Lytharion

Built upon the ruins of the ancient city of Aetheran-Vas, Lytharion has grown to become the capital and center of the Lytharion Ascendancy and a hub of trade and contact. It enjoys great stability thanks to its integration with the Aetheris Nexus.

Demographics

Racial Demographics

Around 80% of the population of the city are Humans, which makes their needs and considerations the most common ones addressed. As the major workforce, they are also one of the most vocal parts of the city.

Despite this, the Primori have an almost reverential following, even if their population is counted in the dozens rather than hundreds. The vast majority of the Primori here are part of the Keepers of Aether, making them central to the city's survival. However, their solitary and insular nature means they rarely get involved in day to day matters.

The Essentari make up a mere 2% or so of the population, but their position gives them a disproportionate amount of power in the political makeup of the city, and in the direction of the nation.

The other 10-15% consists of all other species, with the largest percentage of those(roughly a third) made up of Sylvani, followed up closely by Solari, then the population of other minor species and other hybrids, and finally a smattering of Glacivarn that total about 1% of the full population.

Ethnic Demographics

Unsurprisingly, between 70 and 80% of the human population is of Lythari descent, and it's only that low due to Lytharion's status as a hub of trade and commerce.

Most of the remainder of the humans consist of about 10-15% Verdanian ethnicity, primarily on the outskirts nearest the Verdant Cliffs, naturally.

A small amount(5%) of the Skyshielder people call the city their home, but they tend to stick to themselves in small enclaves. While they are welcomed in the city and not viewed negatively, most citizens don't really interact with them much.

The remainder of the human population is a sparse mixture of the other ethnicities of Fractis, but as these almost all hail from other Fragments, their numbers are comparatively tiny.

Class Demographics

The Lytharion Ascendancy is a relatively new nation, but Lytharion itself is not. The class system here is informal, and largely guided by magical power and wealth.

The Upper Class, the top 10% hold most of the wealth in the city, largely made up of old families with magical lineage and a smattering of very rich merchant families. The overwhelming majority of these are Humans of the Lythari ancestry, with a disproportionate number of Essentari also holding this class. Almost all government positions of import are held by this class.

About 15% of the population is Upper Middle Class, making them wealthy enough to be very comfortable and sometimes have more flagrant expenditures, but lacking the seemingly unlimited funds of the Upper Class. Unlike the Upper Class, most of the Upper Middle Class have less inherited wealth and more often have risen to their station through their own talents and a bit of luck. Common members of this include lesser but still important government officials, magical talents and artisans, skilled crafters, successful merchants, and high-ranking military officers.

Roughly a third of the population (~30%) falls within the Lower Middle Class. Comfortable enough to live a happy life but without any real luxuries, this group largely consists of less talented magicians, normal merchants that do not own their own lines, skilled but nonmagical artisans and laborers, and younger scholars just starting out their careers.

Another third (~30% again) falls into the Lower Class. In the city these just barely scrape by, but the bulk of them actually live in the more rural outskirts and live modest but comfortable lives. Upward mobility is limited by a lack of savings and the fact that the bulk of these people are unskilled laborers, subsistence farmers, and manual laborers who neither have a good education nor the opportunity to get one.

Finally, the last 15% or so is considered Impoverished. Usually living in slums or makeshift camps outside the city, this group consists of beggars, the crippled, transient laborers, and those who simply can't integrate into society. They rely on whatever work they can find, scavenging, or charity. While some do turn to crime, the large number is mostly due to the occasional influx of refugees from the still-dangerous lands that are less stable.

Government

Lytharion’s government is structured to balance its position as both the capital city of the Lytharion Ascendancy and a central hub of elemental magic and trade. It features a bicameral legislative system that is intended to represent both the needs of the elite magocratic ruling class, and the supporting commoners, while navigating tensions with the larger Ascendancy government's broader federal-level desires.  

The Assembly of Lytharion

  The chief legislative body of the city of Lytharion, the Assembly is divided into two chambers.  
The Nexus Council(Upper Chamber)
  The Nexus Council is the smaller chamber of the two in the Assembly, and is responsible for high-level policy, diplomacy, and most importantly, oversight of the Aetheris Nexus. It represents Lytharion to the rest of the Lytharion Ascendancy, and has limited veto power over any provision passed by the Commons of Lytharion. As such it holds a great amount of power, but notably with the exception of diplomatic issues and issues directly related to the Aetheris Nexus, it does not have the power to actually draft new laws and regulations.  
Composition
  • Primori Seat: A representative of the Keepers of Aether, tasked with safeguarding the Nexus and elemental harmony. The Keepers rarely take part in local politics, usually abstaining from votes, but do hold a powerful veto. While this veto can be overturned, it can never be overturned if it involves the Aetheris Nexus itself.
  • Essentari Delegate: Chosen from the Essentari community to represent their scholarly and cultural interests.
  • District Delegates: Three representatives each from Lytharion’s major districts (e.g., Central Ring, Second Ring, Third Ring, and the Outskirts) for a total of 12. These are re-elected every five years.
  • Governor: The administrative head of the Nexus Council and Lytharion’s chief executive, elected by the Nexus Council and approved by the Commons. Serves a term of six years.
 
