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Hal'Tayat
In the First Aeon, Hal’Tayat was ruled by the
Protodragon
called Stratio the Brown, who shaped it into a beautiful yet
treacherous expanse of tundra and taiga. To most species, the highest
summer
temperature is barely tolerable without a coat, and snow is on the
ground for the majority of the year. The realm's native antecessoroids,
the elves, are much more adapted to the cold of the realm. They are
able to
live comfortably in Hal’Tayat’s climate without the heavy cloaks
that other species use to endure it, and their yellow eyes help filter
the glare from the ubiquitous snow. Since elves seemed more
contemplative and eager to study Alacrian teachings, it is thought that
the Alacris genetically engineered their long lifespans and low birth
rates - traits that have enabled their culture to advance without
straining the limited food resources of the realm.
In the Third Alacrian Era, the city-faction of Dira
dominated
nearly all of Hal’Tayat. Over time, the realm was revealed to be
rich in mineral resources, particularly in the western Hrimkhaf
Mountains. Dira mined the mountains so extensively and reached
such heights of technology that the realm’s primary resource was
universally termed “Dira quartz” in its honor. The mines
continued to be a cornerstone of elven industry after the Fall of the
Alacris, and they still enable the supply of volatite and insendite
crystals that power elven technology today. Meanwhile, elven food
production is dominated by a select few crops that thrive in the thawed
tundra during the limited summer months, a timeless legacy of
reindeer-herding, and a massive fishing industry centered around the
city of Hal'Samak. The difficulty of agriculture within the realm is
partially offset by the ease of transportation and preservation; food
is easily kept cold throughout most of the year, with an inexpensive
supply of sea salt and northern ice filling in during the summer.
In the opinion of many analysts, the rural-urban
divide in Hal'Tayat culture is the steepest of any realm; though both
share elven culture's emphases on individualism, trade, and knowledge,
city and country culture varies profoundly in naming traditions,
clothing taboos, family rituals, and even linguistic dialects within
Hal'Tayatic and Concordic. Most notably, rural elves have a deep
attachment to ideals of hospitality, while city-dwellers tend to value
competition and innovation much more. Visitors from other realms often
reminisce about warm welcomes in elven villages, but can feel
overwhelmed in elven cities, where constant technological rearrangement
and social trend-setting can make it hard for outsiders to keep up.
In modern times, each elven city is led by a monarch
called a Padishah, who is assisted and overseen by an elected
council. Elven political philosophy is divided into stubborn and
outspoken Preamblian and Methodian camps. In the Preamblian
cities of Hal’Cione, Hal'Khursan, and Hal'Shalikh, the “government”
is basically powerless, and serves only to help coordinate
privately-owned defense guilds. In the rest of the cities, the
Methodian government is more conventional, though limited by
a strict charter.
Rampant poverty has been a problem in Methodian
cities for generations; it is even more rampant in Preamblian domains,
but is rarely acknowledged as a problem there. Elven culture tends to
blame the poor for their own condition, as the rest of the population
enjoys more wealth than any other realm of Lur-Asko. Although many
charitable efforts to help the poor exist despite this prejudice,
extreme inequality has often led to large outlaw populations. Pirates
and bandits harass commerce throughout the realm, particularly in the
northeast. A steady stream of lucrative bounties await adventurers
willing to devote themselves to fighting crime.
Animals are surprisingly common in Hal’Tayat, but always
consist of those adapted to the cold weather. Snow camels dominate
elven agriculture and transportation. Wolves, vargs, cougars, and bears
are frequent taiga hazards, while mammoths and woolly rhinos can
be found in the tundra. Wyverns, lindworms, ice drakes, and frost trolls dwell
in the hilly and mountainous areas.
Major Cities
Hal'Dakhama
Estimated population: 290,000
Hal'Dakhama is the largest elven city and the former
capital
of the elven empire. By population, area, and (arguably) influence, it
is in fact the largest city in all Lur-Asko. Carved out of the taiga on
either side of the Unity River, the city is almost too large to
characterize, as nearly
any business, activity, or person can be found here. Distinguishing
landmarks include the Four Minarets - a philosophical site iconic to
both Methodianism and elven Creator religion - and the Great
Hospital, Lur-Asko’s center of arcane Medic training. Due to
its central location, Hal'Dakhama's natural tendency is to
become a center of elven trade; however its advantages
are periodically offset by steep government export
tariffs. These measures are usually implemented to avoid
losing wealth to the city’s Preamblian rivals, but this sometimes
backfires, driving business
activity northward to Hal’Cione.
Hal’Cione
Estimated population: 210,000
A somewhat eccentric city, but the second-largest in
Hal’Tayat. Hal’Cione is the epicenter of Preamblian
philosophy in Lur-Asko and is essentially run by the market. The city
attracts many vendors of goods, some of which would be illegal or
highly taxed anywhere else.
