• Lore • Locations

General lore source and OOC for The Eternal Empire.

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The Eternal Empire
Locations
Here-in lies a list of every written up location in The Eternal Empire, links below.

MILITARY
Aeva's Peak

EDUCATION
Imperial Arcane Academy
Imperial Medical Headquarters
Imperial Officer's Academy
The Grand Imperial Library
The Agricultural Research Center

RECREATION
Imperial Baths of Korlasir

OTHER
Founder's Canyon
All-Colours Aerie
Singing Scrublands
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Imperial Baths of Korlasir
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The Imperial Baths of Korlasir are arguably one of the greater examples of what engineering can accomplish. At the center of the baths, a large pool of mineral-infused waters rests, heated by a series of devices that are held as trade secrets within the Baths. The waters are said to even be infused with alchemical agents that keep them clean and fresh, so that a large amount of people can feel comfortable sharing the space in the water with each other.

There are a large number of such partitions, enough to accomodate the metropolitan population of Korlasir.

Modesty as a rule is not enforced within the Imperial Baths, and no one would bat an eyelid at those choosing to enjoy the baths while nude. Equally, those who wish for a more modest arrangement can wear towels, robes, or even loin cloths if they wish. Dress code is non-existent here.

While it's frowned upon to carry on with public displays of physical intimacy in the central pool, there are more private areas walled off for such purposes all around the complex.

Angus Eorthan


Name: Angus Eorthan
Race: Human
Age: 23rd of Saun 678
Title: Head administrator of the Imperial Baths.
Skills: This list of skills is not comprehensive, they are relavant mostly to his role in the Imperial Baths.
Business Management: Master
Logistics: Master
Socialization: Expert
Alchemy: Expert
Engineering: Expert
Medicine: Expert
Intelligence: Expert
Caregiving: Competent
Swimming: Competent

Other Information: A hearty individual, he stands at 6' tall, barrel-chested and hirsute. His full brown hair and beard accentuate a strong jawline. He has blue eyes. He's amiable and kind to those who decide to visit the Baths, and not shy about sharing a bath with first-time visitors even. He's very loyal to the Empire, and often attempts to try and convert visiting foreigners to their way of life.

He has a few wives, who in turn have a few husbands. Part of a large clan, he nevertheless commands a good deal of influence within his clan and in the city of Korlasir itself.

Price List / Goods Available

Attendance at the baths is free. Private baths can be arranged for those tier 5+, with each tier above 5 getting fancier and richer.

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Submitted for Development: 6/8/2022
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Re: Locations

Founder's Canyon
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A large foundry situated in a volcanic fissure, not far from the Imperial Arcane Academy. Here many of the greatest metallurgic discoveries of the Empire are made, and geological surveys often involve a resident scientists or geologist originating from the Founder's Canyon.

It happens to be among the best places to study metallurgy in the Empire and perhaps Idalos itself.

Camaeron


Name: Cam'aera'vond
Race: Qi'Ora
Age: DoB: 561 Vhalar 15th
Title: Chief Founder
Skills:
Smithing: Grandmaster
Mining: Master
Logistics: Master
Engineering: Master
Science: Master
Sculpture: Expert
Detection: Expert
Ensorcelling: Expert
Appraisal: Expert
Meditation: Competent
Art: Competent
Discipline: Competent
Endurance: Competent
Other Information: Standoffish and unsocial, as many elder Qi'ora tend to get toward their third century of life. Cam nevertheless has proved of great use in the premier magical foundry in the Volcanic region. Here, a mixture of arcane technology and ensorcelling creates an absolute state of the art Foundry over which Cam is the undisputed master. They have made many advancements upon introduction to the Volcanic region, upon their joining the Empire. Many of the advancements in Imperial metallurgy were from Cam'Aera'Vond's own hands.

They are patient, yet keep people at a personal distance, maintaining a professional discipline that matches even the hardiest soldier of the Empire.