The Commons of Lytharion (Lower Chamber)
  The Commons is the larger, more representative body, designed to capture the diverse voices of guilds, districts, and cultural factions. Representative elections are held every four years. It is the Commons which has the power to draft new laws and policies, although they may accept suggestions from the Nexus Council. The Commons must also approve the Nexus Council's choice of Governor. While many of their decisions must be ratified by the Nexus Council, in practice the Commons control inter-city trade, guild relations, local taxes, and guide urban development outside the Central Ring.  
Composition
  • Guild Representatives: Each registered guild (e.g., Canalmasters, various Artisan guilds, Merchants) holds at least one seat, with additional seats based on their influence.
  • District Representatives: Every neighborhood in a District has a representative, which totals to between sixty and seventy representatives. The size of the neighborhood is determined by population for residential areas, and by esoteric other means for non-residential districts. Notably, while The Dregs does have representatives, they rarely have more than three due to the systemic problems therein.
  • Cultural Representatives: Diplomatic embassies of both other nations and cultures have seats on the Commons, though they are, absent a few very exceptional circumstances, not given a direct vote.
 
Checks and Balances
  In theory, the Commons can keep the Nexus Council in check via the ability to override the veto with a three-fourths vote. In practice, getting such a high percentage of the Commons to agree on this is only possible for the most egregious of issues, making it an extremely rare event.   As mentioned above, the Primori Delegate, representative of the Keepers, also has an overriding veto for any decision which the Keepers deem a threat to the survival or stability of the Aetheris Nexus or Lytharion as a whole. While the presence of this powerful veto has caused tension and arguments in the past, the tendency of the Primori Delegate to abstain from most votes and only opine on critical issues has thus far made it a non-issue.  

Laws and Ordinances

In addition to the overarching laws of the Lytharion Ascendancy, the city itself has several unique local laws and expectations.  

Use of Magic

Public displays of magic beyond the trivial(minor convenience spells and the like) are limited to those with permits, which are usually limited to certain circumstances, and designated areas.   Even private use of magic is restricted within the city limits(defined as Third Ring or inward) if it involves high energy use or high risk of damage or disruption. Any magical research or experimentation is restricted to designated areas, with steep penalties up to and including imprisonment or exile for breaking these rules.   Some leeway is given for self-defense if the threat is defined as to life and limb, but the heavy traditions and strict laws mean that even in self-defense, public use of magic has often been punished, even if more lightly than otherwise.  

Canal Regulations

  As the canals that thread through the city make up an important part of the city's economy and culture both, use of these canals - and to a lesser degree, the Eryndrel River itself within the bounds of Lytharion - is tightly controlled. Swimming is prohibited in the canals, and only allowed in certain portions of the river, while the use of boats requires a license. The locks controlling access to each ring of the canal system are also carefully monitored, with licenses clearly delineating what canals and Rings can be accessed.   Penalties for violations range from steep fines all the way up to imprisonment, depending on the severity of infraction and situation. As the center of stability on the continent, Lytharion takes its security very seriously.  

Merchants and Consumer Protection

  The Primori influence on the local laws have made false advertising and sale of fraudulent goods illegal in the city, with escalating penalties for repeat offenders. While prices may be higher here, consumers have a wide selection and reasonable trust in the goods being delivered. These protections do extend to the Outskirts, but in practice a lack of manpower to enforce them makes the sale of dodgy items much more common outside of the Outer Ring.  

Noise and Disturbance

  Local ordinances attempt to keep order, with residential and academic areas having strict penalties for excess noise, ramping up the closer to the inner city that the district is. However, other areas, such as the Spiral Market, have much more lenient laws.  

Restricted Areas

  Passes or proof of residence for the given area are usually required to go from an outer district to an inner district, though these are not particularly difficult to get within reason. The Central Ring is much more secure, as it holds the Aetheris Nexus itself, along with many government buildings. Some buildings such as academies have their own security requirements, but these are not enforced by city law.   Local law does heavily restrict entry into sensitive areas like the Voidship Dockyards or other areas critical to the infrastructure. They also attempt to control who goes into The Sunkways, the remnants of the old city beneath the current city, but this is more for the safety of denizens and those willing to waive the city's responsibility can usually get a permit.   While The Dregs are not monitored as closely as newer regions, the Lytharion City Guard, specifically the Wardens of the Rings, does make an attempt to cordon off the more dangerous wildlands and keep roads that lead to them clear, preventing or at least warning those who wish to head into those areas.  

Weapons and Safety

  Assault and murder are covered under Ascendancy law, but the city itself has ordinances governing the carrying and display of weaponry beyond this. Across the city it is generally expected that people will apply safety standards such as keeping weapons sheathed when not in actual danger.  
Weapons in the Outskirts
  The Outskirts, including The Dregs, is generally permissive of weapon ownership, barring large and very destructive ones like siege devices, which require permits and licenses. The proximity to the dangerous and less tame lands outside the city make this a pragmatic choice to loosen restrictions.  
Weapons in the Second and Third Rings
  Approaching the inner city, weapons have more restrictions. In the Second and Third Rings, weapons are allowed, so long as they are sheathed and openly displayed, but entry to the city requires registration with the Wardens of the Ring and those with violent backgrounds may not be allowed to keep their weapons. This confiscation is usually temporary.   Concealed weapons are technically not allowed without a permit, though in practice the Wardens rarely raise a fuss about the occasional hidden dagger, only enforcing this in cases where it is obviously a weapon meant for assassination.  
Weapons in the Central Ring
  Entering the Central Ring requires turning over all weapons, unless a permit is acquired. Permits are usually only given to dignitaries and licensed bodyguards, or law enforcement, but on occasion an exception is made for the purpose of entering a specific entrance to The Sunkways or for similar reasons. The ordinance against concealed weaponry is much more strictly enforced, and discovery of one without a permit can result in at best steep fines and an investigation, and often short-term imprisonment.  

