Alastar Organization in Tides of Chaos | World Anvil
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Alastar

Amidst Coral Forests

The first cannon was born within Russkar, the first arcanic eye within Varsifa. The first Jezail and Inevitable, that was all Alastar. The seat of power for Elemancy, and notorious medelers with the Wheel. Alastar is a nation defined by its technological achievements. It commanded the Inevitable constructs which fueled the Overlord’s great legions, all while its vast noble houses fought for an empty throne.  

Government

Alastar is ruled by the Duke. A figure given control over the production of Inevitable constructs and therefore the grand steel army of Alastar. The large priesthood of Metalican gives the Duke religious providence, naming him the Voice of Metalican. The Duke’s control over the many production companies throughout Alastar is what gives him his power. The creation of the world changing achievements of Alastar, are by technicality owned by the Dukedom.   It was under the Overlord’s guidance that control over the production companies was achieved by house Alant. This control eliminates the possibility of these manufacturers attempting to overthrow the Duke. This due to the Duke holding the control rods for many of the mechanical constructs and a personal record of all licensed soul smiths and their soul gems. Below the Duke, these production companies are given a portion of control over the cities and regions they inhabit, allowing them to shape the laws and landscape to fit the needs of business and advancement.   The title Duke itself is not entirely accurate, Alastar has been sovereignly ruled since the death of the Overlord. However, the Duke Zathrist made the decision to maintain the title. Duke Zathrist Ur Alant himself stated that the title was given in the face of the Tribunal God King’s claim to rule. Therefore, Zathrist claimed the title was one of freedom, which held great providence to the people of Alastar.   The Tribunal itself is most certainly present. No longer kings, the Tribunal is a faction of skilled killers led by House Zesiro. Residing in the northernmost points of Alastar, the Tribunal claim to be the direct descendants of The Squall of Idun. The Tribunal often attempts to disrupt the Dukedoms' operations and infrastructure. The Tribunal themselves are a small faction, forced to exist in the dead coral of the rocky Stormlands. Assassins, murderers and silent operatives, the Tribunal are reclusive killers for hire who operate around Kharotar with the goal of placing a Zesiro upon the throne of Alastar.   The Houses of Alastar are in constant conflict, each attempting to claim their own influence over the production companies and their monopolies. It is not unusual for entire cities to be claimed as property of one of the Houses, often leveraging their financial and political control to claim extraterritorial jurisdiction within their factories and funded housing projects. Open conflict is not common for the Houses of Alastar. Rather, espionage, assassination and underhanded tactics make up the wars between these powers.   Infamously the Tower of Amun, first to have been opened by the Tribunal of old, had its glyphic writing, sculptures and great statues turned to dust. This was done by House Akettika in order to push back against House Zesiro who threatened their weapons manufacturing. Akettika did this through their use of targeted magic which aimed to scrape away at both paper, inlays and ink, wiping the history of Amun away and scattering its messages to time.   Patterns to products are routinely stolen by rival houses and their officials found dead by Lunar Moth venom. It is difficult to survive within the sordid exchanges of the companies. Each has their own goals and are willing to do anything in order to achieve them. Boardroom meetings, corporate espionage, the use of mercenary forces and enlisting of Tribunal assassins are all commonplace within the production companies and their interactions with the Dukedom and beyond.   While the Dukedom controls Alastar, it is believed and understood that this control is allowed by the great Houses. Without the Inevitable to protect the right of rule for the Dukedom, the Houses have a chance to enter conflict in a manner which was never possible during the time of the Overlord. As the Houses infighting and proxy conflicts expand it is likely that soon the entire Dukedom will be dragged in.   