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Aeva's Peak
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One of the first areas conquered by Raskalarn, after the coalescing of several human tribes into the early Empire. They took on the savage Avriel that were born and cultivated in the now ruins of Delroth's Folly, driving them out and forcing them to migrate far to the south, to Athart. The cunning avian humanoids gave Raskalarn and Karem their first significant military challenge, teaching them more into the bargain of unconventional opponents, which possibly prepared them for further expansion.

The city that stood on the ruins of Delroth's Folly, whose true name is lost to the ages, was torn down by the Empire's forces, and the very earth cursed so that no avriel would be tempted to return there.

The mountain of Aeva's Peak itself is a large stop-off for a great number of birds flying along their migratory routes. Therefore, it's not unheard of or even unusual to find bird species that are not native to the Empire during migration seasons.

The citadel of Morq's Aerie is the seat of a large contingent of Imperial Airborne Cavalry, and potentially the finest place to learn how to fly a mount in the Eastern Continent, where many new air riders learn from the best and brightest aerial warriors, who have survived engagement with some of the fiercest aerial predators and foes that the world has to offer.

The lake sitting beneath the mountain is referred to as Arithzma's Tears. For whatever reason, the stories of the firstborn avriel of that race, who escaped the corruption of Lisirra and Syroa yet overcame the flaws left by Delroth's creation of the avriel, have abounded in the region. Usually with a fictional or unreliable narrative that Karem had tutored Arithzma herself, and taught him to tame his own wild savagery. Whatever the truth, the story of Arithzma has suffered several permutations among different peoples who have a connection with either Aeva's Peak or the avriel that lived there in general.


General Ynglor Fathrum


Name: Ynglor Fathrum
Race: Human
Age: born in Arc 669 (Ymiden 23rd)
Title: General of the Air Cavalry in Morq's Aerie in the Aeva's Peak region of Korlasir.
Skills:

Mount (Air): Master
Tactics: Master
Leadership: Master
Logistics: Master
Combat: Ranged: Master
Discipline: Master
Combat: Pole-arms: Expert
Intimidation: Expert
Acrobatics: Expert
Animal Training: Expert
Animal Husbandry: Expert
Hunting: Expert
Leatherworking: Competent
Caregiving: Novice



Other Information: A fierce veteran of the Nashaki campaigns, he was largely responsible during that conflict for running air superiority missions against several key avriel military groups that were sent by Athart to Nashaki for the purposes of propping up their military efforts. He's one of the few among the air cavalry that had much success at fighting back the air-superiority of the avriel, owed in large part to his expert training and utilization of aerial beasts who could counter the avriel's intimate familiarity with aerial combat.

During this time, he developed a keen hatred of Avriel in general, even going so far as to take trophies of the avriel he vanquished with a mantle of multi-colored avriel feathers. Despite its garish and unconventional (by Imperial standards) fashion statement, few would risk the ire of the General by pointing out how rediculous and vain the mantle makes him appear. Even his own Marshal has to respect the victories that the mantle represents.

A harsh disciplinarian, he will not hesitate to put down disobedience and foolishness among his troops. He does not tolerate frivolity or excessive exuberance. If it weren't for his reputation and commanding presence, one would almost wonder how he's managed to stay in his position long enough. But his closest soldiers and officers are fiercely loyal.

At his heart, he's a deeply affected champion of the Empire, with a strict belief in its moral and cultural superiority.

His appearance is very unremarkable otherwise, with black hair, black eyes, and average height and light build.

Flora



Any / all Flora identified in [url=hhttps://www.standingtrials.com/viewtopic.php?f=204&t=28930]this thread[/url] as specific to Korlasir or across the whole empire which make sense for the location. If in doubt, ask a mod!

If you'd like to see more Flora / Fauna etc in this location? Feel free to submit a development piece here

Fauna



Any / all Fauna identified in this thread as specific to Korlasir or across the whole island which make sense for the location. If in doubt, ask a mod!

