Board Thread:Off Topic/@comment-16621739-20131117093245/@comment-24261859-20140626102300

1. Prince and Plane

Kanté, Daedric prince of Architects, artificers, and craftsmen. His/Her/Its realm is known to mortals as the City of Shards, though those more educated might know its true name, Xyl-Sonæ. It is a metropolis of unimaginable size centered around an elaborate citadel. While the fortress is night impenetrable in its own right, its surroundings make it even more so. The area around the citadel is utterly pristine. Well kept streets are organized in a logical pattern that make them easy to navigate Large stone and metal towers overlook these passages and are even more grand than the famed White-Gold tower in the Imperial City. To assume that the cleanlieness implies security, however, would be a fatal mistake. The daedra who reside here often appear to be ordinary citizens, but posess great power and summon masterfully crafted weaponry. The streets are lined with deadly traps to ensnare would-be intruders.

Worse still are the outer reaches of the City. As one travels farther from the core, the streets become more twisted and complex. No maps exist, for the knowledge of the roadmap is inherent in all the natural residents. Thick vines and weeds slowly envelop the increasingly dilapidated structures and the formerly orderly metropolis decends into chaos, where a traveler is constantly imperiled by venomous or even carnivorous foliage, feral daedra, and the omnipresent traps still hidden beneath the crumbling streets. On the very boundary, the city is almost indistinguishable from a jungle, though anyone who gets this far will still note the twisted architecture beneath the plants, arrayed into forms that defy mortal comprehension. So vast is this region that a mortal attempting to enter the City unprepared is far more likely to be find himself in the chaotic mess than in the realm of order, and many who do so quickly perish.

It is said that for every building erected in the mortal world, a copy appears somewhere in the urban jungle. Dedicated magical orders such as the Psyjic Order and even the Thalmor have occasionally been able to shield their creations from this mimicry, just out of principle.

If one were to reach the inside of the citadel, one would find a land of great luxury and pleasure. The walls are decorated with ancient and beautiful artifacts gathered from across all of history, as well as many that have never graced the mortal plane. Those few lucky enough to be invited inside and return alive could not summon the words to describe the elegance of the citadel's interior.

2. Dealing with Mortals

It is not uncommon for Kanté to subtly influence urban planners into creating cities (s)he finds pleasing, either because they are simply beautiful or serve his/her goals in some way. Otherwise, (s)he often bestows his gifts to blacksmiths, artificers, and other craftsmen who prove themselves worthy. Usually, a mere apprentice will not draw attention, but occasionally a promising yet inexperienced craftsman will be granted Kanté's favor, either by request or by surprise. Otherwise, Kanté's gifts are intended to enhance the skills of pious masters in order to bring their skills beyond that of any natural mortal. Any mortal interacting with Kanté is expected to show proper deference, referring to him/her as "Lord" or "Lady" as the Daedra chooses to appear.

The legions of lesser (non-feral) daedra of Xyl-Sonæ are quite amicable, for daedra. They are dedicated to aiding the craftsman in whichever ways they can, for anyone capable of reaching the orderly reaches of the city must surely be worthy of some attention. Many who reach these regions often do not initially realize that they are dealing with a daedra! Indeed, there are reports of mortals striking up romantic relationships with these fiends, but such stories are anecdotal and unconfirmed.

3. Appearance

As a daedra, Kanté can appear as any form or gender, but is often depicted as either a man or a woman in elaborate clothing, frequently of subtle or pastel hues. (S)he traditionally carries, among other things, a quill and ink as well as myriad scrolls and measuring instruments. Other depictions might hold a hammer, chisel, or other tool of some artisinal profession. Generally, the items held will correspond with the profession of he or she who has created the image. For example, a shrine to Kanté in a woodcutter's workshop might carry a saw and other woodcutting tools.

4. Artifacts

The Blueprints of Lorkhan: These are said to be the schematics used by Lorkhan in creating Mundus. After Lorkhan's death, Kanté "acquired" these plans and has constantly updated them ever since, accounting for each and every change made since the dawn of time. Some say that by reading them, one can not only posess ultimate geographical knowledge but will also be able to divine the path on which the world will develop as time goes on.

The Sharded Key: A legendary tool of many forms supposedly used in the creation of Kanté's Citadel. Any weapon forged using it will be imbued with great power as the blacksmith directs, any building will stand against the fiercest storm, and any plan drafted using it as a guide will be looked upon with daedric favor.

5. Lesser Daedra

In addition to the standard, mortal-resembling daedra mentioned above, there are the Artificers and towering Grand Artificers that roam the urban jungle and guard the Citadel. These large, chitinous monsters have three long legs supporting a body that resembles an insectoid centaur. Artificers range from the size of a man to that of a mammoth, while Grand Artificers can step small castles with ease. Their supporting counterparts are Scrylings, which are little more than regular bugs, often dispatched to a favored craftsman's home to keep watch over him or her during work.