Arandell

On a cliff edge overlooking the Aenear Sea is the shining city of Arandell, capital of Esslind. The oldest and richest of men’s cities, it was the site of the Astral Gate and the first land seen by those who migrated to Sinia’Nor. It is said to be the only city to evoke the majesty of the old world. Care is taken to maintain and plan the streets and homes, ensuring its round, domed rooves gleam above the ‘pinnacle of civilization’. Protecting them are high walls of

The ports are the most communal, receiving trade from across the sea; even so, the guard presence keeps it safe and controlled.

Where Griffon’s Perch is a ‘People’s City’, Arandell is the ‘King’s City’. Arandell has few slums and a small area for the common people. Comparatively, the city features large wealthy districts and culture of nobility. Despite this, the political power and importance of the location prevent it from becoming lost to pomp or extravagance.

### The Amber Keep

The capital that houses the king and his advisors. A series of walls protect the high castle, its structure supported by flying buttresses. It is said that the keep bears hearths for a hundred guests, kitchens feed them, and holds to guard them. The throne room entrance is built from the Astral Gate, now long-inactive.

Notable within keep are The Tower of Black Amber and the Tower of White Amber. The Tower of Black Amber is where the King’s Guard and their squires reside. The Tower of White Amber can house the king’s advisors, as well as their meeting place.

### The Basilisk Hall

A wide, ringed keep with an open-aired courtyard. Styled with blue and grey, the hold is equipped with various different training halls, living quarters, reliquaries, labs, and even more specialized areas.

### The Court of Colors

A ring on the lower quarter of the city. It receives its name from the colorful tapestries used by the trade guilds. The markets within are divided among products, such as foods, ironworks, fineries, etc.

### The Hill of the Lost

The cliffs at the end of the pointed landmass, standing high over the city. It glitters in the sunlight like diamonds. At the crest of the hill is a marble spire on which is carved the Ten-Thousand Truces. Just beneath it, the refugees planted hundreds of swords to honor those left behind. Preserving the many swords is a simple enchantment.

### The Laerdum Arcanum

The center of magical research and learning in Sinia’Nor, its members known as Laerd. These students and teachers live, learn, and experiment in the Laerdum Arcanum, a facility of white spires and black rooves. Searching the Academy is difficult, with many areas permitting only those trusted with higher positions. Most guarded are the archives below, where forbidden tomes, artifacts, and creatures are stored.

The entrance hall holds training grounds and libraries for prospective students or guests. Deeper within, students learn the basics of wizardry, learning under and serving higher members. Those who take the final step and join the Laerd surrender their surnames and old duties, aligning themselves thoroughly with the organization.

### The Scroll Spire

A pointed and pale spire of reinforced stone and steel. Divided, it consists of the buried Vault of Gold and the towering Pillar of Parchment.

The Vault of Gold serves as the empire’s treasury, lending vast sums of gold and silver to those able to return the fortunes. It is possibly the single wealthiest hold in the world. It is expertly protected, employing all manner of guard and enchantment.

The Pillar of Parchment is the ink-stained scriptoriums where important texts and records are written and copied. It sits atop the Vault of Gold so that bounties might be easily determined and paid. Within, the empire’s laws are debated and codified, often with direct input from the Amber Keep.