The Veliri Republic

## Geography and Features

The Serene Island to most of the nations of Kharos is simply called Aros, to the inhabitants of the Veliri Republic that encompasses the landmass. Only a handful of leagues at its widest, almost a third of the island has across the centuries becomes a part of Stunning City of Veliri. Many districts and is built across several slopes and valleys. Cliffs ring the island edge, plunging deeply into the ocean below. They are covered in fog banks most of the time and only each Low Tide and for a span of days near the winter Solstice can one sail all the way to the only cove-side beach that serves as a gate through the tall cliffs.

This has not stopped the urbane people of the Veliri from constructing a wondrous alternative to facilitate. The Liftworks are an ingenious series of wharves, water locks built into the cliffside itself, and bound-shards mechanisms which allow ships to be lifted from the ocean’s surface all the way up into Veliri’s Skydocks. Some anchor points can even carve light through the deep fogbanks but their use in recent years has been hindered by blind swooping terrors.

Woodlands and lagoons, canyons and seaside vista constitute the natural parts of the Serene Isle and while a few manticore roam the deepest wilds it lives up to its reputation as some of the most peaceful wilderness in Kharos. The network of pathways through the arbors and on land is somewhat limited by the behaviors of fashionable gangs of young biata bravos who harass travelers into petty bribes, show duels or riddle contests. This phenomena has been a part of Veliri tradition from time immemorial and for each Veliri who barely tolerates it, others celebrate.

Sea caves, some even large enough to shelter a small armada into, dot the wildest side of the isle. Few go there due to the dangers lurk in the littoral chasms that range from pits on the land and sharp  rocks under the water to the rampant kelpies, well attested grindylows and even what superstitious Veliri call “coralkin” bogeymen.

## Values and Cultural Traditions

Above all wisdom is prized, but lasting peace and appreciation for austere and wild geometries alike are common tenants of Veliri life. Yet, tranquility is not found in stagnation. Words are the primary locus of competition and status across Veliri: there can be no doubt about the premiere popularity of wordplay at all levels of society. But unique preparations of their hallmark spicy cuisine is a strong second. A critical and of magnificent last resort are the elaborately produced proper duels that less important matters can be settled by. The people here favor loose wrapped clothes to best take in the temperate breezes and often wear laurel leaves or crowns of flowers. You can know a Veliri by their perfumes, which most wear and while the subtleties in signifying intent and faction are lost on all but the most discerning, the right scent can say as much as biata feathers.

Biata and humans are the primary inhabitants of the grandiose piazzas, dueling academies, stunning aquaworks, erudite halls of learning, wild natural grottos, and bustling public courtyards which together characterize the centermost districts of Veliri. Numerous other parts of the city reach across slopes which surge from gentle to steep as if by an artists whim and uncounted outposts dance through values both wide and canyon-like.  Sylvanborn, stone elves, Tenth-Born and even the rare dryads have communities here, and one notable example was formed by retired hobblings from Musari in an elite vineyard enclave. In light of recent wars a substantial number of Therisian expatriates live in Veliri itself. Slatted blinds and heated chambers are common throughout the communities of the Veliri.

“I stop and think and life is good” is the iconic, lilting saying among the inhabitants. It would come as a shock to most Veliri that there even are underclasses in their Republic let alone a labyrinthe of horrors. But the Lugubrious Chambers are all too real - a vast and damp underground district filled with the desperate and cruel alike. Accessed by certain sea caves, diving in certain grottos or through deep city cellars in these dark shadows unfold many secrets. The luminescent fungus here casts an eerie glow on the deeds of Sevassan outlaws, biata slavers, mad scholars and world weary cultists and bogeymen danker and more monstrous still.

## Rulers

The Serene Republic is governed by large body of Navarchs chosen from the privileged walks of life - those endowed either with ancestral wealth, amazing rhetorical capacity, or craftskill excellent enough to represent a trading company - make up the Serene Convocation. This title than passes to their chosen heir, most often hereditary but not uncommonly to intellectual apprentices or torchbearers of their favorite cause.

Ostensibly equal but in times of great consideration or conflict one among them is chosen by their peers from among a group of it’s eldest members as Hierarch. This role is charged with maintaining orderly vote procedure and making decisions involving the Republic’s fleets.  A second authority known as the Voice of Veliri is chosen by a majority of the entire citizenry from any among any reputable inhabitant of the Serene Isle. They are required to tirelessly collect and record the names and opinions of humbler professions and more rural people, to bring these ideas before the Convocation.

In the last year, a biata Xanthippe won the trust of enough others to become the Voice. Zher feathers are most often a blue-grey-orange blue. Xanthippe is popular and well known among the citizens of the Serere Isle and through Kharos for pioneering a technique to produce inexpensive corrective eyewear last decade. Presently there is no Hierarch and has not been once since last decade’s decisive destruction, half a world away, of a famous Pirate King who was on the brink of uniting the Sword Islands.

Due to this victory, executed half a world away, at no time is history has the Serene Fleet been as respected as today. Nor has it ever been as advanced as it is in the now, which stems with a mix of importing Sevassan lumber and techniques, naval innovations seized as plunder from the Sword Islands, and a healthy nostalgia for the maritime pioneering of Theris.

## Playing a character from Veliri

Perhaps ignorance is bliss but educated enlightenment while ignoring the rest of the world’s problems is much better. Veliri has a vast variety of options for players, from scholars in vast universities, to Therisian refugees, to biata bravos, to cave-dwelling survivors. There are a multitude of race options available, but the majority of Veliri’s residents are biata and human. If playing a higher class character, consider being surprised upon seeing others from Veliri who are not as well off as you. If searching for a craftsman skill among the upper class, you may want one in relation to words, such as poet, author, or bard. If playing a character from the wildlands of Veliri, consider a more practical approach to skill. The wildlands aren’t particularly dangerous, but various bandits and bravos do keep one on their toes. Consider practical craftsman skills as well, such as vintner or farmer. If playing a character from the underground district, consider being focused on your own survival. It is a harsh life to live in the Lugubrious Chambers and luxuries are not often available. For craftsman skills of this category, you may want to look into tracking, mercenary, or other rough and tumble jobs. Mercenaries from Veliri are not uncommon, they care primarily about their pay and are not easily swayed by the politics of other nations.