Post by Grayell on Mar 10, 2013 4:54:58 GMT -5
This thread and it's contents courtesy of Serenity.
Highever was founded by seven warring clans who all discovered that the mountains in the area were bountiful with precious minerals, iron, and a peculiar rock that emitted a bluish light. Arcanum, they eventually called it, was found to have a reaction around magic and even slightly enhanced the power of the user.
The discovery led all the powerful magic born families into a state of constant fighting, nearly ruining the land as the forces of nature bent against each other for the right to seize the mountains.
After years of fighting over the claim, the lords of all the clans met for a summit. The leaders, finally tired of spilling the blood of their family and people for riches, reluctantly agreed to a share in the land and claim.
This led to the foundation of Highever. After several generations the great city on the mountains was finished and the summit on which the clan leaders met became the basis of government, ruled jointly between the heads of all the great clans.
As time went on the clans have come to adopt simpler house names, as opposed to their old traditional titles. However, to the common people, they are known for their specialty in a particular field of magic cast.
House Howle
Current Head - Victor Howle
Magic - Wind
Sigil - Dire Wolf
House Trydent
Current Head - Samuel Trydent
Magic - Water
Sigil - Swordfish
House Ashen
Current Head - Bran Ashen
Magic - Fire
Sigil - Phoenix
House Valant
Current Head - Gregory Valant
Magic - Earth
Sigil - Great Oak
House Aegis
Current Head - Eleanor Aegis
Magic - Light
Sigil - Sun
House Dumar
Current Head - Joseph Dumar
Magic - Dark
Sigil - Raven
Arcanum
A rock with a black hard shell and blue core, it emits a faint blue light which grows stronger if found in large quantity. It has a natural conductivity with magic and even enhances the power of the mage, though a large amount is needed to make a significant difference.
After many trials, the lords of Highever have put resources into conducting experiments on the element, and since then arcanum has found many uses. In particular, inlaying a grounded form in equipment improves enchantments and better imprints the desired effect.
Because Highever sits next to natural rich deposits of arcanum, it is believed that this is the cause for many of the city-state's citizens to be born with a natural affinity to magic.
The Laws
Highever has many of the laws that one would expect to find in any civilized place, however their stand on magic, ironically, can be considered more strict than others.
Only the military and security force are given leave to use their powers for the purpose of maintaining peace and combating rogue magi. Citizens wishing to use their power freely, within the limits of Highever, must obtain a license from the city court given only when expressing a valid reason to practice in public; such as for ease of labor.
Those who practice in secret or who brandish their powers in the open, without a license, are immediately escorted to prison and later given trial. The offense is seen as so great, however, that serving time in prison is the more hopeful sentence among criminals. It isn't always the case.
Anyone discovered practicing blood magic are always sentenced to immediate death with no trial. Despite this, the peasantry believe that there is an 7th family that rules over Highever in the shadows that does specialize in blood magic, though there's no evidence to support it.
The Arena
The arena in Highever is the only section of the city where one may freely use their powers without fear of persecution. The popular blood sport holds daily matches among fighters, and weekly title bouts between the best of the best. It is also a popular way to settle dispute between merchants who own teams of fighters.
While the arena usually only sees magic wielders grace it's sands, mundane warriors may also brave combat among seasoned fighters who command the elements.
Military
Though Highever has never seen a major conflict with other kingdoms on the continent, that hasn't stopped the lords from raising a military force.
While it may not be as large as the army of a fully realized kingdom, Highever's forces are trained in sword and magic to form an elite fighting force where one squad of battle mages could combat a platoon of mundane warriors. The military minds of Highever also experiment with new ways to amplify the power of their forces, creating new methods of destruction in the face of overwhelming odds.
Though united in the face of a major threat, the various leading houses of Highever still retain their own personal fighting force, usually composed of family who then train subjects in their unique art of war.
Fight for The Mountains
Before Highever was finished, a mining operation that delved deep into the largest mountain in the range, now known as "The Grand Hall," stumbled upon a man-made passage way with a high ceiling that went for a few miles below the surface.