Courts in Alastar are complicated since the death of the Overlord. Having once been controlled by the Overlord directly, Alastar has been in a state of flux. Priests of Metalican and many of the other Arcana are treated as nobility, along with a focus on capitalistic control over names and birthright, Alastar is becoming a strange place.   Within the Lisvan desert communities are normally governed by the noble houses of Alastar much as western Alastar is. However the harsh living conditions outside of the monolithic cities often leads to these towns and villages taking a more independent stance to their city dwelling kin.   Within Alastar magic courses through the air, and below the earth. As the home of modern Elemancy, magic is a cornerstone of the Alastan people. Their religion, industry and politics dictated by its effect on the nation. Under the Overlord’s reign, Alastar opened hundreds of priesthoods. These priesthoods are called Asrai, an Alastan word which refers to the Astral Sea’s collective influence, much as ‘Wend’ is used by the Vandrani, later becoming the most popular term for the phenomena.   These Asrai priesthoods were often functioning religious centres, normally focused on the worship of gods such as Metalican, Zanatar and Orsino. The gods and lords of Magic. The Overlord’s goal was to facilitate the discovery and tutoring of magically active individuals within Alastar. Intending to create a religious link to encourage the highly devout Alastan population to forgo their expensive academies and schools. The Overlord’s plan worked. These Asrai priesthoods grew and grew, the magical population of Alastar no longer neutered by the Order of Dreamcatchers investigations and allowing mages from impoverished families to be trained, eventually becoming Magisters.   The Overlord’s goals here, derived from the advances in elemancy which Alastar had been making. Such advances were hindered by the Overlord’s own Magister system, in which it could take up to a decade and thousands of auric’s to produce a legal mage. The term for which is Magister. The Asrai priesthoods provided this training, and legal certification at little cost and would have their Magister’s apprentice at the large scale production companies and within the aristocracy. This allowed elemancy to advance forward in leaps and bounds, with more magicians active and able to discover the secrets of the immatirium.   To this day the Asrai priesthoods still operate, creating a consistent flow of newly officiated magisters to fuel the magical sciences of Alastar. This is not to say that the influential academies of Alastar vanished. These Academies differ from the Vandran style of Magi Academus. Rather each noble house funds a ‘Heka Circle’. These circles function similarly to the Asrai priesthoods, however provide a much more illustrious and productive environment, as well as forgoing any form of lasting internship or religious connections. Gaining entry to a Heka Circle is much more difficult, as without a family name or large volumes of money one must showcase a high natural aptitude for the circle's Dedika, equivalent to an arch-magus to accept their application.   Within the halls of the Heka Circles no expense is spared. The structures themselves are built in a similar fashion to that of the large triangular towers of Alastan cities and the Tribunals ancient tombs. Inside, each circle is managed and regulated individually. With its founding noble house attending to the costs and edicts of the circle. This has led to each circle teaching a different style or variation of magic. For example, house Akettika’s Heka Circle teaches mostly offensive evocative magics, while Zesiro’s circle focuses on illusory magics and the art of Synecipher.   This has led to allegiances being formed between and against fellow Heka Circles in a similar manner to how members of these circles often look down on those taught within the Asrai priesthoods. Of course, the noble houses do not construct and maintain these circles out of charity, it is their hope that they produce the most efficient and useful mages. In turn offering high positions within the noble house and their subsidiaries. While few fully fledged Magister’s take this offer up, all it takes is one in a hundred for their expenses to be worth it.  

