Asendalith

Reclaimed from the hands of the Oco’n, the Evas and the bloodshed of war, **Asendalith** is now a busy kingdom who is proud and known for their **guild of outstanding craftsmen**. It is a kingdom that is geographically split, sprawling over two regions: **Vesin**, which lies in the icy, snow covered regions of Valkaia and **Ardil**, which lies in the lush, green regions.

**Vesin** is covered in a blanket of beautiful snow, tucked away behind the tall mountains where mostly winged Valthos reside. Inhabitants have kept their old ways and traditions to not forget where they came from, to not forget their struggles in war and bloodshed, their strife. Thus appearing more tribal. There is comfort in familiarity and the populace of this region have decided to embrace it. **Buildings are stockier** save for taverns for travellers and are made from strong wood harvested from the fir and pine trees that grow in abundance. **The soil is cold and unforgiving, vegetation is difficult**. Although it can be grown through the use of magic, yield is often little but Vesin doesn’t suffer. They are still magically advanced despite the harsh environment. As a result, **Vesin thrives off the keeping of livestock**, the selling of their products and special weaponry that is rather rare and quite pricey.

With their busy streets filled with chatter and smoke blowing from the chimney of almost every building, **Ardil** is a city that has changed dramatically since the **Great War** and the **War against the Oco’n**, While trading and sharing their magic craft with the Evas and Ailluins, Ardil was under their influence. Changing from their more tribal ways, they have decided to build a more modern city to call home, adopting the use of bricks and stone as opposed to wood. But despite these changes, they haven't forgotten where they came from and the gore from the past. Located on low land and beside the flowering lesser kingdoms around **Cleistollinium**, their rich flora bleeds into Ardil, blessing the surroundings of the city with fertile soil fit for vegetation. This allows for a wider range of materials available and goods to be crafted. From food items such as bread to weaponry, this city is one that is inexhaustible when it comes to those with passion and skill in their craft.

**Asendalith is primarily allied with Cleistollinium and Plutonia, forming a threeway alliance** which many Kingdoms seek to be part of or at least on good terms with. Even though many years have passed, the change in times and their strong alliance with the other two kingdoms, **the tension between Asendalith and Veledien remains unresolved**, running deeper and deeper the more time passes. Their distaste for the Oco’n is not one that is hidden behind closed doors. If not for the Kingdom of Malhya being the lead exporter overseas to Armadai, and being allied with Plutonia, Asendalith would have relinquished ties due to the Kingdom having a sizeable Oco’n population. If an Oco’n is found in the walls of Asendalith, they will be thrown out, if they’re lucky. For those who are not so lucky, they will leave bloodied and bruised if they even get a chance to leave at all. The Valthos will not forget or forgive so easily.

***In Summary:** Asendalith, Plutonia and Cleistollinium are three best friends. Asendalith has major beef with Veledien which runs deep. They don’t talk, they don’t even want to look in each other’s directions. And anyone directly allied with Veledien will get blocked immediately. The Kingdom of Malhya which has a sizeable Oco’n population, would’ve been blocked if not for them being useful.*

**\*\*Note: There are many towns and cities around Asendalith, the map is not a to-scale reference!**

## [Vesin] Dyad Coliseum

Specialising in livestock, mounts and animals, **Vesin is home to one of the biggest in-city Coliseums** which is home to popular sports such as Griffin Racing and Show Ring Activities. Any **duels and fights** hosted within the Coliseums are **most likely between individuals without any beasts involved**. The people of Vesin treasure their livestock, pets, mounts, and animals too much and would much rather show off through means of performances and competition. Built many, many years after the Great War and the rebuilding of Vesin, the Coliseum is an amenity that both regions built in collaboration in hopes of providing more for those in Vesin in terms of entertainment and opportune grounds for displays and interaction. The Coliseum’s dome-like structure allows seats to be lined round and round in rows; stone is carved in runic writing native to their craft language. Flexible yet holding a sense of abrasiveness very much like the people from both Ardil and Vesin. **Heat stones** are embedded every few seats, active during the snowier and colder changes in weather where the winds blow west. **Betting houses, snack bars, and stall counters** for quick drinks and meals can be found wrapped around the higher rings of the Coliseum.

