Sunday, July 23, 2023

Putting Magic Flavor on the Table; Ravia

 Adapted from Dominaria - MTG Wiki and Avistan - PathfinderWiki



The continent of Ravia forms the Chaian Sea’s Northeastern shore and share’s a landbridge with Boia to the south. This land brims with a convergence of cultures, arcane marvels, and the interplay of elemental forces. Ravia is a crucible where the powers of magic clash and harmony are forged amidst the chaos.


Ravia is a vast and diverse continent on the world of  Memory. It is a land of great civilizations, rich history, and varied landscapes. Stretching from the frozen reaches of the Seol to the tropical shores of the Gulf of Jal, Ravia encompasses a wide range of climates, cultures, and peoples.


The continent of Ravia is home to numerous nations, each with its own unique character and lore. These nations include the powerful Tordic Empire, known for its grandeur and decadence; the martial kingdom of Boduvia, engulfed in revolution and political strife; and the ancient elven nation of Cesiral, with its majestic forests and enigmatic traditions.


Ravia is also dotted with bustling cities and thriving trade hubs. Invenek, a city built upon ancient Aber ruins, stands as a beacon of progress and innovation in the region. The city of Arann, located on Rafs Island, is a hub of diplomacy, commerce, and adventure.


The continent is not without its perils. The harsh and frigid lands of the Zhian League are home to legendary dragon kings and fierce Viking-like warriors. The haunted forests of the Korstadian Kingdom harbor dark secrets and supernatural terrors. And in the wilderness of Safra, lawlessness and chaos reign, with independent settlements vying for power and survival.


Ravia is a land of legends and epic adventures. It is a place where heroes rise, ancient evils awaken, and destinies are forged. From towering mountains to treacherous swamps, from bustling cities to untamed wilderness, Ravia offers countless opportunities for exploration, discovery, and heroism.

Geography

Rafs Island: Situated in the northern hemisphere of Memory, Arkarra is a land of towering mountains, deep forests, and winding rivers. The region is known for its connection to the elemental titan of Earth. The Machtstone, imprisoning the titan, lies hidden within the heart of the Great Mountain Range, protected by ancient wards and guardians.

Ethnicities of Ravia 

Eszi, the Goblins of Ravia

Ezri Goblins have a natural knack for invention and craftsmanship. They possess a remarkable talent for creating ingenious contraptions, makeshift weapons, and traps from whatever materials they can scavenge or acquire. These creations often combine crude mechanisms with surprising functionality, demonstrating the Goblins' resourcefulness and ingenuity.


The Humans of Ravia

Gereko 

The Gereko are often nomadic and deeply religious people who live south of the Igrun River and Eastern slope regions of Ravia as well as the Reach of Azogh and the Zhian League.  Recorded on knotted cords, Gereko history recounts Like their Pograme cousins, these humans descended from the enslaved workers of the ancient empire of Aber but have since developed a unique and advanced culture of their own.

Kotu 

The Kotu are the direct descendants of an ancient Witch Queen; each Queen of Rzhis is said to be a daughter of the Witch Queen. They are the ruling class of Rzhis, with the descendants of Ivrilzhi, the current queen of the land, holding the highest political and social positions.

Olstad 

The Olstad is a human ethnicity once feared along Ravia's coastlines for the fierce and merciless raiding they conducted in their longboats. They are sometimes referred to as Vikings, though this may more specifically be applied to Olstad fighters and warriors.

Pograme

Pograme is a primarily nomadic human ethnic group known to favor the open road over permanent settlements. Sometimes called the people of the road, their traveling caravans can be encountered throughout Memory, but Pograme also settle in permanent communities, most notably the countries of Colia and Korstadia. Pogrami are often thought of as scoundrels and rogues, an unfair reputation that is based on outsiders interacting with the Pograme criminal families. Despite outward appearances of frivolity, the Pogrami people are fiercely loyal to family and friends and embrace a rich culture steeped in history and tradition.

