Showing posts with label Mimir. Show all posts
Showing posts with label Mimir. Show all posts

Wednesday, October 9, 2024

Falkenau

Formally, Vardessy has no permanent capital - the capital is wherever the Emperor is, according to the tradition of the Imperial Itinerary. Still, only a fool would deny that Falkenau is the first and foremost of the Empire's great cities. Not only is it the largest in Vardessy - and indeed, on the western coast of the continent - it is where the Emperor holds court for half of the year, and a city renowned for its wealth, culture, and power.

Falkenau sits on the banks of the great Vardess River, which stretches as far as Lescatie and empties into the Gulf of Three Fingers. Along the way, it waters the Vardessian Plain. Both the plain and the Empire are named for this river, which forms a major artery of trade. It is perhaps unsurprising - some would even say fated - that the kingdom that would rise to unite Vardessy would control the Vardess. The Kingdom of Talhoff had access to great wealth thanks to the trade brought in by traffic on the Vardess, and its central location on the Vardessian Plain was a strategic asset. But the symbolic value of Falkenau's control of the Vardess's estuary could not be denied, and in the eyes of many justified Gustav the Unifier as the rightful ruler over all of Vardessy.

Some sights in Falkenau include:
  • The Imperial Palace, of course, can hardly be overlooked. As the foremost residence of the Emperor, it is a place of great luxury and many wonders. As Emperors through the ages have built upon and expanded their holdings, the Palace has become what is practically a district in and of itself, with a number of halls, chapels, and outbuildings with accommodations for servants and visiting dignitaries. When the Emperor is not around, the Palace is overlooked by his most trusted advisor, Chancellor Karl von Hafnerstein. The Chancellor is fiercely loyal to the Crown, and watches goings-on in Falkenau closely to keep an eye on any plots against his master; in fact, he has a tendency to be overzealous and paranoid in his judgments, and some of his investigations have been false alarms. He maintains that this is only a sign that he is alert in his duties.
  • The Imperial Citadel, on the other hand, is an imposing castle that sits on a hill overlooking Falkenau to the north. With its thick walls and heavy garrison, it is designed to be a redoubt that the Emperor can retreat to if Falkenau is attacked. Of course, it has been centuries since such a thing has been necessary, and the Emperors have come to treat the Citadel as a second palace. The Emperor Wilhelm III famously circumvented the Imperial Itinerary while suffering from gout by moving from the Imperial Palace to the Imperial Citadel, thus technically relocating while remaining in the same city.
  • Among the most famous parts of the Imperial Palace is the Grand Menagerie, a collection of exotic beasts from across the land, many given to the Emperor as gifts from foreign powers. These range from bears to lions to stranger beasts yet, and the Emperor's most prized possession is a pair of hippogriffs given to him by the Patriarch of the Cult of Torvald. To present the Emperor with a new addition to his Menagerie would certainly win anyone his favor.
  • Though Falkenau sits inland from the Gulf of Three Fingers, it is still close enough that ships may travel down the river to dock at the Lion's Port, situated on a bend in the Vardess. Trade and commerce from all across the western coast - and sometimes even beyond - passes through here, and all manner of merchandise can be found for sale. As can the sorts of establishments that attract mercenaries, privateers, thieves, and other less scrupulous sorts who know they won't be in town long enough to attract suspicion.
  • When Falkenau was built, it originally only occupied the northern bank of the Vardess. As time passed and the city grew, however, it expanded across both banks, necessitating a number of bridges be built across the river to connect the two. The most famous of these is the Bridge of Saint Leomund, which is so wide it boasts several homes and shops along its length, forming a tightly-packed street of its own. At night, some have even seen a ghostly figure staring off the edge of the bridge, as though looking for something in the water.
  • The two largest temples in Falkenau are the Imperial Temple of Voltan and the Imperial Temple of Mimir. While the city holds temples of all sorts, in all shapes and sizes and housing all kinds of sects, these two stand as grand marvels of architecture, and the Emperor trusts the monks here with performing state rituals and serving as his advisors. The two temples have a long history of competing for both worshipers and Imperial favor, sometimes even seeking to sabotage one another.
  • There are also a great many guilds seeking endorsements when the Emperor is so close at hand. The most powerful guilds in Falkenau are those of the Weavers, Wainwrights, Cobblers, Smiths, Traders, and Bankers, but there are a multitude of other guilds as well - some more official than others. It is an open secret that the deeper warrens, sewers, and warehouses throughout Falkenau have become meeting places for a guild of thieves. Even the beggars of Falkenau function as a guild, with beggars designating certain streets and squares as their own and pledging to mutual protection of one another in exchange for sharing their wealth.
  • Through its long history of many Emperors, with many storied exploits and conquests, Falkenau possesses a great many monuments, statues, and triumphal arches, forming a living history of the city and the Empire. One can walk down Falkenau's greatest streets and see works commemorating all sorts of esteemed figures and events. Perhaps the most impressive is the Mausoleum of the Emperors, which is built on an island in the Vardess joined to the mainland by the Bridge of the Eagles. It holds a tomb complex tended to by a convent sworn to Morthanos, which houses the bones of nearly every Emperor who has ruled Vardessy. And, some rumors state, stranger things too...
  • Though the Great Theater of Falkenau is located in a district with a reputation for being lower-class, it still holds productions by some of Vardessy's most famed theatrical companies, and the Emperor maintains a private box in the stands to attend plays on festival days. To perform for the Emperor himself is a great honor, and no actor would wish to let him down.
  • Falkenau is far from the most celebrated center of learning in Vardessy, but nevertheless it is home to the Falkenau University, a college of scholars that has claimed the scions of many noble families among its alumni. It is staffed by monks from the Imperial Temple of Mimir - and many of them are tasked with the unspoken duty of keeping eyes on the children of noble houses that may pose a threat to the Emperor.
  • Not everything in Falkenau is pomp and circumstance. It is still a city that ordinary people - and many of them - call their home, and there are plenty of establishments they frequent. One of Falkenau's greatest and most storied inns is the Hound's Head, which has been in operation for hundreds of years, owned by a family of dwarves who have passed the establishment down through the ages. The current proprietor, Udush Thobomarul, has heard many rumors from his clientele, and his impeccable memory means he can recall those from even years ago.
  • Last but certainly not least is the Shrine of the Key - which houses a large brass key set to fit the lock on the city's north gate. Local legend states that whoever controls the key will control all of Falkenau, and that should it fall into the wrong hands, the city will come to ruin. The Emperor keeps the shrine under a close guard, just in case there is some truth to this story. Certainly, any claimants to the throne would be eager to legitimize themselves through claiming the key...