If you'd like to see more Flora / Fauna etc in this location? Feel free to submit a development piece here

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Changelog

Credits to: Kalortah
Submitted for Development: 9/5/2022
Developed by: Kalortah
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Re: Locations

All-Colours Aerie
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Kalif Elmdor
hired a large group of Imperial architects to build this massive manor house on the slopes south of Arithzma's Tears in the Aeva's Peak region of Korlasir. It's construction began with the laying of a black stone as the cornerstone on the 35th of Ymiden 722 and concluded on the 82nd of Ymiden 722 with a short ceremony, during which Kalif dedicated it as his Tarouz Nest.

The approach is warded off by 2 meter high stone walls on all sides. Through the front gate, the grounds are filled with a variety of sculpture and topiaries, as well as attractive flowering plants that bloom prettily during the spring and summer seasons. These grounds give way to a tall castle-like manor house, four stories with high vaulted ceilings. The roof is tiled with blue terra cotta while the exterior walls are lined with peach-colored, marble brick. Several aperatures open up in the roof, allowing any avian to dart out at need from their tiny compartments, without allowing any other creature to enter where they exited. Instead, the avian occupants must enter through a larger window on the far side of the aviary. This is to give them quick access to the skies outdoors from their homes, while guarding them against intrusion from invasive pests.

Through the front doors of the Aerie, a huge foyer spans the entire area, leading to twin staircases leading up the second floor gallery, and further stories up to the fourth floor. The wings of the Aerie are along the northern half of the house, with many doorways and arches to allow passage to these smaller rooms. All of them sumptuously furnished and most of them filled, decorated with masterwork household treasures and other facilities.

At the very top of the fourth floor, a dias with a shrine to Delroth is situated, surrounded by beautiful treasures that Kalif has collected from his travels.

Floorplan

Rooms
Huge 1:
3rd floor Aviary (For smaller birds)

Huge 2:
3rd floor Aviary Stables (For larger breeds/Mounts/Etc)

Huge 3:
4th floor Dragonling Den

Huge 4: 1st floor Foyer + Stairwell
Huge 5:
1st floor Amphitheater

Huge 6:
Basement Wine Cellar

Huge 7: 1st floor ballroom
Huge 8:
Exterior Garden on the grounds.

Large 1: 2nd Floor Gallery adjoining the foyer.
Large 2:
2nd floor Small Library

Large 3:
2nd floor Large Study

Large 4:
1st floor Large Bath House

Large 5:
4th floor Shrine of Delroth.

Large 6:
2nd floor Servants barracks

Large 7:
4th Floor Kalif Elmdor's bedchambers

Average 1:
3rd Floor Master Bedroom (Weep's personal quarters.)

Average 2: 3rd Floor Master Bedroom (Guest)
Average 3:
1st Floor Master Bathroom/Privy

Average 4:
1st Floor Kitchen

Average 5:
Dining Area

Average 6:
Miscellaneous/Food storage/Small barn

Small 1: Broom closet
Pricing
Masterwork Household Items: 20 WP
20 acres of grounds/land: 10 WP
240 WP for full price

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Re: Locations

Singing Scrublands
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The Singing Scrublands lie right on the mid-point in the border between the Hotlands Border Range and the Northern Hotlands themselves. Named for the fact that it is a prime spot for many long-ranging migratory birds, but also for the fact that the winds blow in such a way that filters through the needles of plants and cactus, creating an acoustic effect which sounds like a pleasant whistle.

The main fort, called the Scrublands Fortress, quite simply, sits at a mountain pass that leads from the Border Range and into the wider Hotlands. Here, the way is watched heavily, and is seen as one of the more impenetrable points of defense at the Eastern Continent.

The rest of the Scrublands extends behind this fortress. In contrast to the blasted wastes that lay beyond them, the Scrublands are a place of vibrant and lively beauty. Magnificent stone-pillars dot the landscape, and an abundance of vegetation including cacti of all kinds, flowers, brush, edible foraged vegetables and fruits, and rare herbs can be found here.