Qedak 

The original natives of most of Ravia before the spread of the Tordic Empire, the Qedak represent what every resident of the continent thinks of when they refer to "barbarians." Their traditional lands claimed by competing Tordic nations, the Qedak are a pragmatic product of their harsh environment and direct descendants of a more savage age. Qedak in Eastern Ravia cling tightly to their traditional ways, while those in Western nations like Salvia and Tordal have largely integrated into the local Todic or Saolish culture.

Saolish

The Seolish people have spread from their origins along the Northeastern coast of Ravia. They are the true legacy of the once great Seolish Empire, whose lands once encompassed kingdoms as numerous and varied as Castland, Boduvia, Gevan, Merhal, And Totur. While the Seolish Empire may have shrunk since its golden days, the Seol live on, still inhabiting all of their former territories and beyond.

Tordic

Tords are a human ethnicity who are renowned for possessing great skill, intelligence, and sophistication. They are the creators of one of the greatest empires Ravia has ever known and many modern nations owe their existence to the conquests of the Tordic Empire. This period of greatness is now a thing of the past and the Tordic people know they are now just as well renowned for their decadent indulgences as their empire crumbles around them

Khuragz, the Dwarves of  Ravia

Khurghaz can be found throughout Ravia, although most inhabit the Kingdom of Khiz. Of particular note are the city of Khunbund in Khiz, whose inhabitants consider themselves the heart of dwarven culture and life.


Macham the Halflings of Ravia

Halflings are generally easy-going yet excitable, staid and yet frenetic if roused. Their greatest advantage is ironically their perceived physical weakness, as halflings know that the larger folk will usually underestimate them.

Nearionor, The Elves of Ravia

This is the most common elven ethnicity on Memory. When people think of "elven culture," they typically think of Nearionor culture. They are the descendants of the elves who returned to Memory using the Sovyrian Stone. They are sometimes called "returners.

Ugluk the Orcs of Ravia

Orcs often struggle to gain acceptance among other communities, who frequently see them as brutes. However, those who earn the loyalty of an orc friend soon learn that an orc's fidelity and honesty are unparalleled. Orc barbarians, fighters, and rangers are prized as gladiators and mercenaries. While some human settlements might be hesitant to accept an entire orc community into their midst, a small handful of orc mercenaries can do the job of an entire squad of human conscripts, so long as the orcs are well fed and well paid. Though the belief that orcs are only suited for battle is pervasive among other humanoids, the harsh orc mentality comes from a long history of conflict rather than a lack of ability in other areas.

Uncommon Ancestries of Ravia

Braz, the Kobolds of Ravia

Kobolds are a small, craven, draconic race that dwells in places hidden from the sun, particularly subterranean caverns or densely wooded areas. Most commonly encountered in and around the nation of Andoran,  the inherent cowardice of the kobolds has lent the schemers a bit of cleverness and ingenuity, especially when it comes to devising deadly traps. Despite the fact that kobolds believe they are, in fact, the most superior race on Golarion, they are commonly found in service to other, more powerful masters

Emixca, the Leshy of Ravia

Guardians and emissaries of the wild places of Ravia, the Emixca are immortal spirits of nature temporarily granted a physical form.

Langy the Shoony of Ravia

Shoonies are small, bipedal humanoids who resemble brachycephalic dogs. They are primarily found on the Isle of Kortos in small farming communities. Shoonies are unwaveringly optimistic and always see the best in others, seeking redemption and forgiveness before violence.


Lebaga the Gnomes of Ravia

Gnomes are a wounded race, not native to Golarion and far from ideally suited to life in the mundane world. Cast adrift from their original home, the realm of the fey known as the First World, the gnome race is still shaped by the spiritual damage caused by their exodus from a land of endless possibilities, to one firmly grounded in reality.

Orana, the Sprites of Ravia

Sprites (or luminous sprites) are primitive, diminutive fey who live in forests. They rarely get taller than nine inches, weighing up to two pounds. Sprites choose to defend nature; however, not all recipients for their protection want or need it. They are distrustful of all other creatures, including other fey. 

