The Alkuli Empire
Introduction
The first light of dawn reveals Jabari tending to his lush oasis, where the desert sun’s rays glisten on the water’s surface. With practiced hands, he tends to his date palms, grateful for the life-giving water that sustains his livelihood. By twilight, his oasis becomes a gathering place for the community, as families share meals and stories beneath the moon, surrounded by the verdant oasis that Jabari has nurtured.
As the sun’s warm glow bathes the bustling marketplace in its light, Layla is already at work in her workshop. With sandstone and omnіte at her fingertips, she skillfully carves intricate patterns inspired by the legends of the empire. Between carving sessions, she engages in friendly conversations with fellow artisans and patrons, sharing her stories and drawing inspiration from the tales of Alkuli life.
Elian stretches, straightening from studying the artifacts in front of him, illuminated by the soft blue glow of the omnіte lamp on the table. The small tablets in front of him hold ancient carvings of Archons of old, faded with time. He looks out the window to the Great Wall, striking in the setting sun, wondering if he will ever rise enough in the ranks to study the great histories carved into its face.
From the sprawling savannahs that surround the metropolis of Dawncrest to the subterranean haven of The Cradle, where the echoes of divine legacy persist, the heart of the Alkuli Empire beats with the rhythms of power struggles, forbidden love, and both celestial majesty and earthly resilience. The empire’s history, etched in its monuments and carried by its people, echoes with the legacy of Omnіscia, the god who sculpted all life from crystalline omnіte. The Alkuli Empire’s fate intertwines with the gods’ design, uniting skilled artisans, fervent rebels, and enigmatic leaders into one tale.
Description
Geography and Climate
The Alkuli Empire is characterized by its diverse geographical features and climates. The western half of the empire is occupied predominantly by sunbaked savannahs. To the south, it boasts a striking border defined by a lush jungle shared with the neighboring realm of Dicaxia. A formidable desert extends east, abutting a formidable mountain range that separates it from the realm of Elysium. The Empire’s coastline is graced by the presence of the tropical Golden Isles. The climate varies across these regions; the majority of the nation experiences arid and sweltering conditions. The jungle, though adjacent to the savannah, shifts to a hot and humid climate. In the northern expanse, cooler temperatures prevail in the wastes, albeit still characterized by arid conditions.
Culture
The Alkuli Empire’s culture is deeply rooted in its geographical surroundings and the worship of its divine pantheon. With a focus on practicality and adaptation, the empire’s architecture is suited to withstand the hot and sunny climate. To protect from extreme temperatures, underground villages and caverns are commonly used. Colorful painting and intricate patterns represent their bloodline instead of a traditional crest. There is a strict caste system based on bloodline; Highborn, descendants of the gods, are granted positions of prestige and power. A select few are elevated to Archons and rule the Empire, equipped with artifacts that grant them supernatural abilities. Lowborn, descendants of the Betrayer, are treated as barely citizens, often used by the Highborn as near-slaves. The empire’s society is marked by a hierarchical structure, with the Emperor and Empress at the top, followed by the High Conclave, and the Low Conclave below them. The culture celebrates skilled artists and crafters, fostering creativity and innovation in various forms of artistry.
Lowborn
In contrast to the privileged Highborn, the Lowborn in the Alkuli Empire are the common people who lack direct divine lineage. Descendants of Omnіscia, the disgraced god of Earth and Life, the Lowborn do not possess the same super-human traits as their Highborn counterparts. They form the majority of the population and engage in various trades, contributing to the empire’s economy and cultural diversity. While they do not hold positions of political authority, the Lowborn play an essential role in the society, supporting the functioning of cities, villages, and temples through their craftsmanship and labor. Some Lowborn, especially further out from Dawncrest near The Cradle, harbor secret worship of Omnіscia, keeping alive the forbidden faith in the face of the empire’s ban. Their interactions with the Highborn can be marked by both respect and resentment, shaping the dynamics of life within the Alkuli Empire.