Taxes and Tariffs

  Lytharion does not have an entry tax, but does have several local taxes that help with upkeep of public services and maintaining the Voidship Dockyards.   Residents pay both a very small percentage of income tax, and a property tax which escalates steeply the closer to the Central Ring the property is located. Merchants and tradesmen who live in the city do not pay taxes directly beyond property taxes, but as members of the Guilds part of their Guild dues goes toward the Guild itself paying taxes to the city. Those transient merchants who set up in the Spiral Market pay a weekly fee to rent space for their stall, and the city also offers rentals of tables and stalls to help with income.   Duties are placed on goods moved via canal or through the Eryndrel River, although these are small enough that the convenience and speed of using the canals make them an acceptable cost of business. This can add up for high volume shipments, however, and the city incentivizes smaller merchants for many items. Merchants can gain discounts or even exemptions for moving goods in high demand or with civic needs.

Defences

Lytharion is incredibly well-defended, both intentionally and incidentally. As the center of the Lytharion Ascendancy, it often has military forces stationed there or nearby for exercises and training. This is merely a happy coincidence, though, as the city is more than capable of maintaining its own protection.  

Geographical Defenses

  Situated on the low and gentle slope of Eryndrel Crest, Lytharion has a natural view of the surrounding terrain that lets the city be informed of incoming attack well before it happens. The Eryndrel River the Crest is named after also cuts across the southwest side of the city, making a natural barrier for any land-based invasion that allows the city's defenders to concentrate more easily.  

Defensive Structures

  The city has numerous design advantages that make it easier to defend, and urban development is guided to help reinforce this.  
Aether Spires
  A ring of thirteen powerful Aether Spires surround the city, situated just inside or just outside the Outskirts to varying degrees. The towering Nexus Spire in the middle of the city, connected directly to the Aetheris Nexus, serves as a focal point that allows the other Spires to be used as a defensive mechanism. With so many Spires regulating essence flow, the city can bolster local magical protections and supercharge them, or even set up a temporary magical barrier anywhere from the Third Ring to just outside the Outskirts. This barrier is short-lived, no more than a few hours of use possible before a day or two must be spent to realign the Spire essence, but can give much-needed breathing room and some defense against aerial attacks.  
The Canals
  Naturally, the canals used for transportation can also be used as a defense. The canals form a natural barrier requiring a bridge or boat to cross, with the locks and bridges forming natural choke points for boat and infantry, respectively. The locks controlling the water level can also be manipulated to selectively flood portions of the city if invaders make it that far inward, and many of the bridges can be retracted. The canals also, of course, offer a constant source of fresh water that makes weathering a siege much more bearable, though losing the Outskirts would make food rationing necessary.  
The Voidship Dockyard
  While situated in the Outskirts, the Dockyard is itself very heavily-fortified out of necessity. In an emergency, any Voidship stationed there could be used to bring its weaponry to bear, although at a very reduced effectiveness as neither ship nor weaponry is designed to operate on Fractis itself. Even so, with the size and power of the vessels that berth at Lytharion, it must be a consideration for any invading commander.  

