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Imperial Geography

The Sunheart Lands (The Imperial Core)

Terrain: Rolling golden fields, vast plains, and fertile farmlands.
Climate: Warm summers, mild winters, abundant sunlight.
Major Cities: Solinthar (The Imperial Capital), Aureth’s Rest, High Solis
Ruled by: The Emperor and the Sunfire Council

The Sunheart Lands are the Empire's beating heart, home to Solinthar, the Imperial Capital, and the seat of the Holy Solarian Church. This region thrives with endless farmlands that produce grain, fruits, and livestock for the war effort. The architecture here is grand and elegant, with sunlit marble cathedrals and golden-roofed palaces. The people of the Sunheart Lands are known for their unwavering faith in the Radiant Flame, their dedication to the ideals of order, honour, and justice, and their deep reverence for the Emperor.

Landmarks:

  • The Radiant Spire: A gleaming white citadel where the High Cleric of Solenara issues divine decrees. Its highest point is said to glow with Solenara’s holy light.
  • The Grand Solar Basilica: The largest temple in the world, plated with gold to catch the first rays of dawn. Pilgrims travel from across the Empire to worship here.
  • Fields of Dawn: The most fertile land in the Empire, essential for feeding the population and supplying the armies.

The Sunheart Lands are heavily fortified, with Solari Templars patrolling the roads to ensure safety and order.


The Auric Highlands (The Noble Strongholds)

Terrain: Towering mountains, deep valleys, and fortified keeps.
Climate: Cool air, heavy snowfall in winter, unpredictable storms.
Major Cities: Ignis Spire, Sunhaven Hold, Brightforge
Ruled by: House Carathen, House Valenhurst, House Solthar

The Auric Highlands are the ancestral home of the Empire’s nobility, where ancient strongholds crown the peaks of snow-capped mountains. The highlands are rich in minerals, especially Solsteel—a rare metal essential for crafting holy weapons and armour. The people here are hardy and proud, often clinging to their old traditions and customs.

Landmarks:

  • Ignis Spire: A volcanic fortress-city ruled by House Carathen, renowned for its impenetrable defenses and fiery forges.
  • Sunhaven Hold: The seat of House Valenhurst, famous for its defensive strategy and stalwart warriors.
  • The Forgebound Depths: A vast network of mines and smelteries, producing Solsteel weapons and armour. Dwarven artisans are often employed here for their expertise.

The Auric Highlands serve as a natural barrier against foreign invasions, with each noble house maintaining private armies and alliances.


The Pyrelands(The Scorched Desert)

Terrain: Rocky badlands, red deserts, and volcanic plateaus.
Climate: Extremely hot summers, mild winters, frequent sandstorms.
Major Cities: Pryehold, Ashen Gate, Redspire
Ruled by: House Drakonis and the Inquisition

The Pyrelands are a land of jagged cliffs and volcanic activity, a harsh environment where only the resilient can survive. This region is where the Inquisition holds prisoners, conducts interrogations, and carries out purges, using its desolation to hide their most brutal practices. The land itself is believed to be cursed, but it is also rich in rare magical minerals, which the Radiant Assembly harvests for enchanted relics. The region has a cursed reputation stem from its history of magical cataclysms and endless Inquisitorial purges. The Inquisition

Landmarks:

  • The Ashen Gate: The Inquisition’s infamous fortress, where prisoners are interrogated and heretics are burned.
  • The Obsidian Wastes: A desolate expanse of blackened rock, littered with the scars of divine wrath and arcane battles.
  • The Sunforged Anvil: A hidden forge operated by the Radiant Assembly, crafting enchanted weapons from rare minerals.

The Pyrelands are feared by all, serving as a grim reminder of the Empire’s willingness to purge anything that threatens its divine order.


The Ember Coast (The Trade Hub of the Empire)

Terrain: Rolling green hills, coastal cliffs, and sprawling port cities.
Climate: Warm and temperate, with frequent ocean breezes.
Major Cities: Aurora’s Harbor, Dawnmere, Velmaris Keep
Ruled by: House Velmaris and the Golden Assembly

The Ember Coast is the wealthiest region of the Empire, filled with merchant cities, naval ports, and trade hubs. The region’s wealth is evident in its opulent architecture, bustling markets, and lavish estates. The coast’s strategic importance makes it a target for pirates and spies. The coastlines are lined with ships carrying goods from across the world, and Aurora’s Harbor is the Empire’s largest port city, connecting it to distant lands. The people of the Ember Coast are known for their prosperity, ambition, and cosmopolitan outlook.

Landmarks:

  • The Golden Plaza: The financial center where fortunes are made and lost.
  • The Lighthouse of Dawnmere: A massive lighthouse enchanted to burn like Solenara’s sun, guiding ships safely to port.
  • The Vaults of Velmaris: The largest treasury in the Empire, housing immense wealth and rare artifacts.

The Ember Coast’s prosperity funds much of the Empire’s war effort, with its merchant fleets transporting supplies and troops.


The Dawnward Marches (The Warfront and Borderlands)

Terrain: Rolling plains, dense forests, and river valleys.
Climate: Harsh winters, stormy summers, unpredictable weather.
Major Cities: Solaris Keep, Bastion of Faith, Ironwatch
Ruled by: The Solari Templars and the War Council

The Dawnward Marches are the Empire’s eastern frontier, perpetually locked in conflict with the Lunar Covenant. The land is marked by battlefields, ruined fortresses, and the scars of relentless war. The Templars maintain a constant presence here, ready to defend the Empire’s borders.

Landmarks:

  • Bastion of Faith: A massive fortress-temple where the Solari Templars rally before battle.
  • The Burning Fields: War-torn plains, stained with the blood of countless warriors.
  • The Dawnwatch River: A contested natural border between the Empire and the Lunar Covenant.

The Dawnward Marches are a land of perpetual war, with common folk living in fear and soldiers constantly vigilant.

Ruling/Owning Rank
Owning Organization

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