At present, efforts to cultivate the land for the purposes of domesticating these native resources haven't gotten far, as the place lacks a consistent water source or similar flood-plain. Apart from the rain that sweeps in from the north winds on the autumn seasons, it doesn't receive much in the way of moisture, not enough to sustain a farming operation. However, natives make good use of the plants that can be foraged, and hunting wild game birds.

The Scrublands acts as a prime migratory stop-off for many long-ranging birds, and has many native species of its own that are not found elsewhere in the Empire. Turkeys and large ospreys populate the low-lands, getting fat off the vibrant forageables, bugs, and other food/water sources.

Rules & Stuff

  • Each season, you may undertake one individual expedition into the Singing Scrublands. This can be extended into several, if you opt to find expedition survey data or maps leading further into the Scrublands.
  • For each venture into the Singing Scrublands, you must undertake one navigational threat, one encounter threat, and then work out what kinds of injuries you get from it based on skill use/story/difficulty of each threat.
  • You may forgo a reward at the end of the adventure with a visit to an expedition camp which contains survey data that allows you to venture deeper into the Singing Scrublands. How far these expedition survey data pieces or maps allow you to venture, is detailed in the rewards section of this article.
    • Once found in the cycle, an expedition data may not be found again for another cycle, limiting by necessity the number of times you can delve into the Singing Scrublands.
  • For each other venture into the Singing Scrublands, you may claim one reward set, congruent with the lowest Encounter or Navigational threat you undertook.
Navigational Threat
For added fun, challenge, and randomness, feel free to roll dice for results. Otherwise, proceed through the Scrublands as you wish. Navigational threats are curtailed and dealt with generally with survival and or movement skills. Rupturing/fieldcraft/hunting/logistics, depending on story and how you approach the challenges, and how well your approach matches up to the challenge.

Novice: Mud-flats to slow movement, Primitive hunter traps and pitfalls, dust devils (small twisters of sand and dust), small bandit camp.
Competent: Quagmires and quicksand, well-made hunter traps, pitfalls, and snares, poisonous/hazardous flora, brief sandstorms, large bandit encampment.
Expert: Rock-falls and deep quagmires, dangerous traps set by master hunters/raiders, deadly flora, brief skin-ripping sandstorms, bandit complex with defenses, minor fractive anomaly (Emean Fracture).
Master: Deep, bottomless chasms and quagmires, deadly traps that can take out entire squads on the ground, deadly flora, lengthy flesh-ripping sandstorms, small raider encampment with look-outs, defenses and well-supplied for protracted sieges. Moderate fractive anomaly (Emean Fracture)
Encounter Threat
For added fun, challenge, and randomness, feel free to roll dice for results. Otherwise, proceed through the encounters as you wish. Encounter threats are curtailed and dealt with generally with combat and combat support skills (such as magic, strength, athletics, etc.). Which skills will help most depend on story and how you approach the challenges, and how well your approach matches up to the challenge.

Novice: Individual bandits and raiders, caught away from their camps. Small predator animals. Small/minor monsters.
Competent: Small groups of bandits and raiders, scouting around encampments. Medium-sized predator animals, small groups of predators. Medium-sized monsters or groups of small monsters.
Expert: Large bands of raiders, looking to attack travelerse. Large predator animals or packs of medium-sized predators. Large monsters, or moderate Emeyan Beings emerging from minor fractures.
Master: Platoons of raiders, on the warpath. Huge predator animals or rare, dangerous beasts. Unique monsters. Moderate-Major Emeyan Beings emerging from fractures.
Injuries
Apply injuries with varying severity as determined by your skill level, the story, and the level of the threat faced.