Law Enforcement

  As a metropolis and former city-state, Lytharion's law enforcement is quasi-military already. They are remarkably well-armed for a city guard, though they lack the numbers to be fielded like an army. The executive enforcement of the city is divided up into three divisions, with a fourth 'reserve' division, all integrated under the City Marshal, whose office coordinates between the three and determines jurisdiction in matters where that is unclear.  
Lytharion City Marshal
  The current Lytharion City Marshal is Rythan Corvel, a pragmatic and experienced leader who has instituted a policy of having members of one division on downtime tag along with other divisions during their work. This has given rise to a greater-than-usual amount of cooperation and smoothness between divisions, and their former tension has turned into a mostly friendly rivalry instead. The office of the Marshal does have a handful of others working beneath them, to aid in administrative duties.  
Canal Watch
  The Canal Watch, headed by Mareth Orlan, ensures the security of the canals and local trade. They guard and control the locks, patrol the canals, and at times secure or escort goods, along with inspections for waterborne customs. The Watch is a bit over 500 strong, with around 10-15% or so holding magical abilities, most with some kind of affinity with Tempest Essence. Around 20-25% are some manner of investigator or ranking officer, though some of this number overlaps with those of magical ability, for handling more covert or complex issues like sabotage or smuggling.  
Wardens of the Ring
  Over a thousand members in total are part of the Wardens, lead by Alyss Trevane. The Wardens are the most common law enforcement most citizens interact with, and match what most think of as the 'City Guard' of smaller cities. They handle most local law enforcement, patrols, keeping the peace, maintaining order, and sometimes just helping citizens. They are in fact divided into three subdivisions to handle the different challenges in each Ring of the city. About 15-20% hold magical talent, and a good third of the Wardens have specialized roles or skills.  
Nexus Guard
  Lead by Selora Vayne, the Nexus Guard is considered the most elite of the three divisions. Nearly half of the Guard have some kind of magical talent, and a little under a third are specialists or officers of some kind. The Nexus Guard is most famous for keeping the security of the Central Ring and Aetheris Nexus in place, but they also have jurisdiction over security at the Voidship Dockyard(though they often willingly share this with the Wardens despite their rivalry), and handle most magic-related crimes or issues, along with any Void-related trouble.  
Reserves
  At any given time, approximately 100 citizens are a part of the Reserves. This name is deceptive, as while the bulk of the Reserves are part-time guards who can be called upon in an emergency to reinforce any of the other three divisions, about a quarter of those are members of full-time teams answerable directly to the City Marshal, and assigned to assist other divisions or perform special assignments keyed to their particular talents.  
Special Units
  • Rapid Response Corps: The largest special unit, a group of highly-trained generalists familiar with all three divisions, deployed as emergency troubleshooters to immediately assist.
  • Void Containement Taskforce: A small group specialized in handling Void-related crises and dealing with Flux contamination or Void corruption.
  • Sunkway Scouts: Regularly patrols The Sunkways to clear out any dangerous creatures wandering upward, and ensure no vulnerable points of entry lead into the city proper.
  • Leyline Guardians: A small specialist team for dealing with stability issues or magical crises, usually deployed to aid the Nexus Guard

Infrastructure

Although Lytharion is now a major trade hub, its time as an independent city-state has lead to a heavy investment in its own infrastructure, giving it a robust manufacturing base all its own. This is a point of pride for its denizens, and while much of its space is now taken up by merchants and trade guilds, it still maintains that manufacturing ability to a degree that smaller towns can't hope to compete with.  

Canals

One of the most obvious advantages of Lytharion is its canals. Three major canals and numerous smaller ones provide swift means of transportation for goods, along with people. With how carefully they are monitored, the canals are also a ready source of potable water for the entire city, and almost every building in the three Rings have access to a personal water source, often even indoor plumbing. The Outskirts have less of this, but even they have nearby public water thanks to the canals. Irrigation is also trivial with the well-designed system.  

Power

  Waterwheels are integrated into the bridges and archways of the canals, providing simple power to most of the city. For the Outskirts, this is used for mills and other refineries, while various artisans often use water-powered drives for their tools. With so much of this kind of power available and relatively few uses, pump technology has advanced to the point that many buildings have pressurized water and plumbing.   The Central Ring and some of the more advanced parts of the Second Ring also have access to lines carrying Aetheric Current from the Aetheris Nexus, much like Voidships have access to. This allows for magical lighting and some other conveniences, but research academies tend to use most of this. Enough excess exists for public lighting in some areas to be powered by a steady supply of magic instead of requiring constant refills or expensive enchantments.  

Roads

The roads that the original Primori inhabitants built are in some places still here, and are glimmering, smooth-paved roads of high quality. Modern methods have learned to construct similar roads, but the expense and effort have limited these to the dedicated roads from the Voidship Dockyard, with the originals still in the Central Ring and a few important places of the Second Ring, like the Spiral Market.   Otherwise, the roads in Lytharion tend to be somewhat less-developed than they should be. As glamorous as the city is, limited funds and the inconvenience of shutting down roads for upgrades keep delaying further enhancement, so much of the city still deals with a mixture of cobblestone, paving stone, or even rough-hewn stone roads. While this is impressive compared to rural areas, it lags behind much of the rest of the city's grandeur.  

Magical Constructs

Aether Spires surround the city, and the city itself is filled with all manner of magical devices to stabilize and cycle various Essences. This makes Lytharion a bastion of magical energy that can power numerous small devices, and many areas of the Central and Second Rings use magical lighting or small conveniences.  

Docks and Shipyards

Two separate docks service the city, with the Dockside Reaches servicing the Eryndrel River while the Voidship Dockyard handles the traffic from other fragments. The Voidship Dockyard has extensive facilities for building ships, as well, though more traditional ships are also made in the various small docks servicing the river. Watergoing craft are, nonetheless, not something the city is particularly known for, and most of the riverside docks are meant for berthing and trading, not construction.  

Sanitation

Lytharion boasts one of the most advanced sewer and waste management systems in the world. Thanks to the city's steady incline, gravity-fed aqueducts carry waste out to the Outskirts, where the biological waste is used in the farmlands, and industrial waste, carried by different feeds, can be refined into useful materials or disposed of properly.  

Communication

Signal towers are throughout the city, but this is one area that the city has neglected its maintenance in favor of couriers and, in the guardposts and important buildings, a system of magical artifacts to pass messages. While this is certainly more efficient than signal towers, any disruption in the stability of the area can cause problems, meaning it is one of the growing examples of heavy dependence on magic that make outsiders wary.

