257 lines
No EOL
41 KiB
Markdown
257 lines
No EOL
41 KiB
Markdown
[[Soulforging]][[Spirits]][[Setting/Magical Traditions/Alchemy]][[Magic]][[Spirits]][[Spirits]][[Golden Coast]][[Magic]][[Soulforging]]![[f906d0f0-5708-4c28-a787-88272e5084cd.png|center]]
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```leaflet
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id: <region-id>
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image: <detailed-map-image.png>
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defaultZoom: <zoom-level>
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```
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> [!infobox|right]
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> # <Realm Name>
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> ![[95a3b0a3-ea21-48fa-a71e-a399b9250637.png]]
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> **Coat of Arms**: A black sun eclipsed by a golden star, framed by two serpents devouring their tails, set against a backdrop of mirrored pyramids.
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><table> <tr><th colspan="2" align="center" style="background:#4a2c2c;color:white;">General Information</th></tr> <tr><td>Leader</td><td>The Nine Sorcerer Kings of An-Kah-Pur</td></tr> <tr><td>Demonym</td><td>Pharosian</td></tr> <tr><td>Population</td><td>4–6 million (estimated)</td></tr> <tr><td>Demography</td><td>Predominantly Tul (Pharoseans, with Sacharan minorities, mixed coastal folk) and Tlaxcal slaves. Urban-heavy with caste divisions.</td></tr> <tr><th colspan="2" align="center" style="background:#4a2c2c;color:white;">Government</th></tr> <tr><td>Type</td><td>Hierocratic technocracy ruled by immortal Sorcerer Kings</td></tr> <tr><th colspan="2" align="center" style="background:#4a2c2c;color:white;">Notable People</th></tr> <tr><td>Notable Figures</td><td>The Nine (undying void-bound rulers), High Flame-Speaker Tazirak, Architect of Echoes Nemet-Het, Alchemist-Matriarch Setaya of Tir-Nazir</td></tr> <tr><th colspan="2" align="center" style="background:#4a2c2c;color:white;">Military</th></tr> <tr><td>Land Forces</td><td>Elite phalanxes, specially trained battle battalions</td></tr> <tr><td>Naval Forces</td><td>Heavy galleys bronzed hulls, obsidian rams, and Initiate-commanders</td></tr> <tr><th colspan="2" align="center" style="background:#4a2c2c;color:white;">Important Locations</th></tr> <tr><td>Seat of Power</td><td>An-Kah-Pur, the Shrouded Capital</td></tr> <tr><td>Key Locations</td><td>Sekherat, Tir-Nazir, Ur-Kadash, the Grand Pyramid, the Spiral Archive</td></tr> <tr><td>Wondrous Places</td><td>The Black Arches, the Spine of Flame, Mirror Gardens of Sekherat, the Tomb of Silence</td></tr> <tr><th colspan="2" align="center" style="background:#4a2c2c;color:white;">Infrastructure & Trade</th></tr> <tr><td>Infrastructure</td><td>Radial ley-line roads, ritual aqueducts, star-powered obelisks</td></tr> <tr><td>Trade Goods</td><td>Alchemy, medicines, surgical tools, rare spices, slaves</td></tr> </table>
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## Overview
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Pharos is a land of **desert stars, whispering obelisks, and ancient grandeur turned strange**. Once a lush and verdant heartland of the Tul-Dar Empire, its soil was fed by celestial ley-lines and its cities crowned with techno-magical marvels. But when the **Veil rose** and the **Shattering broke the landbridge to [[Mentralin]]**, the heavens grew silent. What followed was centuries of ruin, drought, and decay - until the void found a foothold.
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Out of this silence came the **Nine Sorcerer Kings**, each bound to a parasitic **void spirit**, each wielding **forbidden knowledge** and **star-drawn power**. They rebuilt Pharos from the bones of the old world, piercing the Veil with towers of black stone called **Star Obelisks**, and reshaping the sands with ritual, sacrifice, and dark science. Their capital, **An-Kah-Pur**, is a marvel of necromantic geometry and brutal splendor, where the **Grand Pyramid** hums with energy from beyond the stars.
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Today, Pharos endures - **stable, strange, and inhumanly old**. Its cities bloom like strange flowers around ley-torn oases, its priesthoods and alchemists push the boundaries of life and death, and its black-robed emissaries cross the Golden Sea, bearing **medicine, mystery, and corruption** in equal measure. To outsiders, Pharos is a paradox: a land both dying and immortal, devout and heretical, ruled by corpses that whisper in dreams.
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Its people endure beneath the gaze of the Nine - **chained not by walls, but by awe, fear, and tradition**. And beyond their temples, in the deep desert winds, there are those who whisper that the Veil is weakening again.