Looking up, one may see **high rise structures and floating rings in the sky**, a band of light runs around the rings, not through it unless a race course has been decided and attuned into the rings accordingly. Like many independent and lasting magical amenity, Crystelei is infused into the rings, tethered to the Coliseum, and often rearranged high above. Seats up high require a little bit of climbing to get to, which isn’t inherently a problem to those with wings, skills, or winged mounts. Taking inspiration from advancements and the Sky Gardens set in Cleistollinium.

**Griffin Racing** is considered a very popular sport and game for both regions. From casual rides and shows to competitive annual tournaments with stakes involved. The people of both Vesin and Ardil take their Griffin Races seriously in the professional scene. **Betting pools are often a bonus gambling aspect** with sponsors and competitors from distant kingdoms coming to watch if not participate in certain races. Outsiders are urged on to participate as well, as the people of Asendalith believe that they will lose against those from the Kingdom either way; it’s patriotic pride. Don’t take it personally!

In turn, **Griffin raising, breeding, and care is widespread in Asendalith** and something that many may commonly pick up growing up in the Kingdom. Showboat Griffins and Griffin bred for Racing have distinct differences in wing patterns and overall flying form. One obviously train to look prettier, the other train to fly quick and efficiently.

Show Ring Activities **involve more than just beasts and performances. Magic talent shows, armour craft displays, tests of strength, bipedal races, winged races, parades, dance competitions, the list goes on an on. Hosts of Show Ring Activities tend to be equipped with forged ladybug-shaped pendants where voices may be amplified without the strenuous use of magic and outright screaming. Speaking into these pendants is all it takes for runic carvings to be set alight around the Coliseum.**

## [Vesin] Prismatic Quartz Lake

A beautiful lake hidden through winding trees in a clearing deep within the forests of Vesin, **Prismatic Quartz Lake is one that never freezes** despite the tundra-like temperatures. In tales of old tells a battle between a Valthos Huntress against countless of Oco’n troops over the lake a thousand years past. Having broken her limits through strife did she change the geography, her magic lingers to play a part in keeping the lake from freezing over. Its waters are clear with a beautiful bioluminescent sheen that becomes evident during the night. With every rock of gentle waves, the brushing of the wind, the water glows and small lights twinkle as if it were a starry sky. **Crystals** had since began to **grow around the lake** between the trees and the bushes; providing a magical sight when the sun sets and the moon appears. Looking into the lake, you can see the tips of **more crystal deposits deep below**, glowing gently. Aurora-like projections of light appear to bounce off of the prismatic crystals underwater, sometimes imprinted with images of figures mid battle. Any wildlife that drinks from this lake have a faint glow at night, similar to the waters. It is a lake that has been there long before the inhabitants of Vesin discovered its wonders. But many have chosen to leave the site, believing it was a gift from the Goddess. Tears from her aching heart for troubles of the past.

It is said that the waters of Prismatic Quartz Lake has **magical properties**. Craftsmen would travel and trudge through the thick blankets of snow to reach this lake, taking some back. The water rapidly cools and sets metals, glass and so on, giving it an icy and vitreous finish. Such wares are luxuries, items worthy of a high price and rare in nature. Prismatic Quartz Lake is important to those in Vesin, a beauty of nature that is treasured.

## [Ardil] Craftsmen’s Guild

While the Guilds of Phericio and Centheria are known throughout Valkaia, Asendalith prides itself in its Guild of Craftsmen. It is a place filled with the aspirations and dreams of those who work hard to hone their craft. From those who craft weapons, to foods, to artisan luxuries - this guild has skilled teachers in all crafts. There are application windows for those with hopeful eyes and hoping to potentially become apprentices to these Master Craftsmen. Each Master Craftsman will hold trials for all those who apply to work under them, scouting diamonds in the rough with their keen eyes. Though you might not be picked as an apprentice, workshops will be available for you to test the waters and discover something new. **The Head Craftsman**, rugged and preferably requested to be referred to and nicknamed as **‘Metal-Mania’ handles all external negotiations between Phericio and Centheria** as well as aiding if not directly influencing the Kingdom’s political choices.

