

Table of Contents
Igsh
The beating heart of the Empire – its capital allod. It stands as a testament to Imperial power, its landscape marked by military fortifications, industrial zones, and the ever-present influence of mana-technology. The current Great Mage of Igsh is Yasker, the successor of Nezeb, ruling from the capital city of the Empire — Nezebgrad.
Igsh is a harsh place. Jagged cliffs and arid wastelands stretch as far as the eye can see, until they hit the walls of civilization. Steppes and badlands of Igsh are home to all manner of deadly creatures: giant spiders, termites, slugs, vultures, deadly manti and hyenas, and all other sorts of critters.

Nezebgrad
The city, as a true industrial capital, boasts an extensive sewer system, major Maglev (magical levitation) Rapid Transport hub (MRT), a scientific center, and residential districts. The backbone of Nezebgrad’s infrastructure is the mana conduit that encircles the city, supplying Hadagan households with mana extracted from the Astral at the HAES – Hadagan Astral Energy Station.
Every newcomer to the city is required to make a pilgrimage to the sacred sites that tell the tales of Great Nezeb’s heroic deeds.
At the heart of Nezebgrad, towering over the city, stands the Yasker Tower (World’s Eye) — the seat of power for the new ruler of the Empire. This monumental structure serves as the epicenter of authority, housing numerous Imperial officials of all ranks. And, of course, one may petition for an audience with Yasker himself, who always has tasks and assignments for a loyal citizen of the Empire.






Igsh Military District (IMD)
South of Nezebgrad, the red steppes of the IMD stretch far and wide. This is the place where all Imperial citizens undergo mandatory combat training. The entire IMD territory is occupied by a vast recruitment camp, where new soldiers are forged through rigorous drills and trials.
Ideologically, the soldiers of the IMD are divided into two warring factions:
The "Blues" – whose emblem is the hyena, representing cunning and adaptability.
The "Reds" – who follow the lion, embodying strength and ferocity.
These two groups engage in endless war games and training exercises, meant to prepare the recruits for the war with the League. At the center of the IMD lies the Parade Ground, where drill competitions and large-scale maneuvers are regularly held.
Other key facilities within the Igsh Military District include:
"Igsh Steelworks" – The Imperial Armory, where weapons and armor are forged for the army.
The Training Grounds, where recruits face simulated battles under extreme conditions.
The Hunting Grounds, which ensure a steady food supply for the troops.
The Field Hospital, providing medical aid to wounded soldiers.
The Necro-Incubator, where undead dummies are created, where necromancers are taught to be efficient on the battlefield, and where all sorts of experiments take place.



By Imperial wartime law, military service is mandatory for all citizens. Those who prove their valor may earn prestigious honors, with the most exceptional even rising to the rank of lieutenant.
The ultimate test of an IMD recruit is the Grand Games, a massive training operation where the main objective is to capture a mock-up of a Kanian fortress. This fortress, specifically constructed for training purposes, is located on a small astral island, forcing recruits to strategize, coordinate, and execute a large-scale assault.
During their time in the IMD, new soldiers will experience all the "joys" of military life — harsh discipline, power-hungry officers, and a strict hierarchy where rank dictates everything. But those who survive the trials of the IMD rarely remember the hardships.
What stays with them is the unbreakable bond of brotherhood, the unwavering sense of unity, and the certainty that they are part of something greater than themselves. Service in the Igsh Military District is not just training — it is the foundation of the Imperial Army’s cohesion and strength on the Holy Land's battlefield.


The Dead Sea
To the northeast of the IMD lies the Dead Sea, a desolate salt-crusted wasteland where nothing, except maybe corrals, grows. Once a thriving body of water before the Cataclysm, it has long since dried up, leaving behind cracked earth and an air thick with the seasalt. Survival here is nearly impossible without careful preparation. Yet, whispers persist that ancient secrets lie buried beneath the salt, remnants of a world that existed before Hadagan’s dominion.

This troubled region is a kind of ghetto, inhabited by the minor races of Sarnout — goblins, the Littlefolk, lizardfolk, kobolds, satyrs, minotaurs — who call themselves the Freeborn. Their capital town is named The Bottom, and civilized people contemptuously call them “the Bottom Feeders”
The harsh environment and the proximity of the mana pipeline have made many of the locals aggressive and territorial. The greatest scourge of this land is the giant sand vultures, which attack travelers without mercy. Mutated fauna, giant desert scorpions and centipedes, hyenas, and other deadly creatures also pose a significant threat, forcing wanderers to remain ever vigilant on their journey.

Amidst the ruins of the Baladur Port, a once-thriving harbor that operated before the Cataclysm, the ghosts of ancient sailors walk and cause troubles.
The Empire is very interested in establishing control over this region, as it possesses big meteorite iron mines.
Amidst the endless desert stand the enigmatic Domes — huge energy apparitions of unknown purpose and origin, about which ordinary Hadagan citizens speculate all sorts of nonsense.


