a rare breed, a select few whose works are so inspiring or transformative that they cannot help but be said to have achieved at least a large portion of their desire. They rule the city in a selected council branching into several factions headed by knowledgeable Aspirants. The council is chosen by collective will, but unless issues involving the whole of Polyandrium arise, Accomplished are usually left to their own devices and specialties without having to consistently rule as a collective.

Aspirants are those who have made steady progress in their field, those actively working on their plans or artistry, and could otherwise be considered the workforce of Polyandrium.

Dreamers are those with no definite goal, either the very young, the confused, or the ones that have yet to find their passion in life. The term can be, but rarely is used as, an insult as it is seen as a starting point, not wasted potential.

Deans are masters of their spire, often Accomplished, and directors of tutelage for those under and in their expertise.

Mastercraftsman are exactly what you think they are.

Soldiers:
  • Gateguard are guardians of the Northern Wall, be they human or Cryptum, and are given the task of intercepting, repelling, and engaging threats that come from without to those in Polyandrium.
  • The Watch are an Aspirant led police force that maintain and regulate a bare minimum of order, with a healthy degree of safety for those in Polyandrium.
  • Sentinel is the Captain of the guard, and master of the gatehouse. They are the first to identify trouble, are always an Accomplished, and have in times of trouble, full control over the soldiers of the city.

Muses are artists that have produced works inspiring enough that others have copied them to a certain extent. Many artists exist here but to become a muse, while not enough on its own to warrant being Accomplished, is a sought after mark of prestige.

Founding are researchers, whether they study in the Lifted Veil or on the surface, they are the inventors, experimenters, and scientists who study specifically that which either was lost, unexplored, never touched upon, or never finished.

History:

Polyandrium was founded initially by an ancient Synthoid who created a safe base of operations for constructing more of its kin. After one of the nearby mountains in the range exploded, it caused destruction reaching across the (pre-Nashriam) border, causing an excessive amount of death. However, this instantaneous loss of life had an unintended side effect, of causing a tremendous uptick in Cryptum, whose caretakers had been killed off. Through luck or instinct, a large group of them wandered to the mountain where the synthoid was maintaining its craft. There they learned the basics of creation and learned how to channel their vigor for crafts, eventually sending out one or two of their host to gather more when a task required extra hands. When the old Synthoid finally passed on, the founding Cryptum realized that none of their creations had come to life. These Cryptum were so moved by witnessing this event that it gave birth to a unified truth for them. Life is a precious happenstance, in all its forms, and must be expressed, preserved, and explored so that the joy of existence can be shared. Thus began the founding of what would become Polyandrium, though the names of these Accomplished Cryptum and the synthoid who moved them are lost to time. The chamber of creation where the synthoid worked is still around, though few know what or where it is. It now serves as a protected chamber to preserve the best works of the Accomplished, just underneath the Crest in the center of the Basin.

Structure:

Polyandrium’s upper structures are crafted out of the walls of the caldera, leading into towering spires that rim the edge of the cresting natural wall. On the slope to the caldera proper are several lower structured residential, business, and temporary homes and buildings. The caldera’s center has a wide flux of fields, presentation spaces, crafts, and temporary buildings, topped with a now drained mound that formed, almost peaking at the same height as the walls of the city, reserved mainly for important events. There is little to no control over what happens with the presentations, research, and events that go on in the center, but cryptic undecipherable rules are apparently in place.

The lower structures below Polyandrium proper are where the dangerous experiments, old and preparing for death, excavations, and exotics go. Below the caldera run several dried rivers of molten rock, creating a vast network of caves. The natural layers in the middle give way to manufactured structure the deeper the network dives, and excavations continue to mine below, expanding the belly of the city.

Districts:

The many peoples and parts of Polyandrium have been sectioned into different districts, each managed by the chair of Accomplished, and independently watched by select Aspirants.