The Guild’s exterior is made from a warm snake-scale like brick patterning, pointed arches with beautiful stained-glass windows and the roof topped with turquoise green tiles. The Guild’s crest is placed above the grand double wooden doors. Through the entrance, **a Crystal sits above an obsidian black anvil in the center of the room**, rings and smaller crystals spin around it much like the **Energy Core** deep within the **Valthian Mines**. It acts as a **Map** of the guild and **a Crystal Warp Point**, bringing you to whichever section of the guild you wish or to whichever Craftsman you’re an apprentice of.

To the right of the entrance is the **front desk**. It provides those green behind the ears with information and forms for which Master Craftsmen are currently have workshops open or are open to new apprentices as well as general information on what each craft branch the Guild offers. Behind the Crystal and Anvil structure is a grand staircase that splits to the left and right, both converging at the top to the next floor.

* **First Floor Workshops: Construction & Foods**

Carpentry Workshop, Black/Locksmith’s Workshop, Stonemason Workshop, Cheese Making and other food based products (e.g. Baking, Dyeing of cloth and wool, leather work)
* **Second Floor Workshops: Crafts**

Weaving, Tailor & Hatmaking, Shoemaking and Jeweller, Watch/Clock Making.
* **Third Floor Workshops: Art**

Potter, Glass Blowing, Sculpting, Painting.
Although the Craftsmen Guild offers a very wide variety of skills and crafts, some may find such things uninteresting. Perhaps a life of adventure is something you wish for more - worry not, adventurer guilds like Phericio and Centheria are available too. But the workshops, the craftsmen and their apprentices, the structure you see once you enter the Guild - all of these are very important to Asendalith. **It’s these very things that helped shape its identity as a Kingdom.**

## [Ardil & Vesin] Valthian Mines

**The Valthian Mines** connect both regions together through the mountains. Named in honor of the first generation to rise and evolve from solely beasthood, the camaraderie, the honor by blood, and the diverse race of a wide array of subspecies. **Once used as a vantage point during the war against the Oco’n** now turned into one of of Asendalith’s major landmarks and resource. One would require travelling and down the mountains by foot. Alternatively an **elaborate mine cart system** may be utilized right through the mines; **authorized via the Craftsmen’s Guild**. The pressure of mountains long sat between the icy tundras and flourishing greens breathes ores unique to Asendalith. Qualities of different metal ores are naturally superior, lustrous gemstones are found in bigger clusters and strings. The mines provides much needed minerals and ores throughout Asendalith and remains as one of the Kingdom’s biggest factor in exports; although the process is very selective and Asendalith reserves the right to refuse and to turn away greedy intentions. Overtrades not of value and not of necessity is often rejected, further hiking up the prices of ores mined from the Valthian Mines.

**A tourist and visitor area** is where many may come to visit and mine an already exposed ore or two for oneself with a sized down pickaxe or tool as part of the vanilla **family-friendly Asendalith experience**. The deeper parts of the mine in mine shafts where miners dwell are strictly off-limits to unauthorized personnel. Minecart rides and interacting with helper golems are part of the attraction, along with showcasing a brief rundown of how miners tend to work and their techniques without actually going into too much detail. Access further into the mines is denied unless members from Asendalith’s Craftsmen’s Guilds grant you said permission.