History

During the time of the Neverine it is believed that Alastar was ruled by a group who once titled themselves, The Squall of Idun. Little is known or understood of The Squall’s rule, much of what has been gathered about their society and the primordial state of Alaster is found in the grand glyphic paintings and inscriptions upon ancient stone and the famous Alastan sky towers which appear to have stood for aeons.   Within ancient tablets and glyphic drawings, Sphinx’s are depicted as both god and king. This has led historians to believe that the Squall may have been a pact of powerful Sphinx. The construction of the sky towers appear to predate even the Neverine and the reason for their construction is ill known. Members of the Tribunal believe that the Squall is buried deep below the Sky Towers, having made use of them as grand cathedrals and tombs.   Within the modern era of Alastar, few of the sky towers' cavernous depths have been unlocked and explored. Many of the grand mechanical locks appear to be impossible to open with mundane means. The Tribunal came to prominence soon after opening the tower of Amun, the men which entered exited as insane creatures malformed by magic, having gained knowledge beyond their time. The Tribunal ruled Alastar up until the Domination, when these crazed kings were forced to kneel by the Overlord.   During their rule, the Tribunal claimed themselves to be god kings of Alastar, with their greatest stronghold, Mahatumara sitting upon Islan island within the Lisvan sea. Men and women of the Tribunal royalty inlaid gold and silver upon their skin, struck themselves with lightning The kings of the Tribunal were renowned for not only their insanity, but their Behir mounts and ability to call forth the lightning cast snow. The Tribunal’s insanity is often exemplified by the stronghold, Mahatumara being an expansive maze of which many assassins and servants alike starved within. King Amenophis Labaris infamously became lost within the stronghold, when finally he escaped he arrived just in time to see the Overlord’s Domination at his realm's door.   Now, the Tribunal are a cult which thrives in the northern stormlands. They claim to be descendants of both the Squall and former Tribunal kings. The Tribunal is in constant conflict with the Dukedom and have become infamous within the world of espoinage and assassination. The Tribunal themselves operate as reclusive assassins and operatives renowned around Kharotar for their discretion and efficiency. They hide in plain sight around the continent and it is believed that they intend to contest the throne of Alastar.   Alastar’s founding has no set date, what does have a date is the discovery of a massive crystal crypt beneath Sanctuary. This crypt was created by the Squall, and held thousands of rich soul gems. These gems pushed Alastar’s understanding of Elemancy forward by centuries, however created a tenuous relationship with worshipers of the Arcana, and more specifically the Wheel. This tension is due to Elemancy’s breaking of the Wheel.   The Lisvan desert was once a great sea which fed the people of Alastar. The Overlord in one fell swoop drained this sea and flooded the Underdark in order to further his own conflicts. In this time of drought Alastar found its farms and hillsides dying, replaced by the falling of snow and deathly lightning which still raged overhead.   The Wheel as told by the Ushers of Archaron is where all souls are intended to go, where they are sorted and reborn into new bodies. The act of capturing a soul within a gem, or other foci is to stop it from entering the Wheel. The darker side, and truth of Elemancy.   The Elemancer’s and Animist’s of Alastar constructed the Inevitable, or Warforged. Bodies of craft iron and steel, armed with extending blades, magical cannons and conventional guns. The Elemancers pulled souls from the Wheel, thousands of souls and trapped them within these bodies. This Inevitable army was controlled through the use of control rods, themselves acting as automatons. The Inevitable wreaked havoc through the Empire, finally bending Skorrhold and other nations' knees in service to the Overlord.   The day the Overlord fell was the day the Inevitable gained sentience. These weapons powered by living souls remembered what they were, and part of what they were intended to be. A large-scale rebellion took place within production facilities and on the battlefield as these constructs began to feel and think. Some believe this was the final act of creation from Metalican, others an act of spite from Archaron to steal the invincible army of Alastar.   The fall of the Overlord and subsequent event which caused the Inevitable to gain their own sentence threw Alastar into chaos. With their standing military deserting and laying about, having awoken in a world they know not with memories not their own and a body of steel. Born again as living weapons, the Inevitable’s function as the boot of the Overlord and protectors of Alastar ended. However these individuals were left with the trauma of their awakening and left in a world where their presence is a grim reminder of the Overlord’s cruelty.  

