The Sanctum City of Karvend Settlement in The Brightbound World of Essiothas | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

The Sanctum City of Karvend

Write about a city or town in your world which is unusual or unique in some way.   Karvend is the capital of weave production, research, and development. They are the major producers of altered arms and weave wear, implements, and equipment combining weaves and newly developed materials developed in the field of Thaumaturgical Meta-Material Development. Due to the cities reliance on casting when the settled lands and the sanctum cities specifically organized a joint mountainous construction effort in the Age of Abandonment to push back the bright, the magical radiation that devoured and consumed much of the world in times past, to make up the deficit in bright for purposes of chroma generation Karvend developed the cities pillars. The pillars are large devices that go through the prime/world weave which protects the world from the permanent condensed bright within the atmosphere of the planet called the Everbright. The cities pillars gather bright directly from the source the Everbright and are transferred back to Karvend in which the cities casters/bright bound are rationed some to allow them to expose themselves to the bright for purposes of chroma production, later used with the cities chromanufactoms.    Karvend is unique in that it was the first major habitation to adopt and create a new unique form of power generation that being the cities Chromanufactoms . This allowed the city to move completely away from the traditional method of power generation that most of the world's major powers still use to this day essence harvesting. In which powerful beasts and beings are hunted killed or captured and processed into usable power. Essence harvesting is a declining industry and with most of the powerful creatures and beings having been hunted to extinction in times past. The industry has resorted to going further afield into the shrouded lands and the frontiers to find new sources to harvest, or by harvesting off the lands by draining the surrounding flora and fauna with defiling technologies. Many of these industrial dynasties have moved away from essence harvesting and have invested in other power sources such as blue gold also known as the worlds ichor, in depthal star harvesting from the depthal sea, harvesting and mining of Agradium from abandoned or deceased vessels from lost and forgotten divines or in the bend practice of summoning and binding elementals, or other such energy generation fields. Though Karvend moved completely away from these industries and developed their own unique power generation method using the cities pillars to extract the bright directly from the everybright. Transferring the captured bright to the cities chromanufactoms large chroma generators which use the organic material of powerful casters which is altered and shaped by vivamancers around a scaffolding network. Essentially nationalizing the metropolises energy generation and distribution which is completely administrated by the cities ruling body the Neoferrium Securuim. This granted the city independence and control over its own affairs and future.

Demographics

15 percent of the population is poor and or homeless.   25 percent of the population is low-middle class normally the laborers and factory workers.   30 percent is middle class the blue collar workers of the the city normally made up of the majority members of the Arti Sreni guilds, store or shop owners etc.   20 percent is upper-middle class made up of independent casters and caster guilds lesser merchants and less successful trades persons of the arti Sreni guilds etc.   10 percent is upper class/affluent made up of the casters of The Mythriud or of successful merchants or members of the Arti Sreni guilds.

Government

The Neoferrium Securuim is the acting governing body of the Sanctum city of Karvend one of the world's largest metropolitan areas. They were elected by The Mythriud into a position of power, for their contribution to the reconstruction efforts after the Persone Dimenticate uprising. Karvends government is a Magocracy ruled by The Neoferrium Securuim from the Tower of illumination. The Mythriud The Council of Casters deals with the lesser works of ruling. They organize and supervise the universities and religious institutions in the city. The Arti Sreni deals with the economic base of the city as well as the upkeep of the cities Infrastructure.

Defences

The city is defended by a large enclosed wall. This large defensive wall called the al-jaddar nasj or the weave wall is a modern marvel. Though their defensive relic pattern system was destroyed in the Persone Dimenticate uprising they have a modern man-made city-wide pattern system. Defended by the Yuddh dhalaikar specialized battle or war casters alongside the Proctors administrated by The Veiled Court. The city is protected by inside threats by the oath of ruling a defensive patterns build into the city-wide man-made patterned system. The cities guards and defensive forces the Yuddh dhalaikar and Proctors as well as the Eidolon had use of the cities complex bio-organic living network specifically the use of the deep watcher or mariqib omaix. Allowing them to watch over the cities inhabitants. Though originally controversial the populace soon became used to the violation of their privacy and public outcry was soon forgotten in the name of public safety and prevention of another deadly uprising.

Industry & Trade

Karvend is the weave/caster capital of the world. They manufacture and innovate on new weave designs. They are also the largest producers of Alter arms and weave ware or magic items to a layman. It is estimated that 1 and 3 weave engraved products in the world were created in Karvend.