Districts

Lytharion has shaped the Eryndrel River into a number of canals, with three major canals forming concentric rings in the city, and smaller canals connecting them, with bridges and walkways connecting each ring of the city.  

Central Ring (Inner Canal)

  Not exactly a ring despite its name, the Central Ring hosts the most well-protected districts of the city. The Inner Canal surrounding the Central Ring has few attachments to the Middle Canal, all controlled by locks to keep the flow under control. A total of four bridges can connect to the Second Ring, but two of them are extended bridges only used in case of emergencies when the other two are for some reason unable to be used.  
The Aetheris Nexus
The magical heart of the city, a swirling column of Aetheric energy surrounded by crystalline platforms and ancient Primori ruins. Access is restricted and guarded by the Keepers.  
The Nexus Ward
A prestigious district housing magical academies, government buildings, and the luxurious estates of Lytharion’s elite.  
Nexus Gate
The northern bridge in and out of the Central Ring, this ancient bridge predates Lytharion itself, of ancient Primori design. It is used for many ceremonial parades and events, but most of the time actual foot traffic is somewhat restricted.  
Teryn's Crossing
The southern bridge to the Central Ring, Teryn's Crossing is named after the human hero Teryn Solavar who first arranged for the mediation between his people and the Keepers of Aether.  

Second Ring (Middle Canal)

The Second Ring serves as the bustling heart of commerce and daily life in Lytharion. Encircled by the Middle Canal, it balances accessibility and order, with numerous controlled locks connecting it to the Outer Canal. A network of six bridges links the Second Ring to the Third Ring, two of which are dedicated to heavy trade traffic. The district layout seamlessly integrates marketplaces, residential quarters, and public spaces, fostering a vibrant, lived-in atmosphere. Unlike the Central Ring, the Second Ring features a series of small docks and platforms along its canals, enabling gondolas to provide efficient and picturesque transportation throughout the area.  
The Spiral Market
The bustling commercial hub with floating platforms, vibrant bazaars, and canals teeming with trade boats.
The Emerald Promenade
Lush public parks and gardens, irrigated by the canals and adorned with glowing flora, offering a serene space for relaxation and festivals. One third of the Promenade is dedicated to a number of terraced gardens, used to nurture and grow useful flora for medicinal or alchemical purposes.
The Founders’ Quarter
A historic district preserving monuments, Primori relics, and cultural landmarks, home to wealthy families and scholars.  

Third Ring (Outer Canal)

  The Third Ring serves as the industrious backbone of Lytharion, where the city's artisans, laborers, and traders ply their crafts. Encircled by the Outer Canal, this ring is designed for functionality, with wide streets and robust infrastructure supporting workshops, smithies, and warehouses. Eight bridges connect the Third Ring to the Outskirts, facilitating the movement of goods and people. The Eryndrel River flows into the ring's extensive dockyards, making it a hub for river trade and transport. Barges laden with goods from distant settlements arrive here, their cargo destined for the bustling markets of the inner rings. Despite its utilitarian focus, the Third Ring hums with vibrant energy as the lifeblood of Lytharion’s trade flows through its canals and streets.  
The Artisan Quarter
A vibrant area of workshops and smithies where mundane and magical goods are crafted, often exported through the city’s trade networks.
The Outer Wards:
Residential areas for the working classes, filled with lively taverns, bustling streets, and modest homes.
The Eryndrel Dockyards:
A hub of river trade and transport, managing cargo and passenger traffic along the Eryndrel River.  

Outskirts (Beyond the Third Canal)

The Outskirts of Lytharion form a diverse and transitional zone between the organized city rings and the surrounding lands of mixed stability and chaotic untamed wilds. With fertile farmlands, critical industrial and trade hubs, adventurers' enclaves, and areas of neglect, the Outskirts represent the border between civilization and the strife of the Dark Ages. At the same time they hold the critical Voidship Dockyard, the key to Lytharion's success.  
Plains District
Fertile farmlands irrigated by the Eryndrel River, providing much of Lytharion's food supply.  
Whispering Edge
An adventurers' hub near the Whispering Glade, blending guilds and Sylvani enclaves with access to untamed magical zones.  
Dockside Reaches
Smaller dockyards and warehouses handling overflow trade along the Eryndrel River.  
Iron Yard
An industrial zone for isolated or hazardous activities such as forging and experimental workshops.  
Caravan Grounds
Open areas for traveling merchants and nomadic traders, featuring temporary markets and accommodations.  
Voidship Dockyard
Fortified facilities for Voidship operations, ensuring inter-fragment trade and exploration. A vital part of Lytharion's position of power, it is situated in one of the more stable areas of the Outskirts, protected by the Eryndrel River and other natural formations. It connects directly to the city with dedicated roads and trade routes.  
The Dregs
Officially named the Sunshine Ward but colloquially called The Dregs, this slum area was once a thriving trade and artisan district, now impoverished following the Surge of Blackened Claws.

Guilds and Factions

Lytharion isn't just a large city, it's the hub of commerce and government for the largest nation in the world. It's also the seat of government for the most influential nation, which makes it a hotbed of politics to start with. The innate friction between the needs of the world, the city, and the nation are all focused here, leading to numerous factions at play.  