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## Geography
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The realm lies along the **western shores of Al’Mahoun**, its fractured coastlines facing the warm, rich waters of the **Golden Sea**. The region stretches from the **Sacharan Desert** in the east - an expanse of windswept salt basins and sand seas - toward the **Stepping Stones** in the southwest, a shattered archipelago marking the broken bridge between Pharos and the [[Golden Coast]]. These islands serve as trade routes, pirate havens, and hidden shrines to old powers.
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To the north, the **Crownspine Mountains** rise like jagged obsidian fangs, separating the sands of Pharos from the jungles and highlands of **[[Tlaxcal]]**. Snow never touches their peaks, but heat shimmers off them even at night, and strange lights are sometimes seen dancing between the ridges - signs, some say, of [[Spirits]] fleeing the void-fed sorcery of Pharos.
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Though much of the land is technically desert, it is a **magically manipulated ecosystem**. Cities thrive around **Star Obelisks**, towering constructs that pierce the Veil and draw down ambient energy from the cosmos. These spires twist weather, pull moisture from the air, and create pockets of artificial fertility - oases where Pharos' people grow food, harvest crystal-salt, and craft alchemical wonders.
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### Regional Features
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At the heart of Pharos lies the **Crescent of Dust**, a vast, crescent-shaped expanse of eroded hills and shifting dunes. Before the Shattering, this land was fertile and lush, dotted with brilliant Tul-Dar gardens and irrigation channels. Now, it is a haunting landscape of dry air and silence, its sands concealing the broken husks of ley-machines and half-buried ruins whose purpose has long been forgotten. Even in its decay, the Crescent hums faintly with lingering power.
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Flowing like a silver scar from beneath the **Crownspine Mountains**, the **River Sefret** winds its way across the central region of Pharos. It is not wholly natural - long ago it was redirected by ritual geomancy to nourish sacred temples, alchemical gardens, and the void sanctuaries that rely on its waters. The Sefret is revered not only for its life-giving properties, but also for its rhythm, which many claim echoes the pulses of the stars.
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To the south, the land breaks into the **Spine of Flame**, a jagged range of blackened peaks and sleeping volcanoes. This was the site of one of the earliest and most catastrophic failures of a Star Obelisk. The blast carved glassy scars across the mountains and birthed strange phenomena - molten ghosts that wander in silence, bestial [[Spirits]] burned into new forms, and wells of unstable [[Magic]] hidden in the caves below. Few return from expeditions into its shadows.
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The **Shrouded Gulf** curves inward along the southwest, a coast often wrapped in soft, swirling mist that carries the scent of brine and incense. It is here that the capital, **An-Kah-Pur**, rises - an impossible city of shimmering ziggurats and obsidian towers arranged in patterns only the Star-Chosen understand. Veiled by glamours and illusions, the city seems to fold space around it; some whisper that An-Kah-Pur exists in more than one location at once, or even in multiple realities.
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Stretching out from the eastern borders like the ribs of a fallen titan, the **Black Arches** remain - the shattered bones of a once-mighty ley-bridge that connected Pharos to the ancient east. Now nothing more than broken spans of dark stone and hovering relics, the Arches are used as landmarks by desert smugglers and spirit-walkers. Many say they are cursed, and that the wind beneath them whispers in voices not heard since before the Veil was raised.
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### Notable Cities
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Pharos is a land of cities unlike any other. Each [[Settlement]] pulses with ancient power, spiritual geometry, and void-inflected logic, more akin to **ritual diagrams** than urban constructs. Their layouts defy mortal understanding - streets spiral like labyrinths, doors face away from roads, and entire quarters align not to rivers or terrain, but to constellations long erased by the Veil. These cities are not merely inhabited - they are _invoked_, sustained by the secrets of the stars and the will of their god-kings.
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At the center of all stands **An-Kah-Pur**, the resplendent and terrifying capital, rising from the haze of the Shrouded Gulf like a dream half-remembered. Its obsidian ziggurats pierce the sky, encrusted with mirrored glyphs and bands of alchemical flame. Time itself seems twisted here: streets loop back on themselves, and no traveler can say for certain how long they wandered. At its black heart rises the **Grand Pyramid**, a void-fed engine of deathless power, where the Nine Sorcerer Kings reside in parasitic eternity. Around it, masked Initiates walk in silence, and the air hums with starlight and ritual.
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Further inland lies **Sekherat**, the City of Burning Eyes. It clings to the edge of a scorched ley-field, built in concentric crescents around the **first surviving Star Obelisk**. Here, the arts of [[Soulforging]] and spirit-[[Setting/Magical Traditions/Alchemy]] are practiced with clinical brilliance. Its academies churn out masked philosophers and silent theurgists who speak of ascension through starlight. Ozone and myrrh linger in every alley, and even the shadows seem to watch with curiosity.
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To the south, wedged between salt-flats and sun-scarred dunes, sprawls **Tir-Nazir**. Half-sunken and half-glorious, this trade port thrives on the shifting tides of commerce across the **Stepping Stones**. Its docks are heavy with galleys bearing spices, relics, and veiled promises, while its harbor temples conceal secret rites of the Initiates. Beneath its coral-stone palaces, tunnels coil like wormholes through time, and strange whispers drift up from the tidal vaults.
