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Interlude: Loriath Lore: The Dominion of Sarnath

  Loriath is home to many fantastical beings and eldritch creatures. But none are perhaps more enigmatic, or more difficult to fathom, than the sinister race of pale beings known as the Dark Elves. Their kingdom, Sarnath, sprawls across a frozen land as vast as the human continent of Australia, a place where the sun seems perpetually veiled behind a cloak of storm clouds and the sky is lashed with torrential rain, driving snow, and howling winds. Yet, it is not the harsh climate that gives this place its grim reputation, but rather the inhabitants who call it home.

  The Dark Elves. The Hidden Ones. The Shadow-kin. They are known by all these names and many more, but amongst themselves, they are the Sar'Kadan--the Children. They are not infamous pirates, like the Sultanate of Jal-Hadar. They are not ocean-going traders, like the Merchant Republic of Argonis. They are not conquerors, like the Empire of Morghast. Indeed, what makes the Dark Elves so unnerving is that so very little is known about them. They are, by far, the most reclusive, insular, and secretive of Loriath's many peoples. No one can say, with certainty, where they came from or from whence they draw their lineage. Some believe they are distant kin of the High Elves of the Glittering Isles, branched off or sundered from them long ago, but the High Elves vigorously deny this. Others whisper that the Dark Elves are descendants of ancient beings that once held dominion over the very fabric of reality itself, and who, for unknown reasons, fashioned their favored servants in the image of the Elves.

  If the Dark Elves know the answers to such questions, they have kept them secret for thousands of years. They are as remote and distant as the frozen landscapes they inhabit, and just as difficult to approach. There are so many rumors about the Sar'Kadan that it is nearly impossible to sift fact from fiction. They are black sorcerers, some say, who fuel their arcane rite with blood from sacrificial victims. They are demon-binders and spirit-summoners, others say, who commune with the ancient forces of Loriath that dwell in the lands between the living and the dead. Still more believe that they are the survivors of a lost civilization, sundered and destroyed long ago.

  Whatever their origins, what is known of the Dark Elves is that they are, as a race, naturally adept at the arcane. Magic is woven into every aspect of their culture, from the construction of their cities to the very fabric of their society. Their towers and spires, like glossy, twisting fingers of black ice, rise from the frozen earth. Here, in the heart of the perpetual winter, the Sar'Kadan have built a civilization that is both breathtakingly beautiful and eerily ominous.

  Structure

  The society of the Dark Elves is organized as an oligarchic, authoritarian magocracy. At the top of this hierarchy sits the ruler of their race, Queen Alarae the Unseen, whose reign is absolute and whose word is law. She is advised and counseled--but never subordinate to--the Lords Sidereal of the Twilight Council, twelve ancient and powerful mages whose collective wisdom and power are said to surpass that of any other mortal beings on Loriath. Their meetings are held in the Great Chamber of Shadows, deep within the heart of Sarnath's capital city of Argonar, where the Dark Elves pursue an agenda inscrutable to all outside their race. Queen Alarae is arguably one of the most powerful magic-users in Loriath; her gift with the Art is said to be so potent that even the High Elves of the Glittering Isles regard her with cautious respect. Coldly beautiful, as pale and ethereal as the ice shelves of Sarnath's jagged coasts, she is both revered and feared by her subjects. The Lords Sidereal--also called archons--of the Twilight Council represent the twelve most powerful houses of Sar'Kadan nobility, but unlike other realms, where infighting and jockeying for position are common, the boundaries, duties, and limits of each Council member are clearly defined. Each is responsible for a different aspect of the kingdom's governance, from warfare to the pursuit of arcane knowledge. The most powerful of the Lords Sidereal is Lord Zareth, the greatest of the Twelve and the second most-powerful mage in Sarnath after Queen Alarae herself. His personal fiefdom consists of the city of Israi along Sarnath's western coast, where the greatest libraries and schools of arcane learning can be found. Israi is one of the smallest Dark Elf cities, but it produces more talented mages than all the other cities in Sarnath combined.

  Culture

  Dark Elf culture is characterized by a detached and aloof demeanor. They are a people who prize cold pragmatism, logic, and efficiency over passionate expressions of emotion. Displays of extreme emotion are often viewed as a weakness, and so their faces are often stoic, their voices calm and measured, even in situations that would normally drive others to laughter, tears, or rage. No matter the situation, a Dark Elf is always icily rational and chillingly composed. Their interactions with each other are often formal, governed by an elaborate and sometimes inscrutable etiquette that outsiders find difficult, if not impossible, to navigate. Every word, every action, is always carefully measured, as if each conversation is an intricate dance whose steps are known only to the Sar'Kadan.

