BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Nes Alora (Neh-ss All-oar-ra)

Nes Alora - The Capital City of Astois Plateau

 
"If there is one place we should learn from, it is Nes Alora. It may not be stylish, or as technologically advanced as we are, but it is truly a sanctuary and firmly rooted. We need to re-kindle our connection to the wild around us, it proceeded us; and will almost certainly succeed us.
I do not say this lightly, I think we are all in desperate need of rooting." - Lanzap, Artificer of Lannirock Reef
 
Population: 5,110 (83% Elves, 7% Humans, 8% Other races)

Government: The city is overseen by the house of Aldertooth; consisting of a small Elven Council of Five, served by many.

Defense: Groups of Elven and Human rangers and druids, marked with Aldertooth insignia help patrol the borders, and keep the peace - well intergrated and knowledgable of the surrounding areas. Around 730 strong.

Commerce: Nearly any equipment, goods or services are readily available; however rarer artifacts and supplies tend to kept hidden from non-elven travellers and patrons.

Organisations: Small shrines to nearly all Gods can be found within Nes Alora; excluding Bhaal and Adrorog; outward worship of either of these results in sanction and punishment.

Natural Settlement

  Nes Alora is an extremely natural Elven Glave, concealed in the heart of the Astois Plateau; she flourishes an impressive, expansive design of housing into the land around it. Because of this, each building is unique and different, created around the surroundings, rather than ontop of them. Houses make use of the large forests around them, sporting well constructed wooden frames, polished stone foundations and lots of bridges over the large gaps of land around the Capital.   Due to the natural magics that surround the City, most of the grove is enhanced, with stronger trees surrounding it's perimeter, growing hundreds of feet to the skies, creating grand canopies. Large mills, quarries and housing all seem to blend neatly into the grassy knolls and hillocks.   The Aldertooth dwell in the heart of Nes Alora located within an extremely tall and ancient Cedar tree. There houses large wooden towers, strutting out the tree-line like branches, hosting political debates, local discussion and occassionally ceremonies and parties.  

Fury of the Wilds.

The Aldertooth are a strong section of what makes Nes Alora such a sanctuary. They work almost non-stop through the forests surrounding the Capital, and ensure that all potential threats are observed and dealt with as much furiousity that is required.   They are a combonation of Human and Elven force, mixing both as Druids and Rangers to track threats and maintain peace. If a group of exteriors set-up camp within the Astois Plateau; any misdemenour or damage caused is met with firm reminders of where they dwell. This can range from an unseen arrow striking their tent, to a stampede of animals to attack the intruders.
 
Disarming an intrusive Hunting Trap. by Artist Unknown
  The Aldertooth are reinforced by three key things
  • Beasts
  • Dryads
  • & Natural Veils

Beasts

 
  • The animals are as much as citizens as the travellers and occupants of Nes Alora. They are given specialist treatment, care and observation - from Elk to Wolf.
  • The natural order is not interfered with, nor are Animal Attacks or food-chains. Simply put, the beasts that are free to roam, are left as they are for the most part.
  • There are cases of domesticating animals within Nes Alora however this is for messenger services, localised pets for teaching animal handling, or hunting packs and scout-assistants for the Aldertooth.
 

Dryads

 
  • The fey play an important role in the Health of Nes Alora and the Astois Plateau, Dryads being no different. They naturally charm, talk to and prevent occurances around the region, keeping a watchful eye and also an authoritive positon around the hardest to reach locations. They are often seen striding through trees, disappearing into the bark, and appearing elsewhere to continue patrols.
  • They offer nourishment and care for the sick and injured, and ferocity and death to those who threaten cubs and children. They are sometimes attentive to council meetings involving the entire Plateau.
 

Natural Veils

 
  • Importantly, the city of Nes Alora has an old blessing bestowed to it's people. A hard-to distinguish illusion veils the Capital, causing those unversed in tracking or stumbling aggressors to actively struggle to find their target. This veil can be seen if a creature asks a local, Dryad or Beast to show the way, and providing a worthy item for the city, and proving itself to be unthreatening. The veil can be spotted with a DC 20 Survival Check, when apporaching it's border, however the veil is nearly impossible to discern, the only proof of it being the cloak shimmers when >2 ft away from it in any direction.
  • If a humanoid target, or hostile beast enters the Veil, without bespoke permission; the folk of Nes Alora are alerted via gentle tolling bells from the direction of entry. Thus making it hard for intrusion or crime to occur within it's natural walls.
         
Type
Capital
Included Locations

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!