Geography

The most notable structures in Alastar are the towering citadel spires which climb toward the clouds. These massive triangular towers house an ever growing population while allowing space on the ground floor of the cities to be used for manufacturing plants. These towers are shaped triangularly and the peak of each one houses a member of the Alant family. These sky towers are large enough to fly airships between and it is not uncommon to see the sky full of them. Most Alastan cities are constructed in shielded crevices and canyons, allowing them to be naturally protected by the elements. Overhead arches of rock allow for the construction of taller and taller structures.   Many of the sky towers within Alastar have barely been explored. Their intricate locks and traps are extremely difficult to decipher and open.   Within these ancient, century long shut creations of the Squall wander strange magical automatons powered by soul gems. The Squall ruins are home to many magical constructs which make use of soul gems. Some are used as librarians, sorteres, item distributors and a thousand other menial jobs, of course along with that of combat.   The many golems and subjugated elementals of Alastar imitate the style used by the Squall. Large headdresses, gem encrusted faces with the image of creatures never seen on Kharotar and ornate curved swords and automated crossbows.   The cities of Alastar can be broken down into three core types. Temple cities, hive cities and machine cities. Temple cities are mostly controlled by the church and feature hundreds of shrines and temples. These cities are normally the least residential and often favoured by the wealthy. Hive cities are the most residential, housing massively overpopulated numbers. A major feature of these cities is that they sink. Built into canyons these cities often have several layers, the deeper one goes down into the undercity the darker and poorer it gets. Lastly are the machine cities. These cities are constructed for a single purpose. Construction. Large facilities and generators are found here and most of the population works within them.   Between these massive, monolithic towers sits the residential city itself. These massive regions of living space, temples and places of work make for a huge amount of space. The architecture and structural style of Alastar itself is very rectangular. Making use of thick stone in order to keep the heat in and as a defence against the elements. These box-like structures can be built several stories high, with many Alastan cities creating a second floor to the city, blocking sun from those below.   These structures are often highly decorated. Statues depicting Metalican and other members of the Arcana are common, alongside written and etched texts which speak like religious scripture. As these buildings grow higher and higher they often begin to include balconies and small supportive pillars. Many districts of Alastan cities find their streets shrinking as more and more structures appear. Between these small streets it is not uncommon to see hundreds if not thousands of prayer strings. These strings normally have beads, notes and metals strung along them as they wrap from building to building. In especially tall cities, bridges are often constructed to allow passage from above.   The cities of Alastar are a sight to behold, a metropolis which rivals the fallen city of Vinthadel. The conditions which caused these cities to grow to the size they are today is easily understood. A single look at the Lisvan desert and the lightning storms which ravage its landscape gives all the information needed. Alastar is a harsh and cruel region of the world, outside the confines of Alastan cities life is short and full of treacherous dangers.   Alastar was where the first Elemantic ring was formed. These rings are grafted around modern airships and are powered by magic. They appear as rings of pure lightning and as they burn through their energy stores begin to appear as smouldering fire. Massive construction ports dot the map of Alastar, towering structures responsible for the creation of these rings.   The lightning tracks which connect the south of Alastar are finished, more appropriately the rails were constructed in Ruskkar but the elemantic grafts and bindings were built in Alastar. Due to this fact any upgrades given to the rails start in Alastar and many fear the monopoly over travel which Alastar has managed to create. These rails snake around the sky towers of Alastan cities, allowing for fast travel from the surface to the heavens.   The landscape of Alastar is tall, the snow cloaked rocky hillsides shielded from the sea by the Sigvel mountains. These rocky peaks make up most of Alastar’s uneven terrain. Between the slopes sit dunes of snow, which is cold and fine to the touch. When lightning strikes this snow large structures of ice are formed, Alastar’s ecosystem founded on this natural state of creation. Some cities within Alastar have even taken to forming lightning towers, which attract and direct lightning in order to rapidly create structures and tactical advantages, as well as lightning’s potential energy. Snow is a constant within Alastar, always threatening to bury the wonders Alastar has built.   