  This has given rise to the widespread and mistaken belief that Dark Elves lack the capacity to feel emotions at all, but this is far from the truth. Their emotions run as deep and as strong as any other race, but they have perfected stoicism to such an extent that it is almost an art form. Gestures of affection are so subtle as to be nearly imperceptible to the untrained eye, and only the slightest pursing of the lips or tension around the eyes might hint that a Dark Elf is feeling distressed or upset. Dark Elf children are taught how to maintain this facade from a very young age. They learn to keep their emotions in check and to always present an unruffled, unreadable front to the outside world, lest they give away any hint of vulnerability.

  As such, Dark Elves almost never make a decision rashly, and they are capable of a cold-blooded, ruthless pragmatism that many other races find horrifying. But the Dark Elves believe that this is the price of survival in a harsh and unforgiving world, and they care little for the opinions of others in any case. To them, it matters little what outsiders think, for other races are as children: rash, impulsive, and driven to make decisions by their emotions rather than by reason.

  Public Agenda

  The public agenda of the Dark Elves is shrouded in mystery. They neither seek nor offer alliances, preferring instead to keep their own counsel. They do not seek conquest or send forth great armies to march on distant lands. They are almost never seen outside their own realm, to the point where some of Loriath's younger races are unsure whether they really exist at all. They could, if they wished, build great fleets of ships and send forth hosts to extend their dominion, but they have done no such thing. Instead, they remain in Sarnath. Those who know of them, or have heard of them, cannot help but wonder what, exactly, they are doing there in their frozen fastness. Are they, perhaps, waiting for something? Are they planning something? Are they guarding something? None can say, but should the Sar'Kadan ever rouse themselves from their isolation, it would shake Loriath to its core.

  Assets

  Despite its bleak geography and often hostile weather, Sarnath is abundant in natural resources. It is a land not just of ice but of near-constant geological activity. Many of the jagged peaks that line its coast are also slow-erupting volcanoes, and the Dark Elves mastered the art of using magic to exploit them long ago. They provide the Sar'Kadan with a constant, near-limitless energy source, which they use to warm their cities and homes, forge their weapons, and fuel many of the arcane and mystical artifacts they create. Sarnath has little in the way of arable land, but what little it does possess is extremely fertile thanks to the volcanic ash which the Dark Elves use to enrich the soil. This allows them to grow enough food to feed their population while maximizing the productivity of every single inch of land.

  Moreover, the constant eruptions bring forth a wealth of mineral ores. Gold, silver, lead, zinc, aluminum, nickel, and diamonds are all found in the Dominion. Even Sarnath's extinct volcanoes hold a wealth of resources. They provide rich deposits of iron, tin, and precious gems like rubies and sapphires. Sarnathi emeralds are particularly renowned for their beauty. It is truly ironic that Sarnath's bleak landscape is one of the resource-abundant regions of Loriath.

  History

  The history of Sarnath, and how the Dark Elves came to be there, is as difficult to ascertain as everything else about their closed, insular, secretive society. There are many rumors and speculations, but little in the way of concrete facts that might give a hint as to their origins. However, in the frozen wastelands beyond the city limits of Argonar, where the glaciers stretch on forever and the air is so cold that every breath freezes the lungs, there are ancient ruins that even the Sar'Kadan dare not disturb. What these ruins are, and who built them, is another mystery for which there is no answer, but entry into the ruins is forbidden on pain of death, and the Dark Elves guard them fiercely, suggesting something of great significance lies within. Those very few outsiders who have beheld them with their own eyes speak of walls covered in ancient, inscrutable text unlike any written language in Loriath today, and of once-grandiose palaces and soaring towers now lying in toppled heaps. Many of these structures still bear blackened scorch-marks, suggesting that whatever happened here was cataclysmic, and the scattered weapons and armor found everywhere amongst the destroyed city hint at a siege or battle of dreadful proportions. These arms and armor are of a foreign make and craftsmanship, so whoever lived in that place was not of the Sar'Kadan. Perhaps one final hint can be found in the name the Dark Elves have given the ruins. They call it "Kal'Asrai," which translates roughly to "The Place of the Forsaken Ones." Who these "Forsaken Ones" were and what happened to them is a question that may remain unanswered even at the end of the world.

