Argael has become something more than merely the name for a race, and in the minds of the Argael people it is a concept; one of survival, of their Code and of their very way of life.  The City
The city of Argael has existed for approximately four hundred and thirty years; formed by a former mercenary army, the city has a militaristic, regimented feel to it, with the majority of the population spending at least a few years in mercenary service.
The city itself rises up, back into the sheer cliff face in a man-made, unnatural overhang (something which has made an attempted invasion by climbers from the cliff above an unpleasant experience) and the city’s communal stores of grain, food, timber and metals are kept here, controlled by the Quartermasters.
The old city is carved into the cliff face itself; originally done crudely by hand by the original settlers, as the wealth of the Argael increased the carving was enlarged, with skilled craftsmen forming galleries and caverns in which the inhabitants lived.
Fountains carved directly into the wall and stone themselves trickle fresh water from an underground stream, and pillars of stone are engraved with the runes of dwarven stonesmiths from centuries past. The caves carry deep into the cliff face, and even to this day it is rumoured that there are large, lost caverns deep in the stone.
In these days, the old city is used as a communal store, water source and headquarters for the official bodies of the Argael, such as the Quartermasters, the Council of Twelve and the Cathedral of The Sojourner, an impressively carved church, cut from a large natural cavern.
The new city has been in existence for approximately three hundred years. Initially built as a trade enclave for visitors, the expanding population of Argael soon forced them to begin to build outside the caverns.
The Council, ever thinking as commanders and tacticians, built the city of a number of tiers (flowing down from the cliff face, down the slope of either side of the ravine that leads to the city), each tier with a wall that can be closed off in case of invasion.
 The First Tier
The closest (First) Tier contains the Academy, the training school for Argael who show an especial talent for command and tactics, from which graduates those most promising. It also houses the accommodation of the upper ranks of the Argael – the Sergeants, and the Collegium, a college for those trained by the Mar-Etha in the arts of magic and wizardry.  The Second Tier
The next (Second) Tier is an artificial garden, created by the residents and veterans of the Argael. A pleasant park, it was created especially to contrast the stark stone that surrounds them, and channel flows of water (for which dwarven artisans were handsomely paid) trickle softly through the greens. An astounding range of plants are growing here, gathered by the Argael on their campaigns, and are arranged in carefully neat rows and patterns.  The Third Tier
The following (Third) Tier is largely accommodation, with the higher ranks edging closer to the park, with lower ranks closest to the fourth tier. This tier also houses the Court, which is effectively a large courtyard, surrounded by barracks in which the trainees are housed, and through which the majority of Argael are trained.  The Fourth Tier
The final (Fourth) Tier is the largest, with wide boulevards and the majority of taverns, pubs and brothels, is where traders, merchants and outsiders come to live and visit. This tier is surrounded by large and intimidating walls, which house a large pair of metal bound wooden doors.  Language
The Argael speak a lilting tongue they called simply Argael. Linguistically, it has links to Elvish and an ancient Telkar tongue.
The Argael also have a combat hand sign, which they are trained in from a young age. Whilst not a fully functional language, it has a rather robust military lexicon which makes it often adopted by other armies and combat groups.  Population
Argael is not a large town, with a stable population.
~50,000 Argael ~5,000 Argaeli (non-human who are natively born in Argael)
The Argaeli are adopted Argael; those not of the Bloodline, but who have taken the ways and sworn to the Code.  Trade
The Argael life is one which relies on open trade, with the most common goods being their very people.
The Argael produce very little in the way of items or food, and thus rely on the constant income their people provide. The Argael tithe ten percent of private earnings to the city, and seventy percent of any official contract.
The Argael also have a unique trade agreement with Mar-Etha; in return for training the Mar-Etha city guard, the Argael receive magical training for those with the skill or inclination.  Currency
The Argael use the Tel as their currency, given it is the most reliable and widely accepted of the currencies.
