Minthe polis
Minthe is a breathtaking underwater city nestled in the heart of what's known as Titan's Abyss. The city's bioluminescent structures cast an enchanting glow that illuminates the pitch-black depths, creating a mesmerizing and ethereal ambiance. Minthe is a haven for those who have adapted to the challenges of the deep sea, and it's a place where bioluminescent life forms, unique architecture, and aquatic innovation converge.
Despite the absolute lack of sunlight, Minthe still has access to wamrth through a collection of thermal vents. Although the tritons are adapted to the harsh colds, these vents are vital to their smithing. With all sorts of ores and crystals at hand, Minthe crafts some of the most powerful armor and weapon pieces in all of Aeziron. Their crafts are wanted by all, but they are only given out every two hundered years. This event is simply known as "The Gifting", a time where Minthe's queen or king leaves the Abyss. During this time, they gift a single ruler with handcrafted weapon or armor piece. So far The Gifting has only ever occured twice.
For more information about Minthe as a city, check out the Minthe page.
Before becoming Queen, Mahali was a fierce protector of the city. She was an excellent swordswoman, who used her martial prowess to safeguard Minthe. After many tales and ballads of her fights with deep sea monsters surfaced, she was nicknamed "The Warden". People loved her, and that love would years later win her spot on the throne.
Myr also acts as a checkpoint for people coming in and out, which is quite rare. They also safeguard the rest of the city from the animals and monsters that naturally dwell in this part of the deep sea. Because of this, the everyday folk of Minthe would never want to live here. But some, mostly the poor and homeless, often end up here anyways.
Bloodfin Gambit. This bustling tavern is known for its vibrant atmosphere and lively patrons. The walls are adorned with intricate paintings depicting epic sea battles and legendary sea creatures. The highlight is a massive "Slithering Bloodfin" sculpture that hangs from the ceiling, seemingly in mid-attack.
Although Bloodfin Gambit is an inn, Minthe has a lack of travelers and tourists. So it's customers are usually locals, coming here for the food, drink, and music. It is also a haven for gamblers and those seeking a thrill. The tavern hosts a variety of games, from dice and card games to underwater challenges. Patrons enjoy drinks named after legendary sea monsters as they take risks and compete for rewards.
The Emberworks The Emberworks refer to the outermost ring of interconnected forges in Panopeia. Here Minthe's best artisans use thermal vents for smithing, glassblowing, and so on. Even those that do not practice the craft visits the Emberworks, offen to give prayer and thanks to the god Purphoros.
Although it's nothing in comparison to Myr, this place is heavily guarded. The city and crown guard keep a watchful eye on everyone, even the nobles living there. The guards here are not universally liked, unlike the Queen and her castle at Lampades' heart.
Teleftaía Keep. At the center of Lampades is the Teleftaía Keep. This castle is as grand as it is fortified, and has stood as a beautifully imposing fortress for over a millennia. It is where the Queen and advisors live and work.
In draconic, Teleftaía roughly translates to "last". It was given this name long before there was any sort of ruler over Minthe. Back when Minthe was still at threat of being found by the Traxian Empire, Teleftaía was a simple keep. It was the last stand against the Traxians, if they ever invaded. To this day, Teleftaía Keep stands as a symbol of Minthe's fortitude.
Erebos' Vision (522 BKD). Some of these towns began experiencing odd, cryptic and dream-like visions, sent by Erebos himself. Those that could decipher the dreams believed that Erebos would offer them protection, if they delved further into Titan's Abyss. Some settlements up and left, going further into the chasms. Those that stayed put would soon meet their untimely fate when the Archons eventually caught them.
The further down they went, the clearer Erebos' visions became. He certainly was offering these traveling settlers protection, but only if they agreed to fight off the Returned that dwelled at the bottom.
Minthe's Founding (520 BKD). These settlers agreed. After reaching the bottom of Titan's Abyss, they eradicated any Return and their Eidolons. The Returned had been trying to build there own city here at the bottom, one which the tritons would claim for themselves. With Erebos' blessing, they founded the polis of Minthe here.
