BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Nylmaneth

Nylmaneth, known across the world as the Ten Lordships, is the ancestral heartland of the elven people. A land steeped in memory, artistry, and tradition. Its verdant forests and alabaster cities speak of a civilization shaped by millennia of vision, intellect, and harmony. According to the oldest elven histories, Nylmaneth was founded by the Firstborn, the original elves shaped by Tirranon, who gifted them with language, structure, and celestial knowledge. These early peoples built the foundation of Nylmaneth from starlit stone and arcane knowledge, creating a nation that would stand as a beacon of order and beauty for ages to come.   While Tirranon is still honored since his unmaking, but now as the guiding principle behind law, astronomy, and arcane scholarship. Unlike many other races, the elves of Nylmaneth have never viewed themselves as divine instruments. Instead, they see themselves as the rightful inheritors of the legacy of the Firstborn, and therfore Tirranon himself. A people who earned their enlightenment not through blind faith, but through study, memory, and discipline.   Nylmaneth has endured invasions, divine schisms, and withstood the test of time. Not through conquest, but through resilience. In the twilight of empires and the silence after calamities, the songs of Nylmaneth still rise. Serene, enduring, and unbroken.  

Government

The governance of Nylmaneth is a careful balance between tradition, scholarship, and regional autonomy. At its core lies the Concord Nylmanelle, a system designed to preserve the unity of the Ten Lordships while honoring their individual sovereignty.   At the top of this structure stands the Illuminor, the supreme arbiter of arcane law and guardian of Nylmaneth's scholarly institutions. Chosen through an intricate ritual of examination and debate among the high colleges and star-seers of Tor Ilun’thalas (Tower of Moonlight), the Illuminor serves as the symbolic and administrative center of the realm. They are also the leader of the mage caste, known as the Scinari, and thus lead the armies of the Vanari in times of war. However, they don't levy taxes or influence the choices of regional rulers, but their interpretations of the Celestial Codices carry the force of law across all ten lordships. The selection process spans several decades and includes a series of arcane trials, public debates, and celestial readings that narrow the candidates to one, believed to be most in harmony with Tirranon’s lost wisdom and the weave of magic.   The Ael’Seran, the voice of ancestral tradition and moral guidance, serves alongside the Illuminor. While not a theocrat, the Ael’Seran upholds the cultural and philosophical legacy of Tirranon and the Firstborn. They reside in Tor Solorieth (Tower of Sunfire), presiding over rituals, archives, and the preservation of elven memory. They also oversee the deployment and training of the Vanari, serving as the highest commanding officer of the organisation. The Ael’Seran is appointed by an inner conclave of loremasters, chosen from among the most revered chroniclers and historians of the ten lordships. Their selection is based not on martial or arcane prowess, but on their embodiment of ancestral wisdom and cultural continuity.   Below them, the realm is divided into the Ten Lordships, each governed by a High Reagent. These rulers maintain their own courts, militias, and traditions, but are bound by the Concord to attend the seasonal Conclaves, where matters of state, defense, and diplomacy are debated. Each Lordship casts a single vote in the Council of Stars, with the Illuminor serving as a moderator and final arbiter in times of stalemate.   Though the Concord discourages open conflict, it encourages rivalry in the form of scholarship, artistry, and magical innovation. The elven people believe that through such striving, their civilization continues to refine itself, and thus, the world.   This model of governance, neither fully centralized nor anarchic, has allowed Nylmaneth to remain remarkably stable despite the long years, its unity maintained not by force, but by shared legacy and mutual respect.

