Yenelor
Formerly the neutral site of human-elf negotiations, Yenelor rapidly grew into a thriving town with a significant population of half-elves.
Serves as a proxy for Serine, allowing the exchange of goods with outsiders who are unable to enter the woods. The majority of trade is run through a branch of the Golden Road which has set up in the town.
A lot of rare, unusual and sought-after items for sale pass through Yenelor’s markets so the town attracts a wide range of visitors
Has a heavy military presence due to the constant movement of gold and goods through the town. Forces are well trained and well equipped due to joint funding from both the town administration and the Golden Road.
No walls because elves lul but probably has some degree of magical defence too.
Demographics
Mostly half-elves (wood/human)
Forest gnome merchants
Forest gnome merchants
Government
Half-elf confederacy (promoting the combination of human and elf cultures)
Governer Arfingod manages the town's law and defences, he is respected, fair and just
Administration is ran by an aristocracy (male elf, Athan (was magically imprisoned by humans))
Governer Arfingod manages the town's law and defences, he is respected, fair and just
Administration is ran by an aristocracy (male elf, Athan (was magically imprisoned by humans))
Defences
Rangers hunt monsters, paladins (Makili, male elf) and druids defend the town,
Industry & Trade
River fishing, woodcarving, diplomacy, monster-hunting
Infrastructure
Multi-storey wooden spires, connected by arched wooden bridges
Assets
Alchemists, (Quennethir, male elf)
Priesthood, noble humans who have given up their wealth to support the confederacy (Eothund, male human priest)
Rangers, track and kill monsters (Ariel, female elf ranger)
Priesthood, noble humans who have given up their wealth to support the confederacy (Eothund, male human priest)
Rangers, track and kill monsters (Ariel, female elf ranger)
History
Founded after the long wars between elf and humans as a sign of peace. Now 600 years later, most of the elves and humans who negotiated here have sired generations of half-elf children.
The half-elves see themselves as an evolution of both races and can sometimes be rude as a result.
A half-orc prophecy predicts the doom of the town.
The half-elves see themselves as an evolution of both races and can sometimes be rude as a result.
A half-orc prophecy predicts the doom of the town.
Tourism
Galalwe's Woodwork: The workshop of a female elf woodcarver named Galalwe, who is rumored to have arranged the murder of the previous shop-owner.
The Cloister of Death: An open courtyard surrounded by an arcade of crystal. It is said that anyone who sees a ghost within the cloister will die before the next dawn.
The Cloister of Death: An open courtyard surrounded by an arcade of crystal. It is said that anyone who sees a ghost within the cloister will die before the next dawn.
Architecture
Intricately carved wooden spires, with many scupltures of Fey creatures
Geography
Built across the river Elor a few miles before it feeds into the sea. The lowland is ideal for farming and the river full of common fish.
Natural Resources
Wild magic bloodlines
Ebony wood (for carving)
Fish
Ebony wood (for carving)
Fish
Founding Date
500BAM
Type
Town
Population
1500
Location under
Owner/Ruler
Ruling/Owning Rank
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