The Entente
Introduction
The Entente are the ruling elite of Daravin. While the military and faith of the Empire both hold immense power, unlike in Lorien, Daravin does not border on theocracy. Instead, power remains in the hands of the aristocratic class, and while they are renowned for many things, the Entente are not known for their mercy or decency or any semblance of humility in the face of greed. The Entente are paragons of decadence and exploitation. Unlike in other societies, this exploitation is not carried beyond a thin veil of platitudes and deceptions. Rather, the cruelty of the Entente is openly laid and bare, and is celebrated.
All that is revered in the Empire ultimately draws a common line through power, and power is certainly held by the Entente. So wide is the gap between them and their subjects that their rule is total; concessions are a whisper, revolt an impossibility, and all but strict adherence to their arbitration is a plea for death.
Influence
There are a few ways in which the Entente hold power. For one, the Entente hold the sole loyalty of the Valran, who tend to owe everything to the particular Lord they serve, viewing their liege with admiration verging on reverence. Considering the leadership ranks of the military are solely operated by Valran, this results in an armed force that is not only legally obligated to serve the Lord of their specific locale (which they are), but also one that is deeply loyal to said Lord.
The Halamire, then, despite being formed to serve in the interests of internal peace, border patrol and service during wars and national crises, becomes - and has become - a direct extension of the Entente's will. This military corruption is so deeply rooted within the Halamire that the supposedly Imperial military often wars with itself, due to loyalties to specific aristocrats who wish to expand their base of power. In fact, these internalized wars have become so common that it is largely a forgotten factoid that the Halamire are intended to act as a unified Daravinic force.
Of course, then there is the Entente's wealth. This also relates to the Valran, who act as middle-management for the Entente and their business operations. The truth is, the Entente are the true benefactors of all industries in the Empire, and the overwhelming majority of them are directly owned by them. The few businesses not owned by the Entente are instead owned by Valran, and with the Valran acting as the direct vassals of the Entente, there is scarcely a difference. Despite being less than half a percent of the Daravinic population, the Entente hold ninety-four percent of the Empire's wealth, with the Valran - a much larger group - holding four percent. The ninety or so percent of the population with limited or no magical ability hold less than two percent of all wealth, and much of the wealth that is "owned" by them is actually state property that can be seized at any time.
And there is another source of this imbalance of power: magic. The Entente, and their Valran, are not only mages... they are very powerful mages. In fact, they are not only powerful mages; the Entente tend to be the greatest mages in the world, surpassing magical talent from other nations without challenge. Considering the Entente are harrowed en masse throughout their youth, with the majority of them dying to initiation and arcane backlash, only the most innately skilled and dedicated among them survive to administer their family assets. What results is not a class of fragile Nobles unable to contend with a peasant's wroth. Instead, the Entente have been known to put down entire mobs of rioting peasants single-handedly, their class at large being viewed as the terrifying arms of a punishing God. And, considering that in Daravin magical power is considered a sign of divine providence...
With all of this being said, the Entente hold nearly all wealth and power in the Empire. All institutions are either arbitrated directly by them or are compelled by their influence. Considering Daravin's power itself is vast, due to their magic and militaristic culture, the greatest of the Entente act as quasi-Kings and are free to terrorize their neighbors or one another as they wish.
House Artifacts
There are five major artifacts in Daravin, known as Precepts, one belonging to each of the Treveyn and one to the royal family. These artifacts are ancient, most being developed at the apex of the Clockwork Age and two by the Ald’norai, dating back thousands of years. While their origins are often shrouded in mythology, it can be stated with fair certainty that each of these artifacts carry with them a celestial Providence: that in some way they have inherited Godliness either by blessing or mischief. Considering even the greatest World Mages of the current Age cannot seem to replicate artifacts of similar greatness, divine assistance seems the most logical conclusion.
To begin with is the royal artifact, the Sunstone. With the sun one of Daravin’s key national symbols, along with a moon crossed with a key and the shadow of a dragon, it is no surprise that the royal artifact closely correlates with this symbology. The Sunstone is seen as the symbol of royalty, the signifier of the legitimacy of the Imperial dynasty and the Precept that most uplifts Daravinic society. It is, without uncertainty, the most powerful of all Precepts due to its ability to subdue the rest. The Sunstone is a golden, mechanical looking orb with golden ridges run in a pattern across its circumference. It warmly reflects the sun’s glow and generates a dim and comforting light while in use, and appears in good condition despite being nearly four thousand years old.