No Injuries: Going to underskilled areas with underskilled threats will generally result in fewer or no injuries.
Light Injuries: Injuries including but not limited to paper-cuts, sprained ankles, exhaustion, or dizziness or disorientation.The least you can expect in an adventure into the Singing Scrublands. For each aspect encountered that matches your skill level, you can expect to get one of these.
Moderate Injuries: Injuries including but not limited to temporary disability, hurts needing immediate medical attention, major exhaustion, hunger, or thirst, and minor twists of bad luck. You can expect an adventure into the Singing Scrublands to result in one of these if the threat exceeds your skill level by one or more.
Serious Injuries: Injuries including but not limited to life-threatening hurts, trauma, broken bones, starvation, dehydration, or unconsciousness, and minor curses. You can expect an adventure into the Singing Scrublands to result in one of these if an encounter or navigation results in expert or higher level threats unless you are one or more skill levels higher than the associated threat.
Extreme injuries: Injuries including but not limited to death, permanent trauma, dismemberment, permanent maiming, or horrible curses. You can expect an adventure into the Singing Scrublands to result in one of these if an encounter or navigation results in master level threats or if you are underskilled by two or more levels.
Rewards
Rewards should be appropriate to the risk involved and the level of threats encountered. You may choose one set of rewards, not to exceed the lowest navigational or encounter threat level you undertake. Please do not abuse this system.

Novice: Small household items and trophies. 1 Basic-quality weapon set or armor find. 1 basic-quality tool kit. tier 1-4 materials or resources. , barely legible and mostly incomplete survey data from an expedition camp (enough for 1 more foray into the Singing Scrublands). Treasure worth 1 wp.
Competent: Masterwork household items and trophies. 1 average-quality weapon or armor find. 1 average-quality tool kit. Tier 5-6 materials or resources. An averagely legible and half complete piece of survey data or map from an expedition camp (enough information to delve 2 more forays into the Singing Scrublands, Treasure worth 2 wp.
Expert: Precious household items made from uncommon materials, and rare trophies. 1 good-quality weapon set or armor find. 1 good-qualtiy tool kit. Tier 7 materials or resources. Class 1 wells that can be found in or near the foyer of minor fractures. A legible and mostly complete piece of survey data or map from an expedition camp (enough information to delve 3 more forays into the Singing Scrublands, Treasure worth 3 wp.
Master (mod input required for these rewards): Incomparable household items and artwork, made from uncommon materials or of unsurpassed quality. Rare trophies and artifacts (nothing magical). 1 masterwork-quality weapon set or piece of armor. 1 masterwork tool-kit. Tier 8 Resources. Wells which are appropriate to find deep within minor fractures. An easily legible and complete piece of survey data or map from an expedition camp (enough information to delve 4 more forays into the Singing Scrublands, Treasure worth 4 wp.

Marshal Nihlan


Name: Marshal Lavon Nihlan
Race: Human
Age: 682th arc
Title: Marshal of the Hotlands Border Range
Skills: Grandmaster Politics, Grandmaster Logistics, Grandmaster Mount: Land, Master Blades, Master Leadership, Master Engineering, Master Socialization, Expert Tactics
Other Information: Chosen as marshal of the Border Range more for his conciliatory outlook and focus on building up infrastructure which was severely lacking in that province since it's expansion. He's been installed in the Border Range more as a provincial governor and peacekeeper than for the purposes of expanding further into the Hotlands, although the hope is that they can build up enough support for the Imperial cause within the locals to expand southward or at least serve a staging area for campaigns and operations into the Northern Hotlands and beyond.

Marshal Nihlan is a well-meaning and cordial man, not at all the hard-backed military type you'd associate with his rank. Yet for what he seems to lack in toughness, he more than makes up for in political savvy and civil engineering.

Flora



Any / all Flora identified in [url=hhttps://www.standingtrials.com/viewtopic.php?f=204&t=28930]this thread[/url] as specific to Hotlands Border Range or across the whole empire which make sense for the location. If in doubt, ask a mod!

If you'd like to see more Flora / Fauna etc in this location? Feel free to submit a development piece here

Fauna


Long-range migratory birds can be found here, from all over the world of Idalos. Even birds that are not typically found within the Empire.

