Te'ran
“When shrewd business dealings were married with
endeavors into arcane magic, the seeds of Te’ran were
planted. When Vishnari collapsed, it blossomed into a nexus
of innovation and unfettered capitalism the likes of which
the continent has never seen.” ~ Jothan Blackkard, Gazetteer
Geography
Te’ran lies in the vast valley between the Rame and
Delgus mountains and the floodplain of the Emaru river. The
land consists mostly of fertile wetland and warm hills leading
up into the mountains. The Western border consists of the
To’Rizen range and the Blackmire; a stretch of swampland
that separates Te’ran from Calderia.
History
The Academy of Arcane Arts was founded in the early in the
formation of the Vishnari empire to study the phenomenon of
divinity sparks and new ways to combat their products. While
the Academy had many breakthroughs, they were largely under-funded
and understaffed in their outposts in a region called Middleton
Valley, famous for its higher than average concentration of
divinity sparks.
All this
changed when the hailene made war with the Empire and the
Academy was suddenly inundated with literal tons of coin and
rare materials to develop weapons against the new threat to
the empire. With this new infusion of funds, the Academy developed
a number of new spells, including the now famous improvements
on old the standby spells of darkness and fly; blackout and
winged flight.
When
the war ended and the Empire began to collapse, the Academy
was in an enviable position; they still had exorbitant amounts
of gold from the Vishnari coffers, their infrastructure had
barely been touched by hailene assault, and the mountains
and rivers surrounding Middleton Valley made it far too hard
to invade for the armies of the day. Soon, Middleton Valley
and its small, outlying farming enclaves were fully under
the protection of the Academy. The then Academy Master, Maytem
LeSarn named the new nation at her organization’s control
Te’ran, which in the technical jargon of Draconic Arcanus
means ‘the core’.
Culture
Te’ranians are an artistic and philosophical people.
Proximity to the Academy means that the people always have
a wizard or sorcerer around to defend them, even with the
large population of spirit beasts in the valley. All this
means that they are free to engage in what many other citizens
would feel are frivolous pursuits such as art, music and writing.
The architecture
of the towns and cities reflect this nature in its variety
and beauty. Geometric shapes share skylines with organic ones,
all supported with the help of magical structure enhancements.
Spellcasters,
obviously, command a great deal of respect, but the citizens
of Te’ran have lost much of their awe at magic, as most
have been educated in basic magical laws. Oddly, Te’ranians
are less educated than the citizens of other nations as the
mages generally discourage the practice of using bards and
story-spinners as teachers in place of wizardly instructors.
Industry
The valley and surrounding mountains provide Te’ran
with enough ores, gems and fertile ground to support itself,
but not for trade and most fishable bodies of water are too
far from the academy to be provided steady protection. Combined,
these mean that Te’ran has little need, but even less
to offer outsiders in the way of natural resources.
What
Te’ran has in abundance, however, is arcane power and
people who both wield it and craft it into magical items for
others to wield. The number and variety of spellcrafters in
Te’ran far outstrips any nation on Ere, even among Trestrolm
Norry’s enterprises in Chordin.
Te’ranian
mages are known far and wide for their skill and their unique
‘homebrew’ spells. This standing makes the Academy
the obvious choice of mage’s school for the wealthy
of all nations to send their children or personal guard for
training. Te’ranian commoners make their money off of
these students, providing food, lodging and entertainment
above the meager dormitories within the Academy.
Government
Over the next few centuries, the Academy formed a separate
government to deal with the social aspects of the nation and
avoid the pitfalls that Minde Forme had fallen into. Matters
not concerning the Academy directly are handled by an elected
parliament and a Prime Minister selected by the Academy’s
Board of Deans.
The current
Prime Minister is Yu’dara Angledown (Female miare wizard
8), who is the first non-human elected to the position since
the Academy’s founding. Her primary platforms include
the construction of new farming enclaves and fisheries on
the shore of the Emaru River and increasing mining in the
Rame Mountains.
The Academy
is controlled by the Board of Deans who elect from their number
both the Prime Minister of Te’ran and the First Seat,
who conducts Board meetings. The current First Seat is Boanar
Ten-Dragon (Male human black dragon sired Rogue 2/Wizard 6)
his main concerns are expanding relations with the Bardic
College of Harpsfell and the Tower of Arcana in Minde Forme
as well as overseeing the construction of a new floating sentinel
to provide protection for Yu’dara Angledown’s
new farming enclaves in the East.
Organizations
and People
Academy of Arcane Arts
The Academy remains one of the most respected institutions
of arcane magic in the world, second in respect only to the
Bardic College of Harpsfell and second in power to none. The
Academy is based in the capitol city of Des Morganes, in the
Tower Sentinel; a castle of black granite and marble that
rises thirty stories above the skyline.
Sub-schools,
where students go to pursue more specialized training, are
located in smaller, floating, domed structures called floating
sentinels, which drift lazily in preset paths that are controlled
from within the Tower Sentinel. The bear names vaguely indicative
of their field of research. Sentinel Chimera, for example
is dedicated to experiments with developing new magical creatures.
The Academy
seeks to further all kinds of magical research, including
divine magic and taboo subjects such as necromancy.
The
Order of the Long Night
Mages who seek to use their abilities in battle or for the
greater good find themselves joining the order of the long
night rather than pursuing research. These young men and women
permanently become stationed at floating sentinels from which
they help protect the outlying settlements of Te’ran
from spirit beasts.
Major
Settlements
Des Morganes (City 22,000)
Located on the shores of Lake Middleton, the city of Des Morganes
grows up around the black and gray spire that is the Tower
Sentinel, the principle building of the Academy of Arcane
Arts. The buildings here are most often made of stone quarried
from the Rame Mountains; rich black granite, grey marble and
dark grey slate. In these buildings live the families of the
Academy wizards, merchants, and the sundry peoples that keep
the city lively.
Des Morganes
is famed across the continent for its many high class and
affordable inns, which are used to catering to short term
or wealthy students at the Academy. All inn costs in Des Morganes
are reduced by 25%.
Locations
of Note
The Blackmire
On the western face of the To’Rizen Mountains is a thin
stretch of ever-shifting, dangerous marshland called the Blackmire.
In places, the ground is little more than soggy islands of
soft, deep mud that can swallow a horse whole given the chance,
in others, narrow waterways allow travel by boat for up to
twenty miles before weeds and mud choke off egress.
Legally,
the Blackmire belongs to Te’ran, but a treaty signed
during the Western Wars to discourage Calderian raiders gifted
the land into perpetuity to the Black Dragon Nation, Hulden’slyth.
The great beasts make their lairs in the Blackmire now, making
examples of any Calderians they capture in accordance to the
treaty. The black dragons, however, are not bound to drive
away other dangerous creatures, and so don’t –
making hags, dinosaurs and other monsters a lingering problem
for those trying to navigate the Blackmire.
Encounters
A large number of spirit beasts prowl Middleton Valley, largely
cowed from raiding the villages by the Order of the long night.
They readily attack any who stray too far from the protection
of the mages. Additionally, many mages protect their assets
with summoned, conjured and created monsters. The Blackmire
is home not only to black dragons, but a number of species
of dinosaurs, hydra and dire animals. A few tribes of lizardfolk
and kobolds also keep residence in the Blackmire.
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