Introduction
“WELCOME TO KAYDEIR, THE CITY OF SPLENDOUR!
Feel free to explore the city and marvel at all that it has to offer! Take in a show or two at Paecello Hall! Perhaps even explore the mixing pot of culture and magic that is the Guildmaster’s Lane or maybe secure a bench around The Locus and watch in amazement as the nexus’ energies bellow out in an arcane symphony! The only limits here are your own, so open up your mind and let Kaydeir wash over you like a soothing tide!
For all non-magi, please avoid the Quart of Shadows. Should you find yourself lost or in any trouble, do not hesitate to contact one of the patrolling magewatchers. Thank you, and please enjoy your stay!”
Known to most as the City of Magic, Kaydeir is also a city of splendour, magnificence and arcane beauty. It is a testament to the gifts of the arcane and to the magi able to wield it. It is a city of immense political intrigue, where guilds and factions struggle for power and prestige. It is a hurricane of cultures and races, where the north meets the south and the east meets the west. Here, religion and logic clash in fiery debate and the fate of criminals is decided by the blade of the Magewatch Guard. It is a place in relative harmony, where the benevolent members of House Greythorn govern with a watchful eye and an unflinching will. Here, non-magi and magi congregate without the fear of prejudice and judgment.
However, in Kaydeir, tensions are rising. Secret wars are fought in the menacing dark. For years, these conflicts have been kept out of sight… until now.
Magic
In this world, magic is genetic. For one to be born with magic, one of his or her parents needs to have some kind of strain of the gene. This does also mean that a family with one mage could have three normal children and one with the magical gene. Magic is completely controllable, meaning you don’t one day discover it by blowing something up in a time of anger. It has no connection to your emotions. It is literally a part of you, like a muscle, controlled by your brain.
Magic is seen as the very essence of chaos. It is a mockery of things which are natural and everything its users do undoes nature in some form. As magic is tied in with your physical entity, it can only be expressed by word, by hand or rarely by thought. Magical energy can also flow through mediums such as weapons and charms to help lessen the impact of magic on the caster.
- Pure Magic – “the truest of all magic.”
Ithaelum, or pure magic, is the purest form of energy in the world. It is extracted directly from the leylines beneath the surface through vessels most commonly used by the ithuri. When not contained, pure magic is extremely volatile and so the ithuri transport it straight from the earth and right into another container. Pure magic cannot be left without a vessel for even in small doses it can cause significant damage. Such damage is evident in what remains of the Lion Empire. A leyline was sundered here and pure energy erupted from the earth, devastating the landscape and its denizens.
Races: Ithuri
[*]Black Magic – “power for a price.”
Malefika is black magic. This sinister brand of magic is relatively new to the world, hailing from the daemon homeworld. Black magic shares qualities with pure magic, but it is not as raw and can be contained by a person. People who dabble in black magic are known as warlocks. Black magic has a dark reputation, allowing people to raise the dead, control minds, command all forms of destruction and bring daemons from their world to this one. Black magic is known as the essence of corruption. Users of it tend to suffer emotionally and physically in the long term. Madness and mutations are not uncommon in warlocks, especially old ones. No matter what, black magic always has a way of punishing its users.
Races: Human, Sicarus, Vamphiir
[*]Ether Magic – “arcane’s sweet nectar.”
Veridia is the magic of beauty and balance. Coined ‘white’ or ‘ether’ magic, ether magic is the most common form of the arcane used in the world. Its practitioners are numerous and the use of ether magic is safe but powerful. All races are capable of using ether magic and those that do are called wizards. Restoration, abjuration, conjuration, runes and the use of light, shadow, water and wind are all part of this kind of magic. Wizards are also able to restrain themselves, and practice self-control constantly in order to maintain their own sense of balance.
Races: Human, Ithuri, Faerie, Sicarus
[*]Natural Magic – “life made manifest.”
Esmer, natural magic, is not considered a form of the arcane, but many argue that it still counts as a class of magic. Natural magic is not like other forms of magic. It is not a force which seeks to change and undo nature. Natural magic is the power of nature and life itself passed down to a rare few. The ability to control the elements and create life is an astounding feat and something that even the black-hearted warlock’s envy. The Fey Folk are inherent practitioners of natural magic and police the uses of it in the mortal world. Other practitioners of natural magic are druids, witches and the Shamankind of the Wildmen.