Saturday, November 19, 2022

More Gods of the Lunar Lands

Following on my previous post, here are some more of the important deities in my setting. Refer to that post for general details.

Olmo is the god of the sea, and all that dwells within it. In keeping with the tempermental nature of seas and storms, he is the most tempestuous of the gods, and the quickest to anger, as well as being more likely than many to seek violent retribution for perceived wrongs. Many temples offer to Olmo in the hopes of keeping him appeased in order to ensure safe journeys by sea. His children are the merfolk, who he tends to show favor to over the earthbound.

  • Olmo's symbol is that of a crashing wave, and his associated colors are blue and green.
  • The center of Olmo's cult is a fabled city beneath the waves somewhere in the Great South Sea, which has never been glimpsed by human eyes. However, the Water-Witches of the City-State of Ziggara are said to commune with Olmo's children and impart their teachings to mortal man.
  • Alignment: Chaotic Neutral
  • Domains: Tempest, Nature
  • Oaths: Open Sea, Ancients
  • Sacrifices: Gold, libations
Seidra is the goddess of magic and prophecy. It is she who guards the secrets of magic, sharing them only to her most trusted of mortal agents. Her orders tend to be quite esoteric and secretive and are hesitant to welcome outsiders, but for those who can secure entrance to their vaults, they possess some of the greatest archives of scrolls and spellbooks in the known world. Seidra's chosen are often granted the knowledge of the future, and many of these oracles have been sought out for guidance, though their advice is often imparted in riddles and vague warnings that one may misunderstand until it is too late.
  • Seidra's symbol is a pentacle, and her associated colors are green, white, and gold.
  • The center of Seidra's cult is Kveshenholm in Kvesland, and is tended to by an all-female order of mystics. It is led by Matriarch Dagny III.
  • Alignment: Chaotic Neutral
  • Domains: Arcana, Knowledge, Twilight, or use a Diviner to represent a cleric of Seidra.
  • Oaths: Ancients, Watchers
  • Sacrifices: Incense, candles, goats
Mimir is the god of knowledge - if Seidra represents knowledge over the arcane and what cannot be understood, Mimir presides over the rational world that can be understood, including history and the physical sciences. His temples often contain great libraries, and many philosophers have been trained in their halls. Those who have heard his commands describe him as being incredibly precise in his matter of speaking and using loquatious verbiage with many references to recorded facts.
  • Mimir's symbol is an equilateral triangle with an eye in the center, and his associated colors are blue and purple.
  • The center of Mimir's cult is Maltherios in Golnir. It is led by Patriarch Ourias XIV.
  • Alignment: Lawful Neutral
  • Domains: Knowledge, Order
  • Oaths: Crown, Devotion
  • Sacrifices: Gold, candles, incense
Weyland is the god of craftsmen and artisans, and all trades that produce objects. Valuing hard work, dedication, and artistry, he is revered as the greatest of all smiths, and there are many magical artifacts attributed to him or his saints. He is one of the most popular deities among the dwarven holds, and many craftsman guilds pay homage to him either officially or in their titles or coats of arms; in some guilds, an item cannot be considered a masterpiece until it has been inspected by a priest of Weyland to decide it lives up to the god's standards.
  • Weyland's symbol is a hammer upon an anvil. His associated colors are grey, black, and bronze.
  • The center of Weyland's cult is Mezurdim, the largest of the dwarven cities, located in Kvesland. It is led by Patriarch Ral VI, a dwarf who claims to be old enough to have seen emperors rise and fall.