The storms Alastar experiences are some of the most dangerous in the known world, with lightning and great snow storms coating the region. Lightning itself is strangely common in Alastar, with each region experiencing several lightning storms per month. Snow storms are caused by high winds and heavy snowfall, which Alastar is unfortunately forced to contend with regularly. These snow storms coat the land in a thick covering of ice and snow, as well as normally having lightning rage within them. These storms can topple small villages, replacing them with fresh stalks of tree-like ice, which much of the plant life in Alastar feeds off.   These lightning-formed stalks of ice can appear like forests of glinting white among the dunes of Alastar and much of the west is entirely filled with them. Upon these stalks, large mushroom heads. These mushrooms can be as small as natural mushrooms or as large as an Alastan tower. It is believed that the cause for these mushroom growth can be found below the snow dunes. Trapped bacteria, spores and seeds which lay dormant. Once lightning strikes the dunes and causes ice to form, these seeds and such are carried out of the ground and released to the air in which they grow. It is not only these massive forests of mushrooms which grow by this method, so do deathbells, Devil's tooth fungus and other plant life.   Deathbells are highly toxic and dangerous plants which release a deadly poison on contact. For this reason poisons created from them are commonly used in acts of assassination between the houses. Along Alastan, the massive moths thrive on these plants for which they have their name. Devil’s tooth, or blood fungus is an equally strange part of the ecosystem. Appearing as fungal moss with dozens of small holes, in which blood-like fruit grows, this fungus normally coats the icy underbelly of the massive mushrooms. The blood-like fruit is edible and is often farmed by both Alastan’s and the natural wildlife. While the fruit is edible, the seeds found within are a delivery system in order to grow more Devil’s tooth fungus. Another interesting feature of Alastan plantlife is the fungal coral which grows on the Mushroom forests floor. This coral grows quickly and in vast amounts after being uncovered. The coral base hides just under the snow and is often the home of small insects and larger chitinous creatures. Above the ground grows long violent tubes. These tubes are thin and delicate with a rounded tip which more sections grow from.   Large regions of Alastar are given the name coral forests. These areas are where the concentration of lightning was so high that these ice stalks and subsequent plant life became permanent. The most famous coral forests are found in the west of Alastar. These huge chunks of ice which line the massive rocky ravines of Alastar home for the verdant fungal life which grew. Mushrooms, fungal coral and a thousand other forms of life populating these regions. These areas are difficult to traverse and are often done so by climbing the large rocky ridges to avoid the forest floor. These ridges and mountains however are not free from the tide of life brought on. Covering their rocky hides are shells, mussels and other crustacean life which clings to the rock, eventually causing it to appear like the coral of the oceans. This has been the case for the Sigvel mountains and other mountainous regions of Alastar and only seems to be growing.   Some areas of coral forests formed by the crash of lightning do end up dying out. Leaving these eerie fossilised pieces of coral which follow the great rock faces. This coral looks more like rock than mushroom and reeds, the fluorescent colour of the forest dying along with the wild life. Just strands of life remain, before being blown away by the next snow storm.   The wildlife of Alastar is a strange and varied lot. From the Deathbell moths which travel all the way from the silk road of Akkis, to the chitinous creatures which travel below the snow. Alastar’s life has been forced to adapt to the ever changing landscape much like the Alastan people themselves.   Some of the most notable creatures of Alastar are members of the Chitin family. These strange insects blur the line between species. Often found throughout Alastar, these creatures have heavy and durable shells which protect their otherwise fragile bodies. While small chitin do roam the dunes, most famous are the large multi legged creatures which stalk the sands and coral forests. Some even sporting wings act like ambush hunters. Creatures such as the dangerous Reefclaw and Ankheg have made Alastan travellers and hardy bunch.   The Deathbell moths are some of the largest creatures in Alastar and are said to be a subspecies of the Silk moths from Akkis. These large creatures have dozens of sub types and their young tend to adapt and change to Alastar’s landscape. Leathery skinned creatures also populate Alastar, mostly within the coral forests. These creatures such as the Ray strider and coral walker have chitinous sections of their body scavenged from other creatures as well as their leathery skin having a glow to it. Other types such as the coral floater look almost like manta rays which populate the seas, but seemingly float among the sky.  