  Demography and Population

  Dark Elf demography and population are closely guarded secrets. The Sar'Kadan are long-lived, with some of their kind reaching ages of over a millennium, but their birth rates are low. Their population is large, numbering in total between eight and ten million across Sarnath, but their ability to replenish themselves is limited. Dark Elf women typically produce only two children in their long lifetimes, and it is a rare event for twins or triplets to be born. This is why they value each individual so highly, and why their society places such a strong emphasis on the role of the individual within the collective. The Sar'Kadan do not waste lives, not even those convicted of heinous crimes; each one is an asset to be cultivated, protected, and put to use as efficiently as possible. Dark Elves are mostly monogamous, but it is not uncommon for powerful nobles to have several mistresses or concubines. This is not frowned upon by the Sar'Kadan; in fact, their low birth rates have produced a society that is shockingly blasé about sex. Reproduction is viewed as a net gain for their society, so any act that may produce offspring is generally tolerated.

  Military

  As to military matters, the Dark Elves are fearsome indeed. Their military forces, honed by millennia of battle against the beasts of the far north and the rigors of their own harsh land, are phenomenally disciplined and relentlessly drilled. They fight not for glory or honor or conquest but for the survival and continued dominance of their race over an unceasingly hostile landscape. The Sarnathi military is divided into three main branches: the Black Ice Legions, the Icebound Rangers, and the Shadowhawks. But what makes the Dark Elf armies truly unique is their use of "frostblade" technology: the edge of every spear, every arrowhead, every axe, and every sword used by the Sar'Kadan is magically chilled to lethal temperatures, until it glows with a pale blue light and can freeze the blood of any foe. Thus, Dark Elf armies are often bathed in an eerie luminescent glow as they march to war.

  The Black Ice Legions comprise the core of the Sar'Kadan armies and are the heavy, gauntleted fist of Queen Alarae. Taking their name from the black steel from which their armor and weapons are forged, there are twelve Legions in total, each made up of between thirty to fifty thousand soldiers. These are further divided into divisions of heavy and light infantry and cavalry, all of which are armed and trained to perform different roles on the battlefield. The heavy infantry divisions are known as the "Icebreakers," and because most of the foes the Dark Elves face are ravenous beasts from beyond the Great Ice Spine, their soldiers favor weapons that keep the foe at a greater distance. Thus, the Icebreakers are armed with large ovoid shields and extremely long, wickedly barbed spears similar in length to a Greek sarissa, between 20 and 25 feet in length. When locked together, these create an almost impenetrable wall against which any foe will break like waves crashing against rocks.

  Archery is also critically important to kill beasts before they can reach the Dark Elf lines, so the Sar'Kadan boast some of the most powerful bows and highly-trained archers in the known world. Arrows used by the Black Ice Legions are barbed and spiked to inflict maximum damage and can penetrate the thickest hide.

  A typical soldier in the Black Ice Legions is equipped with his long spear and shield, which he uses as his primary weapons, but also carries a double-headed axe or a spiked mace in the event the spear is lost or broken. Their armor consists of a suit of black steel plates worn over a chainmail cuirass and, beneath that, a gambeson of padded wool to help protect against the cold. Fur is also used to line the armor for greater insulation, and most Dark Elves wear a heavy, thick fur cloak for increased protection from the elements. Vulnerable spots such as joints and gaps between the plates are further protected by smaller, thinner scales of black steel or layered flaps of hardened leather reinforced with steel studs. Their helmets are utilitarian and distinctive, consisting of a metal visor to protect the eyes and nose that can be lowered and raised at need, curved cheek-guards to to protect the sides of the head, and a thick veil of chainmail over the lower half of the face. A long chainmail aventail, affixed along the helmet's edge, protects the neck and shoulders. The inside of the helmet is padded, and it boasts a metal crest on top--not merely for decoration, but also to help deflect blows to the skull. Dark Elves often surmount their helmets with long tufts of fur in various colors.

  The ovoid shield carried by Sar'Kadan heavy infantry measures approximately 4 feet by 3 feet and is constructed of black steel with a boss at the center for gripping and a rim that is often sharpened to a razor's edge or studded with steel spikes for added offensive capability. The spear, known as a "Rakka," or "Freezer," consists of a long wooden shaft, usually made from wood of the ice-oak tree, which is found only in Sarnath and grows in vast snow-covered forests. This wood is almost as strong as iron and is very difficult to shatter, which makes it perfect for use in war. The spearhead is forged from black steel and is serrated and barbed, allowing it to tear through almost any opponent with ease and inflict grisly injuries.