In addition, any / all Fauna identified in this thread as specific to Hotlands Border Range or across the whole island which make sense for the location. If in doubt, ask a mod!

If you'd like to see more Flora / Fauna etc in this location? Feel free to submit a development piece here

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Re: Locations

Imperial Arcane Academy
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The first, and still one of the mightiest, of The Eternal Empire's famed "lava castles", the magically and divinely protected castles and fortresses that make living in the Volcanic Hotlands Region not only possible, but even comfortable. The Imperial Arcane Academy was created by Raskalarn in order to convince the peoples of the region to peacefully join the empire, and was later repurposed as one of the foremost magical education centers in Idalos. The fact that it remains as one of the greatest architectural pieces in the region stands as a testament to both the quality and artistry of its design, though the enchantments protecting it have been updated several times as better means of protection from the lava are created.

The Imperial Arcane Academy sits in the middle of a massive lake of magma, connected to the shores by a long bridge that plows a path straight through the lake, parting the magma with spiked walls that function akin to dams. To show off the protective qualities of the enchantments of the building, lava flows freely through channels in the bridge, so that visitors to the Academy can feel how the normally highly dangerous substance is rendered harmless by the might and knowledge of The Eternal Empire. The castle itself is made of black volcanic stone and bears all the hallmarks of classic Imperial architecture. The exterior is made of steepled roofs, flying buttresses supporting gargoyles and Imperial banners, with massive arched gateways admitting entrance to the castle while spires and towers reach up from the castle as if to pierce the sky itself. Being a traditional Imperial construction, the Academy is designed to be able to withstand a lengthy siege, should an invading enemy manage to maintain a hostile army in the region.

The interior of the building is no less grand, with vaulted ceilings supported by grand arches, stained glass windows that depict scenes of Imperial art and history, and large, spacious rooms that allow for large numbers of students and visitors to comfortably gather. Even many of the student dormitories and staff offices follow these trends, tending to be larger and more open than one might suspect, if they have experience with such rooms from non-Imperial buildings. Much of the castle is given over to the study of magic, with libraries, laboratories, and classrooms providing plenty of space for students and professors alike to learn, study, experiment and teach.

Even within the castle, magma can be found, with it running freely through several areas and pipes running through several places that take magma through the castle and expel it outside the shield. The reason for this is waste disposal, as the extreme heat of the magma readily destroys the vast majority of waste created by the many inhabitants, both temporary and permanent, of the castle. As the Imperial Arcane Academy is also home to one of the seats on the Empire's High Council, the place is well-monitored by Raskalarn and her closest advisors for any signs of corruption and degeneracy amongst the academy staff. This has kept the academy remarkably free of trouble over the course of its multi-century history, as no one who fails to meet Raskalarn's high standards of personal honor and behavior makes it a position of authority in the academy.

The academy is overseen by the Headmaster of the Imperial Arcane Academy, who is always a member of the High Council.

Off Topic
Educational Services

Education is largely subsidized by The Eternal Empire. All citizens are entitled to one class per season of their choice, though civilians must travel to the educational center that offers the class they wish to take. Imperial Army Soldiers are allowed to take mail-in courses, owing to their need to stay at their stations for long periods of time, even during peace.

The Imperial Arcane Academy offers courses in all Domain Magic Disciplines, and will actively work to expand its offerings as new magics or means of casting are discovered. If you have a question, please DM Basilisk.
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Imperial Medical Headquarters
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The largest building in the Sacred Forest is also its only proper castle, marking the place as almost out of place among the Sacred Forest. However, owing to the prevalence of curative plants in the forest and how easy it is to grow and harvest them with Maguon's help, it was agreed between Karem, Raskalarn, and Maguon that the Sacred Forest was the best place to house the primary headquarters and educational center of Imperial medicine. Rather than break the two goals up into smaller buildings, it was deemed more efficient to house them in one building, and so Maguon cleared enough space for one of the castles that Imperial architecture is so very fond of.

