Telyria, City of Masks

🎭 Telyria, City of Masks

Telyria — The City of Masks, where truth wears its finest costume.
On the shimmering southern coast of the Whispering Coast, nestled between illusion-veiled cliffs and sapphire waters, stands Telyria — a city of mirrored domes, perfumed air, and perpetual intrigue. Its marble terraces gleam like cut gemstones beneath the sun, and its canals reflect not the sky but whatever the viewer most desires to see. To live in Telyria is to play a part, for here, identity is an art form, and anonymity a virtue. Every face is a mask; every word, a performance. Beneath its jeweled splendor, the city thrives on secrets — and bleeds them in equal measure.


🌍 Geography and Atmosphere

Telyria rises from the sea in cascading tiers of marble and coral, its harbor a crescent of turquoise water that glows faintly at night with phosphorescent bloom. From afar, the city seems to float upon its reflections; only when one draws near do the layers reveal themselves — the lower docks bustling with merchants and sailors in mirrored half-masks, the mid-tier markets filled with color and song, and the upper terraces gleaming like glass palaces under the sun.

Above all towers the Hall of Reflections, a vast dome of silver crystal that serves as both temple and theatre, catching the light of dawn and scattering it across the city in prismatic hues. Streets curve in elegant spirals, guiding travelers ever upward toward the domes and gardens of the elite. The scent of incense, salt, and jasmine mingles with the ever-present echo of laughter — or perhaps the illusion of it.

Mist often drifts inland from the sea, curling through narrow streets like smoke. Locals claim it listens. Mirrors line even the poorest alleys, though few are trusted — for in Telyria, mirrors are not made to reveal truth, but to conceal it beautifully.


đź”± Lore and History

Telyria was founded in the Age of Veils by the merchant-prince Lysanthis of the Thousand Faces, a devotee of Hermes and Hecate, who sought to create a haven where deception could serve civilization rather than destroy it. Legend says Lysanthis was once a thief who stole a reflection from the moon and used it to craft the city’s first mirror dome — an artifact that could show not what is, but what one pretends to be. Around that miracle of glass, the city grew — first as a trading post, then as the capital of illusion, diplomacy, and disguise.

Over time, the art of masking became sacred. The city’s charter declares that “No true face shall own another.” Every citizen wears a mask from the moment they reach adulthood — not merely as ornament, but as identity. The act of removing one’s mask in public is seen as the gravest indecency, equivalent to shedding one’s soul. The custom began as protection for spies and merchants but evolved into a philosophy: that truth is mutable, and that sincerity, unchecked, is cruelty.

Telyria’s wealth grew from its mastery of illusion and theatre. The Guild of Mirrormancers discovered how to bind reflections with enchantment, creating living mirrors that could store or distort memory. These artifacts became the foundation of Telyrian commerce — bought, sold, or traded like currency. The city’s merchant princes, known as the Masked Elect, control the production and distribution of these mirrors through a labyrinthine network of alliances and betrayals, all choreographed beneath the approving gaze of the gods of trickery and night.

Throughout its history, Telyria has survived through deception. When invaders came, the city cloaked itself in mirage — fleets sailing into phantom harbors while the real walls vanished behind glamoured veils. When famine struck, it conjured abundance; when plague swept the coast, it hid the dying in theatres, staging tragedies so convincing that the gods themselves wept and stayed the pestilence. Even the Temple of Truth, devoted to Mnemosyne, is a house of lies — every confession heard there is rewritten, and memory itself is edited for beauty’s sake.

Yet the city’s greatest illusion remains its peace. Beneath the glittering festivals and masked balls, the Shadow Syndics — secret merchants of rumor — wage silent war against the Mirror Court, an assembly of illusionists who enforce civic deception as holy law. In Telyria, a whisper can topple a throne, and a well-crafted rumour can crown a god.


🎭 Society and Culture

The people of Telyria are as varied as their masks. Nobles wear elaborate visages of silver and pearl, their eyes veiled by runes that project charm or menace. Commoners favor lacquered wood, paper, or gilded clay — each painted with symbols of aspiration or faith. Every year, during the Festival of Faces, the entire city exchanges masks, dissolving rank for one night and granting even beggars the chance to play prince. Some never return their borrowed faces.

Art, theatre, and illusion form the pillars of Telyrian life. Every performance doubles as a negotiation; every ball conceals at least one assassination or marriage proposal. Gossip is both art form and currency. The city’s motto, inscribed on the Hall of Reflections, reads:
“We see, and are seen — therefore, we exist.”

Magic suffuses daily life. Spells of disguise and charm are commonplace, regulated by the Order of the Silver Veil, whose enchanters license illusions and ensure no one’s face is stolen without consent. Yet identity theft — the literal kind — remains the city’s most common crime.

Religion thrives amid this masquerade. Hermes is revered as patron of masks and merchants, Hecate as guardian of secrets, and Mnemosyne as the arbiter of what truths deserve remembrance. The temples are themselves theatres, their hymns sung as plays, their sermons performed behind veils.


⚖️ Governance and Law

Telyria is ruled by the Merchant Princes of the Jeweled Elect, a council of twelve masked nobles who vote anonymously in mirrored chambers. No one knows their true identities — not even each other. Edicts are proclaimed through mirrored projections in the sky, voices echoing through illusion.

Law in Telyria is paradoxical: appearance carries greater weight than evidence. Crimes are punished by symbolic inversion — liars forced to speak only truth for a year, murderers condemned to re-enact their killings endlessly in illusion until they comprehend remorse. The city’s guards, the Veiled Sentinels, wear mirrored helms and answer only to reflection — literally: they obey orders given to their mirrored selves within the Hall of Reflections.


đź§  Lore and Intrigue

It is whispered that beneath Telyria’s mirrored plazas lies the Vault of Elethis, where the reflections of every citizen are stored — a shimmering archive of potential selves, guarded by the Maskwrights who sculpt illusion into identity. Should a person die without ceremony, their reflection rises from the vault, wandering the streets in search of the mask that once gave it shape.

During eclipses, the city’s illusions falter. Shadows deepen, and for a few heartbeats, every mirror goes dark. Those who glimpse their true faces in that moment are said to vanish at dawn, claimed by Nyx for daring to look unmasked.


🗺️ Identity and Legacy

Symbol: A silver half-mask set against a mirrored moon.
Connection: Seat of the Merchant Princes of the Jeweled Elect; holy city of Hermes, Hecate, and Mnemosyne; cultural and economic heart of the Whispering Coast.
In short: A jeweled labyrinth of illusion and intrigue — where truth is forbidden, identity is performance, and every reflection conceals a lie worth dying for.