The High Elven Imperium stood
for human generations as the true successor state to the power that once was
held by the ancient elves before their gods retreated from this world and disappeared. This was evident in their shadow roads. It was evident in
their hoarding of the lost knowledge and magic of the elves and other arcana.
Most of all, it was evident in their ruler. Upon the Copper Sphinx Throne of
the Imperium sat one of the few elves who remembered the Age of Glory, before the
Great Retreat and before the despoliations of the Great Mage Wars. The Beloved
Grand Duchess Kalthania ruled the land, and
all the Imperium's lesser sovereigns are her descendants, by blood and by marriage.
Gifted with the presence of a singular respected ruler, Orlais presented the
impression of being a land of peace and prosperity, unlike the human kingdoms
that squat on the ruins of an empire long forgotten. In reality, it has always been a cauldron of continual political intrigue, as the three most powerful branches of Kalthania’s
descendants—and a host of minor cadet branches—plot and conspire against
each other.
Orlais has also been a refuge for people fleeing other parts of the
world. Humans escaping the Wastes and the undead-ruled lands of the Blood Kingdoms, as well as petty nobles out of favor in their native lands, flocked to the
Imperium's court. With the fall of Krakova to undead forces, the tide of refugees
has increased.
Kalthania rules fairly and justly and
keeps the various factions under control and foreign complications outside her
borders.
Dornig
Population. 3,800,000 (3,200,000 elves, 200,000 humans,
200,000 half elves, 100,000 halflings, 100,000 dwarves)
Government. Ruled by Grand Duchess Kalthania and her court of advisers .
Defense. Powerful magical defenses and mages protect the city.
Commerce. Leather goods, horses, woolen goods, lumber,
art (sculpture)
Organizations. The Sovereign House of Aldous resides here alongside the royal family.
It is a bright, brilliant city with no
walls built around a large and very deep lake. White stone
towers surround its great Twinned Cathedral. Similar
towers can be found along the major roads the wind from the city through the forests. These towers,
all four stories in height, are permanent watch positions.
These towers are staffed independently by units recruited
from temples, adventuring groups, and military societies.
Most towers have great bells, and the watchtowers
maintain huge fire braziers as well. The Towers are also
staffed with spellcasters in the service of the Imperium.
As a result of his constant vigilance, Dornig is an open
city. Its city center is a resplendent jewel, and as one moves
away from that city core, more large manors and small
vassal communities appear. These large manors are the
homes of the gentry and nobility in Dornig, and their
land raises horses, cattle and sheep, with bucolic humans
tending the flocks and herds.
Government
The city is ruled by its Grand Duchess Kalthania and a court of her most trusted advisors. The lesser Sovereign House of Aldous resides here as well and has its influence but outside of that has no real power or authority in the city over the Grand Duchess.
Crime
Crime is not as present here as many other human run cities but due to its immense size crime is inevitable all the same. Minor and petty crime is committed here and there with more serious crimes being on the more rare side of things.
Geography
The geography resembles that of old French architecture with nature being incorporated and actively thought about within the design.
Twinned Cathedral
The tallest building in Dornig is the Twinned Cathedral
in the heart of the city, the greatest temple in the Imperium. It is made of nearly translucent gold marble
and fitted with amber glass in its great windows, and its
glow might be seen from 10 miles off on a sunny day. It has
two great spiked towers rising from a huge transept. The
Imperium held court within this great cathedral when in
Dornig. These great towers are carved with angels and
archons, who, the local legend states, will come to life if
the city is ever endangered.
The Twinned Cathedral dominates a broad plaza at the
heart of the city, surrounded by various smaller buildings
of the clergy, and beyond them smaller temples, still good-sized but modest in
the resplendent glory of the temple devoted to the Elven Gods.
The Twinned Cathedral sits upon its own fey gate, and
Grand Duchess Kalthania makes use of it to journey to
other parts of the kingdom.
Hirschberg
Hirschberg is the second largest of the cities of Orlais, and it is
a city of both trade and industry. The city sits on routes
to Zobeck. Large forges mount the bank
downstream from the city, operating day and night to
produce all manner of armor, swords, and metalwork. Its
smiths have mastered the art of folding metal into multiple
thin layers that rival the best dwarven steel.
The city sprawls away from the river into the western hills
which long ago were plundered of ore. Most of the active
mines are now farther west, but the Auldmines are now
inhabited by dwarves, halflings, and less savory creatures.
Most of the buildings are three and four-story affairs,
with an open undercroft beneath for storage, stables, and
shops along busy streets, while the residences are on the
upper floors. Those structures taller than five stories are
government buildings, temples, and large amphitheaters.
Bad Solitz
Bad Solitz lies in a broad, verdant, tiered valley leading
up to the massive city-fortress at the far end. Never
conquered, the city is in many ways a mirror of the great
elven empire before its fall. A great wall
runs along the surrounding hills, and mountain outposts
keep an eye on the main approaches to the city.