  Dark Elf heavy cavalry, known as the "Frostriders," are equally formidable. Their mounts are not horses, but rather a moose-like animal called "Shadowthorns," which are bred and magically enhanced for battle and are just as large, if not larger, than an actual moose. When coated with steel plates and barding of ebony chainmail, they are capable of charging through enemy lines with ease thanks to their sheer mass and the frostblade spikes attached to each point of their antlers. Frostriders are equipped with long lances, usually between twelve and sixteen feet, that are designed to skewer the enemy while exposing both mount and rider to minimal risk from bestial claws and teeth. When they charge across the battlefield, the frozen earth shakes beneath the hooves of their steeds.

  The light cavalry units are called the "Frostrunners," and are mounted upon shaggy, agile ponies that can navigate the treacherous ice and snow with uncanny speed. Their primary role is reconnaissance and skirmishing, using their superior mobility to harass and outflank the enemy or draw their attention and make them give chase in order to lead them into a trap. They are armed with throwing javelins and bows made of ice-oak wood. They can lay down a withering hailstorm of frost-tipped arrows before retreating just as swiftly. Frostrunners are horse archers of such skill that they can time the release of each arrow to the exact moment all four of their horse's hooves are in the air. Frostriders are usually encased from head to toe in midnight-black armor, while Frostrunners are clad in chainmail tunics worn over a cuirass of stiff leather. And while Frostriders wear visored helms that encase their whole heads, Frostrunners wear open-faced helmets with a nose guard so they can shoot accurately even at a full gallop.

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  The Icebound Rangers, on the other hand, are masters of stealth and tracking. They are the eyes and ears of Sarnath, patrolling the borders and keeping watch over the vast wilderness in places where large armies cannot go. Their numbers are much smaller than the Black Ice Legions, but their impact is no less significant. When foreigners appear near Sarnath's coastline, it is always the Rangers who bring word. When monsters emerge from the Great Ice Spine, it is the Rangers who bring the alarm to the garrison at Zharae. They are clad in light armor to allow for swift, silent movement, typically consisting of leather and scaled mail worn beneath layers of thick fur and stiff leather boots, greaves, and gauntlets. Their cloaks are woven from the rare silk of Sarnathi glacial spiders. These huge arachnids, pale white and almost translucent, spin a magical silk that muffles sound and helps hide the viewer from prying eyes. Cloaks spun of this material do not offer invisibility; rather, they confer on the wearer a kind of ambiguity, allowing them to blend into the background and pass unseen by others. However, glacial spiders are large and very aggressive, so acquiring the material for these cloaks is very risky, and losing one is a serious matter. Icebound Rangers are armed with viciously curved double-edged short swords, throwing knives, crossbows, and longbows, along with vials of poison to help take down larger foes and beasts.

  But where the Rangers patrol the ground, the Shadowhawks patrol the air and soar atop dreadful zburators. These creatures are native to Sarnath and are best described as dragon-wolves: they have the huge, lupine body of massive canine predators, but with leathery dragon-like wings and a serpentine tail. Zburators breathe a deadly frost that flash-freezes anything it touches, and their eyes gleam with a cold, unearthly light. They are fiercely intelligent and vicious, making them the perfect potential mounts. The bond between a rider and their zburator is almost mystical, formed through a magical ritual that involves the sharing of blood and life-forces and creates an almost psychic link between beast and Elf. Only the bravest and strongest Dark Elves can survive the bonding process, and those unable to cope with the strain of the ritual either die in the process or are devoured by their zburator shortly afterward. When a Shadowhawks or their mount is slain, the other usually dies soon after.

  The Shadowhawks offer the Dark Elves a priceless advantage. In battle, they provide aerial reconnaissance, heavy strike capabilities, and can ferry messages across the vast expanses of Sarnath with unmatched speed. They are a highly maneuverable force that can be deployed across the battlefield at need, and their breath weapon is not only effective against enemy troops but can also be used to disrupt formations and create sudden fog banks or icy barriers to cover troop movements. When the Shadowhawks descend from the clouds and plow into the enemy, they do so with all the force of a Sarnathi blizzard.