Highborn
The Highborn constitute the upper echelon of society, tracing their lineage back to the divine beings of the pantheon. As descendants of the Sun, Moon, and other gods, the Highborn possess mild super-human traits, setting them apart physically from the common Lowborn. They lead lives of privilege, wealth, and comfort as they oversee the Lowborn. Politics among Highborn society is as cunning as it is brutal, with both subtle power plays and deadly “accidents”. As they vie for coveted positions, they take little care for the wellbeing of Lowborn, often making life harder for them or even involving them in their schemes. The ultimate goal of nearly every Highborn is to become an Archon.
One of the most severe crimes a Highborn can commit is to have an affair with a Lowborn, which both dilutes the divine blood and echoes Omnіscia’s own sin of falling in love with a mortal woman. Officially, this never happens. Violators are dealt with quietly, both the Highborn and Lowborn involved being assassinated in ways made to look like an accident. Whenever a Highborn dies unexpectedly, therefore, rumors quickly spread through the courts about whether they were “Laid Low”, even if it truly was an accident or even an unrelated assassination by another Highborn.
Archons
When in possession of both divine blood and a divine artifact, a Highborn may become an Archon. This elevated status grants them dominion over specific forces of nature based on which god’s artifact they receive, further reinforcing their influence within the empire. This status gives them not only literal power over the elements, but also the figurative power of Rule. Each of the 14 Archons are a member of the ruling class, with responsibilities to and dominance over a particular area of the country’s governance. The Archons are split into a hierarchy under the Emperor and Empress, the Sun and Moon Archons. Advising them is the High Conclave of three Archons, who are in turn advised by the Low Conclave of nine Archons. The Low Conclave Archons also report to particular members of the High Conclave, with each High Conclave member overseeing three Low Conclave members.
In the cavern city known as the Cradle, there are three more Archons, often called the Fallen Archons. These are the Archons of Omnіte and Death, Harvest and Time, and Animals and Fertility. The gods they represent were the divine children of Omnіscia, and were banished from the Empire following his death. The final Archon position, that of Earth and Life, has never been claimed, whether out of fear of retribution or respect for the god’s legacy. Even should someone wish to become the Archon, Omnіscia’s chisel Lifebringer was lost during the Lowborn Rebellion.
House Colors
Lineage is important to Alkuli citizens, and even more important the higher they are in society. To show their pride in their family line, they display their House Colors. These are defined by both the mix of colors used and the pattern they are arranged in. As the Colors are often painted over a whole building, these patterns are usually tileable and have no discrete start or end point. Lesser houses, particularly of Lowborn, tend to have simpler patterns – perhaps a checkerboard of two colors, or alternating stripes. Highborn Colors are almost always made of several colors in complex patterns, growing more complex the more significant the house is. Most people stop at putting their House Colors on their home, but some have them painted on their storefronts or woven into the awning over a market stand. Some, particularly Highborn, go as far as to wear clothing patterned after their House Colors.
Dawncrest
The capital city of the Alkuli Empire stands as a testament to the grandeur of its civilization. Nestled against the Tides of Tempest ocean, Dawncrest is surrounded by pristine coastal beaches and hot, dry savannah. The city’s primary feature is the awe-inspiring Great Wall encircling its perimeter. This massive defensive structure safeguards the city against attack, but its more common task is protecting from ferocious sandstorms and flooding. Within the city walls, a maze of multi-story buildings are connected by bridges, creating a network of interwoven streets and elevated pathways. The architecture primarily consists of square buildings constructed from sandstone, brick, clay, and adobe. The city is not a dull tan, however, but a rainbow of different hues, each building painted with its House Colors. At the heart of the capital lies the divine temples, serving as both places of worship and the residences of the Archons. The temples are painted as well, with the pattern changing to match the bloodline of the currently reigning Archon.
The Great Wall of Dawncrest
The Great Wall of the Alkuli Empire stands as a colossal feat of engineering and defense. Encircling the capital city, this monumental structure measures over one hundred feet in height and over 50 feet thick, and is fortified with siege weapons and an ever-present guard complement. The primary purpose of the Great Wall is to protect the city from severe sandstorms that sweep across the desert. Additionally, the wall serves as a barrier to safeguard the city from flooding during high tides, as Dawncrest is situated on the lowlands on the shore of the Tides of Tempest. The exterior of the wall is elaborately carved, displaying massive statues that exemplify the might and divinity of the Alkuli Empire. These carvings depict past Archons, the gods, the creation of the world, and more. The interior of the wall is also carved, but with buildings instead of gods. Homes, shops, and more honeycomb the inside of the wall, narrow staircases and walkways winding between them. This architectural marvel is not only a symbol of the empire’s resilience but also a testament to their reverence for their divine heritage and the gods they worship.