Rare Ancestries of Ravia

Akroi, the Strix of Ravia

Strix (used as both the singular and plural term) are a race of dark-winged humanoids who live in only a single region in all Ravia: the forsaken rocky spires on Seol's west coast known as the Devil's Perch. Grisly tales told by the local human population has made them the target of much hatred and fear; in truth, the strix wish mainly to be left alone

Nations of Ravia

Arann

The city-state of Arann, positioned on the southern tip of Rafs Island, is a bustling metropolis serving as the island's economic, cultural, and political center. Its grand structures and soaring spires dominate the cityscape, showcasing the architectural prowess of its inhabitants. The Arann Citadel, a fortified structure at the heart of the city, houses the ruling council, ensuring the city's governance and prosperity. The city's vibrant marketplaces bustle with trade, attracting merchants from far and wide, while its diverse neighborhoods reflect the multicultural fabric of Memory.

Reach of Azogh

While orcs can be found throughout Memory, nowhere else are they as plentiful or live in as densely populated settlements as in the Reach of Azogh. Azogh is an unforgiving wasteland filled with shrub brush, steep mountains, and uneven badlands, where water is scarce and generally limited to the seasonal Flood Road.

Boduvia

Boduvia is a land where once high ideals have been laid low and mob rule has led to chaos. Boduvia was once a vassal nation of Saol, but also known for its free thinkers, poets, and artists. The people of Boduvia decided to throw off their foreign rulers and their own nobles who had colluded with them. A bloody revolution followed in which many, many nobles lost their heads. The problem was the executions did not end the bloodshed and within five years, the severed heads of the ministers of the first government rolled down the steps of the guillotine. In the 50 years since, over a dozen governments have ruled Boduvia, rising and falling like the waves of a stormy sea.

Castland

Castland is a nation of the people, governed by the principles of Common Rule which grant every citizen a voice. Castland holds the reins of its own destiny in the strong hands of its people; it considers itself the birthplace of freedom

Cesrial

The homeland of the elven race on Memory, Cesrial was almost completely evacuated by the elves just before the the arrival of the Elemental Titans. They only recently (by elven standards) returned to Memory to reclaim their ancient homeland and have become an isolationist realm, allowing few non-elven visitors into their mist-shrouded capital, Fil-Shonana.

Colia

Colia is a nation in Southern Ravia on the verge of tearing itself apart. The political entity known as Colia was once two vastly different nations locked in a constant state of war before being conquered by a foreign despot: After centuries under the rule of a ruthless dynasty, they suddenly all disappeared, and Colia must now decide its own destiny.

Driz

Driz is one of the oldest surviving nations of Ravia, having been founded during the early years after the Titanfall. Due to an ancient pact made out of desperate necessity, it has been controlled throughout its entire recorded history by the followers of a single deity: the Dark Prince. It is a shadowy land of furtive whispers ruled by the immortal Black Triune, whose populace is closely watched by the clergy of the Dark Prince, lest they stray from his heinous teachings.


Gebzon

The Gebzon Protectorate in eastern Ravia was a land long defined by its conflict with the Infernal forces of the Bleeding Mire. For over a century, people from all over Memory came here to support the native Gebzonese in their crusades to drive back the devils to the west. The fortunes of the crusaders rose and fell until a seeming miracle occurred: The stream of devils seemed to stop  With the end of the war, Gebzon’s Queen stepped down and appointed her Chancellor, a civilian, to rule Gebzon. The nation is now dealing with the aftermath of the war, defeating the remaining devils of the Mire, reclaiming the corrupted lands they left behind, and managing its own internal struggles with its few, war-depleted resources.

Gevan Union

A rising power on the Northern shores of Ravia Gevia desperately wants to be an empire whose power rivals those of the great nations of Memory. At the moment it is a nation whose ambition outstrips its abilities, but with new incentives encouraging immigration and enlistment in the national army, this may not be the case for long.

Gorian Federation

The Gorian Federation is a land glutting itself on the wealth of trade, ruled by the high prophet of a strange, secular religion that values wealth and trade above any deity. This religion permeates every level of Gorian society, as followers of the Prophecies of the Coffer favor each other in all business deals. While other religions are tolerated in Goria, their followers rarely go far, as the majority of the Gilded Bureaucracy which runs Goria is made up of followers of the Prophecy

Khiz

The terrain of Khiz is utterly dominated by tall and imposing peaks, rich with ore and ironbloom mushrooms. Heavily populated by dwarves, This nation is the largest center of dwarven culture on or beneath Memory. Khunbund, the largest dwarven city on Memory is located under The mountains of Khiz.