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To the east, on the broken edge of the **Sacharan Desert**, rises **Ur-Kadash**, a red-stone fortress-city embedded in a fractured canyon. Wind-gliders and mirrored sails drift above it like insects on a dying flame, operated by the famed **desert wind-traders**. It is a place of harsh trials: **gladiator academies**, obsidian scriptoriums, and the dreaded **Tomb of Silence**, where sorcerers who failed their Initiate rites are buried in resin slabs, their mouths forever sealed.
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Each city in Pharos is more than a [[Home]] or a stronghold - they are living instruments of arcane purpose. Whether crafted for power, remembrance, or some darker revelation, they are **monuments to a civilization that has long since traded mortality for myth**.
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## History
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This land is older than memory - **a land of dust and starlight**, once counted among the greenest jewels of the Tul-Dar Empire. In the age before the Shattering, it was a lush and fertile realm, irrigated by geomantic rivers and sustained by great spires that channeled celestial energies from the open cosmos. These marvels - wonders of Tul-Dar mago-technical mastery - fueled its cities, bloomed its gardens, and allowed its scholars to probe the secrets of the universe.
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Then came the Shattering.
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When the **Veil rose to seal Vaelora from the cosmos**, the [[Magic]] of the stars was severed. The great spires fell dormant, and without their energy, the rivers withered, the land cracked, and sand swept in from the east like a slow suffocation. Storms ravaged the coasts, and the ley-lines once carefully balanced collapsed in on themselves. The fertile land shriveled into the **Crescent of Dust**, and the ancient cities were buried beneath dune and salt.
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In this ruin, **void [[Spirits]] stirred**.
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They had always been there - lurking in the cracks of reality, whispering to those who studied too deeply or dreamed too long. Now, desperate and forgotten, the survivors of Pharos began to listen. In time, **nine powerful sorcerers**, each pierced by a void entity like a splinter in the soul, rose from the ashes. They found they could **repurpose the old spires**, piercing small tears in the Veil to draw star-energy once again - not freely, but in measured sacrifice. These were the first **Star Obelisks**, and their power was undeniable.
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With this corrupted salvation, they rebuilt the city of **An-Kah-Pur** and declared a new era. The Nine bound their fates to their parasitic patrons, their flesh mummifying slowly even as their minds expanded. They founded the **Initiates of Pharos**, a mystery cult that promised rebirth through starlight and secret wisdom beyond the Veil. Cities were raised anew around the surviving ruins, the land was coaxed into bloom through blood and voidlight, and Pharos once again became a seat of power on the continent of **Al’Mahoun**.
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As the centuries turned, the Nine became **less than men**, but **more than mortal** - undying vessels for the void that sustained them. When one perishes, another is chosen, ritually infected, and installed in the **Grand Pyramid**, ensuring the eternal rule of Nine. Wars have flared - against rival city-states, against **the [[Tlaxcal]] across the Crownspine Mountains**, and once in a century, against the whispers of rebellion - but none have undone the **slow, methodical stability of Pharos**.
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In recent generations, the rise of **trade across the Stepping Stones** has brought wealth and new influence. Pharos exports [[Setting/Magical Traditions/Alchemy]], occult knowledge, and star-forged relics to the [[Golden Coast]] and beyond - drawing in curious scholars and dangerous cultists alike. The **Initiates** grow ever bolder, planting temples in foreign cities, spreading their masked faith, and whispering that the stars are growing louder again.
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Yet some say the Nine have begun to **disagree**, their void patrons whispering contradictory truths. **Star obelisks pulse with irregular light**, and the tombs of dead kings stir with movement. There are those who claim that what was once a salvation may be growing **hungry once more** - and that something older than the Nine watches from **behind the Veil**, waiting for the cracks to widen.
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## Social Structure
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The society of Pharos is an elegant facade built atop a foundation of shadow, sacrifice, and silence. While its cities shimmer with art, architecture, and advanced science, its hierarchy is **rigid, esoteric**, and **inextricably linked to the void-wrought faith** that governs the land.
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At the peak of society reign the **Nine Sorcerer Kings** - immortal lords who exist as **host-bodies for void [[Spirits]]**. Though they speak rarely and move even less, their will permeates all of Pharos through oracles, decrees, and signs seen in the movements of stars. No law or truth is higher than theirs. Each Sorcerer King presides over a constellation of cities, temples, and lesser cults.
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Beneath them stands the **Clerical Ascendancy** - the higher ranks of the **Initiates of Pharos**. These robed and masked functionaries act as governors, spiritual guides, scholars, and sometimes executioners. The closer one is to the **Star Obelisks**, the more revered - and feared - they are. Senior initiates may already host lesser void entities in symbiosis, bearing signs like glowing veins, blackened tongues, or inhuman senses.
