The Advent Imperiax
A near-mythical paradise rife with the alien wonders of its alluring star-goddess rulers
Capital: Mxyhadriax [mix-YAH-dree-ax] (21,000)
Major Settlements: Yhadri-Fhas [YAH-dree-FAHS] (17,000), Yhadri-Izhaaf [YAH-dree-ih-ZAY-off] (24,000)
Ruler: Three-member Alliance Imperiaxus, headed by the Mxyiax [MIX-yax] and consisting of two other Mxyiir. (See “History,” below)
Government: Femanxian gynarchic oligarchy
Major Races: Femanx
Minor Races: Dhosari, boggle, human, elf, orc, half-orc, dragonblood, numistian, squole
Major Faiths: The vast majority of femanx (and certainly the Alliance Imperiaxus) worships neither gods nor elemental powers of any sort. Religious practice is not prohibited, though to the femanx the ultimate authority in their realm are the femanx.
Resources: Extremely minor technological items, exotic oils, perfumes, smoking blends, liquid and solid intoxicants.
Languages: Femixian, Common, Elven, Orc, Draconic
History
Nestled deep within an all but unexplored mountain range, the existence - let alone genesis - of The Advent Imperiax (or the less formal, “Imperiax”) is largely shrouded in mystery to the lands outside it,. Among its residents and relatively few visitors though, the origin from which the matriarchal realm arose is said to have been the survivors of the crash-landing of a great colonial femiax vessel during the events of The Calling of the gods to Porphyra. So great was the crash and so large the original vessel, it is said to have caused the formation of the great vale it now occupies, as it punched through the mountains and into a previously underground lake. Whatever the catalyst for the crash, the remaining contingent – hopelessly stranded with little more than their highly-engineered genetics, advanced technology, and assorted salvage - began what has since become one of the most wondrous realms in all of Porphyra today.
The truth is such privileged information that only a fraction of even the matriarchal elite are entrusted with it – all of them either current or former members of the Alliance Imperiaxus: A millennium past, the great femiax space vessel Venusia streaked down from the skies over Porphyra, but rather than a great crash, a calculated insertion (an “advent”) was executed by a detachment from their alien home realm - another planet or universe perhaps, or even an alternate dimension. Regardless, upon using its mass “matter displacement,” “particulate dispersion” and “environmental generation” resources, the Venusia separated into three components. Hurtling off to their assigned coordinates, those vessels then became the “Mezzoax” (see Current Events, below) of each of the three settlements which would grow around them:
Mxyhadriax, the capitol for all intents, its Femixian translation approximates “Supreme Matron City,” Yhadri-Fhas or “First City,” and Yhadri-Izhaaf, or “Outmost City” – the latter two referencing their relative proximity to the capitol.
The Advent Imperiax was virtually unaffected by the otherwise world-spanning NewGod Wars, likely resulting from their remote locale and isolationism and their having taken no active role in the conflict. While so much of Porphyra slaughtered one another in devastating proportions, the femiax remained in studious but ever-watchful seclusion, growing both in power and number.
Current Events
“What is known is the obvious: That this alluring female race, their language, treasures – and culture in general – are beyond anything we’ve yet imagined. Regrettably, what currently remains unknown is most everything else.”- Excerpt from intercepted missive
Near the heart of a legendary mountain range is a vast hole. Its nearly vertical walls plummet well over a thousand feet before reaching the lush and ever-temperate vale within. A vast lake dominates the area, dotted with dozens of islands, and upon three of them rests a city of The Advent Imperiax. Circular in construction, each settlement consists of three designated components:
Mezzoax: The settlement’s center is the seat of femiax power. It is encapsulated by a spherical energy and/or substance of some sort, though given that the bottom half extends below the surface, to the uninitiated observer it would appear as a hemispherical dome.
Aureos: Surrounding the Mezzoax are two concentric rings of colored light or energy, each serving as walls might in a conventional city, with the exception of their strange properties
and defenses employed when necessary. They surround two sectors enveloping the Mezzoax and serve as protection for those privileged enough to dwell therein – the inmost of the two of course serving the more privileged. Properties of the walls are left to GM discretion.
Izhaaf: Meaning “outmost,” the areas outside but in relative proximity to the Aureos are where the highest concentration of non-femiax call home, and contains all manner of general and specialty shops, pleasure houses, tavern-like equivalents, and short, corkscrew-patterned apartment towers. Moving between the Izhaaf and most areas with the Aureos is generally permissible, but the Mezzoax is more tightly restricted and controlled.
