The Kingdom of Thalossa stands as mankind’s final unified dominion, encircled by the towering expanse of The Great Wall. What began as a sheltered civilization within an ancient barrier has become an ambitious expansionist power, pressing outward into the Wilds through conquest, fortification, and faith.
At the heart of the realm lies its capital, City of Thalossa, built around the crystalline waters of Lake Ardentia and crowned by the luminous fortress of Castle Ardentia.
Thalossa defines itself by three pillars:
Faith — maintained by the Order of the Last Light
Law — enforced by the Order of Dawn
Steel & Rune — shaped by the Crown and the Mage Guild
To its citizens, Thalossa is salvation.
To those beyond the Wall, it is intrusion.
The realm is ruled by King Odran Veynar, fifth of his name, sovereign of Thalossa and Defender of the Wall.
The king’s authority is absolute in decree but tempered by:
Noble Houses
The Mage Guild
The Orders of Faith and Steel
Royal governance operates from Castle Ardentia, whose crystalline towers reflect sunlight by day and torchlight by night across the lake’s surface — a constant reminder of royal presence.
King Odran Veynar – A deliberate and disciplined ruler, shaped by frontier expansion. Known for prioritizing stability over mercy.
Queen Maelyra Veynar – Recently passed away.
Prince Caedrin – Heir apparent; educated in both martial discipline and rune law.
Princess Elowen – Devout and often seen within the Lantern Ward.
The royal family is guarded exclusively by the Order of the Dragon Knights within the Crown District.
Thalossan nobility governs through the @Hall of Nobles , military obligation, and territorial stewardship. Noble banners fly prominently within the Crown District.
House Veynar – The ruling house
Crest: A white stag beneath a rising sun
Known for consolidating the Great Gate’s fortifications
Holds direct authority over the capital and surrounding provinces
House Marrrowind – Lord Percival Marrowind
Crest: Twin silver fish on blue
House Blythemoor – Lord Cedric Blythemoor
Crest: A black tower split by flame
House Ainsleigh – Lady Seraphine Ainsleigh
Crest: Golden wheat crossed by a blade
House Blackthorne – Lord Alistair Blackthorne
Crest: A crimson sigil circle
Noble rivalries shape policy as much as royal decree.
The architecture of the Kingdom of Thalossa reflects a clear social and material hierarchy. Stone is reserved for power, permanence, and divine authority, while timber and thatch define everyday life. The built environment visibly communicates status: the higher and heavier the structure, the greater the authority behind it. Rune-work appears only in sanctioned, institutional settings and never as common ornamentation.
Royal and institutional buildings—such as Castle Ardentia, the Great Gate Complex, major cathedrals, and fortified barracks—are constructed from cut stone with granite foundations and iron reinforcement. These structures are defined by thick walls, rounded arches, barrel-vaulted ceilings, narrow slit windows, and imposing gatehouses. They are designed to endure for centuries and project stability. Noble residences vary by rank: high nobles maintain stone keeps with defensive courtyards, while lesser nobles occupy fortified manors combining stone foundations with timber upper levels.
Religious architecture is solemn and heavy rather than ornate. Cathedrals and monasteries feature rounded archways, thick supporting columns, dim interiors, and restrained use of stained glass. Sacred buildings in the Lantern Ward are darkened by incense and ash, emphasizing ritual and permanence. Monastic complexes include cloisters, dormitories, herb gardens, scriptoriums, and mortuary chambers, reinforcing faith as a lived structure of daily life rather than decorative grandeur.
Urban architecture contrasts sharply with royal stonework. Most city dwellings are timber-framed with wattle-and-daub walls, plaster exteriors, and wooden shingles or slate roofs in wealthier districts. Buildings are narrow and tall, often two to three stories, with upper floors projecting over cobbled streets. Guild halls and merchant homes display carved beams and heraldic banners, but remain fundamentally wooden in construction. Markets consist of timber stalls and canvas awnings, while inns are low-ceilinged with exposed beams and central hearths.
Rural architecture is practical and modest. Village cottages and farmhouses use timber posts, wattle-and-daub walls, packed earth floors, and thatched roofs. Hearthstones are often the only masonry present. These structures are smoke-darkened and functional, sometimes sharing space with livestock during winter months. Beyond the Wall, frontier settlements begin with timber palisades, raised earthwork defenses, and wooden watchtowers. Only after stabilization are stone gatehouses, chapels, and eventually permanent keeps constructed.
Overall, Thalossa presents a landscape of stone skylines rising above timber streets and thatched villages. Castles and cathedrals dominate the horizon, while daily life unfolds in wood and earth below. The architecture embodies weight, hierarchy, and visible authority—fortress-like institutions anchored above living, breathing towns—adapted to a high fantasy world where rune reinforcement quietly strengthens the kingdom’s most sacred and strategic structures.
Thalossa maintains strict separation of authority between its orders.
Order of Dawn – Enforcers of law and civil discipline
Order of the Dragon Knights – Demon-core bonded elite warriors
Order of the Last Light – Conduct funerary rites and plague prevention
Order of the Crimson Standard – Fortify and expand beyond the Wall
Ashen Vigil – Radical splinter sect operating outside royal sanction
Each claims to preserve humanity — though they differ sharply on what preservation requires.
Faith centers on controlled death and purification. The Eternal Flame in the Lantern Ward symbolizes humanity’s defiance of plague and corruption. Funeral rites are not symbolic — they are necessary for survival.
Public processions, ash-bell tolling, and consecration ceremonies are common civic sights.
Law is visible. Dawn patrols are constant. Public punishment is rare but deliberate, meant to deter rather than terrorize.
Unauthorized magic is among the gravest crimes within the Wall.
Nobility governs provinces and commands levies
Guilds regulate trade and craft
Commoners work in labor, artisan, and merchant roles
Advancement is possible through guild excellence or military distinction
Marriage alliances between houses are political instruments.
To many citizens, the Wall is sacred protection.
To the younger generation and frontier orders, it is confinement.
The economy operates through licensed guild systems:
Trade contracts registered through the House of Coin
Rune-craft regulated by the Mage Guild
Dawnmarket serves as the commercial artery of the capital.
Smuggling persists, especially unsanctioned rune-craft
Thalossa defines itself as:
Last Bastion of Humanity
Chosen by Survival
Bearer of Ordered Flame
Its banners display sun motifs, radiant sigils.
The Great Wall remains both salvation and silent accusation — a reminder that humanity survived only because something else chose to protect it.