Platinum Palace

Ervenian Era, 1051 AB
A wonder of crystal, mithril, and living light, the Platinum Palace is Bahamut’s ambulant stronghold and court of justice. By ancient covenant, the fortress can weigh anchor and sail the skies of the first five Heavens: Lunia, Mercuria, Venya, Solania, and Mertion, mooring where need, mercy, or mustering calls. Its balconies glitter with gem-set windows; its inner halls ring with hymns, drill-cadence, and quiet verdicts.  

Customs and Rites

Feast of Fellowship
During Spring Equinox, moving date. Dragons and mortals share table, atleast dragons who are intelligent; oaths to defend the year’s roads are sworn and sealed with windbread and singing.  
Weighing of Gifts
Before big petitions, a steward quietly asks: what treasure will you carry out for others? Those who promise service leave lighter, walk farther, and return more often.  
Vigil of the Four Winds
On nights of import, each gate tolls its bell; watchers walk the parapets reciting maxims of the Code while canary-lights drift like stars.  
The Canary’s Call
When Bahamut walks the halls in humble guise, those who greet him kindly (or simply share their bread) find their cases heard swiftly—or discover their journey’s next door already open.  
The Ptarian & Platinum Codes
Honor, protection of the innocent, truth before victory, and mercy where it mends. Duels for pride are refused; trials by deed (rescue, restitution, service) are preferred.  
Guest-Right
Announce purpose at the gate, peace-bind weapons, and offer a token of good intent (story of wrong righted, a letter of clemency, a promise of service). The stewards value evidence and humility more than jewels.  
Tithes & Loans
No fees for justice or healing. Gifts given without ask may be pledged forward—stewards reissue them to those in need, keeping a ledger of gratitude rather than debt.

Geography

Nature of the Realm

Mobile Dominion
The Palace is a finite flying citadel that relocates between layers via the Orrery of Winds, a vaulted engine of whirling rings and sung commands. When the Orrery turns, silver streamers spill from the battlements and the whole fortress “tacks” onto a new sky.  
Elemental Tethers
Four great wind-gates—North (Yonel), South (Kerkhoutha), West (Moriel), East (Ruhiel), open into the Elemental Plane of Air Courtyards around each gate carry the breath and scent of its wind: aurora-cold, spice-warm, salt-bright, or rain-sweet.   Where It Appears:
  1. Lunia: over the Bellwater Roads, serving pilgrims and sea-watch.
  2. Mercuria: above Aurilon Field, as armory and rally-banner.
  3. Venya: near the Glass Tarn, hearing petitions for harvest, clemency, and homecoming.
  4. Solania: at the Sky-Cloisters, blessing monasteries and forges.
  5. Mertion: over Empyrea, visiting hospitals and mustering orders.
 

Notable Locations

The Orrery of Winds
A cathedral of rings and star-vanes tuned to the four winds. Choirs and a flight of trumpet archons sing the “tack” that shifts the Palace between layers.  
Hall of the Seven
Chambers kept by Bahamut’s Seven Gold Wyrms assumed to be more than thousand of years old, Aurelion, Selmara, Tharzion, Ilmira, Quellath, Pyraeth, and Vexeron, who serve as wardens of muster, mercy, law, lore, sanctuary, oaths, and roads.  
Kuyutha’s Aerie
Training terraces for knight-hospitalers and paladins of the Platinum Code; tether-stations for dragonback patrols and sky-litters bound for Empyrea’s hospitals.  
Courts of the Justicar
Open-air tribunals beneath platinum canopies. Verdicts favor restitution, protection of the weak, and tempering wrath with wisdom.  
Hospices of Tempered Light
Ward-gardens and recovery cloisters; water here carries a faint sparkle and knits fatigue like a kindly night’s sleep.  
Hoard Galleries
A museum of redeemed ransoms, relics of tyrants broken and repurposed, and gifts left as thanks. Many pieces circulate, loaned to worthy temples, orders, and cities as pledges of trust.  

Travel and Access

Approaches from the Seven Heavens
Star-bridges and beacon-lanes appear when a true errand is named (escort, relief, repentance, reconciliation). Aimless travel loops back to friendly docks.  
Four Wind Gates
Pilgrims who pass the gatewardens’ questions may ride thermal roads to sky-hermitages, cloud libraries, or allied bastions to Elemental Plane of Air.  
Summoning the Palace
Great injustices, mass pardons, or vows kept at terrible cost sometimes draw the Palace near of its own accord, seen first as seven small lights on the horizon, then one vast one.  

Inhabitants

Bahamut presides—often unseen, sometimes as a kindly elder with seven canaries. Archons (hound, trumpet, sword), angels (solar/planetar/astral deva), Agathions (avoral/leonal counsellors), and inevitables of just accord serve the courts. The Seven Gold Wyrms and Exarch Kuyutha lead musters and drills. Petitioners include paladins, justiciars, healers, law-keepers, and reformed wayfarers working their penance.  
Sky-Docks of the Four Winds
Vast landing terraces for drakes, griffons, archon sky-barges, and paladin airships; each dock bears its wind’s sign and guardian.

Localized Phenomena

Winds of the True Heart
Those on just errands find climbs shorter and doors conveniently ajar; braggarts and thieves feel headwinds, heavy steps, and guards who just happened to be there.  
Canary Lights
Harmless songbirds flit through the colonnades; in danger they kindle into thumb-sized lanterns that mark safe routes or encircle a wounded soul with warm light.  
Hoard’s Hush
In the treasure galleries, sound falls to a respectful murmur. Touch what is not yours with greedy intent and the room goes utterly silent—then stewards arrive.  
Oath Thermals
Sworn oaths (Ptarian Code, paladin vows, mercy-bonds) raise gentle updrafts; leap from a parapet in service of such a vow and you’ll land where help is needed, not in the courtyard below.
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 Normal toward surfaces; broad terraces and sky-docks keep stable footing even in strong winds.
Morphic Traits Law-bound, vow-responsive. Structures that protect, heal, arm, or adjudicate shape cleanly; works born of vanity or theft skew and tarnish.
Elemental Energy None Dominant
Alignment Lawful Good.
Magic Effects of air, light, protection, healing, atonement, divination (truth/justice) are gently enhanced. Compulsions that break free will, deceit meant to defraud, theft-magic, and cruel fear are impeded
Type
Dimensional plane
Location under
Owner/Ruler
The Realm Coexists in
Lunia, Mercuria, Venya, Mertion, Chronias

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