Teleftaía Keep (500 BKD). Despite Erebos' promise to keep Minthe safe from the Archons, some doubted his ability to do so. So the city got together and Built Teleftaía Keep. If Trax ever did invade, the Keep would serve as Minthe's last stand against the archons.
Minthe's First Ruler (490 BKD). Minthe's downfall almost came from their lack of a leader. For those first few decades there was much conflict and infighting, until a follower of Ephara devised a new system. They created the eletive monarchy, which could be voted on by Minthe's most influencial. From this came Minthe's first leader, and the traditional moots that are still carried out today.
Discovering Minthe (200 AKD). A few centuries after Argyra and Eione became established nations, they found out about Minthe through an expedition led down into Titan's Abyss. After finding out that the Traxian Empire was no longer a threat, Minthe proved to be quite peaceful and welcoming. They became a respected nation, and for centuries the three ruled in harmony.
The First Gifting (220 AKD). Minthe worked hard to keep up relations with the newer nations. In 220 AKD, they started the tradition called "The Gifting". The king at that time gifted the leaders of Argyra a hand crafted magical staff before leaving one again for Minthe. This tradition was to be followed every 200 years, bestowing a new nation with another gift.
Queen Mahali's Reign (612 AKD). After the death of Minthe's old king, Queen Mahali has been elected to be Minthe's next ruler.
Despite the absolute lack of sunlight, Minthe still has access to wamrth through a collection of thermal vents. Although the tritons are adapted to the harsh colds, these vents are vital to their smithing. With all sorts of ores and crystals at hand, Minthe crafts some of the most powerful armor and weapon pieces in all of Aeziron. Their crafts are wanted by all, but they are only given out every two hundered years. This event is simply known as "The Gifting", a time where Minthe's queen or king leaves the Abyss. During this time, they gift a single ruler with handcrafted weapon or armor piece. So far The Gifting has only ever occured twice.
For more information about Minthe as a city, check out the Minthe page.
Current Rulers
Queen Mahali Ileer is the elected queen of Minthe. As the leader of Minthe, Mahali's presence exudes an aura of authority, mystery, and a deep connection to the depths. She's described as cold and imposing, but her unfriendly demeanor does not deter the people of Minthe. As a fierce protector of her city, she's rightfully earned the respect and trust of her subjects.Before becoming Queen, Mahali was a fierce protector of the city. She was an excellent swordswoman, who used her martial prowess to safeguard Minthe. After many tales and ballads of her fights with deep sea monsters surfaced, she was nicknamed "The Warden". People loved her, and that love would years later win her spot on the throne.
Notable Locations
Minthe is divided into three layers, all interconnected by a center chasm they can swim throgh. The layers are also divided by wealth, with the topmost district being the poorest, and the bottommost being the richest.Myr
Myr is the topmost district. Acting as the outermost layer of Minthe, it is heavily fortified and protected. Most guards and skilled fighters live and work here, spending their days in the many garrisons and watchtowers that crowd the district.Myr also acts as a checkpoint for people coming in and out, which is quite rare. They also safeguard the rest of the city from the animals and monsters that naturally dwell in this part of the deep sea. Because of this, the everyday folk of Minthe would never want to live here. But some, mostly the poor and homeless, often end up here anyways.
Panopeia
Sandwhiched between Myr and Lampades, Panopeia is a district of crafts. Minthe's middle class, which mostly consists of artisans and handicraftsmen, reside here. It is a beautiful and colorful city, built by the creative minds of it's people. Panopeia is also makes use of thermal vents, which is used mainly for and smithing.Bloodfin Gambit. This bustling tavern is known for its vibrant atmosphere and lively patrons. The walls are adorned with intricate paintings depicting epic sea battles and legendary sea creatures. The highlight is a massive "Slithering Bloodfin" sculpture that hangs from the ceiling, seemingly in mid-attack.