Korstadia

The Venerable Kingdom of Korstadia is a fog-shrouded nation of countless horrors, and a once-proud realm that suffered under the tyranny of a litch-king for centuries.

Lonisian Confederation

Lonisia is a burgeoning confederation located in Central Ravia. Formerly an archduchy of Tordal, the Archduchy of Lonisia, it seceded and became an independent country.

Merhal

Merhal is a struggling country that only recently gained independence from the imperialistic nation of Gevia to the south, which continues to try to reclaim it. The people of Merhal are proud of their freedom, liberty, and self-sufficiency and are continually on guard for incursions by their Northern neighbor.

Rzhis 

Rzhis is a harsh, cold northern land covered in the snow and ice of a winter that has lasted centuries. The snow never melts, and almost as omnipresent as the snow and ice, is the feeling of dread that pervades the nation, for as harsh and unforgiving as the land is, it is nothing compared to those who rule it. The land has traditionally been governed by the White Witches of Rzhis, descendants of the terrible crone, the Witch Queen.

Safran Commune

Safra has long been a haven for pirates, anarchists, exiles, and anyone else who does not fit into the more "civilized" nations. The commune is by no means a unified nation but rather a constantly shifting group of small city-states and fiefdoms (never larger than a few thousand souls), each at odds with the others, both to gain more power and prevent their own demise.

Salvia

Salvia is a vassal state of Saol. In the eyes of the Tzardom it is not so much a sovereign nation as a glorified trade route

Saolish Tzardom

Saol remains one of the most powerful nations militarily in Ravia. Its control of the Imperial Bay, the passage between Ravia and the Chaia Sea, also gives it a vital role in much of the region's trade. Nevertheless, as important as the nation may be today, it pales compared to its former Imperial glories. Today, in the eyes of most external observers in other parts of Ravia, Saol suffers from extreme diabolism and a tyranny that prevent it from truly achieving its full potential. Internal observers, including the new nobility of Saol, firmly believe that the Dark Prince and Hell serve Saol and assist in maintaining the power necessary for Saol to assume its rightful role among the leading nations of Ravia

Shom Brotherhood

The realm known as Shom was once a turbulent, violent Costal Kingdom called the Arch-Duchy of Seborut, where leadership changed as often as the years. This ended in when the land was conquered by Shom, a petty tyrant masquerading as a god.

Tordal

Knights, fair maidens, heroic adventures, and righteous quests are the legends of old Tordal. But the once-powerful empire has fallen from its former glory. Now rival nobles battle each other with bitter knights and proxy armies for personal power rather than honor. A smoldering truce with Kuma again threatens to ignite into war, and Tordal's daughter states look down upon her with contempt. Yet there is still greatness in Tordal; a stone foundation under the flaking gold adornments. Sons and daughters of forgotten royal bloodlines hear change on the wind—but is it the whisper of greatness to come, or the death rattle of an empire long past its prime?

Zhian League

The Zhian Wilderness are the homelands of the Kotu people and are kingdoms as wild and untameable as the people who live there. Nestled on the northeastern tip of Ravia, it is a realm of taiga and marshland that spends much of the year frozen beneath layers of snow, a place utterly inhospitable to all but the hardiest people

Key Features:

City of Arann: Arann, also known as the City of Spires, is a magnificent metropolis perched on the southern tip of Rafs Island. Arann serves as a beacon of civilization, a center of knowledge, and a hub of commerce in the world of Memory.


Ambitions Influence: Many settlements in the Ravia Region often reflect the dark influence of a foreboding power. Fortified cities, shadowy hideouts, and decadent palaces stand as bastions of power, often ruled by enigmatic figures who trade in secrets and manipulate the fates of others. Hidden catacombs, dark magic academies, and clandestine guilds thrive beneath the surface, where knowledge of forbidden arts and twisted rituals is sought after.