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Pharosian society is organized around **caste-like tiers**, though not always inherited. Instead, one ascends through **ritual advancement**, merit in service to the Star Doctrine, or **“Revealed Aptitude”** - a euphemism for surviving communion with a void fragment and retaining sanity.
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- **The Illuminated**: Those who have been “touched” by void energy or gifted with minor insight. They serve as engineers, magisters, and architects of ritual structures.
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- **The Ink-Bound**: Scribes, healers, mathematicians, and alchemists. Many are trained in [[Soulforging]] and spirit-binding, and they make up the intellectual backbone of Pharos.
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- **The Salted**: Laborers, tradesfolk, and farmers, who live around obelisks or ley-nodes. Their lives are closely observed by Initiate officials to watch for “spontaneous signs of revelation.”
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- **The Ash-Marked**: Outcasts, criminals, and failed initiates. Though not enslaved, their rights are limited, and they often serve in the **Tombs of Service**, repurposing ancient ruins or tending to dangerous ley machinery.
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- **The Silent Castes**: A hidden underclass of sacrificial victims, spirit-hosts, and bio-ritual test subjects. Most citizens believe these groups to be myths or remnants of darker times, but they still exist in the margins of temple society.
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Outside this formal structure are the **mercantile guilds**, **desert nomads**, and **free scholars** who operate with limited independence. While tolerated, they are always watched - and those who grow too influential without spiritual sanction are “invited” to Initiate halls for **correction or elevation**.
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**Social mobility exists**, but only through alignment with the Star Doctrine, service to the Initiates, or survival of void trials. Those who refuse the spiritual hierarchy find themselves isolated - or removed from public record.
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Pharos is not a land of open tyranny; it is a land of **invisible chains** - chains that glow like starlight and **promise salvation in exchange for your soul**.
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## People and Culture
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Life is lived in the tension between awe and unease. To walk its cities is to move through **beauty carved from precision and madness**, where **every ritual has purpose**, and every shadow may conceal a watcher. The people of Pharos are disciplined, articulate, and deeply attuned to **ritual timing**, **geomantic flow**, and the invisible web of influence spun by the Initiates.
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Despite the desert heat, they move with **measured grace** - slow gestures, stylized speech, and an emphasis on **poise and posture** in all things. Even laborers wear patterned sashes or etched talismans that symbolize their alignment to celestial harmonics. Public life is richly adorned with music in minor modes, calligraphy etched into walls, and chants timed to the movements of the stars.
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In the **cities**, especially An-Kah-Pur and Sekherat, life is tightly controlled. Every district aligns to a spiritual purpose: learning, healing, dreaming, mourning. **Public rituals**, citizen processions, and seasonal star-observances are mandatory, with absences recorded and investigated. The urban elite live in homes built around geometric atriums, where **air, light, and spiritual resonance** are precisely balanced.
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By contrast, the **rural settlements** - especially in the Crescent of Dust and along the River Sefret - live with greater freedom. These people are farmers, sand-herders, salt harvesters, and glider-wrights. They follow the old agrarian rhythms with only intermittent oversight, practicing their own localized customs. Still, Initiate observers ensure that even the humblest village gives tribute and maintains respect for the Obelisks.
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### Art, Identity, and Expression
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Art is often **functional and sacred**. Geometric murals are calculated to align with ritual frequencies. Music follows scales designed to "cleanse the mind." Dance is both performance and offering, often performed at night by masked troupes whose steps mirror star patterns.
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Pharosians value **discipline, clarity, and refinement**. Emotions are not denied, but **channeled into artistic or ceremonial forms**. Public weeping, laughter, or anger is seen as disruptive. Even love is treated as an alchemical reaction - something to study, harness, and refine.
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Names often reflect **lineage, service, or revealed destiny**. For example:
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- _Serem-Tel of the Third Horizon_ (a soulforged healer)
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- _Ashkareth, Daughter of Echoes_ (a dancer chosen for dream-work)
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- _Khetzarin Vuhl_ (a glider-warrior whose surname reflects ancestral triumph)
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### Views on Foreigners
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Pharosians view foreigners with **courteous distance**, especially those from “unveiled lands” like the [[Golden Coast]] or the [[Tlaxcal]] south. Visitors are admired for their novelty, but rarely trusted. Few are permitted beyond the outer city rings unless sanctioned by an Initiate.
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Still, curiosity runs deep: Pharosians love to learn of foreign customs - so long as they remain **entertaining or useful**. Foreigners who show spiritual discipline, artistic talent, or scientific insight may be welcomed, even honored. Those who question the Sorcerer Kings or mock the Initiates will quickly find doors closed - and eyes watching.
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### Fashion
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Fashion is not merely expression - it is **ritualized identity**. Even in the searing heat of the desert, the people clothe themselves in layers of fine silk, translucent gauze, and garments stitched with metallic threads. Every fold, color, and fastening serves a symbolic purpose, aligning the wearer with their social standing, spiritual affinities, or ancestral obligations.