Within the city, staples such as grain are simply requisitioned from stores. More exotic items – such as weapons, metals or otherwise – have to be approved by a ranking officer before the Quartermasters will release the goods. Approval is generally dependant on rank and amount that the individual has earned for the city.  Modes of Transportation
Argael itself is a rather small city, and thus is easily traversed by foot. There is a pulley and winch system for retreating to the upper caverns in an extreme emergency, but these are rarely used outside of regular drills and maintenance.
There are carved staircases which lead into the lower level of caverns, and these are used as a main access point for the old city.  General  City Groups  The Engineers
The Engineers are made of those who show an interest and aptitude in engineering, and many specialise into siege or city engineering. City Engineers maintain the dwarven created water system, the pulley system, the large city gates and other such matters. Siege Engineers, when not in the field, assist the City Engineers.  The Quartermasters
The Quartermasters are made up of those who excel in supply and logistics management. They tend to be somewhat clannish, viewing themselves as something of a group apart, and those stationed in the city manage the city stores of grain, metals and other such items. The group operates in a Master and Apprentice system, and carefully regulates itself to avoid corruption potential in such organisations.  The Guard
The Guard is primarily made up from competent graduates from the Court who, for various reasons, are either unwilling or unable to serve as a mercenary. A fair proportion of the force is also made up from veterans.  The Sergeants
The Sergeants are one of the highest ranks in the Argael armed forces, only outranked by Generals and the Council of Twelve. Veterans, tacticians and masters of their disciplines, the Sergeants are the driving force of the Argael, and a large part of their reputation is because of these men and women. Most mercenary Argael one day hope to make Sergeant.  The Council of Twelve
The Council of Twelve is the ruling body of the Argael, and constitutes twelve men and women. Six of them are serving or veteran mercenaries (of the rank of Sergeant or higher); one is the Captain of the Guard; one the Head Quartermasters, one the Master Engineer, one a rotating representative of the merchants and traders and the remaining two are elected by the populace.  Order
 Rule and Law
The Argael are unique in that they are a non-Elven race who follows a triumvirate of Elvish Gods. Perhaps fittingly, in a manner of speaking they follow:
Tsu’Han, the Elvish God of Battle Tsa’Jin, the Elvish Goddess of Creation Tsu’Jun, the Elvish God of Destruction They see these three gods as a triple aspect of a single deity, whom they refer to as The Sojourner.
There is a small formalised church amongst the Argael, with both clerics and priests serving in various capacities.
His symbol is a flattened prism, each outer point touching a circle.
 Views on some other cultures/races  Telkar
Excellent trading partners and even better craftsmen – just read the fine print of any contract, any deal, before you sign. Twice. And then have a friend read it. Twice.
They have hired us in the past, and paid promptly and in good coin, and are thus well respected by the Argael people.
Unlikely to join the Argael as a people, though the occasional adventuresome sort is known to become Argaeli; as a people they are more interested in money and craft than swords and sorcery.  Melichor
The tactics of the Melichor differ greatly to those used by the Argael – the Melichor have a population – and hence army – much larger than any other individual race on Maladar. The Melichor have a tendency to throw men in large numbers at the enemy, where the Argael prefer highly trained specialists.
This has tended to give the Argael a superior look on the Melichor, deeming their military tactics a waste of manpower.
The Melichor tend to see the time the Argael spend training elite mercenary troops a waste of time, effort and resources – you can always get more people in the Melichor Empire, but time and resources are precious and irreplaceable.
Those few immigrants from Melichor that Argael receives are usually those who find the Empire’s view on life in general to differ with their own. This is, however, a surprisingly small number of people, especially given the large population of the Empire.  Mar-Etha
As Arcanists without peer, the Mar-Ethans are admired by the Argael, who recognise as a people the need for the occasional well placed fireball or enchanted weapon.
Considered to be mostly a bunch of insular mages and scholars, those that choose the path of the battle-mage tend to garner respect from the Argael.
The training-trade agreement which is held between Mar-Etha and Argael – where the Argael train the city guard in melee combat and tactics, and the Mar-Ethans those Argael who wish to learn the magical arts – has forged a bond of respect between the two cities.
It is unusual to see any permanent immigrants from Mar-Etha.