Seolish Coast: Along the northeastern coast of Ravia lies the Seolish Coast, a rugged and diverse shoreline with picturesque cliffs, hidden coves, and treacherous waters. Seafaring adventurers, pirates, and traders frequent these shores, seeking fortune and fame while navigating the perils of storms and sea monsters.


Titans' Path: Ravia's landscape is imprinted with traces of the Elemental Titans' ancient footsteps. Known as the Titans' Path, these colossal marks on the land serve as sacred sites for various cultures, drawing pilgrims seeking blessings, inspiration, and connection to the primordial forces that shaped the world.


Secrets of Ravia

The Lost City of Aindoria: Legends speak of a fabled city known as Aindoria, said to be the heart of an ancient and advanced civilization. The city's location remains a mystery, lost to the annals of time. Explorers, archaeologists, and treasure hunters have dedicated their lives to finding the Lost City, believing that its discovery could unlock the secrets of forgotten technologies and arcane wonders.

The Sanctum of Balance: Hidden within the depths of Ravia, where the forces of white and black mana converge, lies the Sanctum of Balance, the prison that houses Shadowreaper, the Elemental Titan of Black Mana. This sacred site is a testament to the delicate equilibrium between opposing forces and the resolute determination to contain the primal power of black mana with the purity of white mana represented in the celestial pearl, the Machtstone of white mana. However, the Black Mana Elemental Titan's imprisonment is not without its dangers. Cursed lands, twisted creatures, and the allure of forbidden magics test the resolve of those who venture into the depths of the Ravia Region. Adventurers must navigate treacherous intrigues, confront their inner demons, and resist the temptations of power surrounding them.

Under the Reaper’s Shadow: Certain factions of the Ravia Region embody ambition, cunning, and an unyielding thirst for power. They are individuals who navigate the treacherous waters of politics, engage in cutthroat mercantile dealings, and harness forbidden magics to achieve their desires. Dark knights clad in ebony armor, necromancers who command the restless dead, and rogue assassins lurking in the shadows are all part of the tapestry of life in this region. Adventurers drawn to the Ravia Region often find themselves entangled in webs of intrigue, pursuing hidden artifacts of power, and seeking to understand the depths of forbidden knowledge. They may be tasked with unmasking conspiracies, thwarting the plans of dark cults, or venturing into ancient crypts in search of forgotten treasures. The path they tread is perilous, with every step potentially leading them deeper into darkness.

The Unseen Nexus: Hidden deep within the heart of Ravia is a mythical place known as the Unseen Nexus. This ethereal realm is said to be a junction of realities, a meeting point of worlds, and a realm where time and space intertwine. Those who dare to traverse the Unseen Nexus may find themselves gifted with unique insights and extraordinary powers or cursed with madness and chaos.

Adventurer Hooks:


Arcane Apprenticeship: The City of Arann beckons aspiring mages and arcane enthusiasts. Seek apprenticeship under renowned wizards, unravel ancient magical texts, and prove yourself worthy of the secrets guarded within the city's esteemed magical academies.


Saturday, July 22, 2023

Putting Magic Flavor on the Table; Arann

  Adapted from Argivia- MTG Wiki and Absalom - PathfinderWiki


Arann, also known as the City of Spires, is a magnificent metropolis perched on the southern tip of Rafs Island. Arann serves as a beacon of civilization, a center of knowledge, and a hub of commerce in the world of Memory. Towering spires, elegant bridges, and magnificent architecture dominate the city's skyline. Its strategic location within the Gulf of Ravia makes it a vital hub for trade and a gateway to countless adventures in the surrounding regions.


Arann is governed by the Grand Council, a diverse body of influential individuals representing various factions and interests. This council ensures the city's smooth administration, making decisions that shape policies, trade agreements, and security measures. The councilors are elected through a democratic process that involves the city's residents, fostering a sense of participation and representation.


The cultural tapestry of Arann reflects its diverse population, which includes people from different races, backgrounds, and corners of Memory. The city's bustling streets are alive with a vibrant mix of languages, customs, and traditions, creating a cosmopolitan atmosphere that welcomes visitors worldwide.


