A strong, lawful kingdom with a prestigious military history, Ensvale's people have always valued the ideals of justice, honor, and duty most highly, and are fiercely proud of their cultural heritage. But in spite of these lofty principles, this largely self-sufficient nation has grown more insular and isolationist in recent centuries.
Now, Ensvale is a kingdom in turmoil.
The capital, the Great City of Ensvale, was founded as a refuge from sorcery after the nightmare of the Rune Wars, and built upon the riddle of petricite—a peculiar white stone that dampens magical energy. It is from here that the royal family has long seen to the defense of the outlying towns and villages, farmland, forests, and mountains rich with mineral resources.
However, following the sudden death of King Jarvan III, the other noble families have not yet approved the succession of his sole heir, young Prince Jarvan, to the throne.
Those who dwell beyond the heavily guarded borders are increasingly viewed with suspicion, and many former allies have begun to look elsewhere for protection, in these uncertain times. Some dare to whisper that the golden age of Ensvale has passed, and unless its people are willing to adapt to a changing world—something many believe they are simply incapable of doing—the kingdom's decline may be inevitable.
And all the petricite in the land will not protect Ensvale from itself.
The largest city in the Kingdom. The capital, located in the western part of Ensvale, is the main political, cultural, religious, military, economic and educational center of the country. Ensvale sees itself as a shining beacon of hope for mortalkind, and as such, the nation and its Capital are the visual representations of this concept. Towering spires punctuate its skyline; Petricite (a pale, magic-resistant stone) and marble are the materials of choice. The noble houses that reside within the city include Buvelle, Crownguard and Laurent. The Royal Palace of House Lightshield is from which the king of Ensvale reigns. The city also has a barracks and a penitentiary, like most cities throughout the kingdom. The Capital itself sits next to a harbor overlooking the Conqueror's Sea, with the majority of the surrounding towns resting on a plateau.
North: Geographical western part of the city, The Last Gate and Noble Family Residences are located in this part of the city.
Memorial Road: A pilgrimage road where Ensvalans give honor to their fallen from numerous wars.
Galio Monument: Situated on the Memorial road, it is the resting place of the colossus known as Galio.
Noble Family Residences: Located near the center of the capital, this wealthy district of the city is the seat of residence for most of the noble houses in the capital.
The Last Gate: A main entrance to the Grand City of Ensvale. Its road leads directly to Noble family residences and ends at the King's Rock in the center of the city.
East: Geographical southern part of the city, the Silverwing Aviaries are located in this part.
Sepulchral Halls: Main religious area of the city.
The Circle of the Illuminators: A clandestine order headquartered in the city, the Illuminators are one of the few groups in Ensvale where mages are accepted; members are tasked with protecting the kingdom's borders.
Temple of the Lightbringers: One of the oldest structures in the capital, this temple honors the legend of the Winged Protectors, which embody the Ensvalan ideals of duty, honor, and tradition.
Silverwing Aviaries: The complex is the capitals main housing area for the Silverwing Raptors.
South: Geographical western part of the city, the City Harbor is located in this part of the city.
City Harbor: The harbor is situated on its own rocky island. Due to impassable rocky cliff side, the harbor area only connected to the rest of the city via constructed bridge that spans across the surrounding cliff side.
West: Geographical northern part of the city, Military District and Mageseekers Complex are located in this part of the city.
Dregbourne: A one the districts settlements located in the western part of the capital.
Mageseekers Complex: A large headquarter for the Mageseekers, this building stands out because of its impressive colossal marble eagle standing in top of the building. It also houses mages which are imprisoned and locked in order not to wreak havoc and destruction in the Capital.
Arcane Registry: A large secured library which houses all confiscated magical tomes, scrolls, and other materials. Only highborn and nobility are allowed access. There is at least one locked vault that holds the scrolls making up Durand's original texts, such as the design specs of Galio.
Military District: The main army district of the city. It is the location of the kingdoms many military barracks and penitentiaries.
Central City: The heart of the city, it is the location of the Kingdoms royal palace.
Alabaster Library: The Library is one of the most beautiful houses of knowledge in all of Valoran; it houses the poetry of Tung among its many works.
King's Rock: A rocky mount located in the center of the city from which The Citadel of the Dawn is carved from.
