Post by Nazerine on Dec 28, 2011 16:56:07 GMT 10
"Ruin and decay, they sew hand in hand. Just as the collapse of the elven empire destroyed the city, the darkness destroyed the people. Now they are but slaves to their own dark desires." - Heinrich Guildtrustle, Pastor. |
Name: Amerkanth Pronounced 'Ahm-her-kanth'. Region: Yshmir. Leader: Disputed. Imports: Slaves, Livestock, Grain, Glassware. Exports: Metals, mushrooms, stone, gold. |
The City
The realm of Yshmir, ruled by the elves was a true marvel of the north. Lush forests were fed by many rich rivers that flew down from the mountain ranges, uninhabited by men and elves both, save perhaps for a few hermits and isolated mining villages. Most trade routes led straight to the city of Amerkanth, or rather the outskirts since not everyone was accepted into the very heart of the elven capital, that possessed more political authority than any other elven city during its time. All of this changed before the beginning of the fire era and the founding of the Empire.
When darkness enfolded the whole realm of Yshmir, everything that was within disappeared into obscurity. As a rule of thumb, anything or anyone unfortunate enough to be swallowed up by the unknown and the unseen perishes. However, some Yshmir’s denizens managed to survive.
Amerkanth, or rather the fortress of Amerkanth as it is known to most at its present state, is a lumbering giant tower amidst a sea of endless jagged stony protrusions that reach from under the ground. Just like the skies blotted with ash storms and the lifeless cruel landscape, so was the tower devoid of any color or openings of any kind. The estimated height of the spiked tower is 1,000 ft from the very ground. It is rumoured that the fortress is what remains of the Arcane Tower of Amerkanth. The rest of the former city mysteriously vanished.
The tower has inspired many myths and stories among the common folk who know nothing of the dark elves and their unenviable legacy. The purpose of the tower has not changed for it remained a place for mages to conduct their researches. From the very bottom of the tower to the very top, the stairs lead to various classrooms of varying levels and subjects. It’s bowels are reserved for dungeons and dangerous experiments. With the change brought by the darkness, the cruel dark elven wizards use living sentient creatures for their studies with impunity. These usually include prisoners of war, slaves procured through trade, and a select few dark elves that had somehow lost the favour of their Goddess.
Deeper in the bowels is a spellhold for containing the more dangerous and magically inclined creatures that cannot be held caged by normal means.
To the very north, much alike to the grandest houses of Amerkanth, lies the Great Temple of Zephon. Though every house has an altar within its premises, this is where the most important congregations and rituals are held. Beyond the first great chambers where all of the dark elves are welcome to witness the ‘show’, resides the Hall of Zephon for the Chosen Ones who are maimed in order to fully comprehend the will of their Goddess without descending into madness as soon as they otherwise would.
The newly formed elven capital consists of three main circles. The most prominent houses of Amerkanth are built into the stone at the outskirts of the city, like black fortresses by themselves surrounded by stalagmite shaped into protective fences, while those with a less commanding presence occupy the majestic houses surrounding the Arcane Tower, forming the first circle of the elite. Among the houses of the first circle one can find a few isolated parks where the perpetual sound of small fountain can be heard. Such are only reserved for the nobles, however, and anybody failing to identify themselves as such would be punished accordingly if found.
Most buildings are shaped perfectly together, even the slums outside of the main circle, and the main roads, made of impeccable onyx flagstones, are always kept clean, mostly by slaves. The next circle is the trading district of Amerkanth, filled with wondrous shops. The less luxirous traders occupy the outer reaches of the second circle as per usual until the second circle gradually turns into the slums where most exiled houseless drow and slaves reside in smaller houses or the streets. Their lives are meaningless and are thus disregarded completely by those above. They must fend for themselves by either doing odd job or die trying.
It is unknown how the elves adapted and managed to carve their way beneath the earth so fast. The gates are well hidden and the only means of entering the city is through a vast labyrinth of caves that are often well concealed by the craggy peaks.
The city’s splendor was not diminished by decades spent in the obscure. The thick tower itself remains the great pillar of Amerkath, literally, as it holds the large cavern which is estimately about 250 feet tall. The cavern has been carved out in a circular shape. While the tower happens to be amidst the stark dark elven architecture that could leave nearly anybody breathless, it is not the main building that governs and dictates the order which is kept around the society like an iron fist albeit those with enough power bend the laws to sow chaos among the lesser folk as well as against their rivals.
"Chattering. Whispering. Moaning. Groaning. Pain. The walls, the floor, the people. Pain was omnipresent." - Frand Diamondheart, Slave. |
Culture
It has been accentuated heavily before that the dark elven culture revolves around the worship of their twisted deity as well as ambition. Unlike the less primitive races, however, dark elves understand the need for collaboration and mutual goals. At the same time, at a certain height of power, the interests of the grand houses clash and thus Amerkanth is often prone to civil wars. However, unlike humans, dark elves rarely resort to open assaults and battles within the premises of their newly established capital. Instead, they rely on assassinations, blackmail, betrayal. Storming another house to utterly destroy it is one of the last steps. By the law, such a deed is greatly punishable. However, should a certain house succeed in obliterating another without leaving too many clues behind they will be silently applauded for their deftness. To achieve such, they must first weaken the other house through means mentioned before as well as by luring their soldiers onto their side, for example.
Amerkanth is the only city that has some presence on the surface. But even Amerkanth’s doors are not so evident. The tower itself which is the very testament of dark elven presence within Verenthia, has no doors. The entrance lies from beneath the ground or through means of teleportation magic. It is unknown how the elves adapted and managed to carve their way beneath the earth so fast. The gates are well hidden and the only means of entering the city is through a vast labyrinth of caves that are often well concealed by the craggy peaks.
The city’s splendor was not diminished by decades spent in the obscure. The thick tower itself remains the great pillar of Amerkath, literally, as it holds the large cavern which is estimately about 250 feet tall. The cavern has been carved out in a circular shape. While the tower happens to be amidst the stark dark elven architecture that could leave nearly anybody breathless, it is not the main building that governs and dictates the order which is kept around the society like an iron fist albeit those with enough power bend the laws to sow chaos among the lesser folk as well as against their rivals.
The tower’s doings and organization is governed by an archmage and his council. It is one of the most revered positions that a male could attain. Among other studying facilities such as classrooms, laboratories the ominous academy of dark arts accommodates many secrets such as chambers meant for extraplanar travel, complex rituals and the like. Only the few elite know of the exact purpose and the means to such rooms.