Races: Human, Faerie
Races
Tahijan
Wildmen
Remnant
Since the fall of the Lion Empire, the Republic of Tahij has become the last bastion of hope and progression for humanity. Despite years of an uncertain monarchy and in-fighting, Tahij has finally exiled the last of their ruthless Sword Kings and now live under the careful gaze of elected merchant princes. Since the merchant princes have taken up the mantle of leadership, Tahij has become the pinnacle of all trade in the world. The sudden surge of activity and wealth flowing through the country has triggered a wave of industry and innovation. In place of ancient sandstone castles are now bustling factories. Wealthy prospectors have carved quarries into the mountains, farming precious ores in droves. Accommodating the widespread acquisition and production of goods, highways have been paved through the deserts and mountains and new ports have been erected all across the Sabre Peninsula.
Tahij, although a land that never stops, still maintains a very vibrant and boisterous culture backed by ancient beliefs and traditions. Tahijan’s wear very colourful clothing and decorate themselves in styles described as ‘savagely elegant’. Typically, the people of this land have tanned skin, some even extremely dark.
Tahij, although a land that never stops, still maintains a very vibrant and boisterous culture backed by ancient beliefs and traditions. Tahijan’s wear very colourful clothing and decorate themselves in styles described as ‘savagely elegant’. Typically, the people of this land have tanned skin, some even extremely dark.
Wildmen
It isn’t unusual for a human to abandon his home and adopt a new solitary way of life. This is largely the case for the Wildmen, various tribes of barbarians who live within the dark woods of the Fey Folk. The Wildmen are disillusioned with the world, forsaking sword and shield for bow, axe and spear and living in harmony with nature. Their isolation from civilization has taught them how to survive and to hunt, developing talents in tracking and poison brewing. Despite the presence of the fey, the Wildmen claim the forests to be their lands, and the Wildmen make it so, spearing any fey that dares to say otherwise and displaying their glittery heads all across the verdant sprawl.
The Wildmen Shamankind are the spiritual and political leaders of barbarian clans; appointed so due to their ability to use nature’s power as a method of healing and protection. Though some of the Wildmen have chosen to wander the world in pursuit of other ventures, they still maintain the primal traditions passed down from their clans, adorning themselves in various hides and skins and caressing themselves with cloaks of sewn grass and leaf.
The Wildmen Shamankind are the spiritual and political leaders of barbarian clans; appointed so due to their ability to use nature’s power as a method of healing and protection. Though some of the Wildmen have chosen to wander the world in pursuit of other ventures, they still maintain the primal traditions passed down from their clans, adorning themselves in various hides and skins and caressing themselves with cloaks of sewn grass and leaf.
Remnant
The Lion Empire was once the great centre of human civilization, a collection of various cultures and kingdoms conquered by Stefan D’Alessandro, the Lion of Tyros. Following the death of the emperor, the Lion War began; an event which ultimately concluded with the Second Sundering. When the leyline underneath the empire was sundered, much of the landscape was destroyed and morphed into a twisted place of rabid beasts and corrosive arcane winds. The few who survived this cataclysm learned to adapt and took refuge in the empire’s broken cities. These shattered remnants then established the Kingdom of San’leon, or ‘blood of the lion’. However, unlike the noble and benevolent place it once was, San’leon become a very dark kingdom of wicked spires and towering black fortresses. Shadows conquered and corruption became a recurring trend. These people became the Remnant, and they would do whatever they could to survive.
Remnant humans are a very sombre and twisted people. The environment they have been exposed to has turned their skin to varying shades of grey, black and purple, as if covered in a prismatic coal. Their eyes are also unique colours, most commonly a noxious green.
Remnant humans are a very sombre and twisted people. The environment they have been exposed to has turned their skin to varying shades of grey, black and purple, as if covered in a prismatic coal. Their eyes are also unique colours, most commonly a noxious green.
Ithuri
Sicarus
Vamphiir
Faerie
The ithuri believe that through discipline and self-control, they can be perfect. Natives of the desert, the ithuri are the epitome of arrogance, selfishness and vanity. Their culture dictates that they are the greatest of all races and that anything else is considered a ‘lesser being’, even the gods.