Outlying Villages
Situated beyond the capital city and its surrounding regions, these settlements are scattered across the vast desert and savannah territories, with some few even occupying the wild jungle. They are located near water sources, whether that be rivers or underground aquifers. Outlying villages often adopt a more rustic architectural style, utilizing locally available materials like clay and adobe for their constructions. While not as grandiose as the capital, these villages showcase a vibrant display of House Colors painted on the buildings. Life in the outlying villages revolves around agriculture, trade, and artisan crafts, reflecting their self-sustaining and community-oriented nature. Religious practices are prevalent in these settlements, with each village having its own shrines dedicated to each of the prime Archons. There are even secret shrines to the Fallen Archons and even Omnіscia himself hidden away in some homes.
Underground Sanctuaries
Due to the empire’s hot and sunny climate, some villages build their homes partially underground or with thick walls to mitigate extreme temperatures. From a distance, these villages would be nearly invisible as they are almost entirely below the surface. To mark the location and show their pride, therefore, most villages have tall obelisks painted with the house colors of all in the village. Some villages are even constructed above intricate cave systems, providing a sheltered retreat from the scorching daytime temperatures. Accessible through a limited number of entrances carved into the rock, these caves offer a cool refuge from the heat. During the hottest parts of the day, the villagers enter the caves where they partake in their midday meal, exchange stories, sing traditional folk songs, and engage in various leisure activities to pass the time.
Herders
In addition to their barley fields, pomegranates, and similar drought-resistant crops, most villages keep herds to provide their food and resources. The Alkuli villagers maintain diverse herds to improve their adaptability to the arid landscapes, consisting of camels, goats, sheep, and cattle. Camels, with their remarkable ability to endure prolonged periods without water, prove invaluable for traversing the desert regions and carrying goods across long distances. Goats and sheep, known for their hardiness and versatility, graze on the savannahs and provide a dependable source of milk, meat, and wool. Cattle, if suitable grazing lands are available, serve as valuable assets for their meat, milk, and labor in agricultural tasks. The herding and care of these animals form an integral part of the villagers’ daily lives and are central to their culture and economy, supplying essential resources for sustenance, trade, and the overall well-being of the Alkuli community.
Religion
The pantheon of the Alkuli Empire covers a wide variety of aspects of daily life for the citizens. The gods themselves have long sinced died, but their power remains in the form of the Archons. These Archons rule the empire, each with control over a pair of domains determined by which divine artifact they received. The artifacts themselves are magically linked to their respective Archons, and can be summoned and dismissed by them at will. Each Archon has an affinity for a specific season and time of day. During these times, their power grows. They are more active and energetic, and they have more influence over their divine dominions.
The Sun and Moon
Archon of Sun and Light
Season: Summer | Affinity: Day
Artifact: Crown | Typical Gender: Man
Emperor Luxor Alkuli, Human, Man, 17 years old
Following the abrupt passing of his predecessor and father Helios Alkuli, the customary rites of transition to elevate Luxor to Emperor were not completed. Subsequently, Luxor has not displayed many of the expected powers and abilities of his station. There has been a long period of cloudy skies since his rise to the throne. This deviation has raised doubts among the populace surrounding his lineage and rightful claim to the throne. He is often brash and rude during audiences, and considered to be understandably immature given his young age and abrupt rise to the throne.
His artifact, the Solstіce Crest, endows him with mastery over the sun and light.
Archon of Moon and Dark
Season: Winter | Affinity: Night
Artifact: Tiara | Typical Gender: Woman
Empress Selene Alkuli, Human, Woman, 56 years old
Archon Selene Alkuli commands both reverence and esteem among the people for her calm and wise rulings. Deeply affectionate towards her late husband, she endured a prolonged period of mourning. With her son’s contentious rule and lack of apparent powers, rumors have arisen casting doubt on his legitimacy, and therefore doubt on her faithfulness. On top of this, she must still manage the responsibility of both raising her son and serving her role as the Empress.