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Veils are ubiquitous - sometimes sheer, sometimes heavy and ornate. In cities like An-Kah-Pur, it is common to pass a dozen masked faces before seeing a bare one. Nobles and Initiates often wear faceless golden masks inscribed with sacred geometry, while merchants and common folk use half-masks of lacquered bone, bronze, or dyed leather during civic rituals or festivals. Veils are dyed in symbolic hues: deep blues and purples for those aligned with the void or celestial study; crimson and copper for those who walk the flame-paths; white and silver for those who tend to the dead or commune with ancestral [[Spirits]].
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Jewelry, too, is never merely decoration. Rings and necklaces are inscribed with sigils attuned to a person’s spirit resonance, serving both as wards and statements of identity. Even children are clothed in robes marked with celestial glyphs denoting their lineage and spiritual heritage. In Pharos, to dress without purpose is considered crude. To wear the wrong veil or color - especially that of a higher caste or spiritual discipline - is not just offensive, but sacrilegious.
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### Cuisine
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The cuisine is shaped by **scarcity, ceremony, and alchemical precision**. To the people of the Crescent of Dust, eating is not a biological need - it is a **ritual of transformation**, aligning the body and soul with the rhythms of the stars and the desert.
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Meals are typically consumed in small, deliberate portions throughout the day. Each dish is crafted with intention. Common fare includes dried fruits, grain-cakes, smoked root pastes, and vine-stuffed herbs, delicately seasoned with flower vinegar or salt. In wealthier circles, meals become elaborate ceremonies: a sliver of desert hare glazed with cactus honey, or fire-dried pigeon served atop petals soaked in myrrh.
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Every meal begins with a cleansing act - either a dip of bread in oil, or the ceremonial sipping of water with a chilled infusion of herbs said to attune the drinker to celestial flows. Rural communities follow older patterns, eating simple fare in silence, but always adhering to symbolic orders: never mixing hot and cold roots, never sharing fruit at night or similar small acts of ritual.
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More arcane are the secret substances: **desertwine**, brewed from fermented roots and powdered obsidian, is consumed by certain Initiates in whispered rituals, believed to open the soul to messages from the stars. Such practices are forbidden outside the cult, but rumors abound of nobles and scholars who host feasts behind soundless doors.
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Food is memory. It is legacy. It is a spell cast through fire, patience, and salt. To eat without reverence is to consume without meaning - a sign of barbarism.
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## Religion
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The religious life of Pharos is a tangled tapestry of **ritual, power, and hidden communion**. While many outwardly participate in temple rites and ancestral devotions, true spiritual authority lies with the **Initiates of Pharos** - a mystery cult turned state religion whose influence pervades nearly every aspect of civic and metaphysical life.
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### The Initiates of Pharos
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At the heart of Pharosian religion are the **Nine Sorcerer Kings**, immortal husks animated by the parasitic void [[Spirits]] they once bound to their minds. Official doctrine declares them **The Eldest**, living conduits of knowledge drawn from the stars beyond the Veil. Worship of the Eldest takes the form of **ritual geometry, starlight invocation**, and **purification through sacrifice**. Their likenesses, half-bone and half-flame, adorn temples in every city, and their decrees are delivered through veiled high priests who interpret celestial alignments and the murmurs of the Obelisks.
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Their priests - the **Initiates of Pharos** - don golden masks and purple robes and serve both as keepers of lore and enforcers of faith. Initiates are taught to gradually surrender their names and selves, replacing individuality with divine insight. The highest among them are rarely seen outside their ziggurats, their bodies **visibly decaying**, sustained by the **voidroot** growing in their skulls. These beings conduct rituals beneath the Grand Pyramid in An-Kah-Pur, feeding starlight into the bones of their god-kings and pulling whispers from realms beyond mortal knowing.
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### Ancestors and Spirits
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Beneath this dominant faith survives a **deep current of ancestral veneration** and spirit interaction. Each family maintains household shrines to their lineage, offering herbs, salt, or the breath of prayer to ashes kept in soul-jars or alabaster urns. In rural villages and even in certain temple districts, **spirit soothing** continues in tandem with void worship - mothers soothe wind [[Spirits]] with lullabies, and old crones tie knots of hair and brass to appease the salt-ghosts of the desert.
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Spirit interaction is less about reverence and more about **contractual acknowledgment**. A river must be honored or it may vanish; a sand-wind must be addressed or it might grow teeth. Pharosians do not love their [[Spirits]] - but they understand them, and **make pacts with respect and fear**.
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### The Role of Sacrifice
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Sacrifice, both symbolic and real, is the cornerstone of religious life in Pharos. While the wealthiest offer coin, sacred wine, or dream-engraved scrolls to the Eldest, the poor may shed blood - animal, and in darker rites, human. Certain festivals, such as the **Night of Ashen Suns**, call for public offerings where volunteers (or criminals) walk veiled into the void-lit sanctums to be **consumed by the fire**. Their deaths are said to fortify the Veil-puncturing pylons and lengthen the kings' unnatural lives.