As a center of knowledge and academia, Arann boasts prestigious universities, libraries, and magical academies. The Scholars' District is a haven for scholars, wizards, and seekers of arcane lore. Here, the brightest minds converge to unravel the mysteries of magic, history, and the world itself.


Arann's economy thrives on a wide range of industries, including commerce, shipbuilding, magical research, and mercenary services. Its harbors bustle with trade ships from distant lands, while its renowned shipyards produce seaworthy vessels that ply the waters of Memory. The city's magical academies and guilds attract spellcasters and enchanters seeking to hone their craft and uncover the secrets of the arcane.


Arann Metropolis 20

White

Blue

Black

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Settlement


Government: Grand Council


Population: 350,000


Settlement Qualities: Strategic Location, Prestige, Notable Citizens


Traits: Academic, Commerce, Governance, Magical


Purchase Limit: 200,000 gp


Leaders

Lord Aric Dorrin: The High Chancellor of the Grand Council, Lord Aric Dorrin is a respected figure known for his wisdom, diplomacy, and dedication to the prosperity and security of Arann. He presides over council meetings and ensures the city's interests are protected.

Counselor Solana Veritas: A prominent member of the Council, Councilor Veritas is a skilled diplomat and advocate for justice. She ensures that the city's laws and regulations are upheld and represents the interests of the citizens in matters of governance.

General Valeria Ironfoot: The commander of the Ironclad Guard, General Valeria Ironfoot is a formidable warrior and a stalwart defender of Arann. She leads the city's elite guard unit, ensuring law and order are upheld and protecting the city from external threats.

Emmisary -High Scholar Orion Gallant: A wise and erudite scholar, High Scholar Gallant oversees the city's academic pursuits and the education of young minds. He is known for his progressive thinking and innovative teaching methods.

Magister Lady Elysia Stormrider: A prominent sorceress and member of the Grand Council, Lady Elysia Stormrider is a charismatic and influential figure. She is known for her expertise in elemental magic and her efforts to promote the city's magical endeavors.


Capital Arann- 

Key Features:

Spires of Knowledge: Arann's skyline is adorned with towering spires that house prestigious universities, libraries, and magical academies. The Spires of Knowledge serve as beacons of learning and research, attracting scholars, students, and magical practitioners from far and wide.


The Council Citadel: The Council Citadel is the heart of Arann's governance, housing the chambers and offices of the Grand Council. This grand fortress-like structure is an architectural marvel and a symbol of the city's power and stability.


The Trade Ward: Arann's bustling Trade Ward is a vibrant hub of commerce and economic activity. Its marketplaces, merchant guilds, and trading houses offer a wide range of goods, rare treasures, and exotic imports, making it a paradise for traders, adventurers, and collectors.


The Spiral Bridge: The Spiral Bridge is an engineering marvel connecting different Arann districts. It is a magnificent structure that winds its way up a central spire, offering breathtaking views of the city and serving as a symbol of the city's unity and interconnectedness.


The Mana Gardens: Located in the heart of Arann, the Mana Gardens are lush, magical gardens that showcase the city's affinity with elemental forces. These gardens are a place of natural beauty and a site for magical experiments and rituals conducted by the city's druids and mystic scholars.

Inhabitants


Houses of Arann

More so than anywhere else on Memory, Arann plays home to every conceivable type of inhabitant. While primarily a human settlement, members of all races, religions and homelands can be seen in (and under) the streets of the City in the Center of the World. The specific demographics of each individual district vary greatly. Still, there are few (if any) peoples who are not represented somewhere within the city, even the mysterious Kalili of ancient Aber and travelers from other planes. Many of Arann's residents organize themselves into houses, which are similar to clans organized by national origin.

Halflings

Halflings are the second largest racial group in the city after the humans, making Arann one of the main halfling settlements on Memory. Halflings from many countries come to Arann, joining the indigenous community. The main halfling districts are Summertown, Woolbowl, and the Medows; few halflings live or travel to East Quarter where the water's height can be dangerous.