Although Bloodfin Gambit is an inn, Minthe has a lack of travelers and tourists. So it's customers are usually locals, coming here for the food, drink, and music. It is also a haven for gamblers and those seeking a thrill. The tavern hosts a variety of games, from dice and card games to underwater challenges. Patrons enjoy drinks named after legendary sea monsters as they take risks and compete for rewards.
The Emberworks The Emberworks refer to the outermost ring of interconnected forges in Panopeia. Here Minthe's best artisans use thermal vents for smithing, glassblowing, and so on. Even those that do not practice the craft visits the Emberworks, offen to give prayer and thanks to the god Purphoros.
Lampades
The smallest and bottomost district is known as Lampades. Lampades exudes an air of grandeur. It features exquisite architecture, lavish amenities, and a lifestyle that reflects the prosperity of its residents: the wealthy and important figures of Minthe.Although it's nothing in comparison to Myr, this place is heavily guarded. The city and crown guard keep a watchful eye on everyone, even the nobles living there. The guards here are not universally liked, unlike the Queen and her castle at Lampades' heart.
Teleftaía Keep. At the center of Lampades is the Teleftaía Keep. This castle is as grand as it is fortified, and has stood as a beautifully imposing fortress for over a millennia. It is where the Queen and advisors live and work.
In draconic, Teleftaía roughly translates to "last". It was given this name long before there was any sort of ruler over Minthe. Back when Minthe was still at threat of being found by the Traxian Empire, Teleftaía was a simple keep. It was the last stand against the Traxians, if they ever invaded. To this day, Teleftaía Keep stands as a symbol of Minthe's fortitude.
History
Escaping the Archons (523 BKD). Despite what people believed for quite a while, Minthe's been around longer than any humanoid civilizaion -- even Eione. Tritons found that Titan's Abyss was safe from the tyranny of the Archons. Many small camps and settlements littered the abyss, managing to avoid Trax's grasp.Erebos' Vision (522 BKD). Some of these towns began experiencing odd, cryptic and dream-like visions, sent by Erebos himself. Those that could decipher the dreams believed that Erebos would offer them protection, if they delved further into Titan's Abyss. Some settlements up and left, going further into the chasms. Those that stayed put would soon meet their untimely fate when the Archons eventually caught them.
The further down they went, the clearer Erebos' visions became. He certainly was offering these traveling settlers protection, but only if they agreed to fight off the Returned that dwelled at the bottom.
Minthe's Founding (520 BKD). These settlers agreed. After reaching the bottom of Titan's Abyss, they eradicated any Return and their Eidolons. The Returned had been trying to build there own city here at the bottom, one which the tritons would claim for themselves. With Erebos' blessing, they founded the polis of Minthe here.
Teleftaía Keep (500 BKD). Despite Erebos' promise to keep Minthe safe from the Archons, some doubted his ability to do so. So the city got together and Built Teleftaía Keep. If Trax ever did invade, the Keep would serve as Minthe's last stand against the archons.
Minthe's First Ruler (490 BKD). Minthe's downfall almost came from their lack of a leader. For those first few decades there was much conflict and infighting, until a follower of Ephara devised a new system. They created the eletive monarchy, which could be voted on by Minthe's most influencial. From this came Minthe's first leader, and the traditional moots that are still carried out today.
Discovering Minthe (200 AKD). A few centuries after Argyra and Eione became established nations, they found out about Minthe through an expedition led down into Titan's Abyss. After finding out that the Traxian Empire was no longer a threat, Minthe proved to be quite peaceful and welcoming. They became a respected nation, and for centuries the three ruled in harmony.
The First Gifting (220 AKD). Minthe worked hard to keep up relations with the newer nations. In 220 AKD, they started the tradition called "The Gifting". The king at that time gifted the leaders of Argyra a hand crafted magical staff before leaving one again for Minthe. This tradition was to be followed every 200 years, bestowing a new nation with another gift.
Queen Mahali's Reign (612 AKD). After the death of Minthe's old king, Queen Mahali has been elected to be Minthe's next ruler.
General Information
Type of City | Polis (city-state) |
Founded In | 500 BKD |
Population | 40,000~ |
Current Rulers | Queen Mahali Ileer |
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