Her artifact, the Circlet of Twilight, endows her with dominion over the moon and darkness.
Archon of Water and Knowledge
Season: Spring | Affinity: Night
Artifact: Book | Typical Gender: None
Isolde Marrow, Gnome, Woman, 39 years old
Archon Marrow is known for being studious, almost to a fault. She has a reputation for sneaking out to join her research teams on their expeditions rather than attending to her responsibilities as Archon.
Her artifact, the Tome of the Depths, gives her power over water and the ocean, and knowledge.
Archon of Wine and Love
Season: Spring | Affinity: Night
Artifact: Chalice | Typical Gender: Woman
Inel Amaranta, Githyanki, Woman, 93 years old
Archon Amaranta has been in power for a long time. Given her long experience, she knows what she likes and what she doesn’t, and isn’t afraid to act on that. She is unmatched at both her knowledge of wine and matchmaking, but is blunt when giving advice.
Her artifact, Amora the Grail, gives her power over wine and love.
Archon of Alchemy and Health
Season: Spring | Affinity: Day
Artifact: Mortar and Pestle | Typical Gender: Man
Mortimer Valerian, Human, Man, 63 years old
Archon Valerian is generally considered to be amiable but undependable. Bumbling and reclusive, he is experimental to a fault, not trusting any information that he hasn’t proven himself. But he is extremely dilligent at whatever he decides is worth his attention; when he has a goal in mind, nothing can stop him.
His artifact, Panacea, gives him power over alchemy and health.
Archon of Artisans and Beauty
Season: Spring | Affinity: Day
Artifact: Paintbrush | Typical Gender: Woman
Dante Ornata, Tiefling, Man, 34 years old
Archon Ornata is a perpetually confident, suave, and flirtatious man. He is known for his discerning eye and for always being impeccably dressed. He is well liked by most that interact with him.
His artifact, Aesthia’s Brush, gives him power over artisinal crafts and beauty.
Archon of Fire and War
Season: Summer | Affinity: Day
Artifact: Battleaxe | Typical Gender: Man
Durgan Battlebrand, Orc, Man, 61 years old
Archon Battlebrand is a stoic, reserved man, well known for his staunch anti-war stance. This has led many to believe that he is weak and cowardly, but those that have seen him in action, whether as a general or a combatant, report that he is unmatched in skill and ferocity.
His artifact, the Flameforged Battleaxe, gives him power over fire and war. No one still alive has ever seen the axe.
Archon of Forge and Justice
Season: Summer | Affinity: Day
Artifact: Hammer | Typical Gender: Man
Ingrid Anvilheart, Dwarf, Woman, 72 years old
Archon Anvilheart is known as grumpy and reclusive, but also extremely diligent in her duty. Given her way, she would spend her time working on projects in the forge, but she feels honor-bound to serve justice. She is thought to be fair with her verdicts, but often gives out harsher punishments than most would consider necessary. She also makes the finest weapons in the Empire.
Her artifact, Anvil’s Verdict, gives her power over the forge and justice.
Archon of Lightning and Vigor
Season: Summer | Affinity: Night
Artifact: Spear | Typical Gender: Man
Voss Thunderclaw, Gold Dragonborn, Man, 27 years old
Archon Thunderclaw has only recently ascended to his position. Meticulous about maintaining his body, he is well muscled and lightning fast. In his duties, he is thought to be extremely determined and resolute.
His artifact, Thunderlance, gives him power over lightning and vigor.
Archon of Feast and Revelry
Season: Summer | Affinity: Night
Artifact: Carving Knife | Typical Gender: Woman
Bryz Merritide, Goblin, Woman, 47 years old
Archon Merritide is a rotund, warm, and bubbly woman. She is thought to be the best cook in the Empire, and well known for eating her own food. She likes to have a good time, but is more concerned with making sure everyone else is enjoying themselves.
Her artifact, the Blade of the Banquet, gives her power over feasts and revelry.
Archon of Wind and Luck
Season: Fall | Affinity: Day
Artifact: Earrings | Typical Gender: Woman
Clover Seren, Tabaxi, Woman, 39 years old
Archon Seren is a lithe, beautiful woman, and uses her beauty and seductiveness to her advantage in dealings. She has a perpetual grin on her face, which has led many to believe she always has something up her sleeve, or that she knows something you don’t and will enjoy watching you figure it out.
