The Free City of Taran

Rising from the scorched ruins of Lost Solis, Taran is a city built in reverence of knowledge—where the written word is law, memory is power, and truth is guarded more fiercely than gold.


Overview

  • Capital: Taran

  • Government: Scholastic Concord

  • Ruling Body: The Concord of Scrolls

  • Primary Culture: Taranic (Scholarly Cosmopolitan)

  • Religion: The Pantheon (Knowledge Aspects Emphasized)

  • Allies: None (Officially Neutral)

  • Rivals: None (Unofficially, all who seek to control it)


Geography

The Free City of Taran lies deep within Lost Solis, constructed around a rare region spared the worst of the Cataclysm.

  • Terrain: Stone plateaus, scorched plains, magically stabilized ground

  • Climate: Hot, dry, unnaturally calm within city bounds

  • Seas: None (landlocked)

  • Borders:

    • Surrounded by Solisan wasteland

    • Trade routes guarded by mercenary escorts

Notable Landmarks


History

Taran predates the fall of The Solisan Empire and survived the Cataclysm through unknown means.

  • Founded as a Solisan center of record-keeping and magical study

  • Became a refuge for scholars after the Cataclysm

  • Declared itself a Free City nearly 2,000 years ago

  • Has endured every age through neutrality, utility, and fear

It is widely believed that destroying Taran would doom the world to ignorance—whether this is true or cultivated belief is unclear.


Major Districts


Factions & Organizations


Culture & Customs

Taranic culture treats knowledge as sacred and dangerous in equal measure.

  • Values: Truth, preservation, restraint, curiosity

  • Food: Simple grains, preserved fruits, spiced teas

  • Social Structure:

    • Status determined by contribution to knowledge

    • Titles earned, never inherited

  • Traditions:

    • Annual Reckoning of Errors (public corrections of records)

    • Book-binding ceremonies for major works

  • Taboos:

    • Destruction of texts

    • Altering records without citation

    • Bringing armies into city limits

Magic is regulated, not forbidden.


Notes for Players

Taran is neutral, watched, and respected.

Violence is rare—and swiftly ended.

Knowledge can be bought, traded, or earned.

Some books are sealed for a reason.