The cornerstone of ithuri life is magic. The arcane envelops the ithuri in everything they do, from anti-aging enchantments to the massive weather dome surrounding their desert capital. Through magic and an intense code of morals, the ithuri strive to achieve this idea of perfection. They are sarcastic and rude, and get along with other races or each other.
Standing at over six feet, the ithuri generally have athletic builds with very sharp features. Their ears are slightly pointed like blades, but what really make an ithuri stand out are their light complexions and the various etchings in their skin which maintain enchantments. These markings, called vitali, are filled with pure magic. As ithuri do not eat, the magic maintained by their vitali keep them sustained and strong. Each marking helps to enhance various spells, powers and physical abilities. Common vitali markings aid in speed and strength, others in magic and discipline and glow with bright light whenever in use. In their capital, vitali are a form of currency.
The cornerstone of ithuri life is magic. The arcane envelops the ithuri in everything they do, from anti-aging enchantments to the massive weather dome surrounding their desert capital. Through magic and an intense code of morals, the ithuri strive to achieve this idea of perfection. They are sarcastic and rude, and get along with other races or each other.
Standing at over six feet, the ithuri generally have athletic builds with very sharp features. Their ears are slightly pointed like blades, but what really make an ithuri stand out are their light complexions and the various etchings in their skin which maintain enchantments. These markings, called vitali, are filled with pure magic. As ithuri do not eat, the magic maintained by their vitali keep them sustained and strong. Each marking helps to enhance various spells, powers and physical abilities. Common vitali markings aid in speed and strength, others in magic and discipline and glow with bright light whenever in use. In their capital, vitali are a form of currency.
Sicarus
The lands far beyond the empire are a frozen wasteland, an endless sea of bitter arctic winds that whip the earth and snow. Many believed that life in this place did not exist, but an expedition into the Far North revealed that life did not exist on the earth, but high above in the skies. The sicarus, a race of winged humanoids, were discovered to have lived within the clouds in isolation from the rest of the world.
The sicarus are a very ancient race of assassins, quoted by ancient texts as ‘the shadows of death’. Sicarus’ wings can be compared to that of a crow, dark and terrifying. These wings sprout from their spines and allow the sicarus to ride the storms. Their skin is an array of dark blues and greys to match their wings and talons. They have the torso of a human, as well as a human head and arms. Their calves and feet are replaced by talons as dark as the night. Matching their bodies, their eyes are purely black with no pupils or whites.
The sicarus embody death in the world, supposedly carrying out the work of the death gods. Their communication to these gods is through the Oracle, a central figure of their beliefs who receives visions of people and names and why they must die. From their aviaries in the darkest of storm clouds, the sicarus watch over the world in keen interest, often disgusted by what they see. It is what they see that allows the sicarus to never feel remorse when they kill. Rather, they believe that they are doing the world a favour. Despite their nature as killers, the sicarus are generally peaceful. They promote harmony in the world and this is why so many have flocked to Kaydeir. The Oracle has seen its future, and concerned, the sicarus have arrived to sew order and serenity.
The sicarus are a very ancient race of assassins, quoted by ancient texts as ‘the shadows of death’. Sicarus’ wings can be compared to that of a crow, dark and terrifying. These wings sprout from their spines and allow the sicarus to ride the storms. Their skin is an array of dark blues and greys to match their wings and talons. They have the torso of a human, as well as a human head and arms. Their calves and feet are replaced by talons as dark as the night. Matching their bodies, their eyes are purely black with no pupils or whites.
The sicarus embody death in the world, supposedly carrying out the work of the death gods. Their communication to these gods is through the Oracle, a central figure of their beliefs who receives visions of people and names and why they must die. From their aviaries in the darkest of storm clouds, the sicarus watch over the world in keen interest, often disgusted by what they see. It is what they see that allows the sicarus to never feel remorse when they kill. Rather, they believe that they are doing the world a favour. Despite their nature as killers, the sicarus are generally peaceful. They promote harmony in the world and this is why so many have flocked to Kaydeir. The Oracle has seen its future, and concerned, the sicarus have arrived to sew order and serenity.
