Simultaneously the smallest and most powerful duchy in
Cireth, Melavik is the seat of
The Sun God, Cir's power. Travelers, traders, and adventurers should take caution when entering the duchy. Nearly 4000 years of laws and imperial edicts are enforced strictly by the
The Lawbringers there, and lenience is the exception rather than the rule.
Living In Melavik
An outsider would expect 4000 years of laws to be an impossible burden for the average citizen to bear, but there are side effects to taking up residence in such close proximity to a deity like Cir. Even a few years in the city bestows an instinctual understanding of the law of the land, as well as an incredible tolerance to heat, far exceeding the natural, biological adaptations often seen in animals.
Tolerance to heat and law are not Cir's only effect on the local area. The entire region of Melavik, named after the city itself, is a blazing desert. Neither plants nor animals can survive in the desert's heat and it has not rained for thousands of years. Long term survival is only possible in close proximity to shrines or temples to Cir, where his protection, and the miracles of his priests, allow lush oases to form.
The food and water of these oases are distributed directly by Cir's priests at whatever price they deem appropriate. Gaining food and water in any other way is nearly impossible. The priests are well aware of the power they hold in this regard. Disobeying or disrespecting even a lowly Cirethian Priest often results in exhorbitant prices for water and food. No small number of travelers have perished in the desert after a stray word raised the price of water far beyond their capacity.
Inside the city itself, telling a lie is impossible. Any attempt to do so results in a corresponding truth instead. In fact, even contemplating illegal actions is risky in the holy city. When a person entertains illegal thoughts, they shimmer with a subtle golden light. Acting on these illegal thoughts causes the light to turn a deep red, at which point nearby Lawbringers are sent to assess the situation directly.
If, once glowing red, a person completes their illegal action, the light surrounding them glows bright blue. There is often leniency to those who are caught with a red glow, provided they pay appropriate fines and show immediate repentance. Once glowing blue, however, there are two options. Flee the city and evade the Lawbringers; or die.
Because of the shimmering warning provided by Cir's presence, most residents can live relatively comfortably without risking breaking the law. In fact, many citizens of Melavik appreciate the strict law enforcement as crime is essentially nonexistant. Many children who grow up in Melavik do not even know what crime and deception are until they are older. For those few who do break the laws, they almost always do so intentionally, knowing full well what punishment awaits them. But this is exceedingly rare.
Citizens
Most of Melavik's citizenry are humans, as they are Cir's chosen people. Many within the Cirethian Empire, and especially in Melavik, consider themselves the "Children of Cir", a title propagated by Cir's own priesthood. That is not to say that non-humans are unwelcome in Melavik. As the seat of power for the Cirethian Empire, Melavik is a massive trading hub. People of all kinds make their way to and through Melavik on pilgrimages and mercantile missions alike.
The Bloodgold Road passes through the center of the city, diverting only to circle the massive temple to Cir. While within Melavik, the massive traderoute's name is officially the "Golden Road", and calling it the Bloodgold Road is against the law.
Governmental Structure
Melavik is ruled exclusively by the
The Lawbringers. Even other members of the Cirethian Priesthood must tread lightly in Melavik. The punishment for any crime within the city is death, with only a very few exceptions.
Religion
Melavik is the center of the
Faith of the Burning Crown, lead by
Cir himself. There are small shrines to each of the other deities in the
Council of Stars that serve as embassies of their respective deities.
There are small contingents of
Faith of the Healing Light acolytes, and even a few, more secretive sects.
Magic
As the seat of Cir's power, and as such, the heart of the
Council of Stars, divine magic permeates all of Melavik. Most other forms of magic are diminished in such close proximity to Cir's holy city.
Primal magic barely functions at all, as the ambient energies and spirits are all under Cir's direct authority.
Occult magic is highly illegal in Melavik, but most occultists know better than to go near Melavik.
Psionic magic is not illegal, but the immensity of Cir's presence often causes immense psychic feedback, so most Psions avoid using their powers near the city.
Arcane magic is not strictly illegal, but it is frowned upon due to its association with Cir's ancient enemy Leotheric. Even the most harmless arcane spell causes the caster to glow red. Illusions and necromantic magic instead cause the caster to skip straight to glowing blue.