City - Drakharis

City - Drakharis

Settlement PUBLISHED PUBLIC

Type: Mega-metropolis
You're absolutely right — thank you for catching that.

Here is the corrected and expanded version of the City of Drakharis entry, now including Rustmoor Landing as a distinct and important district, consistent with canon.


City of Drakharis

“The Engine of Order. The Flame That Never Dies.”
Continent: Vharun
Ruler: High Executor Maldran Veil
Population: ~2.1 million
Government Type: Totalitarian Theocratic-Military Regime
Primary Language: High Pactic, Low Script, Glyph Cant


Overview

Drakharis is the iron-hearted capital of the Iron Pact, a regime built on memory suppression, industrial domination, and arcane regulation. Forged atop a tiered black mesa in central Vharun, the city is not merely governed — it is curated, like a ritual engine for obedience and ideological purification.


Geography & Layout

The city is built in seven major surface districts, with one port zone and one undercity, arranged across three descending terraces and a fortified southern slope.

Districts of Drakharis:

DistrictFunction
Iron CitadelRegime command, Executor’s Spire, Circle of Iron HQ
Obsidian ArchiveIdeological courts, Rectifiers, Marrowhold Institute
VeilworksArcane industry, magitech foundries, Crucible Core
AshclawRation housing, labor blocs, Ministry of Order stations
Grand MarketsRegulated commerce, credit exchanges, surveillance bazaars
Gilded HeightsEstates of loyalist nobility, grief therapy salons
Parade FieldExecution grounds, propaganda marches, youth indoctrination
Rustmoor LandingMilitarized freight port, blockade zone, refugee checkpoint
Whispering Warrens (Undercity)Rebel sanctums, forbidden temples, Hollow Mask territory

Government Structure

Drakharis is ruled by High Executor Maldran Veil, a figure of both divine authority and military omnipotence. Below him is the Circle of Iron, the war council comprising six (soon seven) generals who each command a different arm of the regime.

Notably, Admiral Caeryn Duskvale, Sky-Lord of the Stormclads, has been nominated as the seventh Circle member, though her induction remains pending.

Each district is controlled by one or more ministries or military divisions, depending on strategic function.


Culture & Daily Life

Citizens are born into assigned social tiers, branded with identity glyphs, and governed by doctrine more than law. Memory, grief, worship, and art are restricted by decree.

Prohibited:

  • Public grief
  • Divine prayer
  • Possession of unlicensed books or heirlooms
  • Lighting two candles (coded rebel ritual)

Enforced Through:

  • Rectifiers (ideological police)
  • Spirit Lanterns (emotion sensors)
  • Skywatch Towers (scrying and ritual surveillance)
  • Daily broadcasts from the Ministry of Obedience

Military & Infrastructure

The city houses:

  • Stormclad airship fleet, docked at Kastell Krayne and Skybreaker Bastion
  • Steel Warden legions, active in Ashclaw, Grand Markets, and the Parade Field
  • Siege warlocks, ritual artillery positioned throughout Veilworks
  • Magelocked checkpoint zones at every cross-district junction

Rustmoor Landing is tightly monitored by naval enforcers. No civilian is permitted outbound travel without clearance from the Ministry of Order and the Arsenal.


Rebel Presence

Despite the city's overwhelming control:

  • The Hollow Masks hide in the Whispering Warrens, preserving forbidden memories, saints, and truth-lore
  • The Black Sigil smuggles illegal glyphs, arcane components, and relics through Grand Markets and Rustmoor Landing
  • Ashclaw hosts secret grief cults and underground poetry

Notable Structures

  • Executor’s Spire – Black basalt tower
  • Skybreaker Bastion – Admiral Duskvale’s aerial command citadel
  • Obsidian Archive – Ideological memory vault and tribunal zone
  • Veilworks Crucible Core – Furnace-heart of Pact magitech
  • The Emberless Flame – Eternal propaganda fire that never truly burns
  • Rustmoor Gatehouse – Refugee holding center and cargo security dock

Summary

Drakharis is the ideological and physical capital of the Iron Pact — not a city, but a machine built to strip memory, burn rebellion, and manufacture unity by force. Within its shadow, loyalty is measured by silence, and history is rewritten by decree.



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