History

The origins of Nylmaneth are traced to long before the Age of Dragons, when the Firstborn elves emerged from the breath of Tirranon, shaped from patterns of starfire and woven logic. These earliest elves travelled the world, guided by visions of sacred forests and celestial alignments. In time, they arrived at what would become the Ten Lordship. A land chosen not only for its beauty, but for the rare harmonies and ley lines beneath its soil.   Nylmaneth's founding was an act of deliberate craftsmanship. The early cities were constructed by Scinari magi and transmuting stone-weavers, combining natural wonder and arcane geometry. The governance of the realm was devised to prevent tyranny by granting power to those who merit it, embodying Tirranon’s will not through divine fiat, but through enduring systems of law and knowledge. This gave birth to the Concord Nylmanelle and its dual leadership of Illuminor and Ael’Seran.   In the millenia that followed, Nylmaneth flourished. The Vanari legions defended the realm from monstrous incursions, while the Concord expanded its influence through diplomacy, magical innovation, and deep cultural exchange. Yet the realm was not without trials: the Sundering of Halorith, the Moonfire Rebellion, and the Silence of Stars. Events that threatened to unravel its unity.   The most recent centuries have seen a cautious return to outward engagement. Though no longer dominant on the world stage, Nylmaneth now serves as a keeper of history, a bastion of arcane tradition, and a guiding light for those who still revere the patient, deliberate path of the Firstborn. Its scholars correspond with distant lands, its envoys walk far once more, and in the high towers of Ilun’thalas and Solorieth, the future is being studied in starlight.

Territories

The realms of Nylmaneth is divided into the Ten Lordships, each an ancient domain with its own culture, traditions, and internal governance. Though each is largely autonomous, they are united by the Concord Nylmanelle and their shared reverence for ancestral law and the legacy of the Firstborn.   Solorieth, the Seat of Sunfire
The realm of Solorieth is simply the hinterland of the vast city-state of Tor Solorieth, and the first amongst the elven realms of Nylmaneth. It is home to the Ael'Seran, spiritual steward of Nylmaneth, Lyrion Ulthaine, and the site of his court. Dominated by golden temples and memory-archives carved into sunstone cliffs, Solorieth is a place of ceremonial gatherings and ancestral rites. The outskirts of Solorieth is dotted with vineyards, villas and summer estates to which the noble families of the city retire.   Ilun'thalas, the Moonlit Throne
Ilun'thalas is an enchanted realm, with skies that shine with all the colours of the rainbow, hills that move by night and warm rivers that glow with gentle light. Magic courses through the blood of high elves, but all of Ilun'thalas' lords are mages of the Scinari. They are, however, reclusive, dwelling in exquisite mansions far from other outposts of civilisation. Each noble's home has its own character that reflects the interests and magical research of its patron. At its heart stands the majestic Tower of Moonlight (Tor Ilun'thalas), from where the Illuminor rules.   Zaeldrion, the Dragonlands
Here, almost two thousand years ago, came Zaeldrion Dragontamer. Mightiest of the ancient mages, he befriended the fearsome dragons and forged an unbreakable alliance, one that saw Nylmaneth pass through the Age of Dragons almost untouched. His followers named their realm Zaeldrion in his honour. Here the steel dragons oversee the high elven forges, where the dragons enchanted flame allow the elves to forge weapons of magical sunmetal, and occasionally they fly out to aid their allies in battle.   Tiranoth, the Shield of the West
 The realm of Tiranoth is the westernmost of Nylmaneth's realms. Once it was the fairest of the elven lands, where majestic snow-capped peaks towered over sweeping flower-strewn plains. Its people were great cultivators who settled the lands to the west. Now it is home to some of the Vanari's most decorated legions. Known for its discipline and martial schools, it serves as the first line of defense against western threats. It has remained largely unchanged in function and culture over the past few centuries.   Hurakan, the Verdant Veil
The realm of Hurakan is one of the oldest of all the realm of Nylmaneth. Ancient glamours lie upon its tangled groves, and creatures of legend like the Treerunners still walk beneath its eaves. Yet Hurakan's glories are maintained only by the constant watchfulness of the Windchargers mounted upon the fickle Treerunners, that guard its borders. Because despite their friendly relations with their neighbouring wood elven brothers, the spirits of the forest that has struck an agreement with the Thjordellian inhabitants, are ever encroaching on the unwelcome high elves.   Noctis, the Shadowlands
The realm of Noctis, also known as the Shadowlands, is a dark and desolate region. Once it was one of the greatest of the elven realms. Here, the first Ael'Seran once held court, and it was here that the greatest battle against their foes to the north was won. That desperate struggle hardened and embittered the folk of Noctis, so that other elves came to regard them as a cruel and uncaring people. After the first Ael'Seran's death, his son inherited the realm. When the son rose against the new Ael'Seran, he led his warriors in a savage and destructive civil war. Noctis was destroyed and many of its people fled to the Underdark where their brethren who had served the goddess Lolth had once gone. They joined these cultists, spreading the influence of the drow beyond the Borrovyan continent.   Ellydor, the Thundering Plains
On the southern edge of Nylmaneth lies the realm of Ellydor. A land of sweeping plains and azure skies. It is famed for its horses, who thunder across moor and heath from dawn to dusk. The steeds of Ellydor are the swiftest and most noble of four-legged beasts, much prized by nobles of the Ten Realms. To folk from other lands, the Ellydorian steppes appear to stretch on forever. Indeed, time and distance work strangely here. A traveller can walk directly towards his destination for hours upon hours, growing ever more distant from his starting point, yet never coming closer to his goal. The Ellydorians know the secret paths and ways through their land, for they have learnt them from the horses, but such secrets are seldom shared with foreigners.   Heron, the Vale of Storms
The realm of Heron is a windswept land known for perfecting the art of archery and ranged combat. The realm is famed for its floating isles on which the cites of Heron are built, kept afloat by mighty and ancient magical storms. It is here that the intricate bows and ballistas of the Vanari are crafted.   Syari, the Singing Fields
 