Her artifacts, Fate and Fortune, give her power over the wind and luck.
Archon of Trade and Intuition
Season: Fall | Affinity: Day
Artifact: Scales | Typical Gender: None
Ardel Keeneye, Loxodon, Nonbinary, 52 years old
Archon Keeneye is extremely adept at reading intentions and attitudes. They are a shrewd negotiator, but do not use it to their exclusive advantage; Ardel wants what’s fair for everyone, and is more interested in finding and calling out bad actors in business deals than profiting off of them.
Their artifact, the Scales of Ma’at, give them power over trades and intuition.
Archon of Sandstorm and Trickery
Season: Fall | Affinity: Night
Artifact: Cloak | Typical Gender: None
Marrok Miragebane, Bugbear, Man, 37 years old
Archon Miragebane is considered to be a selfish, fickle leader. He can be respectful and charming when he needs to be, but has an explosive temper when things don’t go his way. This duality has earned him the nickname Marrok Two-Face, though it is not used to his faces.
His artifact, Mirage, gives him power over sandstorms and trickery.
Archon of Music and Dreams
Season: Fall | Affinity: Night
Artifact: Harp | Typical Gender: Woman
Lyra Dreamweaver, Elf, Woman, 52 years old
Archon Dreamweaver maintains a mysterious, reserved air. She is feared by many for her supposed ability to put people into a half-asleep state with music, where she can conjure images and experiences. She denies these rumors, saying she does not control dreams, but rather her music reveals to you what is already in your heart.
Her artifact, Dreamweaver, gives her power over music and dreams.
Archon of Earth and Life
Season: Winter | Affinity: Night
Artifact: Chisel | Typical Gender: Man
No Name, No Species, No Gender, No Age
There has never been an Archon in this position. The artifact, Lifebringer, has been lost to time. It is purported to give the bearer power over earth and life.
Archon of Omnite and Death
Season: Winter | Affinity: Night
Artifact: Compass | Typical Gender: None
Unknown Name, Unknown Species, Unknown Gender, Unknown Age
Not much is known about the Fallen Archon of Omnіte and Death. They are extremely reclusive, and never seen without an enveloping black cloak and mask. When asked direct questions, the only responses they give are Yes, No, and pointing at things or in a direction. They reside in the Cradle.
Their artifact, the Needle of Destiny, gives them power over omnіte and death. It is the only artifact that is made of pure omnіte.
Archon of Harvest and Time
Season: Winter | Affinity: Day
Artifact: Scythe | Typical Gender: None
Koldak Eternus, Tortle, Man, 160 years old
Fallen Archon Eternus spends most of his time gardening. He is considered to be exceedingly wise and friendly, but very frank. Conversations with him often end with the other party confused and disgruntled. He is very sure of his place and function in the world. He resides in the Cradle.
His artifact, Eternity, gives him power over harvest and time.
Archon of Animals and Fertility
Season: Winter | Affinity: Day
Artifact: Crook | Typical Gender: Woman
Seraphina Wildsong, Human, Woman, 26 years old
Fallen Archon Wildsong is a beautiful young woman, relatively new to her position. She is constantly followed by a flock of woodland beasts and is almost always seen singing. While she has no children of her own, she is extremely caring to both children and animals.
Her artifact, the Shepherd of Rebirth, gives her power over animals and fertility.
Afterlife
When a person dies, their soul falls into the Omnіte Sea that surrounds the world. Anything with which they were laid to rest appears with them in the Sea. On the other side of the Sea lies paradise, where the original gods live and all who reach it are welcome. However, you must reach it using only your own strength and whatever you have brought with you; many people are buried with small boats and a few days of supplies. The wealthy are often buried with many supplies and large boats. Archons, being the richest and most influential, are buried with the largest ships loaded with treasures. Some particularly powerful Archons are also buried with their servants to man the ship for them. Criminals, on the other hand, are often buried wrapped in chains and weights to drag them into the depths. Being buried with nothing is a sign of either poverty or disrespect. There is another less known way to reach paradise: if you were devout enough in life to one of the gods, one of them may take pity on you and help you across the Sea safely. Those that drown are swallowed up by the Sea, their soul energy added to the pool of energy that Omnіte draws from.