The Sunstone’s power is the seemingly limitless amount of magic that it can absorb. While this magic cannot be recycled or repurposed by the mage wielding it, the ability to nullify nearby magic is an extremely potent ability, particularly in a magocracy. The Sunstone is mostly used by Emperant Justane to cleanse Daravin’s anti-magical corruption infrastructure, which helps to protect the Empire from post-Sundering pollution. When the absorbing machines are overwhelmed with corrosive magical energy, the Emperant will come to them with a troupe of Halamire to cleanse the machinery so that it may continue to protect Daravinic crops and settlements. With few plotting militarily against the Emperant, it rarely otherwise sees use.
Following the Sunstone is a Clockwork made artifact, the Rathrouen Gravemail. A gauntlet crafted in the mid Fourth Age, it has served synonymously as a badge of leadership over the Halamire, a role typically falling to the Treveyn of Verdiven or one of his or her constituents. An artifact of purely military purpose, the Gravemail can rapidly siphon vitality from those around it even merely by proximity, feeding it to the wielder. This range is limited to around ten feet, but makes battling the owner of the artifact incredibly dangerous, turning every close interaction into a timed encounter. Those with more strength and experience can possibly survive this effect persistently for over a minute, but the common foot soldier tends to last mere seconds before death. This effect even appears to work on automatons and non-living entities, specifically altered to fend off Hollow invasions by Lorien in the late Fifth Age. In terms of appearance, the Gravemail is a clawed, bronze-colored gauntlet with ruby-like magical gems adorning the joints and edges like a trim.
After is the Riftwick, another Ald’norai artifact belonging to Brilan Ald, and historically the Treveyn of Couronne. A simple description would label it as an extremely powerful portal generator, capable of opening and shutting near instantaneously to vastly changeable proportions. More than this, the Riftwick can control speed, pressure and velocity in and around it, acting as a terminal slingshot or a vacuum; or even a font by which one may pretend to veer gravity. While it is limited in these senses, it is an extremely powerful tool, though it can only be properly harnessed by a mage already expert with portals.
The Riftwick appears as a key with a circular fixture around the top portion, and is silver in color. There are theories of what the key might unlock, and some of those theories are that it unlocks nothing.
The next of these artifacts is the Charlatan’s Guise, a masque belonging to the Treveyn of Ostigen. With a pearly white tone and texture, intricate and sharp contours along the edges of the mask and a colorful vibrancy through many well-cut gems inlaid, the Guise is the envy of many ball-goers. More than this it does not fall short of its legend; the Guise does well to serve the interests of a Mesmer, allowing near total control over the perceptions of those around it.
The Guise deepens illusory compulsions, making their only release the infliction of injury and physical pain. For this reason it is sometimes called the Bloodletter’s Masque, a terror for any mage and especially untrained to face. The significance of these illusions appears to be considerably heightened as well, playing all five senses into them in a smooth blend. Considering they are as seamless as reality itself, it is difficult to determine the extent of these illusions, as their victims even years after have difficulty differentiating them from reality. Thus, another infliction: the degradation of one’s sense of what is real.
The final of these artifacts belongs to the Treveyn of Indories, currently Uriel Valent. Uniquely gruesome in its acquisition, the Discordant Vessel is a dimly glowing blue coil carved into the flesh of its wielder, visible as a pulsating and alien-like hunger through the skin. It is uniquely attached to its owner in this way, and is passed on only upon the coronation of a new Treveyn. As a result, Indories has yet another stipulation embedded into its ruling family: even after ascending to its throne, they must survive the embedding of the Vessel, with many dying in the process.
What is gained from this artifact, however, is a great deal of power. It allows one to become an Ether Leech, a phenomena once reported in the Empire of old. Not only does the carved gain a great resistance to magical damage, but they become capable of physically materializing ether around them and feeding on it like prey. They bite, gnaw and chew upon the ether, drawing it into their chest and neutralizing it upon their palette. While it is not an end-all nullifier like the immensely powerful Sunstone, the Vessel allows its owner seemingly limitless arcane stamina in battle, and increased physical attributes as well. The brutal ferocity of Indories’ Treveyn is known to the Entente, and he is given these compulsions by the ether on which he feeds.
NOTE: These NPCs are all Story NPCs. All players have 0 Influence with them unless otherwise granted.