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Sacrificial acts are framed as **ascension**, not punishment. The chosen are often paraded, blessed, and adorned before being "returned to the stars."
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### Syncretism and Schisms
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Although the Initiates rule in doctrine, **regional deviations abound**. In cities near the Stepping Stones, elements of the **[[Golden Coast]]'s sea-spirit beliefs** have fused with void worship, birthing hybrid cults that speak to both moonlight and starlight. In Ur-Kadash, a splinter faith worships **the Tomb of Silence** as a god of rebellion and entropy, hiding heresies in the silence left by muted voices.
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Other belief systems - like the **[[The Balanced Scale|Balanced Scale]] of [[Lao-Shan]]** or the **[[Creed of the Veil]]** - exist in quiet corners, often as tolerated eccentricities or underground gatherings. The state does not outlaw other faiths unless they challenge the **Eldest's supremacy** or reveal secrets meant only for the Initiated.
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## Education
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**Knowledge is power**, but it is also **a secret**, **a weapon**, and **a tether to the divine**. Education is neither universal nor openly encouraged for the masses - rather, it is a path carved through **initiation, sponsorship**, or **ritual selection**. To be literate is to be marked; to be educated is to be dangerous.
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### Learning as Ascent
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Education in Pharos is not measured in years but in **circles of revelation**. Each circle represents a deeper level of understanding - of language, mathematics, medicine, soulcraft, and the mystic geometries that sustain the realm’s star-obelisks and ley machinery. The curriculum is **hierarchical, occult, and bound by oaths**. Even something as simple as herbal knowledge may be coded in verse or preserved only within specific bloodlines.
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While basic education - numeracy, reading glyphs, and civic laws - is available to the children of tradesmen and lesser scribes, only those chosen for **Apprentice Orders** or **Initiate Trackings** rise further. Beyond this point, instruction becomes **esoteric and perilous**, requiring not only intellectual skill but emotional control, spiritual resilience, and often, **a willingness to be altered**.
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### Institutions of Learning
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The greatest centers of knowledge are not called schools, but **Sanctums**.
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- **The Mirror Archives of Sekherat**: A spiraling subterranean library where alchemical and spiritual treatises are etched into obsidian plates. Only masked scribe-monks are allowed to touch the deeper texts.
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- **The Spiral Court of An-Kah-Pur**: A living university embedded into a ziggurat, where Initiates train in voidwatching, calligraphy, and spirit containment. Students meditate in chambers exposed to curated starlight.
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- **The Arena-Academies of Ur-Kadash**: Places where battle philosophy and metaphysical endurance are taught through gladiatorial contest and breath-focus rituals. Literacy and swordplay are honed together here, for warrior-scholars and spirit-bound duelists.
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### Magic and the Mind
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True magical education - **[[Voidcalling]], also named star-channelling**, or **[[Soulforging]]** - is strictly regulated. These disciplines are only taught under the direct supervision of **Initiate masters**, and only to those who have sworn to serve the Sorcerer Kings or who belong to the upper echelons of the cult.
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**Soulbinding contracts**, a form of [[Setting/Magical Traditions/Pact Magic]], are used as both tests and oaths; those who fail their trials may become mind-broken, silenced, or enslaved into the systems they tried to command.
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### Social Mobility
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Despite its strictness, the Pharosian education system is **a rare path to power** for those not born into it. Exceptional street urchins, desert prodigies, or gifted foundlings may be drawn into sanctums and trained as **alchemical tacticians**, **spirit-mediators**, or **temple engineers**. Many such individuals go on to wield influence far beyond what their birth would allow - though they are **never truly free of the Initiates' gaze**.
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## Law and Jurisdiction
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Law is not merely a social contract - it is a **cosmic alignment**, believed to be a reflection of higher order and **Void-born design**. The legal system is **hierocratic**, enforced through layers of sacred doctrine, magical compulsion, and ritual hierarchy. There is no such thing as a truly “secular” judgment in Pharos - **all law is divine, and all punishment metaphysical**.
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|
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### Codices of the Obelisks
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Each city-state of Pharos follows its own **interpretation of the Grand Codex**, a sprawling collection of laws said to be inscribed by the first Sorcerer Kings under the guidance of the stars. These codices are not static; they are **revised through ritual reinterpretation**, dream-divination, and celestial alignment. The same crime in two cities may be judged with radically different penalties depending on what the star-scribes read in the heavens - or the local cult’s tolerance.
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|
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In An-Kah-Pur, the Codex is literally sung into resonance before judgment. In Ur-Kadash, it is paired with duels of logic and ordeal. In all cases, interpretation rests with the **Judicars**, a caste of veiled mystics trained in both law and spiritual arithmetic.