A team of warriors from all the clans accompanied laborers and scribes down the great passage, eventually finding a large stone slab at the end of the long trek under the mountain. The artifact was massive, perfectly carved, and recorded to have been at least 40 ft. in height and 50 ft. in width.
Unknown writings riddled the smooth surface, and prompted the scribes to stay for a few days to study the artifact. It was discovered later by an earth caster that the area behind the slab was hollow and quite massive. After the scribes finished their tracings of the slab, the earth warriors carefully cut a path open to reveal a large hall. The ceiling of the site was covered in arcanum, enough to dimly light the area.
Though the size was never recorded, it was said to have been, "Large enough to hold a fleet of 10 warships and their harbor, with massive, ornate support beams of craftsmanship I've never seen."
It was then that the team realized what they had done, and were far to late to fix. Though the origin couldn't be pinpointed, the scribes noted an odd mist that hung around the hall that steadily evaporated as they traveled further in. When the miasma had fully gone, the grand hall shook with life, and the roar of thousands upon thousands of creatures erupted from deep within. The mountain was a prison, and the bars were broken.
"They were ugly things, not unlike the goblins we sometimes see on the surface, but these creatures were different. They were armed with crude looking, but otherwise functional equipment, almost as ugly as they were with their pointed nostrils, red eyes, ebony skin, and elf like ears. They were about the height of a man, and though we never seen them on the surface they looked neither unhealthy or diseased as one might expect from living deep underground for so long. The miasma we encountered briefly must have preserved them in sleep somehow. Our fool curiosity opened a cage that was likely sealed for hundreds of years."
The excavation team left the area immediately, with the earth casters bringing down whatever rock they could over their entrance. The majority of the warriors sent down stayed behind to hold off what they could against the horde in order to ensure the escape of the laborers and scribes.
Despite the cave in that was accomplished during the escape, it seemed that the damage was done, as now Highever sees frequent encounters with roaming bands of these black goblins, sometimes accompanied with large fearsome trolls.
Military outposts have been formed around the city-states most valuable mining assets as well as around the border of Highever. Though all out war with the creatures hasn't been had, yet, their frequent attacks on Highever mining operations have steadily slowed down trade coming out of the city.
Highever - The Great City of Magi
Highever was founded by seven warring clans who all discovered that the mountains in the area were bountiful with precious minerals, iron, and a peculiar rock that emitted a bluish light. Arcanum, they eventually called it, was found to have a reaction around magic and even slightly enhanced the power of the user.
The discovery led all the powerful magic born families into a state of constant fighting, nearly ruining the land as the forces of nature bent against each other for the right to seize the mountains.
After years of fighting over the claim, the lords of all the clans met for a summit. The leaders, finally tired of spilling the blood of their family and people for riches, reluctantly agreed to a share in the land and claim.
This led to the foundation of Highever. After several generations the great city on the mountains was finished and the summit on which the clan leaders met became the basis of government, ruled jointly between the heads of all the great clans.
As time went on the clans have come to adopt simpler house names, as opposed to their old traditional titles. However, to the common people, they are known for their specialty in a particular field of magic cast.
House Howle
Current Head - Victor Howle
Magic - Wind
Sigil - Dire Wolf
House Trydent
Current Head - Samuel Trydent
Magic - Water
Sigil - Swordfish
House Ashen
Current Head - Bran Ashen
Magic - Fire
Sigil - Phoenix
House Valant
Current Head - Gregory Valant
Magic - Earth
Sigil - Great Oak
House Aegis
Current Head - Eleanor Aegis
Magic - Light
Sigil - Sun
House Dumar
Current Head - Joseph Dumar
Magic - Dark
Sigil - Raven
Arcanum
A rock with a black hard shell and blue core, it emits a faint blue light which grows stronger if found in large quantity. It has a natural conductivity with magic and even enhances the power of the mage, though a large amount is needed to make a significant difference.
After many trials, the lords of Highever have put resources into conducting experiments on the element, and since then arcanum has found many uses. In particular, inlaying a grounded form in equipment improves enchantments and better imprints the desired effect.
Because Highever sits next to natural rich deposits of arcanum, it is believed that this is the cause for many of the city-state's citizens to be born with a natural affinity to magic.
