World Reference

Lore Codex

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Current location Port of Avar Avar circuit View location entry

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Extended Regional Records

Government, law, military power, and notable names

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Avar and Brasshearth on the Bay of Avarra Chaotic, clever, performative, corrupt

Avarran Empire

Avar is the empire of salons, artificers, elegant vice, and corruption so normalized it gets described as procedure. Spectacle is treated as a civic resource.

The Council of Avar rotates thirteen chartered positions through noble lines, sponsor blocs, and magical interests. Elections exist; innocence does not.

Magic

Magic provides status, infrastructure, and public art. Artificers reshape roads and building fronts by night. Nonhuman spellcasters are permitted but still face prejudice.

Population And Relations

Avar claims legal equality among races more openly than Hela does, but wealth, usefulness, and magical talent determine how equal a person feels.

Military

House guards, prison wardens, mercenary contracts, and artificer defenses stand in for Helation-style rigid order.

Great Families
  • House Graives: evil-aligned debt, prison, and quiet Council power.
  • House Neralis: artificer patrons of salons, civic illusion, and street-shaping.
  • House Caldris: relic financiers and Mountain of Kings speculators.
  • House Veloran: harbor customs nobility with clean manifests on the surface and dirty books underneath.
Notable People
  • Chancellor Seral Graives, broker of judges, debt courts, and prison contracts.
  • Lady Ione Neralis, civic spectacle patron who treats architecture as social control with better lighting.
  • Lord Tavik Caldris, a perfect gentleman until relic money enters the room.
Anchor Places
  • Avar, where the Council governs through elections, patronage, and noble alliances.
  • Brasshearth, a major arena city where combat success attracts wealthy sponsors.
  • The Prismatic Prison above Unicorn Hill and Dancing Bear Hill.
Hela, the Queen's Reserve, and the Red Army roads Lawful, ritualized, matriarchal, severe

Helation Empire

Helation order begins in the capital and expects the rest of the empire to fall in line. The state treats paperwork as morality and clerical blessing as legitimacy.

A matriarchal dictatorship centered on Hela, whose authority is reinforced by religious ritual and the Amulet of Hela. Several kings serve as governors and public representatives.

Magic

Clerical magic is lawful and blessed. Arcane magic is tolerated only when registered, contained, and usefully supervised.

Population And Relations

Demihumans must be registered and are restricted in key districts. Sex roles are heavily defined. Women dominate authority and ownership while men are culturally prized, watched, and displayed.

Military

The Red Army functions as both army and police force, feared for its discipline, holy support, and refusal to get tired before others do.

Great Families
  • House Serrane: hardline logisticians of temple law, permits, and Red Army provisioning.
  • House Vaelcor: diplomats who enforce state policy through ceremony, negotiation, and social influence.
  • House Dovain: a provincial line famous for producing handsome, willing, occasionally bewildered kings.
  • House Orsik: lake-and-dock nobles who perfume ceremonies and remain politically useful.
Notable People
  • Hela IV, newly anointed sovereign of a state that expects a single person to embody empire safely.
  • Marshal-Mother Arel Serrane, iron administrator of permits, inspections, and troop patience.
  • Lady Cyrine Vaelcor, elegant operator who can make a terrifying room feel almost flirtatious.
  • King Marrec Dovain of White Reeds, cooperative, attractive, and accidentally hilarious in formal settings.
  • King Pell Orsik of Glassmere, playful and far too eager to help with ceremonies no one asked him to host.
Anchor Places
  • Hela proper and the tower districts.
  • The Queen's Reserve and its annual public bathing rite.
  • Glassmere and Ashfen Crossing, where permits, governors, and troop scrutiny meet trade roads.
Moonfen Hollow, the Lamora lakes, and the Wheel road Old-memory, marsh-practical, skeptical of capitals

Helatia, the Southern Wheel Territory

Helatia is a southern territory where local leaders have more practical control than either distant capital. Ferries, guides, animal-handling courts, and village records shape daily life.

Local councils, regional wardens, animal handlers, and noble houses keep the territory functioning. Written law matters, but residents place greater trust in conduct they have witnessed.

Magic

Practical magic is accepted when it controls dangerous animals, guides boats, repairs roads, or protects villages. Showy magic without a practical purpose is mistrusted.

Population And Relations

Demihumans are more visible here than in either capital. People are judged as much by conduct and memory as by paperwork.

Military

Beast wardens, ferry militias, provincial companies, and marsh scouts defend terrain where conventional formations perform poorly.

Great Families
  • House Talrhen: marsh nobility and guide-brokers trusted because they listen before commanding.
  • House Rookfen: salvage, ferries, and relic freight money built on drowned routes and gnome wreckage.
  • Moonfen Beast Court: not a bloodline but a feared institution of handlers and witnesses.
Notable People
  • Warden Ysra Talrhen, calm-faced lord of roads, ferries, and patient authority.
  • Broker Ansel Rookfen, smiling swamp trader and full-time professional liar.
  • The elders of the Moonfen Beast Court, whose approval matters more than urban applause.
Anchor Places