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|
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### Enforcement: The Watchers and the Bound
|
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Day-to-day law enforcement is carried out by the **Watchers of the Eye**, robed and masked guardians who carry curved bronze staffs and scroll-blades. They are not expected to reason with suspects - instead, they perform **ritual binding**, use branded glyphs of compulsion, and extract confession through **spirit-filtered interrogations**. Most are spirit-bound themselves, their voices no longer their own.
|
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|
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In rural or border regions, local militias and temple-knights enforce justice with looser but no less fearsome authority. In cities like Tir-Nazir or Sekherat, **Initiate tribunals** may override civil proceedings entirely, invoking the authority of the Sorcerer Kings or the stars themselves.
|
||
|
||
### Justice and Punishment
|
||
Justice in Pharos is **symbolic, surgical, and public**. It is not enough to simply punish wrongdoing - **the punishment must realign the broken harmony**. Thus:
|
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|
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- **Thieves** may have their names ritually erased and their faces covered in mirrored tattoos, to reflect only their own shame.
|
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- **Murderers** might be fed to bound [[Spirits]], becoming part of the energy grid they disrupted.
|
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- **Blasphemers** are sealed in resin tombs where their dreams are recycled as visions for novice scryers.
|
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|
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However, the harshness of justice is also **negotiable**. Bribery, influence, and favors can mitigate or redirect punishment. The powerful are often judged by **ordeal, debt-cleansing, or oath-battles**, while the poor face the full weight of the system - unless a cult or noble house takes them under protection.
|
||
|
||
### The Forbidden and the Unspeakable
|
||
Some crimes are beyond even the Watchers to judge. **Void-transgression without sanction**, **unlicensed soulforging**, or **star-magic practiced outside temple grounds** are handled by the **Silent Division**, whose members are not seen and do not speak. When they intervene, there is no trial - only a ritual purging, and a whisper that a name has been forgotten by the stars.
|
||
|
||
## Trade & Transport
|
||
**Commerce is both lifeblood and doctrine**. Trade is seen not only as an economic engine, but as a form of sacred exchange - **a ritual of balance between entropy and creation**. Every contract is recorded in ink and mirrored light, every caravan or galley registered by celestial house-symbol, and every foreign merchant enters under the weight of ancient treaties and modern suspicion.
|
||
|
||
### Internal Trade
|
||
Within the borders of Pharos, trade flows along **ritual ley routes** - paths of ancient geomantic power that connect cities to Star Obelisks. These routes are protected by **toll sanctuaries**, whose guardians - part monk, part customs officer - both bless and tax those who pass. Markets within the cities are structured like **mandalas**, designed to maximize spiritual resonance as well as foot traffic.
|
||
|
||
Alchemical ingredients, incense resins, obsidian tools, and bronze-etched tablets are the most commonly exchanged goods. Water and food, while abundant in irrigated cities like Sekherat or river-fed hamlets, are rationed and sacred, often requiring ceremonial permission for large-scale transport.
|
||
|
||
### Foreign Trade
|
||
Pharos’s reemergence as a power was due in part to **the reopening of the Stepping Stones**, a perilous trade route connecting it to the Golden Coast across scattered isles and corsair-infested waters. From these exchanges flow grain, livestock, wood from [[Mentralin]] into the borders and medicines, alchemical tinctures, dyes, mirrors, and **Initiate scripture** meant to lure converts leaves the country.
|
||
|
||
Foreign merchants are **welcomed cautiously**, housed in distinct caravanserais or docks under constant observation. **Trade contracts must be sealed with a binding glyph**, interpreted by local seers and marked with special ink to ensure fidelity. Any attempt to smuggle banned substances (such as unsanctioned relics or living spirits) is punished by confiscation or exile.
|
||
|
||
### Transport and Methods
|
||
- **Caravans** snake through the Crescent of Dust on glass-hardened sandpaths, pulled by scale-backed desert lizards or wind-horned pack goats. Caravan leaders often carry minor spirit-bonds for protection and desert-navigation. **River Barges** navigate the **River Sefret**, bearing goods from inland sanctuaries to coastal ports. These slow-moving boats are adorned with votive cloths and bone charms to ensure safe passage. **Mirror-Skiffs** are experimental craft used in places like Ur-Kadash, these are wind-guided gliders that ride thermal updrafts across the desert. Used mainly for messages or small high-priority packages. In a few places people whisper of **Obelisk Channels** that make limited use of teleportation via **star-obelisks** possible - but only for Initiate-approved artifacts or couriers, and always at great ritual and energetic cost.
|
||
|
||
## Military
|
||
The military of Pharos is not a standing army in the traditional sense - but a vast network of **ritually-bound legions, spirit-forged servitors**, and **arcane specialists**, deployed only when strategy and prophecy align. Warfare is never waged lightly in Pharos; it is **a calculated ritual of control**, blending star-lore, bloodcraft, and ancient engineering.