From the realm of the Syari come naturally talented artisans and craftsmen. Elves throughout time have always strived for the excellence in their chosen craft, be it politics, art, or even war. The people of Syari, however, do not bother themselves with statescraft or warfare, but rather focus on the simple things in life. They strive for the perfection of their chosen art, be it weaving or stone carving. This has resulted in Syari being one of the most aesthetically striking places in the known world, and their goods being sought after all over the world.   Illithien, the Land of Mists
The realm of Illithien encompasses a sizable part of southeastern Nylmaneth. It is a wild and mystical landscape, fringed by deep forests. Illithien is the least densely populated realm of Nylmaneth, and by those elves from other realms, it is often considered a bleak realm and less than lovely. But to those who call it their home, the towering cliffs and soaring griffons are sights as fine as any to be seen in Nylmaneth. It is rumoured that the wizards of Illithien make use of cloning magic, to stifle their shrinking population, but these have never been officially proven.

Military

The Nylmanian military is able to field peerless coordinated phalanxes of spearmen and formations of swift cavalry, whilst their formidable mages deluge their enemies in destructive, magic. All of the warriors of the high elves are able to use their innate arcane abilities to either enhance their formidable Sunmetal weapons or dispel the magic of their enemies. The tactics of warfare employed by the forces of Nylmaneth are by modern standards ancient, but the unrivalled skill of their warriors more than make up for this. A phalanx of elven sunmetal spears make for a formiddable foe for any current army.    Although the armies of Nylmaneth are seldom seen outside the nations borders, they are ever vigilant for threats that they deem to great to ignore. In these cases the Scinari are able to open massive gates that can bring the elven forces all over the world in an instant. Few foe's, however, can warrant such a response, for the power of the elven diplomats have found few enemies they can't sway without military might.   The forces of Nylmaneth are divided into three different sections.   Vanari
Vanari are the primary military organization of the Concords. Acting as their standing army and form the radiant core of their hosts. They are charged with defending the realms of Nylmaneth from threats from inside and beyond their mountainous lands. They fight in phalanxes made of Auralan infantry who, with magical aid, form shining companies whose dazzling brilliance makes them a hard target. Each Vanari army consists of smaller battalions formed according to the principles of efficiency and warlike optimization. Aurulan means luminous host i the elven tongue, an apt description of the Nylmanian infantry.   Each weapon of the vanari is enchanted, its tip made of sunmetal that has basked in the fires of Zaeldrion for centuries at a time. When the Auralan Wardens call out the correct magical phrase, bolstering their power with magical aetherquartz to ensure its focus, the tips of these spears glow whitehot. They can melt through a thick breastplate as a heated knife would carve through a plate of wax. The spear blocks of the high elves have learnt to time this ability perfectly. When the enemy is but a hand's breadth from their blades, their speartips glow bright, and those who think their armour will turn aside or break the polearms realise with a heart-wrenching jolt that they have made a fatal mistake.   The Vanari use aetherquartz reserves kept in the form of a jewel on the helm as magical conduit in battle. They also wield decorated weaponry or enhanced armour they temper with the energy of tiny suns to make them stronger. Many primitive enemies prefer to flee that face their eerily precise military movements and the magical light they emit to blind their foes. Marksmen that peer through a telescope or scrying lens at the bright Auralan formations might be blinded and those who strike at them find their vision blurring and their blades turned aside.   The Vanari forces consists of six types of regiments:
  • Auralan Sentinels: Auralan Sentinels are the archers of the high elven forces. They consider archery an art-form as the bow is seen as a noble weapon in Nylmaneth. The Archer can send an arrow straight and strike with killing force, its shaft flexing and counterflexing as it moves through the air to add a degree of punch to the strike. To strike from afar they will send their arrows high, lofting them so they curve back down in a trajectory that dips down sharply at the last moment allowing it to avoid the strongest points in the enemie's armour.
  • Auralan Wardens: Auralan Wardens fight defensively occupying the most tactically advantageous points of the battlefield and position themselves in front of ranged units such as mages and Auralan Sentinels. This allows ranged units to launch a rain of arrows and magical bolts forcing the enemies to charge towards the Nylmanian lines which resemble forests of spears that the wardens have lowered in perfect unison.
