Rhylium
| Rhylium | ||||
|---|---|---|---|---|
| General Information | ||||
| Faction | The Accord of Teladir | |||
| Predominant Race | Touched | |||
| Leadership | The Paragon Circle | |||
| Summary | Capital of the Accord, the Paragon Circle makes its home here in a vibrant city rich in shared cultures and multi-racial citizenry. | |||
| Classes | ||||
| Warrior Class | The Champions | |||
| Mage Class | The Callers | |||
| Priest Class | The Shamans | |||
| Rogue Class | The Marauders | |||
| Divisions | ||||
| Administration | The Elders of Rhylium | |||
| Army | The Guardians of the Flame | |||
| Navy | The Waterwalkers | |||
| Ranger | The Seekers of Lightning's Fall | |||
| Espionage | The Whispers on the Wind | |||
| Quartermaster | The Providers of Earth's Bounty | |||
Lore
Rhylium's history as a city is difficult to pin down, because the city has reinvented itself dozens of times throughout its long history. The city was always somewhat unusual on Teladir, because it enforced a simultaneous total ban on violence within its walls and an undiscriminating visitor policy. Rhylium was one of the few cities on the continent before the Accord where anyone was welcome and warriors from tribes who had feuded for generations could sit side by side, however briefly.
The openness to tribesman from the entire continent did not however do much to instill a sense of common Teladri purpose. The city's large population was historically highly transitory, with hundreds of visitors staying a month or even a year but then inevitably moving on. Moreover, many of the tribes were fiercely insular and even xenophobic, often employing spies and informants within the city to keep a close watch that their tribesmen and women did not become overly close with those of rival tribes.
Rhylium benefited greatly in its bid to be one of the twin defacto capitals of the Accord by sheer geographic accident. Its distance from the landing site of the Sovereignty invasion made it one of few major settlements that still stood largely untouched at the height of the Aspalarian push. This, combined with its historic status as a neutral haven pushed the Paragon Circle to adopt it as their primary seat of power.
The continued presence of the Paragons in the city has not left the city unchanged. Already positioned on a continent steeped in the elements, Rhylium's continued exposure to four living conduits of flame, ice, wind, and earth has shaped the city in ways both subtle and overt. Every step one takes in the city is one surrounded by mighty flows of primal power that seep continually into the very stones.
The citizens of Rhylium are a diverse gathering of tribesmen, Hybrids, Tinkers and Oceansingers. Hybrids and Oceansingers especially have taken to the city, finding that the lingering internal divisions between tribes meant that they were just one more fractured group among many, trying to make a complex, interwoven city work. The Tinkers who have choose to live in Rhylium are considered somewhat strange by their kinfolk, given the proximity of Tathraci, but many who find Tathraci's oppressively patriotic fervor exhausting are now making the journey.
One of the primary highlights of the Rhylium calendar is a cultural concert, a holdover from when tribes from all over the continent would compete for the prime market spots by sending their best bards, bare knuckle brawlers, and dancers to compete for the love of the crowd. The entry of non-humans into more recent concerts has done much to improve both the spectacle, and the stakes and while the distribution of market spots has long moved to a more predictable bureaucratic system, the competition for glory remains just as fierce.