Whether the Mezzoax of these settlements might still be operational craft, capable of recombining to form the Venusia in its entirety, or even whether each city’s Aureos (see Current Events, below) might factor in, is another matter known to precious few. (GM discretion)
The three member Alliance Imperiaxus rules these realms. The most learned and loyal of The Advent Imperiax, it consists of two Mxyiir [mix-YEER] and a titular head, the Mxyiax [MIX-ee-ax or MIX-yax]. While the femiax of this realm are certainly more tolerant of divergent beliefs than the kin of their homeland – particularly given the thousand years since their “Advent” in Porphyra – they do hold slaves, which overall are treated quite well in comparison to those of other realms. A great number of these, in fact, are dhosari, generally content with their judicious treatment. These rather atypical tendencies should not be mistaken for weakness however – the blood of their femiax ancestors is still pure within them after all. Their edicts and rule are absolute in their realm, with instances of summary execution via “particulate dispersion” – their term for disintegration – not unheard of. Femiax ultimately answer to none but the Alliance Imperiaxus, and are not to be trifled with, but otherwise tend more toward being more unwittingly condescending than overtly haughty or callous.
The natives of Imperiax - and in more recent decades, honored non-femiax residents - make routine use of highly technological weapons and utilitarian items too numerous to list. Though their remote and largely inaccessible locale has kept their realm nearly mythical, “nearly” is all that’s needed for those who would go to extremes to learn of their technology – even more so to mastery over it. Of particular note among these of late are the erkunae – quite possibly due to the large (and growing) number of dhosari in the realm. Whether their source of information may have been the Kamus-worshippers from whom the femiax often procure their servitors (or some other means entirely) is uncertain.
Though still a very secretive society, over the last several decades The Advent Imperiax has begun limited interaction, trade, and in some cases even cross-residency with other races and lands. The manner in which the femiax bring in visitors or themselves venture out is cause for much discussion, though doubtless another aspect of their advanced technology. To this point, the Alliance Imperiaxus expressly prohibits the trade of their technology in all but items of the very basest utility. These “minor” items are considered in outlands treasures attainable only by the very wealthy nonetheless, and even more mundane items such as beverages, smoking blends and the like are some of the very highest quality and most coveted among rich Porphyrians “in the know.”
Intrigues (Hooks)
1. The party is propositioned by the envoy of an Imperiax matron to ferret out and retrieve one or more items of stolen femiax technology in exchange for generous compensation. If they show themselves competent and trustworthy, the matron will dispense with the envoy and deal directly with the group – even affording them opportunity to earn some of these items for themselves.
2. The islands, lake, and vale as a whole serve as home to all manner of strange creatures - some of which may well be exclusive to the remote ecosystem. A wealthy albeit foreign merchant-scholar living in Yhadri-Izhaaf is offering handsome rates for the retrieval of any specimens (or parts thereof in some cases) from his rather extensive list - the more dangerous the creature or process of procurement, the steeper the fee. Some creatures may be relatively minor, possibly with extra pay for delivery of multiples alive and/or intact. Others, on the other hand, pay well if you but manage to make it away alive with a single feather, tuft of fur, etc.
3. In an outside realm, the party rescues or otherwise procures the favor of a femiax on unofficial business out of Mxyhadriax. She invites them to accompany her back to her mythical land where they will be rewarded both materially and with a fortnight’s enjoyment of its incredible hospitality. During this time they learn she has many endeavors afoot, both local and otherwise, and be afforded the opportunity to act on her behalf in the riskier matters – the successful completion of which would lead to greater reward, reputation, even status in the city, and quite possibly the others ones as well.
Regional Traits
Utilitarian Society: Those folk ill-disposed to menial tasks (or worse) do well to be of more specialized use. Choose one craft or profession, subject to GM discretion. Gain one rank and a +1 trait bonus in that craft or profession. Barbarians may only select a craft, not a profession.
Tactful Communicator: You don’t do this well for this long without knowing a bit about how best to speak to this sort, or that type – or for that matter, when you’d best not speak at all. Gain a +1 trait bonus to any two of the following: Bluff, Diplomacy, Intimidate, Sense Motive. Additionally, one of those two is always a class skill for you.