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The city-state of Fyra is a city-state located within the Mekillot Mountains, southeast of Gulg and Nibenay. It was recently conquered by Gulg. The main plot of the game concerns the exile of Fyra's royal family and their efforts to regain power.


(someone please edit this stuff into wikiformat at some point)



Politics

Monarchy

Fyra stands out as the only city-state ruled by a hereditary monarchy instead of an undying sorcerer-king. The people see the monarchy as a benevolent and protective force, and most are willing to fight and die to preserve it.

The monarchs derive their authority from religion. Legend has it that Fyra herself was chosen by the dragon-lords to lead her people for eternity, and the current rulers are her direct descendents. Tradition is quite strict in insisting that the eldest child always inherits the throne, and there have been relatively few disputes over succession.

Holdings

Fort Fyra is a city of some four thousand people, making it the smallest city-state in the Tablelands. It is a strongly-defended city, located on a plateau in the foothills of the Mekillot Mountains. Its numerous client villages supply it with food and raw materials.

Salt View is a mining village of about 300 people, mostly slaves and guards. The salt and copper produced here are Fyra’s most important sources of wealth.

Outpost 19 and Fort Harbeth are small waystations operated by Fyran merchant houses. They provide places for caravans to take shelter and resupply, and also provide advance warning of incoming attacks.

Diplomacy

Fyra is constantly threatened with invasion from its closest neighbors, Nibenay and Gulg. Both city-states are aggressive empires larger and stronger than Fyra, not least because of the magical might of the sorcerer-kings who lead them. Fyra has maintained its independence only by taking advantage of the feud between Gulg and Nibenay. Whenever one city-state becomes particularly aggressive, Fyra has been able to ally itself with the other. Nibenay is larger and more aggressive, so historically, Fyra has usually been allied with Gulg.

Additionally, Fyra has been able to rely on King Andropinis of Balic for minor help, mostly in the form of diplomatic assistance. Balic is committed to the idea that all city-states should mind their own business, and so it supports Fyra’s efforts to remain free. Cynics say that King Andropinis merely wants Fyra as a buffer between his own holdings and those of Gulg.

Religion

Fyran religion is a polytheistic system based on reverence for the two chief gods, Dregoth and Asaru, and their many children. The gods, who take the form of dragons, are benevolent creators and the source of everything good in the world. Mortals are charged with preserving the world the dragons created and the traditions they taught. Among the most important of these traditions is loyalty to the descendents of Fyra herself, chosen by the gods to lead their people. The dragons have left the world, but they will one day return, and if the people have shown themselves worthy, they will cast down the evil sorcerer-kings.

Ethics

Fyrans value devotion and sacrifice in the name of preserving their divinely-granted independence from the sorcerer-kings, and in preventing destruction to the land. They see themselves as stewards, keeping their way of life intact for the day when the gods return. The attitude towards outsiders is one of stubborn defiance towards those who would force Fyrans to change their ways, and a live-and-let-live attitude towards anyone else. Fyrans respect the teachings of the individual dragons, which include patience, charity, wisdom, guile, and obedience to the proper authorities.

' 'The Story of the World

In the beginning there was Asaru, the dragon-mother of Earth and Fire, and Dregoth, the dragon-father of Water and Air. From their union, the four elements combined to make the world of Athas. The dragons worked the elements to create life. Asaru made the plants, the insects, and the lizards, while Dregoth made the intelligent races. The elves were his first creation, and humans were his final and most perfect. At this point, the world was green and full of life. All the races lived together in peace in this paradise, as food and water were plentiful and there was no need for war or slavery.

Once their creations were multiplying, Dregoth and Asaru created a family of their own. Their children were the great dragon-lords, who watched over the intelligent races. The dragon-father and dragon-mother saw that Athas was well cared for in the hands of their children, and they left this world to continue their journey. They created the Gray, which is the realm where all souls go after they die. Then they created the White, a wondrous paradise. The dragons find all the righteous souls in the Gray, and pull them into the White. Thus, the righteous and the faithful spend eternity in the White, basking in the glory of the first dragons. The sinful languish forever in the void of the Gray.

Before they left Athas, the first dragons granted two gifts to the mortals they left behind. Asaru taught the four ways of elemental magic, with which the mortals could call upon the basic forms of matter that make up the world. Dregoth taught life magic, which allowed them to draw upon the abundant life energy of Athas.

For a thousand years, Athas remained a paradise. Mortal clerics and mages worked in harmony with the land, producing countless wonders. The mortals lived in kingdoms of great power, ruled by benevolent monarchs who were appointed by the dragon-lords in their infinite wisdom.