The Citadel of Dawn: Situated in the center of the capital, it is the main palace of the royal Lightshield dynasty.
The Hall of Valor : The Throne Room, where fallen warriors are remembered for their sacrifice.
The Grand Plaza: Situated out front the Citadel of Dawn in the heart of the Great City is a wide, open courtyard welcoming mass crowds to applaud those honored by the crown.
Palace Gardens: Located within the Grand Plaza area, the area was the favorite are of the late Queen Catherine. The gardens are well maintained, with carefully placed topiary, sculptures, and other flora.
The Great City of Ensvale
Rocky Highlands: The Rocky Highlands, or the Ensvalan hinterlands, are the mountainous region of northern Ensvale, bordering with Icefell.
Fossbarrow: Located in the far north of Ensvale. The town is named after the hero Fossian Crownguard, whose tomb is near the town itself. It was the site of a horrific incident between the Dauntless Vanguard and an unknown nightmarish shade that threatened the town. The town occupies the banks of the Serpentrion, a thundering river that rose in the mountains and snaked to the western coast. The town's walls of polished granite follow the line of the hills, and the buildings within are wrought from stone, seasoned timber and bottle-green roof tiles. The tower of a Lightbringer temple is located in the eastern part of town. The current Magistrate of Fossbarrow is Lady Giselle.
Fossian Crownguard's Tomb: Location where an evil spirit possessed a child which was later saved.
Temple of the Lightbringers: A local temple of the Lightbringer.
High Silvermere: It is a large city in the rocky highlands of northern Ensvale. It is known as the City of Raptors, due to its large native population of silverwing raptors. The original Crownguard family mansion is located in High Silvermere, at the foot of Knight's Rock.
Knight's Rock: A rocky mount at the edge of a waterfall.
House Crownguard Mansion: The main home of the Crownguard family.
Raptor Aerie: Located on the top of Knight's Rock, the Aerie is the headquarters of the Raptor-Knights and their mounts.
Petricite Grove: One of many similar forests in Ensvale, it is the location of the rare petrified flora with magical absorbing properties.
Uwendale: A remote mountain hamlet in the northeastern hinterlands. It is a thriving town of hunters and farmers, protected by mountain rangers expert in intercepting and killing any monsters that come down from the high peaks to hunt. The nearby towns harbor wyverns, rabid wolves, and bandits, though these foes were once thwarted by an unknown hero.
Zeffira: A great old city in the mainland of Ensvale. Its possible that this is where the refugees built their very first settlement and became Ensvale's very first capital, but later destroyed by the battle between the Two Winged Sisters. This city is as large as the Great City.
Cloudfield: A settlement located in eastern Ensvale, south of the Greenfang Mountains.
Greenfang Mountains: During the Battle of the Greenfangs, it was the site where Galio first awakened.
Everpeak: A settlement located on the southeastern slopes of the Greenfang Mountains.
Graygate: One of the main entrances to Ensvale territory. Located at the East Wall, Meltridge is its closest settlement.
Meltridge: A settlement located in the eastern part of Ensvale. Meltridge was the peaceful settlement before the Mage rebellion. While ignored due to their small amount of magic, the rebellion prompted the Mageseekers to gather all the inhabitants of Meltridge with even a shred of magic within them. This has almost lead to a civil unrest against the military and Mageseekers.
Paisfield: A settlement located in eastern Ensvale, south of the Greenfang Mountains.
Evenmoor: A mountain settlement, it was the sight of the Battle of Evenmoor where Jarvan IV lead the Ensvalan forces against an enemy known as the Argoth.
Lower Ensvale: is a plain region located in southern Ensvale.
Cloudwoods: A coastal forest just south of the Capital. Cloudwoods is made out of thick, towering evergreen redbarks that form an imposing skyline south of the Great City. It is an ideal place to hide from any search parties, and a good foraging ground.
Vaskasia: A group of coastal settlements known for their timber industry.
Jandelle: A settlement located to the east of Ensvale city. In the Day of Lost Light, a Xagossian assassin struck down Castle Jandelle's commander. The killer escaped battalions of knights dispatched to capture him, but Quinn and Valor tracked and killed the assassin after a night of lethal traps, counterattacks and ambushes. She returned with the assassin's blade, earning the nickname, Demacia's Wings.