**The Central Mining Stations** in Vesin and Ardil are located further inwards where the miner’s work. **One in Vesil, one in Ardil,** both with mirroring compositions in terms of the station set ups. Vesin’s Mining Station handles all shafts burrowing upwards and any which connect down the mountain while Ardil’s Mining Station handles all shafts leading downwards far, far into the depths. Both stations open up towards a large cavern where a huge magic infused **Map Board** showcases the different spread in mine shafts and tunnels, minecart routes, detailing current miners on duty, rotating shifts, so on and so forth through wooden letters and rotating facets. The map details the location of Asendalith’s shared **Energy Core.** While not as advanced as anything like Plutonia and Cleistollinium’s tech, it still serves as means to keep track of anyone clocking in or traversing dangerous terrain. There, miners pick up their gear, suit up, and perform various safety checks before heading off. Elevator systems are runically powered through magic attunement and levers, only reaching certain points of sheer drops and upwards inclines.

**The depths beneath Ardil** are considered plenty times more dangerous due to the nature of the unknown and what lies far underfoot. Even after all these years, they have yet to hit a roadblock in burrowing deeper and deeper. **Type MON infested dungeons** like ones found amid Wilryth Forest, Plutonia is said to have been documented but not mapped out fully. Thus, guild members are often grouped together and commissioned to help with the expansion and the research if not to overlook the safety of miners every now and again.

**Golem Pits** surround the Central Mining Stations. This is where miners may pick up helper golems and mine cart golems to push along the tracks and aid them in carrying heavy goods back. Golems may serve to function as trackers, helpers, methods of transport, and methods of extended inventory. **These aren’t made for combat whatsoever** and are quite brittle if forced against what they were made to be.

## [Ardil] Crystelei Cluster

**In the center of Asendalith, a giant crater has created a dip in the land.** It was once a mine shaft many moons after before it collapsed, exposing a giant **Crystelei Cluster** that is rooted deeply into the earth. **People believe that the Cluster is related to the Energy Core within the mines.** The crater is lined with big chunks of Crystelei, all donning an **Opalescent Lustre.** The colours in the crystals range from white to blues, an orange hue shines through as light hits the Crystelei and scatters, mimicking the beginnings of a sunset. Over the years following the collapse and ruin of the mine shaft, the neighbouring towns have moved in order to accommodate the new appearance of the cluster.

A strong, magically infused glass dome envelopes the Crystelei in hopes to protect it from the elements and potential harm due to greed. A small opening at the very tip of the dome has been created. When light hits the crystal, it will mostly disperse but a thin beam of light, alike a beacon, will shine through the opening. The cluster, while unable to be moved or touched by commonfolk, geologists have been granted permission to inspect and study the little they could get their hands on. The power was untameable and wild, the magical properties of the Crystelei could not be controlled on its own, **often leading to its colour draining, becoming dull and useless.** Only when fused with man-made magic and objects in the form of a small fragment could the energy be used. Infusing the Crystelei Fragments in any item will enhance its magical properties and/or its endurance.

Practitioners from Dolfectu, Plutonia, and Cleistollinium have set up multiple collaborative attempts to study this natural deposit. Research tents can be found pitched and set up around the cluster’s opening.

## [Ardil & Vesin] Energy Core

**The Energy Core**, is the source of **Crystelei power and fuel to all blacksmiths, bakers, potters, any artisan classes, as well as the Craftsmen’s Guild.** It lies in between the two regions extremely deep within the mines. The core itself is essentially a large crystal hidden underground with rings of reinforced Asendalith steel scripted with ancient runes. One half glowing bright in orange and deep hues, as the other half bleeds blue and icy. These are made to spin around the core crystal as its **containment spell, to regulate its pulses and isolate its magic wavelength** from afflicting, influencing, and being influenced by any outside source. It’s surrounded by beautiful, shimmering core crystals that have fed and grown from this core’s energy. These grown core crystals may be harvested by miners under supervision, and rationed to craftsmen of the Craftsmen’s Guild. Being native and unique to Asendalith, they may only be purchased in the Kingdom for an incredible price if you require more than you are given or if you seek the material for your own means of craft or export.

Energy from the crystal core is siphoned out via the metallic bands slash protectors, inscribed with magic and runic attunement which spread across various if not almost all parts of Asendalith. Forges light up upon command, ovens are always warm, tools with the same runic inscriptions advanced or not, automatically work without having to feed one’s magic into it or connect and external energy bank. So long as its inscriptions are keyed into the item through traditional Asendalithian means of magic to equipment infusement, the Energy Core provides.