Those approaching the city are struck by the smell. Not
of industry and people, as in Hirschberg, but of sulfur and
ash. Volcanic vents and hot mud flats litter the moors. The
earliest records of Bad Solitz indicate it was used by the
Grand Duchess Kalthania as a vacation spot, where she could rest
in the hot springs and mud pots. This active volcanism
continues, and landslides and elemental incursions shake
the land throughout. There been no
active eruptions near Bad Solitz for the entire reign of
the Imperium.
The valley of Bad Solitz is well watered and fertile
from the volcanic ash and dust. As a result, the area’s
winemakers create some of the finest vintages in the
north, the grapes raised in tiers overlooking the valley. The
valley also features orchards, winter wheat fields, and carp
ponds, in such plenty that if the area sealed the
main gates at the far end of the valley, the entire city could
survive on its produce and the stores kept deep within the
mountain.
Tilted Tower
Far to the north, where the Tintager River flows into the
sea, stands one of the tallest buildings in Midgard, now
abandoned by its masters. Over a mile high, the Tilted
Tower is made of green glass that catches the sunlight. Its
glittering spar can be seen up to 100 miles out to sea, even
on cloudy days. During the Mage Wars, when the humans
called up the abominations that destroyed much of the
old elven lands, a group of venerable elven sorcerers (each
older than the Imperium is now) stopped the sinking of
the land, which would have consumed the entire forest of
Arbonesse. They paid for that spell with their lives, and
now their tower stands on the edge of the sea.
Indeed, it leans over the sea, since the ground on its
seaward approach has settled and eroded, and the tower
has a noticeable cant of about 15 degrees. In some ways it
appears less a tower than one part of a great broken arch
that extends over the sea to the north.
Arbonesse Forest
The Arbonesse is one of the great forests of Midgard,
larger than the holdings of the city-states of Novigrad. It is primarily deciduous, with oaks, hawthorns,
and elms, with swatches of birch and maple and a relatively
open underbrush of ferns and carpets of moss. The forest
is dotted with open meadows, often marked with dolmens
or faerie rings.
The Gentle Rest
The Gentle Rest cannot be located on any map. A fortified
inn that wanders throughout the Arbonesse and Shadow
Realm, to a traveler it looks like a small walled way
station, with a wooden stockade surrounding a two-story
tavern and several outbuildings. Inside, the fire burns
in the common room’s hearth, dinner is always about to
be served, the ale is crisp and fresh, and the beds in the
upper floor are soft. The staff consists of elves who go only
by their titles (“Server,” “Cook,” “Stableboy”) and the
clientele is primarily elven, though it includes a number
of lost souls who have wandered into the forest or into
Shadow and cannot otherwise escape.
The Gentle Rest supposedly appears to travelers at the
end of their ropes, who have exhausted their supplies or
are fleeing a greater foe. The house has a stated policy
against violence among the guests, and those who break it
find themselves back where they started, the inn nowhere
to be found and their pursuers close. A guide (named
“Guide”) can take travelers by the Shadow Roads to any town,
keep, shrine, or other location in Orlais
that has a gate.
Those who have found and left the Gentle Rest might
attempt to return, but find only elven ruins at its former
location. Those who wait for it to return wait a long time.
Tomierran Forest
In the eastern half of this once-great elven domain lies
the Tomierran, a different sort of forest entirely. The
Arbonesse is still populated by the descendants of the
elves, but Tomierran has been abandoned completely.
The Great Retreat came and within the day, it is said, there were no longer
any elves within the forest’s boundaries. It is a place of
ancient trees and weathered ruins. The great magic of the
elves runs deep in these places, and there are towns within
where time has stopped entirely. The food on the tables is
still warm from when the elves rose from the table at the
sounding of the horn, never to return again.
Tomierran is a land of magical monsters and animated
plants, the remains of elven arcane experiments. Treants,
dryads, and moss lurkers are commonly sighted here,
along with free-willed elementals and magical creations
such as owlbears and perytons. These are the guardians of
the secrets of the elves.
At the forest's heart stands the World Treant who's roots spread all throughout Midgard. Its
twisted foliage hides malformed and unnatural things. Like
beetles infesting a rotting stump, things that Never Were or Might Have
Been, ghosts of unrealized realities and creatures spawned
of untaken choices. The weave of fate is threadbare here.
The Tomierran Forest was for centuries the Imperiums
personal demesne, with trespassers and fortune-hunters
found within its borders subject to the full extent of
the law. The forest is now an official holding of the
church, but the rules against
looters remain in force. Those who are caught must
hand over their recovered treasures and share whatever
knowledge they might have gained. Official explorations
were once sponsored by the Imperium and heavily
influenced by the Sovereign House of Aldous, but
these have (officially) stopped by order of Grand Duchess Kalthania. Church-sanctioned explorations
are still launched, while shadier,
more independent attempts depart.
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