Elves

Elves are relatively uncommon in Arann, mostly consisting of adventurers or outcasts; more common are their half-elven descendants, many of whom can be found around the Pleasure Salon of the Savored Sting.

Geography

Situated on the southern coast of Rafs Island, Arann is the largest city of Ravia and the entire world. The ice-capped peaks of the Hills of Naist stretch high above the treeline.


Countless abandoned siege engines and constructions of war from the numerous failed attempts throughout history to take the city by force lie scattered throughout the surrounding countryside in what has become known as the Eternal Seige and the wreckage of armadas of unsuccessful attempts on the city from the sea all but block the wide harbor into Arann.

The city is enormous: it stretches more than Five Kilometers from the Higheath to Summertown and more than five Kilometers from Summertown to the Medows.


Rafs Island

More than just a city, Arann controls all the land on and around Rafs Island (though much of the island remains wilderness). Many places show sign of Arann's great age, from the ancient Dudboso forest, to the aging Raf Towers of the Bladesteppe.

Eternal Seige

The Eternal Seige is a wasted plateau surrounding the city of Arann that are littered with the siege castles from thousands of years of failed invasions. These attract treasure hunters from around the world and are home to many creatures, brigands, and undead. The Needle of Nex is the greatest of the siege castles, a mile-high spire located 10 miles north of the city.

Settlements

Dulanial

Dulanial, the smaller of the two settlements, is a bustling port town located on the eastern coast of Rafs. The town is a center of trade in its own right, acting as a hub for fishermen, traders and smugglers wishing to bring illicit goods into the City at the Center of the World via overland caravan instead of through the closely watched harbor of Arann proper. Because of its important position as an alternative shipping route into the city, control of Dulanial is very valuable and rising factions wishing to gain power in Absalom can often be seen first across the Isle in Dulanial. The city is ruled by Lord Fairs of House Biratix, a rival and childhood friend of Arann's Lord Dorrin.


Hesee

Hesee is a vital military town located on the Western coast of Rafs. Originally founded as a shipyard and warehouse to aid Arann against naval blockades, the town quickly grew as workers and naval officers moved to Hesee. Beyond its continuing function as a reserve navy for times of siege, the fair-sized military base operates throughout the Chaia Sea in constant efforts to hamper piracy in the region. Hesee's governing body, the Lesser Council of retired ship captains and young relatives of members of the Arann Grand Council has also been known to grant letters of marque to civilian ships committed to fighting piracy in the waters around Rafs Island itself.

Loliba

Loliba is a picturesque port town nestled along the northern coast of Rafs Island, within the lush Dudboso Forest. This small settlement, located north of Naista and the bustling City of Arann, is a vital support hub for the region's lumber trade. Its tranquil ambiance and scenic beauty make it a popular destination for retired cartographers who have settled here, establishing businesses and adding to the town's unique character.

Naista

Naista is a city occupying the center of Rafs Island. 

Economy

Arann's great wealth is driven by trade. Hence, the city's rulers strive to craft policies favorable to commerce (and their own interests) but otherwise take a relatively laissez-faire approach to regulation.


 Taxes in the city are very light, although Siege Taxes during wartime may be significantly higher. There are no property taxes, although the city charges for access to roads, sanitation, and other public infrastructure. Modest taxes on foreign merchants, fees for pilots through the Arann’s wreck-littered harbor, and docking fees are generally sufficient to supply the city's needs.


Arann's economy can be divided into three basic parts: craftsmen, who manufacture goods; traders, who buy and sell physical goods; and laborers, who provide services. While craftsmen and laborers are organized into guilds that provide legal and illegal products and services, traders are prohibited from organizing to prevent collusion and price-fixing.  The city's laws require that goods to be sold must be owned by a single merchant, who may operate a single commercial outlet for them.  Arann's currency consists of pennies, silver weights, crests, gold measures, and platinum sphinxes. The city is a major hub for commerce on the Chaia Sea. 


Other ships come from all over the world, as far away as Bagasia. Arann acts as a hub for these countries and disseminates these goods to ships on their way to other ports across the Chaia Sea.