|
||
|
||
### Structure and Doctrine
|
||
Pharos does not conscript in bulk, nor does it rely on swelling peasant levies. Its legions are composed of **oath-sworn warriors**, many drawn from ancient bloodlines, gladiator academies, or breeding programs. Each unit is tied to a **military temple**, where they are ritually trained not only in warfare, but in obedience to cosmic order.
|
||
|
||
The military is overseen by the **Council of Blades**, a secretive war-chamber composed of high-ranking Initiates and generals who interpret omens before any campaign.
|
||
|
||
### Elite Units and Orders
|
||
- **The Hollow Guard** – Undying warriors whose bodies are hollowed out and inhabited by bound spirits. They serve as shock troops and bodyguards to high Initiates and Sorcerer Kings. Unflinching and silent, they feel no pain and leave a trail of spiritual static behind them.
|
||
- **The Scaled Legion** – Desert veterans equipped in serpent-scale armor, wielding polearms. Experts in heat warfare, ambush tactics, and false retreats. Many ride trained flame-lizards or sand striders.
|
||
- **Starbinders** – Voidbound sorcerer-knights who command battlefield magic. Often masked and deformed, they channel stellar energy through **obsidian rods** or **soul-forged lenses**. Their spells warp perception, burn reality, and crush morale.
|
||
-
|
||
Pharos has **weaponized the soul**. Through alchemy and voidcraft, they bind lesser spirits into blades, armor, or siege engines. Soulforged weapons may **whisper to their wielders**, or bleed starlight when drawn. Siege engines are powered by remnants of tortured entities. Chariots pulled by fused beasts tear through enemy lines, while spiritual dissonance fields disrupt enemy mages and curse-banner formations.
|
||
|
||
### Naval Presence
|
||
Though most Pharosian campaigns are land-based, its navy is formidable where it needs to be. Pharosian ships, often **tri-hulled and clad in polished bronze**, rely on both wind and **spirit-harnessed propulsion**. The harbors of Tir-Nazir and Sekherat are home to **ritually blessed war-galleys** that patrol the shores and along the [[Stepping Stones]].
|
||
|
||
### Warfare as Ritual
|
||
Every campaign begins with the **Casting of the Glass Bones**, an augury performed in temple-vaults where polished bones and inked teeth are thrown across sand. If the signs are not favorable, no war is declared - no matter the provocation.
|
||
|
||
Prisoners of war are either sacrificed to the Grand Pyramid, used in soulforging rites, or, in rare cases, granted mercy and initiated into lower priesthoods if they possess rare blood or insight.
|
||
|
||
## Fauna and Flora
|
||
Pharos is a land reshaped by ruin. Once a verdant basin of rivers and orchards under the eye of the Tul-Dar, the region now lies half-buried in ash and salt. What remains of life clings to survival in the cracks of a fallen age - **not by resisting the desolation, but by becoming part of it**.
|
||
|
||
The flora of Pharos is stubborn and sharp. Thorned shrubs with sap the color of old blood crawl across the hills. Pale, knotted trees lean over dried gullies where water once flowed, their bark flaking like bone. In the shadows of scarred ruins and star-obelisks, strange flowers bloom according to ancient calendars, their petals unfolding only when certain constellations return to the sky. Such plants are not wild in the common sense - they are _ritually tolerated_, their roots interwoven with buried glyphs and half-forgotten incantations. There are gardens in Pharos that never know sunlight, fed only by spiritual runoff or the careful chanting of caretakers. Grain still grows, and vineyards persist - but they are hybrid strains, designed more for ritual purity than for yield. Even the bread of Pharos bears a metallic tang from the soil beneath it.
|
||
|
||
The animal life has changed, too. What once roamed the grasslands of Al’Mahoun now moves low and quiet, veiled in dust. Lean jackals watch the city lights from high ridges, silent until the moment they strike. Antelope with slate-colored hides vanish into the salt basins as if swallowed by illusion. Birds nest in the mouths of ruined statues, their calls strange and hollow in the heat. The most common animals are those that learned **not to be seen**, or those that men taught to exist within spiritual margins - creatures bred for sacrifice, scent, or silence.
|
||
|
||
The closer one gets to a Star Obelisk or a site of failed geomancy, the stranger the life becomes. Insects with mirror-bright shells congregate at odd angles, as if drawn by a pattern no human can see. There are birds that mimic not sounds, but dreams - flitting through towns days after a funeral, repeating the last words of the dead. In the volcanic south, snakes of glassy scale glide through fissures warm with star-heat, and nocturnal scavengers leave no tracks in the sand.
|
||
|
||
The world feels _listening_, shaped by unseen geometries and watched by a sky that does not sleep. Nothing thrives here easily, but neither does anything die without ceremony. Even rot has purpose. What life endures in Pharos does so with **a quiet pact** - not just with water or heat, but with time, memory, and the subtle gravity of forgotten gods. The beasts know not to tread near the tomb-obelisks. The trees lean away from the paths where sacrifices pass. And in the darkened oases, travelers sometimes speak of animals watching them with too much understanding - as if the land itself remembers who walks where, and why. |