## [Ardil] Grand Bazaar

**The Grand Bazaar is the name of a building and an event which happens bi-annually during certain points in a year**. Asendalith opens its doors to all in Valkaia and possibly travelers from Armadai to come to enjoy and buy the fine Valkaian and locally made wares made by the Kingdom’s craftsmen. Its building stands out among the rest of Asendalith’s architecture. First with stalls selling beautiful wares on display to each side of the path leading up to **a grandiose building of two floors**. Made from sandstone dyed in beautiful hues, a high curved ceiling domes the top. The arches supporting this structure has intricate designs and motifs painted and carved into it. Tall arches line each wall, the tip pointed. Above each point, there are a small diamond shaped to let in light during the day. **The interior is colourful** with the many stalls showing off their crafts proudly. Bright fabric lined with a golden paint is strung from one arch to another. Tapestries are hung between each arch, adorning its frame with different splashes of complementary colours. Circular windows line the ceiling for rays of bright light to filter and pour in; as if you were standing under a tree. Little fairy lights and lanterns are strung around the Bazaar independently drawing power from the **Energy Core** and keeping the place warmly lit at night. A large fountain is in the middle of the Bazaar and this is where people usually perform whether it be magic, puppetry, shadow play, and so on. Just for some coin, every opportunity is good!

**There are two floors to the Grand Bazaar**. Stairs leading upwards curve around the dome towards the other end with stairs curving similarly to reach the second floor. This allows many to make a full round and spiral around the first floor and second, similarly when having to exit. The Bazaar’s layout is specifically crafted for customers to take a good look at most if not all the wares present and having to do so a second time so long as individuals take their time.

**The first floor** is filled with stalls of many different food items, some stalls deviating to being mini restaurant where customers may sit and eat. Mainly selling local organic produce and traditional Asendalith dishes as a way to introduce the Kingdom’s warmth to tourists and outsiders. Most notably its **Extreme Spice Challenge** where a large bowl of rice drenched in three-season death pepper curry is presented mixed with an assortment of spices as the chef’s choice. If this challenge is conquered by any means, the winner would be celebrated by being hoisted up and immediately brought to a bathroom to empty their stomach. Holding that dish is equivalent to death itself and many have resurrected trying. It’s not poison if it’s a challenge!

The second floor is where material goods are sold - what a better way to walk off the food you just ate by shopping on the second floor? Jewels, armour, crafts, leatherwork, fabrics, glasswork, trinkets, brass and steel crafts, so on and so forth. Stalls on the second floor are arranged and spaced more evenly compared to the first floor. All stalls are given a certain amount of space to sell and display their highly priced items appropriately. Guild members from Centheria and Phericio are often called to patrol and act as a form security with promise of pay.

## Phericio & Centheria Branch Guilds

**Phericio and Centheria**, the two guilds heavily tied to the legends many have heard of as children, have long set up small establishments within Asendalith ever since the Great War. Those who are worthy, and those who seek more. Anyone can be a hero. Anyone can be powerful and live life as they please. Both guilds are situated as far as possible from one another for secrecy’s sake. Resulting in both **Guild Halls** being on the **opposite ends of the main kingdom. Phericio in Vesin, Centheria in Ardil.** Though it’s mainly a custom because of different beliefs and guild rivalry these days, it’s also a tactical advantage if anything goes south within the Kingdom. The guilds swear to protect/may find interest in defending from both ends.

Unlike Roseshire’s branch guilds, **enrollment periods are handled a lot more quietly** and selectively without intentions of inviting adventurers of all kinds into the Kingdom for the sake of security. **Private openings** are handled by both guild’s Senior Officers and Veterans with a direct line from Asendalith to Plutonia. Each branch guild’s structure tends to be a little different. Correlating with the Kingdom’s aesthetics and colours alongside the tradition blue/gold, red/silver.

Training grounds for Phericio and Centheria are shared within the Coliseum.