Trade
Between settlements, caravans laden with merchandise travel through well-established trade routes, connecting the capital city to outlying villages and distant regions. These traveling caravans, guided by skilled traders and guarded by capable escorts, facilitate the movement of commodities such as textiles, pottery, and precious stones across the empire’s diverse terrains. Within individual settlements, bustling marketplaces serve as hubs of local trade, where villagers gather to buy and sell a wide array of products, including crops, livestock, and artisanal crafts. Skilled craftspeople showcase their wares, while neighboring farms bring agricultural produce. Trade within the Empire is facilitated by coins, which are silver stamped with the moon on one side and gold stamped with the sun on the other. Smaller denominations of coin are made of more common metals and stamped with representations of a variety of the other Archons.
Skilled Artisans
Expert artisans within the empire are renowned for their intricate craftsmanship, producing a wide array of goods highly sought after in both local and foreign markets. These skilled craftspeople specialize in pottery, textiles, ornate metalwork, beautifully carved items from various materials, such as sandstone and omnіte, and much more. Their creations not only serve as valuable commodities but also showcase the rich artistic heritage of the Alkuli civilization. Many artisans craft simpler items that they can sell anywhere in large quantities as their primary income. The most skilled, however, only make one-of-a-kind bespoke items, selling each item for significant sums.
Traveling Caravans
Central to the empire’s trade endeavors are the traveling caravans that traverse the vast expanse of deserts and savannahs. Led by seasoned traders and protected by capable guards, these caravans journey from the heart of the Alkuli Empire to the far reaches of neighboring civilizations. Packed with sought-after goods, such as exotic fabrics, fine ceramics, and precious gemstones, the caravans serve as the lifeblood of economic exchange. Camels, well-suited to the arid terrain, usually bear the burden of these precious cargoes across the long and challenging distances. These caravans allow the Alkuli Empire to establish lucrative trade relationships and ensure a steady influx of essential resources from distant lands. The successful operation of these traveling caravans highlights the empire’s mastery of commerce and the essential role it plays in connecting the Alkuli people with the wider world.
History
Early History
The Creation and Cursing of Omniscia [1125-1 P.S. (Pre-Separation)]
In the beginning were the Sun and Moon, floating through the Omnіte Sea. They persisted unchanged through ages, until they manifested avatars and conceived Omnіscia, the god of earth and life. Charged with the duty of populating the world with life, Omnіscia crafted beings from the crystalline omnіte. With meticulous artistry, he sculpted plants and animals, bringing them to life with his chisel, Lifebringer. Omnіscia labored over centuries, fashioning existence itself as he hewed into the planet to extract the life-giving omnіte. During his toil, the Sun and Moon gave birth to three more progeny, who in turn engendered three more divine offspring. Omnіscia, following the example of his celestial parents and siblings, sired three of his own divine children, then entrusted each with a fragment of his realm.
As epochs unfolded, Omnіscia turned his attention to his greatest undertaking, humanity. He first created a woman, followed by others. Yet as time passed, his love for the first woman grew to surpass that for all of his other creations, and they bore a child. The Sun discovered this transgression and unleashed his fury upon his son. Stripping Omnіscia of his godly mantle and chisel, the Sun cursed him and his descendants to eternal servitude, a penance for his defiance of divine order.
The Banishment of Omniscia’s Children [53 A.D. (Age of Division)]
The divine offspring of Omnіscia, encompassing the domains of Omnіte and Death, Harvest and Time, and Animals and Fertility, harbored resentment for their father’s fall. It was unfair, they said, that he was cast down as a consequence of fulfilling his purpose of bestowing life, especially when the other gods had their own children. Fueled by bitterness, they orchestrated a rebellion, driven by the intent to reclaim the Chisel and restore Omnіscia to his rightful place among them. The ensuing conflict exacted a toll, claiming the lives of several deities. Their divine artifacts were passed down to Highborn to continue the struggle. Despite their determined efforts, the rebellion met its end, forcing the divine progeny to retreat to the refuge of a sacred cave filled with omnіte. There, they founded a city and dubbed it The Cradle, serving as a haven for Omnіscia’s mortal descendants. In this sanctuary, they were shielded from the remaining gods’ wrath, surrounded by the life-giving omnіte as they were.
