Mercuria

Ervenian Era, 1051 AB
Mercuria is the terrace of measured strength, sun-washed plateaus, river-cut valleys, parade grounds, oath-halls, and fields of remembrance where valor is yoked to compassion. A golden light without visible sun bathes the land; the air is thin and crystalline, and war-songs end in reconciliations more often than in charges. Here many of the armies of Heavens muster within few minutes;   Here, power is disciplined and mercy is deliberate: keep the innocent behind your shield, spare a beaten foe, honor the fallen without glorifying slaughter, and bind every blade to a just oath before it is bared.  
Custom and Rites
Swords are peace-bound inside parley rings; every muster opens with the Weighing of Intent, every demobilization with the Laying Down. On the Day of Memory, names of the fallen are spoken in order of the mercy they showed; the list is long, the lesson longer.

Geography

Mercuria presents as a broad, high plateau belt broken by long valleys and passes, with muster-citadels crowning the shelves, mausoleum gardens terracing the slopes, and honor-roads threading river courses between armories, hospitals, and parade grounds.   Thin air plays strange music: in Echo Passes, chants fade to whispers; in Honor Groves, prayers carry across whole valleys. Breath Wells, warm vents rimmed with gold-lichen, aid newcomers; night winds sometimes recite Fallen Names, ending where new mercy begins.   Muster-cities number 10,000–60,000 (barracks cloisters, granaries, drill courts, hospitals). Mausoleum towns hold 3,000–15,000 with remembrance fountains and archivists. Ward-citadels sit on shelves 1–5 km across. Aurilon dominates its ward; The Platinum Palace of Bahamut co-exist in Mercuria, translating among the first five layers as justice and relief demand.  

Notable Locations

Aurilon, the Golden Spire
Domiel’s tower of command and clemency.  
Memorial Wards
Mausoleums beneath laurel and goldstone where stories are kept and grudges laid down.  
Parade of the Measured
A mile-broad field where drills end with relief rotations to hospitals and kitchens.  
Clearness Bridge
A high pass whose stones ring truth; false witness cannot cross without the bridge itself groaning.  

Governance

Domiel, the Mercy-Bringer rules from Aurilon, the Golden Spire, coordinating musters, parley, and remembrance. Trumpet archons carry summons and pardons; hound archons keep road-watches; throne archons adjudicate ward disputes under the charter of measured force.   Mercuria is organized along seven Gold Roads, each divided into seven muster-wards (forty-nine total). Every ward keeps a muster field, an oath-hall with truce-circle, an armory cloister, a hospital court, and a mausoleum garden tended by trumpet and hound archons. Aurilon, the Golden Spire (Domiel’s seat) coordinates the roads and orchestrates the Day of Memory rites.   Domiel, the Mercy-Bringer rules from Aurilon, the Golden Spire, coordinating musters, parley, and remembrance. Trumpet archons carry summons and pardons; hound archons keep road-watches; throne archons adjudicate ward disputes under the charter of measured force.  

Travel and Access

Marches are steered by oriflammes and standard-winds rather than stars: the Merciful Banner marks east, the Scales south, the Laurel west, the Watch north. Wandering patrols close a circuit back to a muster field in 10–20 days; swear a true errand, escort, parley, repatriation, protection of noncombatants, and new passes open where cliffs seemed sheer.   Interplanar sky-gates unfurl as vertical banners of light onto high fields and passes; processional roads make room without crowding. Oath-stones mark truce circles where parley cannot be treacherously struck. Wherever the Platinum Palace stands, its four Wind-Gates (North/Yonel, South/Kerkhoutha, West/Moriel, East/Ruhiel).  
Access from Lunia
Typically, if not teleported by a deity and sanctioned by Domiel, the access is via 'the climb'.  
Exit to Venya
The crown-gates to Venya lie beyond the Crown Passes, where honor-roads climb toward orchards and villages. Mortal pacing is 3–6 days by causeways and switchbacks; service-shortening applies, measured restraint, keeping a hard oath, honoring the fallen, or sparing the defeated makes the crown seem nearer and the grades kinder.  

Inhabitants

Archons (hound, trumpet, throne), Angels (devas, planetars), hospitaler orders, Paladin companies, scholars of just war, and petitioners learning restraint and guardianship. Visitors include Adamntine Dragonborn embassies emerging Platinum Palace anchors, and dignitaries bound for The Vigilant Crown and Metallic Dragons.

Localized Phenomena

Truce-geas
Entering a consecrated truce circle puts all parties under a gentle bond against treachery until terms are met or dawn breaks.  
Oath-heat
Freshly sworn oaths warm the stone of an oath-hall; broken oaths leave a chill recorded in the ward rolls until amended.
Trait Type
Description
Gravity Normal gravity. “Up” is toward the cliff roads and citadels. The Silver Sea is unusually buoyant and gentle with first-time arrivals, keeping most afloat long enough for rescue.
Time Time is 20 times slower than the Prime Material Plane; Celestial stars keep perfect hours; bells and beacons are synchronized across the coast. The First-Night Covenant (guest-right) is socially binding until dawn, hospitality first, judgment later.
Shape & Size Infinite. Golden highlands and steppe-valleys repeat without edge, widening to admit armies and tightening to honor parades; maps hold for a march or two, then the road politely becomes a new road, still true to the banner that set out upon it.
Morphic Traits Divinely morphic (law-dominant). Barachiel and the Hebdomad’s ministers can subtly reshape quays, way-stairs, and harbor waters to clear lanes for relief or close on threats. Hospices “breathe” larger under need, then return to modest size.
Elemental Energy None Dominant
Alignment Lawful Good.
Magic Protection, courage, healing, light, oath-binding, fear-banishing, truth-telling, and lawful good summons are Enhanced. While wanton destruction, deceit meant to betray parley, domination of the helpless, necromancy that profanes the honored dead, and magic that exults cruelty are impeded.
Type
Dimensional plane
Location under
Included Locations
Owner/Ruler
Coexist Locations
Platinum Palace

Articles under Mercuria


Comments

Please Login in order to comment!
Powered by World Anvil