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
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
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
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.
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