Culture

Technology is core to the culture of Alastar. The advancement which comes with it and the need for production have made technology a pillar of life within Alastar. Alastan’s are people who thrive in the constantly changing and evolving landscape in which they exist. They value hard labour, ingenuity and their own constant evolution. To this point of evolution, many priests of Metalican and members of the noble elite make use of elemantic constructs to extend their life expectancy and create exoskeletons to help them manage in their old age. It is believed that the technology seen aboard the floating city of Sanctum was created by the Alastan’s in secret, in fact many of the nobles aboard Sanctum are the former leadership of Alastar.   Due to the need for production, coins are highly important in everyday life. Farms and livestock are uncommon to see in the Alastan desert, due to the climate and the ease of transportation. Food and other necessities are imported using airships, Lightning rail and ‘sea’ships. The rich rise to the top, unlike the traditional nobilities of Versia and Caladan, Alastar’s rich are its nobles. The poor are pushed further and further into servitude, even managing to put the militarised peasantry of Versia to shame. The most prominent of these families make up the many houses of Alastar and make use of traditional terminology.   The massive production companies of Alastar provide most of the work for Alastan commoners and nobility alike within Alastan cities. Creating competing families vying for coin and personnel, this corporate practice became highly popular within the nation. Espionage is highly common within Alastan borders. Each company has its own patents and research which are fought over by corporate spies and boardroom backstabbing. Many skilled Lisvan warriors find themselves employed by Alastan companies due to their prowess and have become feared for their actions.   War is something the Alastan’s have not had to deal with personally for some time. The Inevitable acting as their army for centuries. Now that these constructs have sentience Alastar is in the process of rediscovering its claws. Notable features of Alastan warfare can be seen in the Lancer Jezails. These rifle men make use of highly accurate rifles which fire using magical foci, acting like large staves.   Invasion into Alastar would be a hard task. Between the lightning, coral forests and dangerous wildlife, Alastar is well protected from unwitting invaders.   Outside of the sky towers within the cities of Alastar, life is unforgiving. Food is scarce and structures often destroyed by stray lightning. The icy snow requires the invention of Elemantic spells to survive and precision weapons to hunt in its open dunes. Those living in the Lisvan deserts often use ray stalkers and floaters. These dwellers of the coral forest are easily able to traverse the snow with their tall legs and sturdy carapaced bodies. Another method of transport is to use large carapaced insects to shift quickly through the sand. The living tent and storage sitting upon the top of the head of these often massive insects. Small colonies can be found within the rocky outcroppings in the desert, choosing to live away from the chaos and industry of the cities. It is often here that great discoveries of Elemancy are found due to the absolute necessity in order to survive.   Life is hard in the coral forests, snow dunes and rock faces. Food is rare and the wildlife is more than dangerous. While Alastan’s of the city can enjoy imported breads, fruits and meats, those outside do not have that luxury. The snow dunes cannot be farmed, resulting in most native Alastan food coming from the coral forests. Common foods in Alastar are mushrooms, of which thousands of forms exist and fungal fruits such as the ones which grow from Devil’s Tooth fungus. Food is rare in Alastar and wasting it is a legal offence. Especially outside of the cities, laws mandate food production and any caught stealing are sentenced to death.   The towns, small cities and villages which exist in the east of Alastar are the most common spaces of living in the nation. The massive cities in the west overpopulated and refused new entrances. These cities are exceptions to how most Alastan’s survive and live, however are now the home of all three great houses. House Tuahbra, house Naskhti and house Avetiika are the most powerful houses in Alastar.   The most infamous of Alastar’s houses is House Zesiro. House Zesiro is the legitimate side of the Tribunal, and while House Zesiro denies any involvement with Tribunal operations against the Dukedom or outside of Alastar, few believe them. House Zesiro are infamous for their operations which skirt legality. The Tribunal are understood to be in service to House Zesiro, believing that the Zesiro’s are the direct descendants of the final kings of the Tribunal. The Tribunal are renowned for their use of illusionary magic, twisted daggers and repeating crossbows. Their most deadly weapon is the environment, the use of Deathbell poison, Lunar Moth Venom and sometimes even captured lighting.   In Alastar most metals need to be imported, as such most Alastan armour is made of chitinous shells and bone from its wildlife. This armour uses the natural chitin to create tough and durable armour. Often this armour covers the entire body, many are uncovered by chitin coated in leather and cloth to avoid the cold. Seeing those living in the harshest areas of the Lisvan desert only able to see through glass goggles is not uncommon. With this armour, not only are you provided with protection against weaponry and wildlife, but also against the weather. The cold and wind have a far harder time affecting the individual, which in most cases is what will kill you first.   Religion is important to the Alastan people. With massive temple cities, the Arcana is worshipped as an everyday part of life. Something in contrast to the other nations of Kharotar is Alastar’s veneration of Metalican. The god of creation and patron saint of elemancy. Metalican has temples and churches all over Alastar alongside his priesthood being the most radical and influential in Alastar. The Priesthood of Metalican dons strange metal affixes and seems to perform stranger and stranger experiments still.   The dead in Alastar are ceremonially wrapped in cloth. The colour of this cloth is determined by their social status and house. After being wrapped, these bodies are then laid with any riches they need to speed up their passage through Archaron’s Wheel. Typically these bodies are buried in the massive towering temples.  