The Laws
Highever has many of the laws that one would expect to find in any civilized place, however their stand on magic, ironically, can be considered more strict than others.
Only the military and security force are given leave to use their powers for the purpose of maintaining peace and combating rogue magi. Citizens wishing to use their power freely, within the limits of Highever, must obtain a license from the city court given only when expressing a valid reason to practice in public; such as for ease of labor.
Those who practice in secret or who brandish their powers in the open, without a license, are immediately escorted to prison and later given trial. The offense is seen as so great, however, that serving time in prison is the more hopeful sentence among criminals. It isn't always the case.
Anyone discovered practicing blood magic are always sentenced to immediate death with no trial. Despite this, the peasantry believe that there is an 7th family that rules over Highever in the shadows that does specialize in blood magic, though there's no evidence to support it.
The Arena
The arena in Highever is the only section of the city where one may freely use their powers without fear of persecution. The popular blood sport holds daily matches among fighters, and weekly title bouts between the best of the best. It is also a popular way to settle dispute between merchants who own teams of fighters.
While the arena usually only sees magic wielders grace it's sands, mundane warriors may also brave combat among seasoned fighters who command the elements.
Military
Though Highever has never seen a major conflict with other kingdoms on the continent, that hasn't stopped the lords from raising a military force.
While it may not be as large as the army of a fully realized kingdom, Highever's forces are trained in sword and magic to form an elite fighting force where one squad of battle mages could combat a platoon of mundane warriors. The military minds of Highever also experiment with new ways to amplify the power of their forces, creating new methods of destruction in the face of overwhelming odds.
Though united in the face of a major threat, the various leading houses of Highever still retain their own personal fighting force, usually composed of family who then train subjects in their unique art of war.
Fight for The Mountains
Before Highever was finished, a mining operation that delved deep into the largest mountain in the range, now known as "The Grand Hall," stumbled upon a man-made passage way with a high ceiling that went for a few miles below the surface.
A team of warriors from all the clans accompanied laborers and scribes down the great passage, eventually finding a large stone slab at the end of the long trek under the mountain. The artifact was massive, perfectly carved, and recorded to have been at least 40 ft. in height and 50 ft. in width.
Unknown writings riddled the smooth surface, and prompted the scribes to stay for a few days to study the artifact. It was discovered later by an earth caster that the area behind the slab was hollow and quite massive. After the scribes finished their tracings of the slab, the earth warriors carefully cut a path open to reveal a large hall. The ceiling of the site was covered in arcanum, enough to dimly light the area.
Though the size was never recorded, it was said to have been, "Large enough to hold a fleet of 10 warships and their harbor, with massive, ornate support beams of craftsmanship I've never seen."
It was then that the team realized what they had done, and were far to late to fix. Though the origin couldn't be pinpointed, the scribes noted an odd mist that hung around the hall that steadily evaporated as they traveled further in. When the miasma had fully gone, the grand hall shook with life, and the roar of thousands upon thousands of creatures erupted from deep within. The mountain was a prison, and the bars were broken.
"They were ugly things, not unlike the goblins we sometimes see on the surface, but these creatures were different. They were armed with crude looking, but otherwise functional equipment, almost as ugly as they were with their pointed nostrils, red eyes, ebony skin, and elf like ears. They were about the height of a man, and though we never seen them on the surface they looked neither unhealthy or diseased as one might expect from living deep underground for so long. The miasma we encountered briefly must have preserved them in sleep somehow. Our fool curiosity opened a cage that was likely sealed for hundreds of years."
The excavation team left the area immediately, with the earth casters bringing down whatever rock they could over their entrance. The majority of the warriors sent down stayed behind to hold off what they could against the horde in order to ensure the escape of the laborers and scribes.
Despite the cave in that was accomplished during the escape, it seemed that the damage was done, as now Highever sees frequent encounters with roaming bands of these black goblins, sometimes accompanied with large fearsome trolls.
Military outposts have been formed around the city-states most valuable mining assets as well as around the border of Highever. Though all out war with the creatures hasn't been had, yet, their frequent attacks on Highever mining operations have steadily slowed down trade coming out of the city.