Overview
Diquinndre is the capital of the Kingdom of Harak and its spiritual, political, and cultural epicenter—an awe-inspiring city blending the fanatical dualism of the Church of Light and Dark with the imperial magnificence of old. It is a city of extremes: gleaming temples and shadowed halls, sacred processions and military parades, theological debate and absolute dogma.
Perched at the convergence of the fertile Howling River and the empire’s great trade roads, Diquinndre commands the land with a physical and symbolic centrality. It is not merely the capital—it is the manifest soul of the Harakite vision.
Geographic Structure
Diquinndre is built to endure:
- It straddles the Howling River, which serves both as a lifeline and moat, dividing and protecting the city while linking its northern and southern halves.
- At its heart rises the Royal-Island Complex, where the Corvase Dynasty rules behind high bastions and divine symbolism.
- Massive outer walls encircle the city, with multi-tiered defenses and massive gates—each watched over by Paladins and the black-cloaked agents of the Veiled Path.
Civic & Religious Architecture
Corvase Castle (1) – The Crownhold
A palace-temple hybrid, where King Sigmund receives emissaries beneath mosaic domes depicting the divine struggle between Light and Dark. Its alternating black and white marble symbolizes the core Harakite doctrine of balance.
The Temple of Light and Dark (3)
The city’s spiritual centerpiece with twin spires—one radiant, one dark. Here, rituals, proclamations, and divine law are dispensed by the Church’s high council.
Galafir Arena (6)
This massive arena hosts chariot races, executions, martial trials, and public games, blending spectacle with sacred judgment and national fervor.
City Districts and Life
Diquinndre’s layout is deliberate and ideological:
- Southbanks: Seat of trade and bureaucracy, including the Grand Market (9) and City Garrison (10).
- Northbanks: Scholarly and religious hub, including the University (7), Temple, and Justiciarium (4).
- Eastern Quarter: Military and logistics center, with the Kingdom Garrison (11) and Corvase Stables (8).
- Bridges: Adorned with statues of Harakite saints and war heroes, symbolizing reverence for both law and conquest.
Military and Defense
- Outer Walls: Triple-layered, reinforced by arcane wards and watchtowers.
- River Patrols: Armed barges wielding sacred alchemical fire protect the waterways.
- The Citadel (2) and Kingdom Garrison (11): Defend the city’s elite core and maintain internal security.
Spiritual and Political Life
The Church of Light and Dark and the Throne of the Harmonized Flame are united:
- The Council of Balance advises the king and enforces dualist doctrine across Harak.
- Public life is dominated by seasonal Rites of Harmonization, sacred duels, and divine oratory.
- The Justiciarium serves as both court and inquisition chamber.
Culture and Ideology
Art, education, and governance revolve around humanity’s divine mandate to maintain universal balance. Citizens revere discipline, conquest, humility, and ambition—all seen as aspects of spiritual harmony.
Debate and scholarship flourish within limits, though heresy is punished swiftly by the Veiled Path.
Legacy and Symbolism
Diquinndre is designed not merely to rule but to endure. It is the Last Bastion of Human Supremacy, the City of the Harmonized Flame, and the Temple-City of Balance.
Diquinndre: Districts & Distinguished Figures
The following eleven sites form the backbone of Diquinndre’s civic, religious, and military identity. From marble halls of faith to iron-walled garrisons, these are the pulse-points of the Kingdom’s heart—and each beats with the will of its masters.
1. Corvase Castle – The Crownhold
This citadel-palace, built of alternating white and black mythril-veined stone, is the sacred seat of House Corvase. Its towering silhouette dominates the city's skyline from the center of the Royal-Island District. Every chamber is filled with religious iconography—mosaics, divine relics, and ancient standards from past crusades.
King Sigmund Corvase – The Paladin-King of Harak, a war-tempered monarch who leads with holy fire and steely resolve. In public, he is stately and measured; in private, a firestorm of ambition.
Queen Issabella Corvase – A figure of cool intellect and mystique, Issabella quietly manipulates court factions and the Church’s inner circle through veiled influence.
Sir Aldric Valen – The unwavering Commander of the Royal Guard, loyal unto death. His silent demeanor masks a brutal efficiency.
2. The Citadel
A military fortress and command complex surrounded by enchanted bastions and protected causeways. Hidden beneath its inner tower lies the Black Strategy Vault, where contingency plans for war with the Elven realms are stored.