Vamphiir
During the Lion War, Rathma the Grim fell in love with a girl named Evelyn. When the war took her life, he used his dark magic to resurrect her. When she returned, however, she was not the sweet dove he came to love. She was dark and promiscuous, reborn with a craving for blood that drove her to rely on hidden predatory instincts. Evelyn was the first of Rathma’s bloodchildren, and as she escaped his cold embrace, she turned many other innocents into bloodchildren. As the ‘blood disease’ spread, and the bloodchildren slaughtered thousands across the world, they were given a proper name – the vamphiir.
The vamphiir feed only on humans, and humans are usually the only ones turned. They are an immortal race who are physically perfect, a trait that the ithuri envy and hate them for. The blood disease is a constant thing, but the vamphiir can only draw strength from the night. During the day, their inhuman speed and strength is brought down to human-level. Their human emotions return to them and they are unable to feed. The only thing that remains with them is their hunger. When darkness falls, they become true hunters. They are fast and strong, with pointed fangs and a lust for blood comparable only to a frenzied animal. At night, they lose their humanity, but are still capable of thinking for themselves. There is yet to be a vamphiir who can control their hunger.
Due to the shift from humanity to inhumanity, the vamphiir feel a great deal of pain and remorse during the day. This is because the vamphiir are capable of remorse at this time, and are tormented by the tyranny of daylight. It is unknown whether Evelyn the Bloodmother is still alive, or whether she has found a way to live without succumbing to her vamphiir nature. The vamphiir are the only race with the inability to use most forms of magic. However, as children of black magic, they can become warlocks.
The vamphiir feed only on humans, and humans are usually the only ones turned. They are an immortal race who are physically perfect, a trait that the ithuri envy and hate them for. The blood disease is a constant thing, but the vamphiir can only draw strength from the night. During the day, their inhuman speed and strength is brought down to human-level. Their human emotions return to them and they are unable to feed. The only thing that remains with them is their hunger. When darkness falls, they become true hunters. They are fast and strong, with pointed fangs and a lust for blood comparable only to a frenzied animal. At night, they lose their humanity, but are still capable of thinking for themselves. There is yet to be a vamphiir who can control their hunger.
Due to the shift from humanity to inhumanity, the vamphiir feel a great deal of pain and remorse during the day. This is because the vamphiir are capable of remorse at this time, and are tormented by the tyranny of daylight. It is unknown whether Evelyn the Bloodmother is still alive, or whether she has found a way to live without succumbing to her vamphiir nature. The vamphiir are the only race with the inability to use most forms of magic. However, as children of black magic, they can become warlocks.
Faerie
With the discovery of the vamphiir, the Fey Folk were filled with anger and spite. How could such an abomination of nature exist? Clearly, the world did not care. The critical decision was made to bring down the spells that protected their sacred homes and re-emerge into the world. For the first time in over three centuries, the self-titled children of nature arrived in Tahij and Jzarea. To scout this new world out, the Fey Folk sent the faeries out first, a race of female tricksters who held a wicked sense of humour and a penchant for playing games.
Faeries are an optimistic and naïve race with boundless curiosity. Their absence from the world has left them clueless as to how everything now operates. As a result, they often make remarks that are considered simple-minded by other races. Since their re-emergence, faeries have witnessed the devastation of the Second Sundering and have formed a mutual distrust with any magi, especially human ones. Any person able to wield forces that could devastate nature in that way could never be trusted. This vested belief comes from an affinity to nature unmatched by any other race. It is argued that the Fey Folk are able to communicate with nature and often hear it talk back. Faeries are small-statured and lithe. They are light-footed, very graceful and quick, averaging at 4 feet. These light-hearted maidens also flutter on glittering wings which vary depending on the faerie. Some wings resemble a dragonfly, thin and in constant motion while others resemble the majestic butterfly, sheets of varying colour and patterns. Some faeries are reported to have wings which glow in the dark, others have wings strong enough to create gusts and send mortals flying. Faerie have colourful hair tones and eye colours, with greens, browns, blues and reds amongst the most common in both features.