Construction took longer than usual, owing to no one being willing to clear a large enough road to facilitate more rapid construction. In addition, the Imperial Medical Headquarters is smaller and less obviously defensive than most Imperial governmental constructions. While it has all the arches, steeples, and spires of any traditional Imperial castle, there are no curtain walls or other such overtly defensive structure. The reason for this is two-fold, with part of it owed to the defenses provided by Maguon through the Sacred Forest itself, while another part is owed to not wanting to press too much on Maguon's generosity by pushing at the bounds of the castle's assigned area.

Consequently, the interior of the castle is also rather smaller than is common for Imperial construction, as only the classrooms and hospital waiting rooms have the large scale and vaulted ceilings common to most Imperial classrooms. This owed to most of the castle being devoted to medical purposes, with offices, visitation rooms, surgeries, recovery rooms, emergency rooms, and medicine storage making up the vast majority of the castle's interior. That said, the Imperial Medical Headquarters does have one aspect of traditional Imperial castle artistry in abundance, namely the ubiquitous stained glass windows, showing medical history not just from the empire, but all across Idalos.

As as result of the compromises of its construction, the Imperial Medical Headquarters exists as a semi-controversial construction among Imperial art circles. While no one questions the necessity of the limits to its construction, there is debate about whether those compromises limit it too much to be considered a great work of art, while others consider its limitations and the efficiency of its design to give it an artistic flair all its own.

Outside of the castle itself, many medicinal plants are grown in the vicinity of the castle, both in the open area immediately outside the castle and in the nearby forest. Plants like mushrooms that require low light sources or otherwise controlled environments are grown within the castle itself. Since the head of the Imperial Medical Headquarters is a member of the High Council, the facility is heavily overseen by Empress Raskalarn and her closest advisors, so the place is remarkably free of corruption.



The academy is overseen by the Headmaster of the Imperial Medical Headquarters, who is always a member of the High Council.
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Educational Services

Education is largely subsidized by The Eternal Empire. All citizens are entitled to one class per season of their choice, though civilians must travel to the educational center that offers the class they wish to take. Imperial Army Soldiers are allowed to take mail-in courses, owing to their need to stay at their stations for long periods of time, even during peace.

The Imperial Medical Headquarters offers courses in all medical fields, and will actively work to expand its offerings as new medicines or medicinal techniques are created or discovered. If you have a question, please DM Basilisk.
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Re: Locations

Imperial Officer's Academy
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The Imperial Officer's Academy is oldest educational center in The Eternal Empire, with construction on it having begun soon after Dynaash joined the Empire. Consequently, it and Korlasir itself are considered the two founding examples of traditional Imperial architecture, and the academy is still considered one of the best examples of the school. Situated in Old Dynaash, the academy incorporates the rocky terrain of the region into its defense, with a fairly narrow bridge being the only land route in or out of the castle without siege engines.

Owing to its nature as one of the Empire's oldest castles, many traditional Imperial stylings are seen unaltered in its construction, from the towering spires to the grand arches holding up the steepled roofs to the sturdy construction that lets it withstand sieges with ease. However, it is noted by many to be a fairly plain building, as there are few embellishments, as the exterior flying buttresses and accompanying gargoyles had yet to come into fashion, and while the castle does have stained glass windows, they are simply colored glass without any of the artistry present in later constructions. This style has been preserved over the many repairs the Imperial Officer's Academy has seen over the years, largely due to practicality.

The interior is just as grand, though just as simple. Large rooms with vaulted ceilings abound, but there's little in terms of interior decorations, and much of the stonework is very plane. The interior of the castle, however, is cleanly divided into three wings. The east wing is given over to living spaces, offices, and the large kitchens and dining areas needed to feed the often voracious appetites of the soldiers that live, learn, and work there. The west wing is largely given to classrooms, as there are numerous classes held here on tactics, leadership, politics, and provisioning, as well as direct martial lessons. The center area of the castle is given over largely to practical lessons.