Modern History
The Building of the Great Wall [323 A.D.]
Generations after the original divine beings, the Archons of Sandstorms and Water fell deeply in love. However, the Archon of Love decreed the bond impure, forbidding it. Unswayed by the edict, the pair persevered. They were imprisoned as a consequence of their defiance, keeping them apart. In retaliation, they sent colossal sandstorms and tsunamis, unleashing devastation upon the realm. The remaining archons banded together, fortifying their defenses through the construction of the Great Wall. Their rage rendered impotent, the imprisoned archons never escaped their confines, eventually succumbing within their towers, having never seen each other again. But the true tragedy is that the Archon of Sandstorms and Trickery had cunningly deceived the Archon of Water, tricking her into falling in love with him. Their imprisonment and tragic fate underscored a poignant lesson: love devoid of the Archon of Love’s blessing is but an illusion, highlighting the profundity of genuine devotion.
The Lowborn Rebellion [497 A.D.]
Amidst extreme oppression from the Highborn, a leader rose from the ranks of the Lowborn. The leader’s fervent defiance and eloquent arguments managed to unite a passionate following among the common people. Once the rebellion had grown large enough, an attack was launched against the Highborn. The flood of Lowborn insurgents managed to eliminate several archons, allowing the rebellion to seize their artifacts to use against them. Notably, Omnіscia’s chisel Lifebringer disappeared from the palace during the battle, never to be seen again. Before the rebellion could completely overthrow the Highborn, the leader was captured and subsequently executed. With the loss of their leader, the Lowborn supporters who had dared to challenge the established order lost hope and returned to their lives.
The Lost Army [635 A.D.]
The Emerald Canopy has etched a mysterious chapter into the annals of the Alkuli Empire’s history. There was a Sun Archon who sought dominion over the neighboring realm of Dicaxia. As part of his audacious campaign, he dispatched a force to traverse the jungle’s interior, intending to catch the Dicaxians unawares. However, those soldiers who ventured beyond the established roads disappeared without a trace. This has since cast an ominous shadow over the Emerald Canopy, and few are willing to risk navigating its depths. Even now, it is said that none who leave the road are ever seen again.
The Mad Sun Archon [1009 A.D.]
Several generations ago, a Sun Archon began to grow erratic in his rulings. He issued severe punishments for all offenses brought to him and instituted increasingly strict laws defining what the Lowborn could do. This obsession grew into mass executions for the most trivial of offenses. When the Moon Archon voiced her dissent against his brutality, he murdered her in a blind rage. This shocking act triggered a response from the other archons, who united with the Lowborn to put an end to the chaos brought on by the Mad Sun Archon.
Places and People
Notable Locations
The Cradle
Nestled within the heart of the Alkuli Empire lies the Cradle, an extraordinary subterranean city carved directly into the walls of a massive cavern. Sheltered by the vast expanse of desert and shielded from the hot sun, the Cradle stands as a refuge for the descendants of Omnіscia’s mortal children. Here, those deemed Lowborn, tied to the legacy of the banished archons, find solace and unity away from the watchful gaze of the pantheon. The Cradle has become a bastion of those who publicly worship Omnіscia and his divine children, away from the oppression of the Highborn and Archons in Dawncrest. It is also the residence of the Fallen Archons.
The most prominent feature of this underground city is the abundance of large omnіte crystals which provide the illumination within the cave, casting a cool blue glow across the city. Most of the omnіte is carved into statues, some of notable individuals, some of people lost to time, some simply cut into beautiful patterns. The most sacred statues are those reminiscent of Omnіsica himself. The omnіte is also invaluable to the survival of the residents, as their crops are grown inside the cave by the light of the omnіte. Its nourishing glow produces unusually high yields.
The Golden Isles
The Golden Isles are a collection of islands off the coast of the Alkuli Empire. Previously undiscovered, they were found on an exploratory mission led by the Archons of Water and Wind. Upon arrival, they encountered an indigenous society, distinct in its practices and ways of life. Notably, these islands were endowed with abundant stores of gold, for which the Alkuli were willing to trade a significant amount of goods. Although met with initial resistance, the allure of the empire’s resources and lifestyle eventually swayed the islanders. Gradually, trade connections were forged, marking the islands’ integration into the empire’s dominion. Presently, the Golden Isles commands the principal sea trade routes, using their expertise on the sea and vast wealth to set up and maintain the shipping routes. Lingering rumors allude to the existence of a concealed temple still harboring untold riches ripe for the taking.