The Golden Round: A large and lavish theater where royalty come to watch its numerous plays. Magga, a famous actress, once played on its stages.
Terbisia: A riverside settlement located in Lower Ensvale, south of the Greenfang Mountains. It was badly destroyed after an earthquake.
Needlebrook: An isolated coastal settlement, this town was the first refuge of the famous actress Magga after her previous companions' murders.
Wrenwall: A fortified border settlement located at the mountains next to the Argent Mountains.
Wrenwall Castle: It was built as a safe haven for refugees during the cataclysmic upheaval of the Rune Wars. This was where Jarvan IV and Shyvana slew the black dragon known as Yvva.
Ehrenmount: A coastal settlement. It houses a training camp and arena where future duelists and soldiers such as those that wish to join the Dauntless Vanguard go to learn and hone their skills.
Serpentrion River: A thundering river that rose in the mountains and snaked to the western coast.
Edessa: The closest of four nearby, clustered towns to Ensvale City, located in the north-east part of Ensvale on the banks of the Serpentrion River.
Lissus: The third of four clustered villages, and the third stop on the way from Ensvale City to High Silvermere.
Pinara: The second of four clustered villages, and the second stop on the way from Ensvale City to High Silvermere.
Velorus: The closest of four clustered towns to High Silvermere.
Westerley: A peninsula at the west most part of Ensvale.
Dawnhold: Dawnhold is a coastal fortified settlement. At the Battle of Dawnhold, Freljordian sea-wolf fleet was defeated by Knight Varya of the Dauntless Vanguard. She set their ships ablaze and even wounded nigh unto death, cut down their berserk leader. Rodion, her twin brother, had sailed north to Frostheld and burned the Freljordian harbor city to the ground, so that no others would dare sail south to wreak havoc again.
From the natural sanctuary of western Runeterra an ambitious new nation was built, where all were welcome, regardless of station or background, so long as they contributed to the good of the whole. Yet despite the country's noble beginnings, the ideals of Ensvale has twisted over the centuries, they're still driven by a common cause to disseminate benevolence and order for the betterment of their country. While priding themselves as the moral vanguards of Runeterra, with their strength, courage and unity. But have adopted seemingly draconian measures to ensure that their moral code remains the only code by which one may live and prosper within the kingdom.
Crime in any form is harshly punished: there are no misdemeanors within Ensvale. Some detractors of Ensvale (who criticize far from the reaches of the nation) claim this as proof of its inherent hypocrisy. Ensvalans counter this argument by pointing out that their justice system incorporates benevolence and mitigation into its verdicts. No one is punished without fair and just consideration of the circumstances involved. While others may continue to criticize the harshness of Ensvalan law, the Ensvalans stand by their convictions.
Magic is particularly rare in Ensvale and in the wake of how the country was formed, its people have been raised on folk tales about dark mages and powerful magic that had almost destroyed the world. Naturally, they have become suspicious of its power in all forms. Where this fear in destructive magic has even extended to distrust in foreign people, which has flourished an insular nation that refuses to be inclusive with the rest of the world. The Laws of Stone dictate that any citizen or foreigner accepted inside the walls of Ensvale if a mage is not allowed to use their magical abilities.
The nation hides an ever-growing mage population by removing magical individuals from public society. Those discovered with the "affliction of magic" are either expelled from Ensvale, turned to the Kingdom's Mageseekers, or the Illuminators, secret orders tasked with guarding Ensvale of magic. The unfortunate ones such as rebel mages are placed in secured Petricite prisons specially designed to nullify magical abilities of its prisoners. Some mages were able to break out from prison after realizing Petricites true capabilities such as Sylas, the Unshackled. These rebels have started a Mage Revolution to topple the tyrannical anti-mage government. Due to stricter actions against even the least magically gifted, many families and communities have also risen up against the nations archaic laws and regulations.
Ensvale has a varied system of distinguishing its individuals and familiar units. The nobility has surnames for their families ( Crownguard, Laurent, Lightshield). For a noble, the surname of their family holds great significance. Depending on the families reputation, one surname can hold great political power and respect in society, or shame and ridicule.