The Keepers of Aether

Made up of the Primori who take care of the Aetheris Nexus and their direct, loyal followers, the Keepers are indisputably the most influential faction. Fortunately for the others, they pay more attention to the Nexus itself than local politics. Their guiding principle is the stability and survival of the Nexus, with the longer-term goal of the stability of Fractis... but with their small numbers and overworked membership, they tend to be a little myopic about the latter.  

The Essentari

While many refer to the Essentari as a faction, this isn't exactly true. As individuals, they have their own beliefs and desires, with a decent number serving the Keepers, for example. However, the strongest single group of Essentari have a goal as a group to supplant the Primori as the dominating force of Lytharion, and they make moves to secure that post. As yet, the Essentari have been unwilling to move directly against the Primori, whom they still view in a manner of awe and near-worship, but they also know that the Primori are dying out... and who better to take their place, when that eventuality comes?  

The Guilds

  In a city which is a huge trade hub, guilds naturally have a large influence on the day to day politics. While each guild jockeys for a position to push forth its own needs and desires, as a unit they are most interested in commerce and expanding their ability to turn a profit, or at least make lives easier for their members.  
Voidship Consortium
One of the most powerful guilds, the Voidship Consortium is barely considered part of the Guilds faction. Its reliance upon - and favoritism from - government funding often puts it at odds with other guilds. The Consortium, on the other hand, works with so many other guilds as part of the incredibly complex task of building Voidships that the other guilds do tend to try to curry favor with them. As the Consortium is also responsible for training crews for the vessels they operate, they also hold a near-monopoly on the means of acquisition of non-native goods.  
Canalmaster's Guild
Second in influence only to the Voidship Consortium, the Canalmaster's Guild is seen as the moderating influence. Though formerly a government entity, this guild now operates independently and has a nigh-fanatical devotion to keeping the canals running smoothly. It is this single-minded sense of purpose that keeps them trusted and influential, and their voice is usually considered a neutral party that has the good of the city in mind.  
Artisan Guilds
Enchanters, glassblowers, blacksmiths, and other artisans are relatively small by themselves, but collectively offer a powerful influence over the economy. While these guilds sometimes encounter conflicts of jurisdiction amongst themselves, their shared desire of productivity and their general lack of competition with one another give them an effective voice for improving their collective power and wealth.   This is not to say the Artisan Guilds do not have politics with one another. The blacksmiths will always favor trying to get better quality metal than finer glass, and so on. But to non-Artisans they all tend to provide a semi-united front.  
Merchant Alliance
The numerous merchant-related guilds are in some competition with one another, so Lytharion city laws dictate that they must put forth a representative to speak for the group as a whole. To the Commons, this looks like a group of like-minded representatives that advocate for changes to aid all the guilds, such as reduced tarrifs and taxes, but in reality the rotating position is the result of cutthroat competition between the guilds to get their representatives in, often involving strategic alliances and quid pro quo.   The Merchant Alliance is also responsible for aiding law enforcement in determining if fair trade regulations have been violated. This is one responsibility they dare not play fast and loose with, so that much has worked out well. Trade fairs and some festivals are also arranged by the Alliance, further giving the appearance that the various merchant families are working together more harmoniously than they are in fact.  
Ironworker's Guild
  Although they sound more like a blacksmith's guild, the Ironworkers are largely local to Lytharion city and their influence beyond the city is somewhat limited. Based in the Iron Yard, the Ironworker's Guild focuses on large-scale construction and repair projects, and experimentation to further this. Industrial-scale tools and machinery are this Guild's specialty, and they are responsible for many of the large projects in the city. They often push for loosening restrictions on magical experimentation and processes, or for more subsidies in handling industrial processes and waste.  
Eryndrel Navigator's Guild
On paper, the Navigator's Guild handles the processing and handling of river traffic from the Eryndrel River. This would normally put them as one of the weaker guilds, but they also handle the advocacy for any external guilds that have concerns, but no active presence in the city. This gives them a disproportionate seating in the Commons, but as their responsibilities are diverse, they are an unpredictable element to many.  

Sylvani Enclaves

Scattered throughout the city, but mostly in the Whispering Edge, many refugees and immigrants from Sylvara have found a home. The Sylvani's small population are largely present in these enclaves, along with their human followers, and most find the Primori ideal of harmony and balance to be quite different from their own. The Enclaves have begun building a grass-roots movement(no pun intended) to better integrate nature into the city, instead of focusing solely on Aether stability.  

The Reformist Coalition

The Coalition is an umbrella group of small but vocal groups advocating for social reform, particularly revisions to the rather outdated judicial system that favors the wealthy and magically powerful, and improved conditions in the The Dregs. They face significant opposition from the established powers, and many of their ideals are deemed dangerous by the Nexus Council. While they cause a lot of noise, the details of how they intend to go through with these reforms vary widely between groups, sometimes contradicting one another, which has kept them from gaining ground quickly. They all agree something needs to change, but are unsure how to do so.  