Faeries are an optimistic and naïve race with boundless curiosity. Their absence from the world has left them clueless as to how everything now operates. As a result, they often make remarks that are considered simple-minded by other races. Since their re-emergence, faeries have witnessed the devastation of the Second Sundering and have formed a mutual distrust with any magi, especially human ones. Any person able to wield forces that could devastate nature in that way could never be trusted. This vested belief comes from an affinity to nature unmatched by any other race. It is argued that the Fey Folk are able to communicate with nature and often hear it talk back. Faeries are small-statured and lithe. They are light-footed, very graceful and quick, averaging at 4 feet. These light-hearted maidens also flutter on glittering wings which vary depending on the faerie. Some wings resemble a dragonfly, thin and in constant motion while others resemble the majestic butterfly, sheets of varying colour and patterns. Some faeries are reported to have wings which glow in the dark, others have wings strong enough to create gusts and send mortals flying. Faerie have colourful hair tones and eye colours, with greens, browns, blues and reds amongst the most common in both features.
Factions
This is an index of the factions and guilds within Kaydeir. I will initially only include the most important and add more as they are revealed or created. The information compiled is based on what the public knows and observes in these organisations.
"The splendour of our great city shall be kept by the sword in my hand."
The Magewatch Guard are represented by a silver eye surrounded by black fire. As such, they adorn themselves in silver armour with black and gold embroidered capes. They are mage and non-mage alike, a true united effort between the two to keep Kaydeir in a state of peace and security.
- taken from the Magewatcher's Oath
The Magewatch Guard are justice in the City of Splendour. Accepting of all creatures and races, the Magewatch Guard are adept at shutting down magi and engaging any non-magi criminals. Led by Lucio Greythorn, the Magewatch Guard police the city from their headquarters in Temric Square. Walls that run between each district are patrolled by magewatchers, as well as on ground and at every major area.The Magewatch Guard are represented by a silver eye surrounded by black fire. As such, they adorn themselves in silver armour with black and gold embroidered capes. They are mage and non-mage alike, a true united effort between the two to keep Kaydeir in a state of peace and security.
"Only one man has ever entered that forsaken tower. A moment later he returned an old man, back hunched with a beard as white as snow. His last breath carried with it one word - 'lies'."
- a storyteller's fable
In Kaydeir, the people speak of Mirrorwind Spire often. Echoes within the city tell tales of glowing amber eyes glaring down upon them from the glass tower. Other stories describe how the entrance to the tower changes constantly – sometimes there is one locked door, other times none, and often the lower floor of the spire is decorated by various doors of different shapes and sizes. This tower is the city’s grand mystery, a monument that inspires curiosity and creativity. The magi who reside in Mirrorwind Spire are known collectively as the Guild of Mirrors. Not much is truly known about the guild, its origins or its powers. All that is currently known is that they are masters of ether magic, commanding the powers of deception and illusion, something evident by their evolving residence."You warlocks may desecrate us and murder us, but mark my words Moranil, the witches will have a voice in this city!"
This is where the Coven of Voices comes in. They are a council of the various covens in Kaydeir. They act as a united voice for the witches and seek to improve the treatment of the covens and prevention of ‘magism’.
- Guldra the Sighted to Moranil, the first meeting of the Coven of Voices
To understand the Coven, you must first understand how witches are seen in the world. On the magical food chain, witches are flat on the floor. Witches are unable to command magic as instant and explosive as a wizard or warlock and are defenceless against any other spellcaster. Witchcraft is an ancient art that combines delicate curses and a plethora of powerful potions. The power of a witch lies in his or her curses, words of extreme emotion that gradually takes their course over time. When a curse is administered, it is almost impossible to remove it.This is where the Coven of Voices comes in. They are a council of the various covens in Kaydeir. They act as a united voice for the witches and seek to improve the treatment of the covens and prevention of ‘magism’.
"Hands of light, swords of magic."
The Wizard Council is led by the Archmage Corawyn, the first ithuri to teach humans magic four centuries ago. His sisters Aerys the Faetouched and Illyria the Sorceress are also leaders of the council. The Council opposes any use of magic that is seen as abuse of power and is thus the natural enemy of any warlock.
- The Wizard Council’s motto
The Wizard Council is an order older than the City of Kaydeir. Established after Ivorys and Sammaeth were constructed, the Wizard Council polices the use of ether magic in the world and caters to all wizards of all races and regions.The Wizard Council is led by the Archmage Corawyn, the first ithuri to teach humans magic four centuries ago. His sisters Aerys the Faetouched and Illyria the Sorceress are also leaders of the council. The Council opposes any use of magic that is seen as abuse of power and is thus the natural enemy of any warlock.
"The warlocks feel nothing but hunger, Minister. They hunger for their desires and they will destroy whatever gets in their way."