Due to Arann's size and scale, beasts of burden are important elements of the city's commerce and transport. Regular bench wagons allow commoners to ride around town for copper, and halfling porters with dog travois can be hired for a similar price.  Horses are rare on the Rafs, since the centaur tribes regard them as invaders, and the harpies like to eat them. Consequently, the most prominent beast of burden is the camel; farmers use them for agriculture, drovers use them to pull wagons and chariots, and many district guards field a camel cavalry.  Camel barding is more commonly available than barding for horses in the city.


 After camels, axe beaks are the most common mount and beast of burden, faster and better able to defend themselves than camels.  Dogs, lizards, elephants, and monstrous centipedes are also found; before the establishment of the Tack Shack, much saddle and tack had to be custom-made or ordered from dozens of shops due to the diversity of animals used in the city.


Exports

Even though goods from across the world are traded in Arann, it also has several important exports originating in and around Rafs Island. Lumber is harvested in the Dudboso Forest and brought to Dulanial or to Loliba. Dulanial's shallow harbor also has plentiful oyster beds, considered some of the finest in Ravia. Iron is mined in Rafs' interior (most notably in the dwarven settlement of Naista) and supplies Arann's countless craftspeople that sell their goods across Memory. Finally, various skymetals are harvested by the Kalili on the ocean floor or harvested in the Dulanial Hills.


Arann is also famous for its shellfish: oysters, clams, scallops, crabs, and lobster.


Government

Arann is ruled by the Grand Council, which is chaired by the primarch, a position currently held by Lord Aric Doren of House Solen. The Council has twelve high seats (including the primarch's) and a variable number of low seats. Most of the city's administrative positions are filled by members of the Council, the more sought-after titles going to members of the High Council. The position of primarch is held for life and decided upon by the High Council. It has additional privileges unique to the position granting the holder considerable power over the Council and by corollary, the City at the Center of the World itself.


 Much of the day-to-day administration are handled by the district councils of Arann. The district councils are headed by a nomarch, who the Low Council appoints with the approval of the primarch.

Military & law enforcement

Arann is defended by a complicated web of military and law enforcement organizations, each with differing mandates. The Gaident Regiment serves as Arann's army. They man the city's walls, gates, and forts and protect it from external threats. The Socifen Guard is a military, intelligence, and law enforcement organization headquartered at Skywatch Keep outside the city. They enforce the Grand Council's decrees, investigate crimes that cross district lines, and investigate misconduct by the city's other military and law enforcement groups. Arann's Navy is the largest of the military branches, protects the city from sea attacks, and oversees the hippocampus-mounted Wave Riders. Finally, the various district guards or watches investigate crimes committed within the city's districts.

Quarters of Arann

A city the size of Arann could not function as a single cohesive unit. Thus it has been divided or split naturally over time into a handful of distinct quarters, each a city unto itself both in terms of sheer population and overall atmosphere and each having its own district council to run its day-to-day affairs. Arann's neighborhoods run the gamut of both the economic and social spectra from the high-class havens of the Higheath and Sunsetway Districts to the dangerous and destitute Dockside and Southroad Quarter districts. Additionally, austere monuments of historical and spiritual significance draw thousands of people to Aberi Keep, the Eastrow, and Summertown Quarter daily.

Elmway

Elmway is a district in the city of Arann. Most of Arann’s government buildings are located here, including the residence of the High Chancellor and the hall of the Grand Council.

History


Founded in 5000 ZR by the Wallbuilder when he raised it’s foundation from the depths of the Chaia Sea, there is nothing ordinary about Arann's history, even from its very first day in existence. Its whole-cloth creation allowed for a quick inhabitation, and the celestial prince tasked the best and bravest from throughout Ravia region to protect the city.


But given Arann's tactical position as the focus of countless trade routes and its undeniable influence, many ambitious nations or greedy warlords have set their sights upon the city's walls over the millennia, and guarding the city has never been easy. For the past millennia, the city has been besieged by one army after another in an attempt to bring Arann to its knees and wrest control of it from all others. Despite the relentless onslaught, the city has never fallen. Relics of these ongoing wars still litter the plains of the Rafs Island surrounding the city (known as the Eternal Seige) and sunken warships clutter the harbor.


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