This golden age could not last forever. Eventually, the sorcerer-kings arose. Some say they are humans whose magic granted them immortality. Others claim they are demons from beyond Athas. Some believe they are the children of the dragon-lords, who sought to destroy what their parents had created. Regardless of their origin, these beings perverted Dregoth’s teachings to create defiling magic, which drew far more life from the land than could be sustained. In their lust for power, they sucked the land dry, turning Athas into the desert it is today. The dragons tried to stop them, but the sorcerer-kings overwhelmed them, and the dragons had no choice but to flee to the four corners of Athas. The sorcerer-kings usurped control of the mortal kingdoms, and strove to destroy those they could not control. One by one, the kingdoms fell-all except Fyra. Only Fyra was strong and clever enough to withstand the onslaught and maintain the traditions of the dragon-lords.

Today, the sorcerer-kings rule unopposed, fighting over the scraps of the world they have consumed. Someday the first dragons will return and set the world to rights. Until that day, however, the Fyrans must make sure the dragons are shown the proper reverence, or they may abandon the unfaithful mortals to the sorcerer-kings.

Gods

Dregoth, Dragon-Father of Water and Air, and Asaru, Dragon-Mother of Earth and Fire. They are the chief gods and the parents of the others. Dregoth and Asaru are distant beings who rarely deal directly with mortals. They are seen as perfect beings of infinite power, and the source of all morality.

Adreilu, Dragon of Wisdom. He is the most learned and patient of the dragons. He is a kindly, avuncular figure, and is the husband of Laktuku. He is often invoked by scholars and judges.

Edralak, Dragon of Courage. Edralak is the greatest warrior in the pantheon, and one of the most popular dragon-lords. He is invoked by soldiers, gladiators, and hunters.

Soriel, Dragon of Civilization. She is one of the most respected dragons, for she represents all the traditions that separate intelligent beings from the animals. She taught mortals how to care for their children and elders. Soriel is also famed for her powers of persuasion and debate. She is invoked by parents, leaders, and diplomats.

Medrak the Wanderer, Dragon of the Stars. Medrak is a trickster figure, known for his guile and curiosity. He is invoked by travelers, traders, and thieves.

Laktuku, Dragon of the Sun. Laktuku is fickle and capricious, and can quickly swing between gentle wisdom and righteous fury. She represents the cycle of life and death, as the sun provides warmth and provides for crops, but can easily kill those who are caught beneath it for too long. She is the wife of Adreilu. She is invoked at births, funerals, and plantings.

Lailak, Dragon of the Gray Moon. Lailak is a gentle and nurturing figure who taught mortals the secrets of agriculture. She is the wife of Akrilai. She is invoked by farmers and healers.

Akrilai, Dragon of the Red Moon. Akrilai is a stern authority figure, known to be unsatisfied with anything short of perfection. He taught mortals the ways of pottery, carpentry, and all the other crafts. He is the husband of Lailak. He is invoked by tradesmen and builders.

Traditions

Writing down the holy stories is viewed as slightly sacrilegious, so Fyran religion is passed down through oral histories. The final arbiter of the histories is the Patriarch (or, more rarely, the Matriarch), the head of the church. The Patriarch holds his position for life and appoints his successor. More often than not, the Patriarch is related to the Fyran royal family, as their blood is especially blessed by the dragon-lords.

Below the Patriarch are a dozen or so High Priests who oversee the largest temples in the land, and below them are a few hundred priests who tend to the people. Most Fyran mages become priests, since Fyran tradition teaches that these powers are a blessing from the Dragon-Mother and the Dragon-Father, and mages are somewhat favored in the church hierarchy.

Wandering monks are common. These men and women devote themselves to one particular dragon-lord, and wander the land teaching the people. They often function as de facto messengers and couriers, as well. In smaller villages, these monks are the closest thing to organized religion.

There are seven major festivals each year, one for each of the dragon-lords. The details of the festivals are tailored to reflect the dragon being honored. For example, Edralak’s festival features many public games and contests, while Medrak the Wanderer’s festival is a raucous, city-wide masquerade.

Society

Fyran society is somewhat more permissive and less harsh than those of most city-states. The monarchs have been less tyrannical than the sorcerer-kings, and its people have benefitted from it. At least, that’s what the Fyrans will tell you. Some examples:

Slavery

Fyrans consider hereditary slavery to be an outrage. Criminals and debtors are often enslaved, and slaves are frequently imported from the outside world. Some people will even sell themselves into slavery if they need the money badly enough. In all cases, however, a slave’s children are born free. Fyrans believe that everyone has the chance to prove their own worth, or lack thereof. Slaves have some rights under Fyran law; they are entitled to a modicum of protection from the worst abuses, and are allowed to own money and many types of property.

Gladiators

The gladiatorial arena in Fort Fyra is as important as that of any other city-state. In theory, the games there are never lethal, but end when one contestant surrenders or a judge declares the match won. In practice, accidents happen, and the crowds would stop coming if they didn’t. The majority of Fyra’s gladiators are free men and women, competing for money and glory, although a few are slaves.

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