  • Bladelords: An order of sword-bearing warriors known for their prowess in martial and philosophical matters. The Bladelords are exemplars of the Elven martial arts. Each has studied warfare and personal combat for decades, or even centuries and wield their Sunmetal Greatswords with such precision that they can strike crossbow bolts in midair. They offer their commanders aid in the form of elite infantry and as advisors.
  • Dawnrider: The cavalry of the vanari. Each Dawnrider is bonded to their stallion. Together, they leave a trail of shattered enemies when they blaze across the battlefield. They have formed a powerful bond with their mount, allowing each to instinctively know what the other will do a moment before they do it. The stallions are each given a name not chosen consciously but sought through inspiration as the rider presses their forehead against that of their horse.
  • Starshard Ballista: An artillery piece similar in design to an upscaled version of the many-stringed compound bows utilised by the Vanari Auralan Sentinels, mounted on an elegant tripod allowing it to swivel. These constructions are the bane of many monsters that has dared to charge the vanari battlelines.
  • Bannerblades: Champions of the Vanari. Only the most dependable and steadfast of the Vanari Bladelords could ever hope to be entrusted with the position of Bannerblade, for the majestic standards they bear - known as World Banners - are extremely valuable.
  Scinari
They are made up of a mage caste who commands the vanari armies of each of the realms of Nylmaneth. While many specialize in casting blinding rays of magic, others form orders, such as those of the Cathallar Order, mages who learn to harness mighty enchantments to charm or frighten the enemy before the battles have even begun. Whilst the Vanari cling to the traditions of their people and strive for perfection in their craft, the Scinari are constantly evolving. They are scholars of the magical arts, and thus strive for new discoveries. They operate in all of the ten lordships as both advisors and protectors. On the battlefield they lead with intense efficiency, for their starseers have more often than not foretold the course of the battle several times over.   The specific orders of the Scinari specialise in different schools and philosofies of magic. Some are powerful and well known throughout the ten realms, whilst others are almost unknown. Some of the most famous orders are:
  • Calligrave: Scribes and crafters who create the mighty the aetherquartz chrystals by turning strands of magic into physical objects. Esoteric wizards that can alter reality and bolster their magic with the aid of giant runes made from aetherquartz. 
  • Avalenor: Masters of Transmutation magic, these wizards excel at manipulating the world around them. Also known as Stone-mages, in times of piece they aid the construction of immense and magnificent palaces. In battle they bolster their allies' defences and turn their enemies to stone, leaving not corpses, but gardens of humanoid statues. 
  • Cathallar: A sisterhood of wizards famous for their mastery of Enchantment and Illusion magic. In battle they are tasked with releasing their mighty mind-altering enchantments and illusions on the enemies, to spare them from ever meeting the Vanari battleline.
  • Loreseeker: Emulating both the Ael'Seran and the Illuminor, the Loreseeker embody both halves of high elf society, combining the mastery of the blade with a wealth of arcane knowledge.
Concordian Levies
The ten lordships boast an incredible variety of local militias and troops. In rare cases are these brought into the folds of the wider Nylmanian military. Rarer still are these brought to bare in campaigns beyond the borders of Nylmaneth.
  • Zaeldrion Forgemasters: Having passed their draconic patron's test, these hammer-wielding forgemasters have mastered the art of turning stone to mighty sunmetal. They are the creators of all vanari weaponry and armaments. In battle they bring their fiery fury to bare to crush their foes.
  • Zaeldrion Knight Draconis: The mightiest of high elven lords and ladies might take their chance to follow in the footsteps of Zaeldrion and befriend a mighty Steel dragon. Those who succeed join the knights of the Order Draconis.
  • Hurakan Windchargers: Warrior ranks of the Hurakan forest folk. They are fast-moving hunters, moving across the battlefield with matchless grace. It is said that once the Windchargers set their eyes upon a mark, there can be no survival. They strike like the wind, impossible to catch, impossible to evade, and always racing strong. They are different to the Auralan Sentinels in that they do not let loose volleys of arrows, but a single sniping shot, striking with precision to kill a target. Windchargers tame their Treerunner mounts by singing them a soothing melody or tune to the beast' skittish soul.