General Reinhardt Holt – Veteran commander of the elite Paladins of Light and Dark, rumored to bear sacred scars from celestial visions.
Archivist Maelia Voss – Pale, silent, and feared; she reads forgotten scripts and consults the Book of Oppositions to divine enemy tactics.
3. Temple of Light and Dark
The spiritual center of the Church of Duality. Its architecture is bifurcated: one side is radiant marble pierced by sunshafts, the other obsidian shadow lit by everburning blue flame. Here, oaths are sworn, enemies tried, and gods invoked.
High Priestess Seraphine Lumos – Calm, serene, and frighteningly powerful in both her healing rites and political vision.
Inquisitor Malach Blackthorn – Master of the Veiled Path’s secret court. He extracts truth—and confessions—through spiritual duress and divine darkness.
4. The Justicarium
Equal parts courthouse and divine tribunal, this domed structure contains blackstone chambers for trial-by-combat, magical testimony, and public penance. Its walls are said to absorb lies and echo only truth.
Judge Eredin Kael – A gaunt, silver-bearded judge-priest known for his severe impartiality.
Scribe Jovana Mire – Chronicler of all verdicts, her scrolls are considered sacred records by the faithful.
5. The Wizards’ Guild Hall
This slate-towered complex is heavily monitored by both Church and Crown. Only sanctioned disciplines—those that support agriculture, medicine, or war—are permitted. The Hall holds the Mirror of Rending, a relic that strips illusions.
Archmage Corwin Fael – An academic purist whose loyalty to the throne borders on zealotry.
Sorceress Lyris Nightfall – Expert in elemental and siege magics; rumored to have Elven ancestry she conceals.
6. Galafir Arena
The sacred proving grounds of the faithful. This sandstone coliseum hosts duels, justice battles, ritual games, and divine exhibitions. On High Days, one side is lit by holy flame while the other is shrouded in dusk to represent divine balance.
Master of Ceremonies Bram Ironhart – A booming voice and beloved figure, he commands the Arena like a battlefield general.
Champion Elowen Stryke – A half-blind paladin famed for her three victories against warlocks in divine combat.
7. Diquinndre University
This sprawling cloister houses secular and religious scholars, battle-tacticians, legalists, and theologians. Its ivory cloisters are protected by wards of silence and truth. It is a place of thought—but also indoctrination.
Chancellor Verena Rhodes – A loyal ideologue and ruthless expeller of “subversive logic.”
Professor Thaddeus Vale – Decorated strategist and author of the Treatise on Total Dominion.
8. Corvase Stables
Not merely barns but holy grounds where war-steeds are bred, anointed, and named. Each steed is paired to a rider through ritual. The stables also house falcon roosts and the Royal Messenger Order.
Master Falconer Ismir Hale – A former ranger who trains birds and riders with equal precision.
Rian Grey – A stable boy with uncanny empathy for beasts. Some say his dreams run with hooves.
9. The Grand Market
Sprawling across terraced plazas, this commerce district is filled with incense-smoke, bell chimes, and guarded stalls. Everything from armor to relics to alchemical grain enhancers is traded beneath the gaze of paladin tax collectors.
Guildmaster Selene Warren – A pragmatic noblewoman who keeps peace through bribes, favors, and threats.
Merchant Emeric Thane – Rugged grain baron whose caravans feed five kingdoms and who fears the return of Elven tariffs.
10. City Garrison
Headquarters for the constabulary and city guard. This iron-walled keep near the Southbank monitors trade routes, suppresses dissent, and coordinates patrols. Its cells hold common thieves and dissident preachers alike.
Captain Jordis Mallar – Former arena fighter turned no-nonsense commander of city security.
Sergeant Alaric Dunn – Seasoned street-patrol leader with a knack for rooting out conspiracy.
11. Kingdom Garrison
The military's heart beats here. Inside are siegeworks, command halls, drillsquares, and the Order's ritual vault. The Garrison also trains the Frost Reavers, Harak’s elite northern force.
Colonel Vesta Stroud – Tactician of unmatched precision, known for crushing rebel holds in the north.
Engineer Lucan Havel – Inventor of bolt-slingers and oil-slick traps; rarely seen without his scorched apron.
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