The Black Court has a very clearly defined hierarchy based on power. The weak will be trodden on and killed and only the most powerful and devious of warlocks will rise to challenge Moranil and Malefica.
- Lucio Greythorn to Minister Pulis
When blood is spilt in Kaydeir, it is most likely because of The Black Court. The discovery of black magic and the violent takeover of Sammaeth produced a new breed of mage – the warlock. Warlocks are incredibly merciless and hunger for power and death. However, to keep them in check, The Black Court was established by Moranil Ashlung and her lover Malefica.The Black Court has a very clearly defined hierarchy based on power. The weak will be trodden on and killed and only the most powerful and devious of warlocks will rise to challenge Moranil and Malefica.
The City of Kaydeir
- Guildmaster’s Lane – at the front gate of Kaydeir, the widest street of the city hugs both the Quart of Shadows and the Talis District. This is the Guildmaster’s Lane, a showcase of the world’s various cultures, races and factions. Every guild, order and religion makes their base here and the city is bustling with preachers and politicians.
- Quart of Shadows – to the left of The Locus is the Quart of Shadows, a decrepit maze of old houses and shady alleyways. There is always a sense of foreboding that comes with dwelling within the Quart; the looming eyes above you, the footfalls of cats as they chase their dinners and that terrible sense that at any moment, a dagger is going to penetrate through your chest and end you. It is recommended that visitors and non-magi avoid this area.
- Anthea’s Mouth – possibly one of the safest places in the Quart is Anthea’s Mouth. Here, the witch covens have made their homes and congregate in one of the biggest communities of witches in the world.
- Talis District – to the right of The Locus is the Talis District, a sprawl of decorated homes and cobblestone roads. It is home to the wizards, where a great library has been erected in honour of knowledge and the accumulation of arcane power.
- The Locus of Kaydeir - the centrepiece of the city is The Locus. Surrounded by benches and gardens, the fountain resting directly above the nexus is an attraction to all. A marble tiered monument that releases gold and silver water, surrounded by violet and azure lights that bounce and levitate. Constantly, the fountain bellows out with spectacular shows that see fire erupt into the sky, ice form sculpted patterns all across the gardens and lightning echo through the clouds.
- Temric Square – just above the Quart is Temric Square, the headquarters, barracks, training grounds and stables for the Magewatch Guard. Access is strictly limited to magewatchers, officials and criminals.
- Enchanter’s Chambers – overseeing the city on Orlais Plateau are the Enchanter’s Chambers, a great building with several towering spires. It is the residence of House Greythorn and the Kaydeiran Ministry.
- Mirrorwind Spire – the oldest building in Kaydeir is Mirrorwind Spire, home to the mysterious Guild of Mirrors. It is a marvel of architecture being one of the only glass towers in existence. However, its appearance seems to be ever-changing, so no one can be really confirm whether the tower is truly glass or not.
- Hightown – beneath the Enchanter’s Chambers is Hightown, a part of the city where the rich and famous reside. Though many members of the Ministry reside in the Chambers, others and their families make their homes in Hightown in elaborate mansions and grandiose towers. Hightown is open for all to look at, but its main attraction is The Withering Gate, the only exit that leads to the summit of the Mountain of Winds.
- Lowtown – directly beneath the Enchanter’s Chambers and under the careful gaze of Temric Square is Lowtown, a cramped mess of small houses and flats. It is where many of the working class live and setup their smiths, stables, taverns and shops. Most visitors find themselves in the brothels or inns of Lowtown and find this place, arguably the only place without magi, to be safe.
- Valerian Exchange – the busiest part of Kaydeir is the Valerian Exchange. Merchants and tradesmen from across the world flock to hawk their wares in one of the biggest marketplaces in the world. In the centre of this metropolitan paradise is Paecello Hall and the Bank of Kaydeir. The convenient location of Paecello Hall means that many artists and minstrels contribute to the busy orchestra of noise.
- The Mountain of Winds – the Mountain of Winds is one of the tallest mountains in the world. It is the location of Ivorys and Sammaeth, the Twin Towers of Magic. Warlocks and wizards alike travel to their respective academies; Ivorys for wizards and Sammaeth for warlocks. Others flock to Hightown in order to climb the summit and watch the city from below.
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