The Ascendancy First Party

As the nation mostly responsible for stabilizing Primor's Cradle, many inhabitants justifiably take pride in being a part of the Lytharion Ascendancy. Some take this nationalistic feel further, advocating that the city more closely align with the spread of the Ascendancy and political stabilization, rather than adhering so closely to the desires of the Keepers and other conservative groups. The Ascendancy largely has good intentions in improving the quality of life of the citizens of the nation, though many lack the understanding of what long term effects their policies may have. A tiny but growing minority of this party has taken a more extreme view of pushing out influence from other fragments, believing that those from Sylvara or Solarnis are muddling the issues that need to be addressed domestically first. This is not yet the belief of the rest of the party, but if their concerns are not addressed the more extreme view will continue to gain power.  

Preservationists

In direct opposition to many of the other movements, including the Ascendancy First, Reformist, and Industrial movements, the Preservationists take the opposite view. Insisting that the Primori civilization of the Pre-Sundering times was the golden age, this highly-conservative party argues that the city should be working more to imitate that older time. The fact that no member of the Preservationists was alive to see said golden age, or that the very physical laws of the world itself are different now, doesn't seem to phase them.  

Progressive Industrials

While most of the city, and the Nexus Council in particular, focus on integrating the city harmoniously with the old city architecture and balance, the Industrials take a different view. They argue that this adherence to the status quo is holding back advancement, and that the current city should, instead, do what the old Primori did Pre-Sundering: remake the region to shape it for their own needs. They believe that the advances in technology and magic could be even greater without relying upon ancient laws from before the world was broken, and often push the limits of what is allowed by the Council.

History

Lytharion is an old city compared to many, but its history reaches back farther still than many realize. It is, perhaps, the oldest settlement upon Primor's Cradle, and maybe even in the entire world. This gives it a rich and lengthy history all its own, but in reality only the last several hundred years are relevant to most.  

Pre-Sundering

Before Lytharion, there was the ancient Primori city of Aetheron-Vas. Much like the city of today, Aetheron-Vas was built around the Aetheris Nexus, the center of stability upon the continent... and at the time, the world. It was less of a trade hub, and more of a center of government and research into the workings of the world, but more on that can be found in its own history.   When the Sundering came, the grand city of Aetheron-Vas, with so much magical support of its architecture, suffered greatly. The survival of the Nexus kept the parts of the city closest to the Nexus more intact, but the chaos that followed lead to most of the city being abandoned, both by Primori and humans. Only those buildings closest to the Nexus were maintained fully, as the small number of remaining Primori dedicated their lives to keeping the damaged but still-functional Nexus going, forming the Keepers of Aether.  

The Dark Ages

The Keepers worked through the first centuries of the Dark Ages, meticulously working to repair the damage to the Nexus, refining its inputs and outputs, and stabilizing the surrounding area one small step at a time. As the world itself calmed, this bubble of stability spread faster, leading to most of the Eryndrel Crest ending up notably calmer than the rest of the dangerous area.   Various waves of monsters and mutants did sometimes assault the Nexus in this time period. The Keepers suffered losses to their already dwindling numbers over the centuries, prompting them to divert some of their attention to repairing and modifying some of the surviving structures into defenses. The Nexus Spire, the prototype for the simpler Aether Spires that would be developed later, was constructed at this time by modifying what was originally a sort of exhaust vent for the Nexus.  

First Reclamation

During the Dark Ages, human or other survivors would often drift into the area of stability the Nexus offered. These groups usually stayed in small encampments, weathering the chaos outside until they moved on, but never stayed more than a year or two... an eyeblink in Primori terms. Although often depicted as aloof and detached, the Primori are not completely lacking in empathy, and tolerated these intrusions with the understanding that the people of the land were simply trying to survive.   That changed with the First Reclamation, sometime between 500 and 400 PV. A much larger group of people, mostly humans but a few other species, attempted to establish a more permanent residence. In order to do so, they moved deeper toward the Nexus itself, and began moving into old Primori buildings... or worse, dismantling them to build their own city. This disrupted and even set back the rebuilding efforts of the Keepers, and in... what passes for a 'panic' from the even-keeled Primori, they activated some of their defenses, resulting in numerous injuries and deaths as the settlers were driven from the ruins.   For decades afterward, the site of the Nexus was known as a dangerous place despite its stability, and even the more transient encampments became rare in this time. The Primori in the Nexus, too alien to understand the full import of what they had done, barely noticed this as the resumed their attempts to refine the Nexus into something more useful in the changed world.  

The Ascendant Pact

While the Keepers were improving the stability of the Nexus, other pockets of civilization struggled to get by. Minor communities gathered together, and sometimes someone would try to unify them, either through force or diplomacy. One of these little warlords, Teryn Solavar, was more successful than others.   History is kind to Solavar, but some in the modern day do wonder if his past hasn't been cleaned up a bit. Was he actually a more violent warlord, marshalling forces together through brute force when necessary? Was he really as wise and benevolent as people say? What can't be argued is that he did understand diplomacy and negotiation quite well, and when he arrived at the Nexus with his followers, things went differently than the first attempt.   In his attempts to unify the surrounding region, Solavar had come upon a small community of Essentari and brought them into his growing quasi-army. When Solavar's followers approached the ruins, at first the response was once again violent, as the Keepers had learned their lesson about letting anyone too close. It was the Essentari who offered to aid in negotiations between Solavar and the Keepers, to come to an agreement.   Fortunately, the Keepers did recognize the benefits of having an actual city around them. The inhabitants could handle the more mundane tasks of upkeep and defense, while the Keepers could focus upon the ongoing repairs and maintenance of the Nexus. In 387 PV, the Ascendant Pact was sealed, and the newly-born settlement was named 'Lytharion' by Solavar and his followers.  