  • Alignment: Lawful Neutral
  • Domains: Forge, Order
  • Oaths: Crown
  • Sacrifices: Coals and embers, which Weyland is said to use for his forge. Those that were used when forging a masterwork are preferred.
Nehalennia is the goddess of trade and commerce - Weyland oversees the production of goods, but Nehalennia governs how they are bought and sold, protecting merchants, dealers, and moneylenders either at sea or on the road from both thieves and dishonest traders. She is the patron of many trading guilds, including the Merchant Company of Karkossen, which includes the Patriarch on its council to bless their endeavors.
  • Nehalennia's symbol is a basket of loaves, and her associated colors are blue and white.
  • The center of Nehalennia's cult is the city-state of Karkossen. It is led by Patriarch Roeland I.
  • Alignment: True Neutral
  • Domains: Forge, Peace, Order
  • Oaths: Devotion, Open Sea
  • Sacrifices: Gold, silver, bread
Eostre is the goddess of fertility and the harvest. She makes plants grow and animals reproduce, and heralds the coming of spring and the rebirth that follows; the spring equinox is celebrated as Eostrefest with many processions, fairs, and ceremonies to mark the start of the growing season. Her monasteries often serve as working farms, where the faithful toil over the land to show their devotion to the bounties she gives them in return.
  • Eostre's symbol is a cornucopia filled with the fruits of harvest. Her associated colors are white and green, along with pastel blue and pink.
  • The center of Eostre's cult is the city of Meyhen in Vardessy. It is led by Patriarch Irnerius V.
  • Alignment: Neutral Good
  • Domains: Life, Nature, Peace
  • Oaths: Redemption, Devotion
  • Sacrifices: The first fruits of a harvest
Lady Fate is the goddess of fate and destiny. According to legend, she was once a mortal woman who, when she was supposed to die of illness at a young age, was visited by Morthanos, but the god of death was so charmed by her beauty that he refused to collect her soul. Eventually, he married her, granting her eternal life as the weaver of all things that shall happen. Her clerics interpret her warnings and advise on what must be done, but she is reckoned to be spiteful and tempestuous, and can wreak misfortune on those she scorns - often for reasons known only to her. Yes, we blame her for bad rolls.
  • Fate's symbol is a loom, strung with threads in her sacred colors of red, green, and gold.
  • The center of Fate's cult is Kobuz in Kvesland. It is led by Patriarch Daumantus II. However, there are many covens of witches, sometimes with their members sharing a single eye or tooth between them, who claim to know Fate's whims directly and can forsee the future.
  • Alignment: Chaotic Neutral
  • Domains: Knowledge, Order, Arcana, Grave
  • Oaths: Watchers, Vengeance
  • Sacrifices: Wheat, cattle, sheep
And lastly, one god unlike the others but worthy of mention all the same...

Reynard, the trickster god, is seen as a patron of jesters, bards, gamblers, and thieves. He is appealed to for luck, and represents chance where Fate represents what is predestined. Often, he is depicted with the head, legs, or tail of a fox, or as a fox wearing a jester's cap, but he is said to take many guises in the mortal world, working mischief against mortals and other gods for the sake of his own amusement.
  • Reynard has no established cult, no teachings, and no formal clergy (where's the fun in that?), though he has been prayed to by gamblers and the desperate. However, gambling dens are often euphemistically referred to as the temples of Reynard, and in many communities, the term "Patriarch (or Matriarch) of the Cult of Reynard" is used for a person who conducts business between a town and the Caravan People - or more surreptitiously, with thieves' guilds and criminal elements.