Tensions with other cities, especially Hal'Dakhama, are high due to
Hal’Cione’s tendency to pull
away business. The city itself is located at the end of the Fourth River
valley, and is extremely
well-fortified by both surrounding mountains and its private defense
guilds. Built skyward
from the base of the nearest mountain is the legendary Sanctum Tower, a
symbol of freedom
constructed in the early Age of Adventure. Measuring a full 1,500 feet
in height, the Sanctum
Tower houses the broken throne of the old empire’s Shah, as well
as several timeless copies of
the Declaration of Methods; this tyranny-ending document is carved into
the Tower’s walls in
every language of Lur-Asko.
Hal'Samak
Estimated population: 190,000
A decent-sized port city, though business is
occasionally slowed by pirate activity ranging down from Hal'Khursan.
The largest non-import industries are fishing, which usually feeds a
large portion of
Hal’Tayat, and shipbuilding. Its proximity to Manusia makes it an
important trading center by land as well.
Varanshah
Estimated population: 150,000
Considered the intellectual center of Lur-Asko, Varanshah is the favored
destination of the greatest minds in Lur-Asko and the latest imports from Myrabilis.
It is home to both the University of Hal’Tayat and the Great Library, which together
provide information and training in almost any field imaginable (for a price).
Hal'Khursan
Estimated population: 135,000
A city with the same lack of government as Hal’Cione, but without the integrity.
The reputation of the city is primarily that of a pirate port, though all manner of
criminal activity is centered here. Often hated by the more “civilized” elven cities of
either philosophy, Hal'Khursan has escaped attack by virtue of its many privately-run
defenses. Needless to say, it is an absolute favorite destination for all less-noble
breeds of adventurers.
Hal'Shalikh
Estimated population: 105,000
Hal'Shalikh is a secondary Preamblian trading center.
There is less variety than nearby Hal'Dakhama, but no
taxes and much more black-market activity. Hal'Shalikh is often
characterized as merely a smaller version of Hal’Cione,
but its proud residents will vocally protest any such
assertion.
Hal’Tarikh
Estimated population: 90,000
A minor industrial and agricultural city. The
surrounding hills are a comfortable retirement spot
for those tired of the bustle of Hal'Dakhama, and the
area is a popular choice for retired adventurers as
well. Otherwise peaceful and unassuming, the city is
a favorite destination of Bards, as the many retired
adventurers are often eager to share their stories and
thus provide them with inspiration.
Vesturheim
Estimated population: 80,000
This small city provides a port that is
relatively safe from piracy, in comparison to the eastern ocean.
Despite the distance
from the larger elven cities, many importers find Vesturheim very
profitable due to its easier sailing route to Macska, Skreti, and
Cevelky. It is the newest city in Hal'Tayat, and the only one to
feature a name in Old Roc; it was originally founded by Vitur Roc
explorers after that species' unification with the elves, and the
population continues to be majority Roc.
Kinz
Estimated population: 65,000
Located in the foothills of the Hrimkhaf Mountains
amongst old Diran mines, this city is completely
focused on resource extraction and refining. Kinz is Lur-Asko’s
primary source of Dira quartz, and produces a decent amount of steel as well. Other
elven cities tend to look down on the “crude laborers”
of Kinz, though they are heavily reliant on their
products.
Arx Alta
Estimated population: 19,000
More fortress than city, Arx Alta was founded on a
remarkably well-preserved Alacrian military outpost. It exists on a high
mountain plateau that exceeds the ceiling of many airships, and is an
important rest stop for any land traffic to and from the realm of Nani.
Once a historic battlefield in the Third Alacrian Era, it continued
this legacy under mostly-elven control during the Imperial Wars with
the dwarves. Despite its bloody history, bardic lore lauds the fortress
as a must-see for its beauty alone, particularly when its crystalline
walls catch the light of the sun setting behind the Snowfire Galewall.
Other Geographical Features
Öhman’s Runoff
Rather than a rushing river, snowmelt from the
eastern Hrimkhaf
Mountains runs off in a series of tiny, winding rivulets. Taken
together,
they are known as Ohman’s Runoff. Whether through natural
minerals
from the mountains or by Alacrian design, something about the Runoff
water causes the pine trees of the taiga to grow to immense sizes.
Extraordinarily durable and often exceeding 400 feet tall, some of the
pines can even rival the
swamp trees
of I’Gremsul. They are a valuable commodity, as their trunks are
in high
demand for elven minaret frameworks and ship keels; often an entire
large
airship is required to transport a single trunk. Any such operation is
highly
risky and requires many escorting adventurers, as the shadowlands
beneath the trees are home to some of Lur-Asko’s oldest and most
terrifying
wildlife.