The commoners, especially those of lower social standings, do not have surnames as distinguishing commoner familiar units holds no great significance in larger politics. Individuals like Cithria, Sylas, and Quinn are differentiated among others with the same name by referring to them by their names as well as their place of birth (Cithria of Cloudfield, Sylas of Dregbourne, Quinn of Uwendale). While this is the most common way of differentiating individuals of non-noble birth, a commoner that gains notoriety in their field of work or by their deeds may also start to be referred to by an earned or given title (such as Cithria the Bold).
Ensvale is a constitutional monarchy, where the King serves as the head of state and an elected council serves as the legislative body. While the king is a strong ruler, he is kept in check at least partially by the High Council. The former King of Ensvale, Jarvan III (Jarvan Lightshield the Third), worked earnestly with the High Council to ensure that the sanctity of the kingdom remained pure and true. A king serves not only as the political leader of the country, but also as the commander-in-chief of its military. Numerous territories controlled by the Kingdom are known as the Protectorates.
Since the rule of Jarvan I, there has not been an attempted coup or rebellion of any kind in Ensvale. That changed when the a mage known as Sylas of Dregbourne started his revolution right after his prison escape which may have led to the death of Jarvan III. The current and only person next in line for the throne is Jarvan IV, soon to be King Jarvan.
Buvelle - A family known for their patronage of the musical arts. They are strong supporters of the Illuminators.
Crownguard - A paragon family of Ensvalan service. Crownguard is an honorific given to the family charged with protecting the king.
Laurent - A family known for its long line of elite duelists. It is currently headed by Fiora Laurent after she caught her father cheating before a duel and fought him for control over the House.
Lightshield - They have been the royal family of Ensvale continuously for the last three generations.
Spiritmight - One of the most influential political forces in Ensvale. Notably the prince's deceased mother Lady Lightshield, formerly Lady Catherine Spiritmight, belong to this family.
Vayne - One of the few noble houses of the capital, the patron and matron of House Vayne was murdered by a fabled horned woman leaving the house uncontrolled and their only daughter Shauna Vayne, a figure of Demacian ruthlessness, and sought to bring the house back to power in a few years.
Magistrates - The provincial rulers of Ensvale. They are tasked to enforce rule in cities or villages outside the capital.
Dauntless Vanguard - The Dauntless Vanguard are an elite order of warriors tasked in tackling the most dangerous missions in Ensvale as well as beyond. Each of their members are one of the most well trained soldiers in the Kingdom, being adept with numerous weapons as well as having a wide knowledge of battle tactics and warfare.
Ensvale Rangers - The special branch of the Ensvale military tasked in scouting enemy territory, as well as hunting and capturing criminals and murderers. Rangers also swear an oath to protect the wilderness they patrol, and all who seek shelter within it. Most rangers have an animal partner that aids them with their work. To see the rangers of Ensvale in battle is inspiring. They fight as one, human and animal, side by side, fiercely determined and utterly inseparable.
Dragonguard - The special branch of the Ensvale military tasked in defending Ensvalan lands from dragons, as well as hunting and capturing dragons. Dragonguard are unique among other soldiers as they are clad in shining red and gold armor, to honor the fallen at the battle of Wrenwall.
Illuminators - The Illuminators are a charitable religious order of Ensvale working to help the sick and the poor. The Illuminators have been secretly recruiting people with magical abilities and helping them conceal their abilities from the public.
Mageseekers - The Mageseekers are an order which primary task is to locate and secure any magical individual in the country. They are also tasked at accompanying any envoys outside of Ensvale who are known to have magical abilities during their stay in the kingdom. If "magical affliction" is noticed in children, they would be taken away from their families and ether locked up or given the opportunity to work as Mageseekers themselves. Currently the Mageseekers are also tasked at rounding up or killing any rebel mage as well as apprehending their leader Sylas. The Mageseekers wear half masks to signify they are working in official capacity on behalf of the throne but are not ashamed of keeping Ensvalea safe from unchecked magic thus they have no reason to fully conceal their identities. The Mageseekers would prefer mages to renounce magic, so Ensvale can still benefit from their talents but those who are recalcitrant and ignorant to the danger they can pose will still be persecuted.