The Crossroads
The bustling city of Crossroads rests, as its name would suggest, at the crossroads at the central point between the three nation. Renowned as a vital trading post, it draws merchants from across the world to engage in commerce and exchange goods. A consortium of prosperous merchants, who wield substantial influence, own various portions of the city. These merchant elites charge a tax on all trades conducted on their land, as recompense for giving the traders a safe place to conduct their business under the protection of their mercenaries. Due to the transitory nature of the business conducted here, few people live in Crossroads full time. Only the landowners, their soldiers, and inn workers have permanent residences in the city.
The city is home to a venerated temple dedicated to Omnіscia, though the temple’s significance has waned over time as the Capital’s influence has grown. It is now treated with irreverence, the once holy ground used as simple trading grounds, its statues dressed up in ridiculous clothes. The temple is believed to still hold the remains of Omnіscia’s wife, a profound connection for the followers of the earth god, who continue to hold the site in deep reverence. Tensions simmer beneath the surface, as raids by the devout occasionally disrupt the city’s routine. Staying overnight within the city is regarded as hazardous due to these attacks.
Notable Individuals
Rowan Almaris, Clothier
Elf, Gender-fluid, 58 years old
Rowan Almaris is a clothier whose fame reverberates across the Alkuli Empire. With an extraordinary knack for fashion, Rowan ventures beyond convention by incorporating rare and exotic materials into their designs, seamlessly integrating gemstones that enhance both aesthetics and opulence. Their expertise has garnered them the honored task of crafting ceremonial ensembles for every Archon within the empire. The fame granted by this coveted position has also led many rich and powerful people to seek them out, though only the very rich can afford their prices. Rowan’s remarkable talent, fused with a keen sense of refinement, has cemented their status as an iconic figure in the realm of fashion.
Thalira Nightwhisper
Half-Elf, Woman, 32 years old
The “Lunar Enclave” is the moniker of a cult that emerged in the wake of the upheaval caused by the Mad Sun Archon and the murder of his wife, the Moon Archon. Their primary objective revolves around intensifying the cultural schisms within the Alkuli Empire, drawing dividing lines by which god each person follows. Their rallying cry posits that the subservience to multiple deities hampers the populace’s capacity to earnestly serve any one god. The current leader of this faction is Thalira Nightwhisper, a descendant of the fallen Moon Archon. As a leader, Thalira endeavors to channel her lineage’s legacy, steering the Lunar Enclave towards a future wherein they can live in a place where the gods they choose reign supreme.
Varro Longtail
Tabaxi, male, 62 years old
Varro Longtail is a shrewd and wealthy Lowborn merchant who has great influence throughout the bustling Crossroads trading post. Descended from the architect of the Great Wall, Varro has inherited generations of wealth and leveraged it to amass substantial tracts of land within the Crossroads. He employs a unique strategy, waiving the usual taxes for merchants under his purview while charging a flat rent for their space usage. Although his per-individual gains might be modest, Varro strategically lures a multitude of merchants to his territory, rendering him the most influential landowner in Crossroads. Ruthless and relentless, Varro lives by the adage “Blood is cheaper than gold,” displaying a willingness to tread upon others for personal gain. His ambitions extend beyond the confines of Crossroads, as he endeavors to expand the trading post’s scope, challenging the capital’s supremacy and accumulating even greater wealth.
Dravus Emberclaw
Bronze Dragonborn, Man, 79 years old
Dravus Emberclaw is a Dragonborn enigma who proclaims himself as the “19th Archon,” purportedly holding dominion over Dragons and Wealth. Despite his disheveled appearance and destitute status, Dravus confidently roams the streets, fervently preaching his perceived grandeur to passersby. Despite being clad in rags, he asserts that the affluent elite of society are covert adherents to his cause, seeking to secure his place of power. While many regard him as unhinged, a devoted cadre of followers fervently spreads his teachings, rallying around his claims and casting intrigue over his enigmatic presence.