The Dominant Power
Capital
High Seraph
Government
Feudal Monarchy
Dominant Race
Human
Key Feature
Techno-Magic
The Alabastrian Empire is the most powerful human nation on Terathia, spanning from the eastern seaboard along the Piranha Gulf to the western coast on the Shattered Coast. It blends ancient technology with modern magic under a feudal monarchy advised by a Council of Technocrats — scholars, wizards, and engineers who guide the restoration of lost Nagarin technologies.
Eight major cities anchor the empire, from the industrial might of Ironhall to the magical research at Starfall. The Alabastrian Order — warrior-magi blending arcane studies with martial prowess — fields techno-magical forces including golems, enchanted armaments, and mechanised mounts. But the empire's reach exceeds its grasp: border provinces grow restive, eastern expeditions into Nagarin ruins return with fewer people than they left with, and the technologies being recovered may not be as well understood as the Technocrats believe.
The Council advises the throne on restoring lost Nagarin technologies — artefacts of a civilisation that dominated the world before the Sundering. Recovery programs send expeditions into the eastern wildlands from Blackmarsh, returning with devices, texts, and materials that the Grand Arcanum Library at High Seraph struggles to understand. The Technocrats blend what they recover with modern magic to create techno-magical warfare capabilities: golems, enchanted armaments, and mechanised mounts. But the line between recovery and recklessness blurs with each expedition. Some of what they're finding doesn't match the Nagarin records — suggesting something else built in these ruins, something the Nagarin themselves may have feared.
Capital city built upon the ruins of an ancient celestial observatory. The Celestial Crown Palace houses the imperial court, while the Grand Arcanum Library draws mages and researchers from across Terathia seeking recovered Nagarin knowledge.
Iron sentinel at the empire's northern frontier. The Veridian Academy of War forges the empire's finest martial tacticians and knight-commanders. The Gatekeeper's Fortress of layered stone and reinforced mithral serves as bulwark against northern threats.
Western coastal port transformed from infamous pirate haven into a formidable naval base. The Lord Admiral commands the imperial fleet from this strategic harbour. The Sea Witch Tavern remains a legendary gathering place for sailors and adventurers.
Industrial heart in the central mountain ranges. Master-smiths and artisans craft technomagical constructs of extraordinary power. The Hall of Machinations pushes the boundaries of what magic and metal can achieve.
Centre of magical learning built around where a celestial body fell from the heavens. The prestigious Starfall Academy trains the next generation of mages. The Celestial Observatory unlocks secrets of the cosmos.
Agricultural breadbasket spanning a fertile valley of abundant rainfall. Countless farms and legendary vineyards sustain the empire's vast population. The Festival Grounds host the grandest celebrations in the realm.
Mountain fortress crowning the Argent Mountains. Silver and precious minerals have been extracted since time immemorial. The Jewellers' Quarter showcases the finest craftwork in the realm.
Eastern frontier launching point for expeditions into wildlands. Tales of lost ruins and ancient Nagarin sites continually emerge, drawing recovery efforts deeper into hostile territory.
The Council of Technocrats has recovered a Nagarin artefact of unprecedented power from Blackmarsh — but activating it requires knowledge locked in the Grand Arcanum Library's restricted vaults. Multiple factions race to claim it.
Border provinces grow restive as imperial taxes increase to fund technomagical military programs. A charismatic noble begins rallying frontier lords against the capital. The party must determine whether this is legitimate grievance or foreign manipulation.
A Starfall Academy experiment tears open a rift to an unknown plane. Something came through before the rift was sealed. The academy covers up the incident while desperately searching for what escaped.
The Alabastrian Order — warrior-magi who blend arcane studies with martial prowess — have uncovered evidence that certain recovered 'Nagarin' technologies are not Nagarin at all, but something older and far more dangerous.
An expedition from Blackmarsh returns with half its members missing and the survivors speaking of a city in the wilderness that should not exist — a living Nagarin outpost, still inhabited, still functional, and not welcoming visitors.
Mining town
Dwarven forgehold
Lakeside village
Trading post
Frontier outpost
Coastal watchtower
Monastery village
Highland shepherds
Naval garrison
Border outpost
Blighted village
Elvish settlement