The Realm of Dusk
The Realm of Dusk is a place where the sun is forever set beyond the horizon, bathing the land in perpetual twilight. Here, the civilization has adapted to a life devoid of sunlight, finding sustenance and purpose in the unique environment that Mistress Katrina’s dominion offers.
Day-to-Day Life:
Residents of the Realm of Dusk live in settlements that are architecturally adapted to the darkness, with homes built from dark stone and illuminated by bioluminescent fungi and torches burning with a cold flame. The common folk dress in layers to keep warm in the chilly air, with clothing woven from the fibrous strands of the Bitterweed plant, which is hardy and grows in abundance despite the lack of sunlight.Sustenance and Agriculture:
The agriculture of the Realm of Dusk relies on crops that are hardy and can grow without sunlight, such as the Bitterweed, which is used both for food and as a base for various potions. Underground farming is prevalent, with vast caverns beneath the earth's surface where plant species that thrive in darkness are cultivated. These include fungi, mosses, and root vegetables that are rich in nutrients. Livestock farming is less common, but the realm has adapted by breeding species of blind cave animals that are accustomed to the dark.Industrial Production:
The industrial heart of the Realm of Dusk beats with the clanging of hammers in the forges and the churning of mills powered by the sluggish waters of the River Stygian. The primary production is in metallurgy and alchemy, with the forges of the Smiths of the Ebon Flame producing arms and armor, while alchemists concoct potions and elixirs from Bitterweed and other endemic herbs.Trade and Exports:
The exports of the Realm of Dusk include darkened steel known for its durability and mystical properties, alchemical potions that are sought after by sorcerers and apothecaries across various realms, and textiles made from Bitterweed fiber. These goods are traded with neighboring realms in exchange for resources scarce in Dusk, such as grains, fruits, and livestock.Entertainment and Culture:
Entertainment in the Realm of Dusk often revolves around storytelling, with tales of the land's history and Mistress Katrina's feats being shared around communal fires. Music is also a significant part of the culture, with a preference for somber melodies played on string instruments made from the bones of fallen creatures. The Arena of Shadows is a significant source of entertainment, where warriors and beasts alike engage in combat for the amusement of the public. These events are often held to celebrate the rare celestial events, such as the passing of comets or eclipses, which are considered auspicious within the realm.Social Structure and Governance:
Society in the Realm of Dusk is hierarchical, with Mistress Katrina and the Midnight Order at the apex. The commoners, craftsmen, and soldiers form the backbone of the civilization. The realm is divided into districts, each overseen by a member of the Midnight Order, ensuring that Mistress Katrina's will is enforced, and order is maintained.Religion and Belief Systems:
Other than the worship of Katrina herself, the religious practices of the Realm of Dusk involve worshiping the celestial bodies that are visible in the night sky, with the moon being a prominent deity. Temples are carved into the sides of mountains, where priests and priestesses lead rituals to appease the darkness and to honor Mistress Katrina.
Realm territory: ~640.000 km2 / 247.100 sq mi
Realm population: ~3.200.000
Capital: Nightfall Keep
Capital population: ~2.000.000
Government: Oligarchy under Katrina
Economic Rating: Weak
Climate: Chilly
Flora: Sparse, dead
Fauna: Sparse, mostly supernatural
Magic: Shadow, Blood, Necromancy
Realm population: ~3.200.000
Capital: Nightfall Keep
Capital population: ~2.000.000
Government: Oligarchy under Katrina
Economic Rating: Weak
Type
Geopolitical, Queendom
Controlled Territories
Flora: Sparse, dead
Fauna: Sparse, mostly supernatural
Magic: Shadow, Blood, Necromancy
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