Foreign Relations

Nylmaneth has long maintained a stance of measured diplomacy and selective engagement in world affairs. Guided by its cultural ideals of refinement, self-sufficiency, and ancestral preservation, it often views the more transient nations of the world with a mix of quiet curiosity and reserved judgment. Relations with other nations are conducted with careful ceremony, typically overseen by envoys trained in arcane etiquette and ancestral lore.   Historically, Nylmaneth has favored alliances with long-lived peoples and structured societies where scholarship and tradition are respected. This has led to generally cordial, if occasionally aloof, ties with the wood elves of Tjordelle, and some select dwarven nations, like the kingdom of Dhil Ahldur. Human nations, with their rapid political turnovers and short historical memory, are viewed with more caution. Though Nylmaneth is known to maintain embassies and offer limited magical aid to those who respect elven neutrality, like the island-nation of Frankonia.   The Ten Lordships are especially wary of expansionist or imperial powers, having resisted several such incursions in their long history. Only the Draconic Empire of Aurix has ever broken this resistance, subjugating Nylmaneth as a vassal state. Since the fall of Aurix, Nylmaneth maintains a quiet but potent intelligence network through its Vanari and Scinari agents, aimed at preventing conflict before it begins. Their policy of "calm deterrence", a subtle show of readiness rather than overt threat, has proven effective in discouraging aggression.   In recent decades, the realm has gradually reopened select trade routes and magical exchanges, allowing certain foreign scholars and artisans to study within its cities. These exchanges are tightly regulated and always subject to Concord oversight. Despite this growing openness, the elves remain vigilant stewards of their knowledge and lands, preferring diplomacy through wisdom rather than force.   Thus, Nylmaneth walks a path of distant vigilance, ever watchful of the shifting tides of the world, participating not to dominate, but to preserve that which is eternal.

We are the echoes of the stars, the heirs of time

Maps

  • Nylmaneth
Type
Geopolitical, State
Capital
Demonym
Nylmanian
Head of State
Head of Government
Government System
Meritocracy
Power Structure
Federation
Deities
Official Languages
Neighboring Nations
Related Species

Comments

Please Login in order to comment!