  The Shadowhawks are usually equipped with heavy armor, similar to that worn by the Frostriders, and also carry frostblade lances that they use to devastating effect. Both the Frostriders and the Shadowhawks are fiercely proud and, due to the similar roles they serve in battle, there is naturally a ferocious rivalry between the two.

  The final--and arguably most powerful--weapon in the Sar'Kadan arsenal is magic, and in a reflection of the icy, storm-tossed land they call home, they favor spells based around ice and lightning. Dark Elf battlemages can conjure barrages of jagged lightning that can incinerate foes from afar, as well as storms of jagged ice shards that can rip enemies apart. They summon snowstorms and blizzards to obscure their movements and freeze their enemies to death, create walls of solid ice to block advancing forces or crush them into bloody smears, and summon monstrous creations and constructs of ice to fight alongside them. The Dark Elves have had countless centuries to perfect their art, and the spells they use in battle are devastatingly powerful, refined through millennia of careful study. Queen Alarae herself is said to be the most powerful sorceresses the Sar'Kadan have ever produced, and the few times she has taken the field in person, her presence has been said to turn the tide of battle almost single-handedly. Clad in the finest armor and wielding a mage's staff inscribed with powerful runes, Queen Alarae is nothing short of a force of nature when she deigns to use her powers.

  Technological Level

  Although the Dark Elves do not use gunpowder, their technological level is still quite advanced due to their use of magic and the influence of dwarven steam and magic-powered technology on their society. Their use of frostblade technology is unique among all the known realms of Loriath, and they possess considerable industrial capabilities that allow them to produce weapons, armor, and other things on a large scale. Their level of industrialization is advanced enough to give rise to large factory-complexes and forges, in which thousands of Dark Elves labor diligently and where the ring of hammers, the hiss of bubbling metal, and the clank of machinery can be heard around the clock. As such, the Dark Elves are able to raise, equip, and supply large armies very quickly. Their agricultural development is also very refined. The Sar'Kadan have mastered the ability to squeeze every last possible ounce of use out of each inch of precious arable soil.

  Foreign Relations

  As the most isolationist race in Loriath, the Dark Elves have almost no formal diplomatic relations with any other race or kingdom. They are even more insular than the Serpent-Men of distant Ti-Amatu, and on the rare occasions when outsiders have made overtures to them, the Sar'Kadan have responded with cold disinterest. Their borders are strictly patrolled and protected by magical wards that are said to be invisible to all but the most powerful of mages, and landing along their jagged, storm-tossed, and treacherous coastline is all but impossible. Their ports are closed to all foreign vessels and guarded by formidable fleets of black-sailed ships and fortresses of black stone. Any who dare to breach these defenses or fail to heed the Dark Elves' warnings to turn back are met with swift and brutal force, and there are few tales of any who have survived the experience. To the Dark Elves, dealing with outsiders is a distraction at best and an irritating inconvenience at worst.

  Laws

  Dark Elf law and legal system relies on a strict code that emphasizes rehabilitation and the conservation of resources. Capital punishment is almost unheard of, and instead, criminals are sent to labor camps for the most dangerous and grueling tasks, like mining Hearthstones or battling the fearsome beasts that roam the frozen wastelands. Their performance and behavior are closely monitored, with those deemed capable of rehabilitation granted a second chance after thorough assessment. Less severe crimes are often punished with fines or community service, and even heinous acts such as rape or murder result in the convict being made to work until death or serve as test subjects for dark magical experiments. The idea of wasting a life, regardless of their transgressions, is anathema to the Sar'Kadan. Every individual, even the dregs of their society, is able to contribute to the greater whole--regardless of how painful or unwilling that contribution may be.

  Agriculture & Industry

  Sarnath's agricultural produce consists of a wide variety of hardy plants that can weather the harsh climate. Crops such as ice-barley, frost berries, and a wide variety of tubers are cultivated with meticulous care using both magic and volcanic ash from Sarnath's many active volcanoes to enrich the soil. Usually, these are grown in enclosed farms or underground greenhouses to protect them from the worst of the cold. These are carefully planned and constructed to make sure every square inch of arable land is put to maximum use, for the Dark Elves are masters of resource management. They ensure that nothing goes to waste and that their population remains stable despite the unforgiving environment.