One more notable thing about the Imperial Officer's Academy is that is very frequently either under siege or under repair from being under siege. In order to train Imperial Army officers to lead troops during a siege, either attacking or defending, the castle is frequently under mock attack by its own students. This has led to the original simple design of the castle being maintained during repairs from these mock sieges, as even the most artistically driven architect has no desire to build decorations that they know are going to be smashed by a mock siege by the end of the arc.

Finally, the Imperial Officer's Academy is, of course, very closely monitored by Raskalarn and her High Council, since the integrity of the Imperial Army is considered to be of paramount importance to the future of The Eternal Empire.

The academy is overseen by the Headmaster of the Imperial Officer's Academy, who is always a member of the High Council.
Off Topic
Educational Services

Education is largely subsidized by The Eternal Empire. All citizens are entitled to one class per season of their choice, though civilians must travel to the educational center that offers the class they wish to take. Imperial Army Soldiers are allowed to take mail-in courses, owing to their need to stay at their stations for long periods of time, even during peace.

The Imperial Officer's Academy offers courses in all military fields, and will actively work to expand its offerings as new military techniques are created or discovered. If you have a question, please DM Basilisk.
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Re: Locations

The Grand Imperial Library
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The Grand Imperial Library has the distinction of having been the only Imperial educational facility that actually predates its regions incorporation into The Eternal Empire. Cahryst having been a close neighbor of The Eternal Empire for nearly four centuries had heavily influenced the architectural style of the smaller city-state, giving birth to the Cahryst school of architectural design, which focused more on aesthetic appeal than practicality, though it shared many trappings with traditional Imperial architecture.

Consequently, The Grand Imperial Library, though it was just called "The Library" before Cahryst joined the Empire, has many of the tall spires, sweeping arches, and steep roofing of a traditional Imperial castle, there are some major structural differences. Most visually obvious is the building materials, as The Grand Imperial Library is largely made of white marble and gold plated roofing, rather than the more somber colors traditionally used by the empire. However, The Grand Imperial Library is also a much less defensively inclined structure, with most anything above the curtain wall not being designed to take a hit, and even the curtain wall itself being flimsy compared to traditional Imperial structures of similar size.

While this lack of defensive capability does still draw scorn from some Imperial artistic purists, many Imperial artists were quite taken by the artistic stylings of the Library and it led to a wider use of bright colors in Imperial construction going forward, at least outside the capital city of Korlasir, which maintains its identity as The Black City, and the Volcanic Mountain Range, where the most readily available building material is black stone. Meanwhile, The Grand Imperial Library would go unchanged following Cahryst joining the empire, barring the name and its incorporation into Imperial government and education.

The Library had been built with education in mind from the ground up, and thus while it does live up to its name as one of the largest repositories of information on Idalos, if only by sheer size, it also has a large portion of its space devoted to housing for students and staff as well as classrooms for both lectures and practical lessons. This does lead to the interior looking rather different from most traditional Imperial castles, as the largest rooms are in fact taken up by the multiple rooms devoted to the storage and cataloguing of knowledge and information, with only a few of the large open rooms associated with Imperial design philosophy being dedicated to open gathering places.

As part of the Empire's educational system, The Grand Imperial Library is of course overseen by The Empress and the High Council, so as to ensure that students aren't learning corruption and greed from the pulpit.


The library is overseen by the Headmaster of the The Grand Imperial Library, who is always a member of the High Council.
Off Topic
Educational Services

Education is largely subsidized by The Eternal Empire. All citizens are entitled to one class per season of their choice, though civilians must travel to the educational center that offers the class they wish to take. Imperial Army Soldiers are allowed to take mail-in courses, owing to their need to stay at their stations for long periods of time, even during peace.

The Grand Imperial Library offers courses in all general education fields, as well as classes on the act of education itself. If you have a question, please DM Basilisk.
Developed by: Basilisk

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