Infrastructure

The city is crisscrossed with numerous canals spanned over by large paved bridges. These canals are traversed by gondola controlled by the Arti Sreni guilds which transport cargo and passengers alike all around the city. It has a system of wide decorated roadways bordered by lights and plant life. It has a modern power system being powered by the cities Chromanufactoms which illuminates the whole of the city. The city has a modern transportation system including a suspended monorail system which was built above and follows the canals, and municipal railway lines. For long-range transportation, the city boasts a modern shipyard and aeronautical docking towers. Their teleportation network was destroyed alongside their relic pattern. No mortal mind has been able to understand the complexity of the relic pattern and is unable to recreate the divinely created teleportation system that connects all other sanctum cities.

Assets

Karvend boosts the finest universities and institutions which train future casters/weavers in the ways of magic.

Guilds and Factions

The Neoferruim Securuim: The Neoferruim Securuim is made up exclusively of casters many which follow the philosophies and theories of the rationalizers. Being that karvend is a magocracy almost all members of its governing body are a caster and part of one of the thirty organizations which make up the Mythriud the council of casters. The Neoferrium Securuim governs over the city in the Tower of illumination the largest megastructure in the metropolis towering miles above all other structures, it glows with the chroma produced from the Chromanufactoms housed within the tower. The stored chroma gives the tower its name and is used for the powering of the cities pattern system a network of enter connected cooperating patterns, used to protect the city from the bright as well as any other threats. The creation and powering of the cities pattern system was all accomplished before the Neoferrium Securuim rose to power. When in power and with the help of the Mythriud the creation of the cities charter and the सत्तारूढ़ होने की शपथ or the oath of ruling was completed. The Cities charter of authority prevents any governmental figure from breaking their oaths. This is due to the Oath of ruling which secures the city from both external and internal threats one of which is manipulation and tempering from governmental officials. The oath prevents governmental officials from injuring one another outside official duels as well as enforces the governmental hierarchy and rule. It also mandated the performing of their official duties. The system was ultimately created to prevent insurgency among ruling parties. The oaths also gave members of the government control over parts and aspects of the city.   The Eidolon: The intelligence and security network of the Ancient Alliance. Created from the joined forces of all the sanctum cities. Spying, as well as intelligence gathering and assessment, is the organization's function. They have a large presence in Karvend do the near destruction of the Sanctum city by the Persone dimenticate uprising. As a result, they take on gathering any information on all threats and extremist groups that the city may face. They also work with the Arti Sreni guild and officials from the Neoferrium Securuim to prevent and stop corporate espionage and spies which seek to steal information on the cities' advancements and technologies in the field of casting and similar fields the city focuses on. The Eidolon has the use of Chimeric Adeptive's one of the only organizations with the legal authority granted by the Ancient Alliance's joint forces as an exception to the treaty of metaphysical and magical autonomy.   Persone dimenticate: A far-right fascist para-military organization that co-opted the populist rhetoric of revolutionary movements of workers and the people. They successfully led an uprising overthrowing karvends governmental body and throwing the sanctum city into mayhem and turmoil and a cycle of destruction. Part of the destruction they brought onto the city was the elimination of the cities pattern system which protected the city from the bright and other such threats. They managed to Infiltrate top members of the old government allowing them to execute their conspiracies with minimum resistance. They were largely put down by the joined forces of the Ancient Alliance. Though they now work underground recruiting new members for their future plans.   The Arti Sreni: Were largely a secular body that controlled the arts and trades within the Sanctum City of Karvend. These Arti Sreni guilds are made up of seven major guilds six middle and ten minor guilds. In the past, their role was to rigorously quality control products created by each guild house. Though with the Persone dimenticate uprising they became the organizers and laborers of the reconstructionist efforts. Karvend is the city it is today because of the blood, sweat, and tears of the guilds and their members. Now in modern times, they have complete control of the cities economic base, through the production of goods, the setting of prices, and the creation of tariffs. To the movement and supply of goods and trade items. The Arti Sreni is controlled by a council of signoria who are elected from the guild's elder members. Thirteen signoria seats decide on the future directions the guilds will take. Normally the Signoria seats are filled by the more wealthy and influential members of the guild who bribe their way into power by the offering of gifts the throwing of elaborate parties and balls and the funding and organizing of festivals. A Signoria holds office for three years and can only be ejected from their position through an overwhelming vote by guild members. The Signoria enjoys the trappings of office they and their families are moved into the Signoria houses, large estates which are masterful works of art created by the guilds. The Arti Sreni seek to retain their power within Karvend and have been known to use underhanded methods to get their way as well as economically destroying any competitors. They will use their social and political influence to get their way and the population is content with their actions. Largely due to the fact that the guilds are by in large integrated and part of the citizenship. When a Signoria gets elected a mark of office is created for them. Which acts as a key to control parts of the cities pattern system and restricts certain actions due to the oath of ruling created by The Neoferrium Securuim. The Mark of Office is powered by the wanders chromanofactom.   