  The Sar'Kadan also breed large herds of ice-goats and other animals such as mammoths and yaks, which they use for meat, dairy products, fur, wool, and leather, as well as beasts of burden. The Dark Elves enjoy a calorie-rich diet due to the unforgiving climate and cold temperatures they face each day. Mammoth cheese and a type of alcoholic drink made from fermented yak's milk called jairag are universal favorites, while ice-fish, eels, squid, and other sea creatures from the icy waters surrounding Sarnath provide another important part of their protein intake. Roasted meats, dripping with fat and marbled like butter, are also staples of their cuisine, as are preserved or pickled fruits and vegetables and thick strips of salted meat dried into jerky. Thick soups are another perennial favorite of the Sar'Kadan. They are often made with a base of ice-barley and various tubers, mixed with chunks of meat and heavily seasoned with salt and pepper.

  Trade & Transport

  What little trade--very little--the Dark Elves engage in is almost exclusively conducted with the Dwarves of the Under-Realm. The dwarves, hardy and industrious themselves, are the only beings that the Sar'Kadan consider reliable and trustworthy enough to maintain the ancient pacts that have allowed for the sharing of knowledge and resources. The dwarves bring them materials that they themselves cannot obtain, while the Sar'Kadan offer them things like frostblade weapons and the silk of glacial spiders, which is highly valued across Loriath for its unique properties. These exchanges are tightly controlled and conducted with all the seriousness of a royal wedding. The trade is conducted at the very edges of Sarnath, in specifically designated neutral zones. The dwarves come in heavily armed and armored caravans, and even they are not usually allowed into Dark Elf cities. Instead, they set up camp and wait while Dark Elf emissaries come to them, examine their goods, and make their offers. It is a cold, efficient exchange that has continued for millennia, and it serves both sides well.

  The Dwarves and Dark Elves are not friends, but they are certainly not enemies. They respect each other's power and the necessity of mutual benefit. On several occasions the Dwarves have marched to war alongside the Sar’Kadan, and are even said to have shared some of their technology which the Sar’Kadan use to harness Sarnath’s geothermal power. This, some say, was done in payment of an ancient debt incurred long ago, but what this debt was and how it was incurred is unknown. The Dwarves do not speak of it and the Sar’Kadan refuse to discuss it.

  Infrastructure

  The Dominion of Sarnath's infrastructure is a marvel of ingenuity and magic. Their roads are not paved with the usual stone or gravel but with enchanted ice that remains stable and slick-free even in the most extreme temperatures. These "Ice-Roads" stretch out from each of the major cities, connecting the distant settlements and allowing for the swift movement of trade and military forces. The Dark Elves use a combination of sledges, pulled by teams of the powerful ice-goats, for long-distance travel, along with hardy long-haired horses bred specifically for the frigid climate. The Dark Elves have also built an intricate network of bridges and tunnels through the mountains to avoid exposure to deadly beasts and extreme temperatures. These tunnels are well-maintained and guarded by regular patrols of heavily armed soldiers.

  The most important infrastructure, however, is the complex network of machines and spells that draw upon Sarnath's volcanic activity and geothermal vents to heat their cities and keep the lethal cold at bay. This technology, known as "Ice-Wind Engines," is ancient and sacred to the Sar'Kadan, and its maintenance, along with its inner workings, is considered a top priority and a closely-guarded secret. These are colossal structures built near the volcanoes, which use the heat from the magma to drive turbines that generate power. The energy produced is then channeled through intricate networks of crystalline conduits that run beneath the cities, warming the black ice and providing power for various machinery and artifacts. This ingenious system allows the Sar'Kadan to maintain their cities without burning wood or coal, which would be scarce and difficult to procure in such a frigid environment. The Ice-Wind Engines are tended by a specialized guild of engineers and mages called the Keepers, who are responsible for ensuring their constant operation and protection from saboteurs or natural disasters.

  Aside from the capital city of Argonar, other major Dark Elf cities include Lord Zareth's Israi, the City of Knowledge, which has proudly produced many of the Sar'Kadan's greatest and most famous sorcerers. There is also the coastal city of Mor'Ath, the City of Ships, from which Dark Elf vessels constantly patrol the southern coastline to ensure foreigners and adventurers do not trespass upon Sarnath's waters.