  • Haven:
    Filled with the majority of the non-Cryptum populace, as well as semi portable marketplaces, and more regulated larger buildings that house permanent features infrastructure. Much of the city’s basic legislation happens in this area.
  • Crest:
    Normally, the Crest itself is devoid of much of the bustle that the Basin is known for, as it is almost exclusively reserved for those who are Accomplished, though select events may allow for Aspirants and others to utilize it. The crest itself peaks at about 500 feet below the height of the walls of the caldera, and is otherwise completely barren. A group of caretakers maintains the Crest when not actively in use.
  • Southern Towers:
    The Southern Towers are where the famed colleges of Polyandrium reside, with each spire representing a branch of science, art, engineering, craft, leadership, law, and more besides. Dormitories are built into the base structures, and the spires are decorated with the final projects, completed works, and successful creations of those within.
  • Northern Wall:
    The Northern Wall serves as a temporary housing facility, and primary line of defense should the city ever need to use one. The facilities and buildings structured into the wall are intended to be quickly adapted to the user’s needs, and can go so far as serving as an emergency hospital or garrison if necessary, making them quick to empty and stock.
  • Basin:
    The Basin serves as a community center of sorts. While there are rules and guidelines, they are organically malleable and ever-changing, making the entire area an anarchic mess of art and creation. I can’t emphasize just how random and/or fantastical the things presented would be.
  • Mines:
    Below the surface, and even the undercity lies an ever-expanding network of mines, searching for gems, metals, rare volcanic material, and hidden secrets of the old worlds locked away in preservation. Outside excavation teams are frequently hired on with local Cryptum casters that specialize in heat reduction, geomancy, healing, and water proficiencies.
  • Rat’s Nest:
    The underbelly of Polyandrium, where a large majority of the Cryptum dwell. Instead of designated arts and sciences, the ones who live below usually do so to explore exotic, solitary habits, before presenting with the rest in the Basin. Lichens, fungi, and the natural cave dwellers are all taken care of, and take care of the Cryptum in the Rat’s Nest.
  • Lifted Veil:
    To Polyandrium, no knowledge is bad knowledge, and all avenues of exploration and experimentation are pursued, though some are more dangerous or morally twitchy than others. For the darker sciences, technologies, and magics, the Lifted Veil serves as a conduit for which such research may be allowed. Located on the fringe of the edges of the Rat’s Nest, buried deep, close to the original magma field that the mountain grew over, those who practice their art here are protected from scrutiny and judgment, given a certain amount of anonymity, as each project requires the approval of only a single Accomplished, and the practitioners, unless otherwise noted, wear feature obscuring outfits.
  • Fields of Departure:
    When a Cryptum reaches the end of their natural life, they begin to spiral into a state of epiphany and madness, with interconnecting neurons growing too steadily, creating a state somewhat the opposite of human aging and dementia. It is normal practice for those who manage to see this end, that they be buried within the depths of the mountain, morphing the earth to best preserve their original form. The fields lay below the magma pool, on top of an absolutely gigantic field of ash (maybe manufactured).
Trade:

Though their nation is only a city, the Cryptum manage to maintain good contact with the outside world, and their trade relations, while few, are solidly managed with a good reputation.

Imports: (in order of average number of dealings)
  1. Nashriam
  2. Curath
  3. Caliharah
Exports: (by type, no order)
  • Knowledge
  • Rare flora and fauna (cave-dwelling/high altitude specific)
  • Art
  • Commissions for expertise
  • Minerals, ores, and gems
War:

Because Polyandrium maintains good to decent relations with 3 very powerful nations, it does not deal with many threats of war, though if it was to encounter such a problem they might attempt to resolve it through the following methods:

  • Diplomats to defuse the situation
  • Hostage situation (how many rich parent’s kids use this place as a boarding school?)
  • Request aid from one of the larger nations
  • Turtle and literally stonewall them
  • Reverse the siege with congruence
  • Traps and ingenuity (retreat to the underbelly, inhospitable to non-cryptum life, deal with from there)
  • Formulate an escape (several unnamed passageways lead out of the mountain without going through the front gate, though they might be discovered they are too small for any large force to move at ease through them)
  • Fight back with physical force as a last resort
Exchange Students:

It is a fairly widely known secret that many nobles and well-to-do families may send their children to study something within the walls of Polyandrium. Some do so openly while others prefer to keep it much more discrete. There are areas of Aropria where the idea of a Cryptum nation-state is considered a myth, let alone sending one's children away to stay there. Nevertheless, it is irrefutable that Polyandium contains some of the absolute best programs of study for any number of topics including (but not limited to) crafting, smithing, sciences, leadership & physiology.


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