Peoples

Alastar is mostly inhabited by Dwarves and Humans. Having been first colonised by Dwarves, but with the work Ruskkar and Alastar have done together, immigration was highly common. These ancestries make up most of the population and come in many shapes and sizes. Survivalists out in the desert to corporate assassin's moving from paycheck to paycheck.   Gnomes have only recently returned to Kharotar, having been exiled and killed by decree of the Overlord. These small colonies of returning Gnomes are mostly found in the Alastan frontier, having made structures from the lightning ice and become rather renowned for their skills in taming the chitinous population. These creatures have found themselves welcomed to Alastar, the need for skilled minds overcoming any ancestral implication. Many of these natural magicians have begun to climb the social ladder of Alastar.   The Inevitable are still found in Alastar, however the current cold war has stopped any further production. These creatures are mostly seen as tools of destruction outside of Alastar due to their use as weapons during the Black Iron rebelion. In Alastar however they are seen as slaves, constructs lower than the likes of Man and Dwarf.   Not only home to the Deathbell moth and its many subspecies, Alastar is also inhabited by large near humanoid moth creatures which make their homes in the deepest of coral forests. These creatures are intelligent and appear to be natives of the forests. While contact with these creatures is limited, they appear to have a language and societies of their own. These creatures are said to also be found below, in the underdark. However, within Alastar these creatures are seen much like the less sentient moths as mystical with an almost religious reflection of Alastar itself.
“I'm just here for the coin. Nobles in this city are only called ‘noble’ out of habit. There’s no history to their families, just money. They make these fantastic structures as tall as the clouds, manage to make ships float with magic and all they want is cash. That’s the part I get, talking of which how much am I getting paid for this executive’s untimely death”   Unidentified Avettikan assassin
Founding Date
702 AOL
Type
Geopolitical, Country
Capital
Demonym
Alastan
Head of State
Government System
Technocracy
Power Structure
Feudal state
Currency
Auric
Official Languages
Related Species
Religion The Arcana (Metalican, Nafinal, Zanatar, Abadar, Orniso, Alawain, Fane), The Arenmar (Zalla, Jhenan)   Hallmarks Elemancy, Assassins, Airships, Tower Cities, Lightning, Technology   Military Hellstorm Cannoneers, Lancer Jezails, Astarin Musketeers   Heradry A gold hawk bursting atop a field of verdant green

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