  To the far north, along the very edge of Dark Elf civilization, is the fortress-city of Zharae, or "City of Swords." Zharae is located in a critically important strategic location: it guards the only known pass through the Great Ice Spine, the treacherous mountain range that spreads across Sarnath in a great wide arc, and is therefore the only means into Sarnath's most remote region and also the first line of defense against anything trying to come out of it. Zharae is on a constant war footing against the many monsters and creatures that call the Sarnathi wilderness home. Ice trolls, giants, and packs of dire wolves are just a few of the many beasts that are a constant threat to the Sar'Kadan settlements and cities further south, but most dreaded of all are the Frost Wyrms. Resembling enormous Komodo dragons covered in a pelt of thick, shaggy white fur, these fearsome beasts can grow to lengths greater than 50 feet. They are viciously territorial and aggressive, and have been known to breathe a freezing mist capable of flash-freezing a Dark Elf in seconds.

  Varkain, the City of Hammers, is a city built in the crater of Sarnath's largest extinct volcano. It is the single greatest producer of iron ore and other metals, as well as home to the Sar'Kadan's largest forges and armories. Its mines are a dizzying honeycomb of tunnels that run for countless leagues beneath the city.

  Currency

  Dark Elf currency is called "Shards" and takes the form of small, translucent crystals that contain a swirling, iridescent light within. They come in various sizes, with larger ones holding more value. These Shards are not only currency but also act as a conduit for the dark magic that fuels much of Sarnath's economy and technology. The art of crafting these Shards is a closely guarded secret, known only to the highest echelons of the Sar'Kadan mages, who infuse each one with a sliver of their own power. This ensures that any attempt to counterfeit them is immediately apparent, as the crystal's light would fail to resonate with the unique magical signatures of the true Shards.

  Legislative Body

  The Dark Elf system of government has no designated legislative body. The twelve lords of the Twilight Council are not elected, but claim a hereditary birthright to their seats along with their titles of nobility. Unlike other, similar councils such as those of the Empire Morghast, infighting among the Twilight Council is actually quite rare. This is due in no small part to the Dark Elves' pragmatic, logical worldview. Political squabbling weakens the realm and wastes valuable time and resources, so they simply do not indulge in it. Each lord knows their place, their role, and their duty, and they execute it with unwavering precision. The Council meets once a year in Argonar to discuss matters of state and to report on the health and prosperity of their respective domains. Queen Alarae presides over these meetings, but rarely intervenes unless absolutely necessary. When she does, however, her will is considered sacred, and dissent is not tolerated.

  Judicial Body

  If the Dark Elves were a society that welcomed outsiders, visitors to Sarnath would be surprised at how cold-bloodedly orderly and efficient the Sar'Kadan judicial system is. The Dark Elves do not practice capital punishment--to them, execution is a waste of potential resources, particularly if the convict is able to be rehabilitated. Executions result in the loss of those who might still contribute to the greater good of the realm. Instead, they rely on a complex system of punishments and redemption. Criminals are often sentenced to labor camps, where they are tasked with the most arduous and dangerous work, such as mining Hearthstones or battling the beasts of the frozen wastes. Their performance and behavior are closely monitored, and those who show genuine remorse and commitment to change are eventually granted a second chance after careful assessment.

  This approach is not born of altruism, but rather a cold calculation of the value of each life to the kingdom and their potential contribution to the greater whole. Even those who fail to prove their worth or fall back into their criminal ways are not simply discarded; offenders guilty of more severe crimes may become test subjects for the more...unorthodox magical experiments conducted by Dark Elf sorcerers, but many are simply made to work until they die in order to squeeze as much use out of them as possible. Fines are the punishment for almost all lesser crimes, and even for serious offenses, the payment of a form of weregild to victims or their families is a very common outcome. However, this weregild is not always money; a Dark Elf convicted of murder, for example, could be sentenced to pay weregild in the form of their own lifespan through the sentence of hard labor, while a rapist might pay weregild in the form of castration, which the Dark Elves view as a perfectly logical punishment for that particular crime as it's not usually lethal if done correctly and it prevents the crime from ever recurring again.

  Executive Body

  The Twilight Council serves as both a legislative and an executive branch. Their meetings are the closest Sarnath gets to political discourse, and even these are shrouded in secrecy. Ordinary citizens are not allowed a voice in government or in the day-to-day affairs of the kingdom. The Council's decisions are conveyed through a network of messengers and intermediaries and are swiftly and effectively enacted by a clearly defined hierarchy of lesser nobles, magistrates, and other officials whose job it is to ensure that the will of the Council is carried out without question. This system, while lacking in the democratic freedoms enjoyed by many of Loriath's other realms, has allowed Sarnath to maintain its stability and focus on its own survival and advancement through the millennia.

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