Rebuilding

With the Ascendant Pact in place, the expansion of the city was able to take place. Using some of the channels that had naturally split open during the Sundering as a springboard, the modern three-canal system was devised, and the Essentari were able to help integrate the construction of the new city into the ruins of the old over the next few centuries. Some parts of Aetheron-Vas were expanded upon, other parts that the Keepers deemed unimportant were buried and sealed away, and the close proximity of the river lead to a thriving city-state.   Solavar himself did not rule for much longer, but the long-lived Essentari were able to see a transition into a more stable government than one ruled by a single dictatorial figure. Soon, Lytharion was a bastion of stability and progress, with the Nexus providing not just a safe environment, but ample magical power to experiment and grow.  

Reclamation

The Age of Reclamation officially began in 0 VN, though it was in fact halfway through the year when the defining moment happened. At the Nexus Academy, scholars who had been studing the Nexus and a recent find, a damaged Leyline Stabilizer managed to combine it with other artifacts to make the first true Void Forge. The resultant Aetheric Core was, at first, deemed rather dangerous... until the researchers realized that this could be used in place of an Aetheric Converter to pierce the Void itself. With the launch of the first Voidship, the Age of Reclamation was born, as Lytharion could finally make contact with the other remnants of Fractis.   This marked the second major renovation of the government of Lytharion. With the move from city-state to capitol of a nation, the Ascendant Pact was once again modified to separate out management of the city and that of the federal government, muddying the waters of what the Keepers could do. Some think this gives the Keepers too much control over regions that they likely have never even seen, but the Pact is the source of stability for the entire nation, so these murmurs are kept quiet.  

Modern Day

The discovery and further refinement of Voidships gave Lytharion the ability to bring in exotic components, as well as find out what happened to far-flung remnants of other peoples. When combined with the already-powerful city-state's economic and military powerhouse, the Lytharion Ascendancy could truly begin.   Since then, the city has only grown larger, but being a true nation instead of a city-state has proven far more complicated than anyone envisioned. The needs of far-flung villages supposedly under the protection of the Ascendancy are often very different than what the city itself can understand or relate to... and in some cases, those villages also don't understand what is needed to remain stable and grow. Lytharion is now a bustling metropolis of conflicting needs and desires, and no one truly knows when the next massive shift in focus will occur.

Architecture

Lytharion is an old city at its heart, so old that the ancient Central Ring follows the older Primori architecture, while the city's outer rings follow a post-Sundering architecture.   The Central Ring, closest to the Aetheris Nexus, is defined by its elaborate pale stonework, featuring large arches, vaulted ceilings, and intricate carvings. With buildings that predate the Sundering, symmetry is a hallmark of the district, seamlessly blending pillars, statues, and runic engravings. Voidsteel inlays, along with Vitalwood and Cruxite components, enhance functionality and aesthetics. Elevated pathways and floating platforms ensure fluid movement, while newer structures respect and maintain the timeless architectural harmony.   The Second and Third Ring use more modern construction techniques, with fitted stonework being the norm for most buildings, although some rare pre-Sundering buildings in the Second Ring still survive. Most smaller buildings are jettied to provide more space, and connecting walkways are common. Multi-story buildings are common but rarely go above three stories in the Third Ring.   The Second Ring is the more refined and expensive of the two, with polished stonework and decorative carvings, plus accents in magical materials(again, Vitalwood or Cruxite most often). Roofs are sloped or gabled, with colorful tiling, or sometimes made into open-air gardens, especially for public buildings. Wealthier parts of the city often have clear windows, while others use translucent glass or mullioned windows. Balconies and awnings are common. The streets are well-lit with at least oil torches, and often magical lighting. Roads are smooth paving stones with a few cobblestone paths for non-major thoroughfares.   The Third Ring's architecture is rougher, with unpolished stones that are still well-fitted, and roofing that is often sheet or simpler tiling. Gables are rarer, but occasionally a rooftop is made into an open-air workshop. Elaborate carving or other aesthetic choices are rarer, but balconies are still common, and awnings are popular due to the expense of glass, which makes most windows shuttered or mullioned. High-traffic roads are lit by torch, and public gathering spots often have magical lighting even here. The roads themselves are usually rough-hewn stone or cobblestone, though some of the ancient smooth roads survive.   The Outskirts have a diverse spread of materials, though they follow the modern architecture. Multi-story buildings are more rare in the poorer areas, but Vitalwood timber is surprisingly common, and many areas show great care despite their utilitarian aesthetic. The architecture favors the simple and durable, as well as the easily-maintained, but some areas such as the Voidship Dockyard can have large and complex buildings.
Founding Date
Aetheris 30, 387 PV
Alternative Name(s)
Aetheron-Vas, New Aetheron
Type
Metropolis
Population
111,439 (est 100k-120k currently)
Inhabitant Demonym
Lytharions
Location under
Owning Organization

Cover image: by AI-Generated (DALL*E)

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