The Mythriud The Council of Casters: The Mythriud is the second governing body of the city. They control and manage all of the cities caster guilds and organizations as well as the cities schools and universities. Any religious organization or church has to go through the Mythriud for approval to practice their religion and to set up and manage other organizations and churches or other buildings of worship. Though do to their largely secular nature they allow any individual to practice and hold private beliefs and to perform rituals and religious activities in the privacy of their homes. Their lax handling of religious matters has led to the development of many cults throughout the city and have brought them into conflict with the church's and organizations that follow the celestial legion the largest established and influential religious organization throughout the world. One of The Mythriud main achievements is the creations of the Psyiontalist with the help from the imperial Cabal of The Grand Alliance of Imperial Powers. During an international alliance and treaty which led to the sharing of technologies.   The Golden Sashes: A true revolutionary movement that successfully managed to overthrow the repressive monarchal and feudalistic system of their homeland. They are called the golden sashes for the ripped pieces of the royalist flag they wear to identify members and to show disrespect and ultimate disdain for the ruling government. They are overwhelmingly popular among the repressed peoples of their homeland. They established a true democratic system, organized and created trade and worker unions, and built schools to educate the populace and hospitals to care for the sick. They sought to nationalize the trade of the precious blue gold also known as the world's ichor and give the profits to the people. As the organization was establishing the systems and Infrastructures of the new government they were invaded by the joined forces of The Grand Alliance of Imperial Powers in one of many executions or putting down of revolutionary movements. The majority of the Golden Sashes were executed. The new government was toppled and dismantled. The fields of blue gold were captured and citizens were round-up in great numbers, many were executed to make an example of, and others were imprisoned or forced into hard labor. The remnants of the Golden Sashes were exiled from their homeland and searched for allies and resources to take back their lands and free their people from the newly formed monarch. Many found their way to Karvend and joined forces with true revolutionary movements in the city in hopes to free the city of its repressors. Their actions in the city are all done to establish enough trust, resources, and manpower in order to return and retake their homeland.   The Followers of Zenktia, The Travelers of the paths: Is the largest cult in Karvend among many cults. The cult has a heavy and growing presence in the city. The cult seems to receive more and more members from unknown corners of the world or from depths of forgotten hidden areas in the city its self. Many of the cult members have an odd and strange aura and appearance toward them. They are uncanny and seemingly have an unnatural nature about them. They claim to be from a society or peoples that have entered into the warrens or the paths. Their ancestors are said to have followed their queen Zenktia Ahmad-Obeid who led her people through the paths and finding and settling paradise. Though through unknown devastation many of her peoples were lost and or exiled, some found themselves on the world seeking to return to their queen and to enter back into their paradise. The cult has strong casters and adroits among their ranks making them powerful allies and dangerous foes. With their rising influence in the city and lack of any oversight from the Mythriud their activity in the city is secret and growing.   The Foundation: A group of independent ethical casters. The foundation is a private group of casters who believe in the communal and ethical use of their magic's to benefit society. The Foundation wields very little political power, what they lack in political capital they make up in social acceptance and the trust and favor of the populace. Many members of the foundation act as menders healing the poor and needy in Karvend.   The Silent Tribes: Offshoots of the original founding tribes of Karvend. These tribes call the wastes which surround Karvend and further regions home. In times past they were the cultural backbone of Karvend but in recent times there cultural significance and traditions have been all but forgotten. All but forgotten in modern times these tribes still hold the memories and histories of Karvend's past and keep up with the traditions. Many of these tribes have ancestry and traditions which can be tracked to the Atfal-Al-Stanareh or the Children of Enlightenment, students and followers of the sorcerer King's teachings making them even to this day powerful casters. Many of these tribes still trade with the sanctum city but by in large many of these tribes are isolated.

Tourism

Most tourists come to see the unique architecture and modern infrastructure. Many are drawn to the city to see the chromanufactom created using Ibessis Delozier organic material. Being she is a modern luminary in the entertainment and musical business.

Architecture

The city has a Maahirish Architectural style named after the people who conquered the surrounding lands, offshoots of the Atfal-Al-Stanareh. Its key features include rounded arches, vegetative designs, domed buildings, decorative tiles, and motifs. Along with bright vibrant colors and designs with curved decor on the many-storied buildings.

Geography

The lands beyond Karvend is twisted and altered by years of experiments and incidents which has scarred the land making it inhabitable by everyone but the bravest and strongest individuals. On the other side, the city is the edge of a sea and the painted coast.

Natural Resources

The surrounding wilds around Karvend is twisted and altered by years of alchemical and arcane experimentation, accident and mishaps. This has granted Karvend rare and unique flora and fauna that can be harvested to be sold or used as alchemical ingredients.
Type
Metropolis
Population
7,343,998
Inhabitant Demonym
Karvians

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!