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City of Elios, Sun's First Grace

Suspended between mountainsides around and rocky pillars emerging from within a massive chasm is the place where the sun's rays first graced the continent of Dremora... according to myth. Defying gravity, bridges, homes, taverns, and other structures appear to almost float above the massive, foreboding chasm. The avian folk of Elios occasionally walk across the bridges and platforms, but most can be found dancing through the air, diving and soaring while their elders watch from their sunning spots. Bare of almost all technology, Sun's First Grace is like a relic preserved in its time and preserved also from the harshness of the Anwar-Dai. For the sun's warmth pervades the city, emerging every morning from behind the Temple of Elios, which sits precariously perched atop the highest peak of the Anwar-Dai Mountains.

From the Anwar-Dai, the harsh, bitter cold almost instantaneously gives way to a delicate, all-encompassing warmth. The snow melts and fades to reveal lush, green grass adorned with small mountain flowers. The tall, steep peaks part to reveal a roughly circular gap in the mountain range. The mountains around this circular ring appear to vanish into a dark chasm below from which a particular strong updraft rises. From the darkness of the chasm below, multiple thick, sturdy rocky pillars erupt upward, chasing the sky and sun. It is here – strung between the mountainsides and the rocky pillars and over the large, dark chasm – that the City of Elios, the Sun’s First Grace, has been for thousands of years. Buildings, bridges, and platforms are appended to the sides of mountains and pillars, while others are suspended by ropes, beams and perhaps a bit of faith directly above the gaping chasm below.

Most of Sun’s First Grace is suspended, but a portion of the city on the fringes – at the outer edge of the chasm – is built completely on the ground. Solid foundations have been laid here, but many of these buildings still have large balconies that stretch, almost precariously, over the lip of the chasm. Although grounded, the upper stories of these buildings have multiple wooden beams protruding – perches and landing spots for the more avian oriented. Once, these buildings were full of life as both avian and land-bound hunters met to discuss the hunt, exchange catches, and assist one another in harvesting every bit of bone, meat, and other material from their kills. Now, while the upper floors are still used by avian hunters returning from the frozen depths of the Anwar-Dai, the lower levels have mostly accumulated layers of dust, dispelled only when the rare strong wind and storm moves through the city.

 
Despite the lack of land-bound races in Sun’s First Grace, there are still ample wooden bridges – suspended by thin wooden beams and ropes – that cross from the edge of the chasm to the rocky pillars upon which the center of the city is clustered around. The Elian people keep their bridges in good condition for the young who are still not strong enough to fly for long hours at a time and for their sick and elderly who are too frail to fly, but can still walk with assistance. In strong winds, the bridges tend to sway and drift, but not once have they snapped or broken. At night, the bridges are lit by one of the many Light Masters. They carry with them special staffs that serve to trigger the Villám shards embedded in some of the wooden pillars along the bridge. They provide a warm glow of orange-yellow light. And when dawn arises and Elis returns to the sky, the Light Masters will walk once more, to put the Villám to rest.

The center of the city itself is suspended from the multitude of rock pillars that rise up from the darkness of the chasm below. The buildings transition from traditional structured houses to more hanging “pods” composed of wood and other lighter materials. The traditional houses are supported by a thick network of wooden beams and thick cables of rope embedded into the stone pillars. The pod houses, however, are suspended from a single beam. Some have walkways for land folk to enter, while others have only perches upon which those gifted with flight may land. As one moves from the periphery to the core of the city, one might notice that while the buildings on the fringes possess doors, there are only tapestries, curtains, or nothing at all in the doorways here. Many of the buildings are incredibly open. Why would they not enjoy the warmth of the sun and the gentle breeze even when indoors? The weather in Sun’s First Grace, is incredibly mild after all.

The rock pillars that support the city have stood the test of time. While some show some signs of erosion, others – according to local legend – have actually grown over time. Does anyone really know what’s at the bottom of the chasm? With the strong updraft, not even the Elians have gone to the bottom. The elders love to tell the young ones stories of a giant stone bird that longed for the sky, but was too heavy to fly… so he keeps building up the pillars hoping to one-day touch the sky. Odes to this myth can be seen scrawled by the hands of children and painted by the most skilled artists on the pillars surface. Other works show great hunters in pursuit of the great beasts of the Anwar-Dai. The largest pillar features a large painting of the Elian warrior, Tuari, with Elis on one shoulder as he offers a braid to the draconic Caliban.

Cradled within the wrathful Anwar-Dai mountains, Sun’s First Grace is a haven amidst a harsh environment. Just as the sun looks down upon the city, the Temple of Elis sits perched on the highest peak. It is a grueling climb for those not blessed with flight, but even those with wings will have to brave strong winds to reach the Temple of the Sun Goddess. Only those who have come of age and earned a braid may travel there to speak with the High Priest of Elis.
 

Notable Locations

  1. The Temple of Elis – Perched atop the highest peak is a building bathed in golden, orange light. The Temple of Elis looks over the city, a lush beacon of warmth amidst the cold of the Anwar-Dai.
  2. The Ceremonial Hunting Grounds – Located in an adjacent chasm, these grounds are sacred, believed to be where Elis herself once hunted. Now, they are used to train and test young Elians. It is here where you earn your first braid.
  3. The Chieftain's Perch – The largest "floating" pod where the Chieftain generally resides. Like many of the homes, there is no formal door at the entrance, though thick heavy rugs block the entrance to an inner room. The actual perch that extends from this pod is visible from almost every location in the city.
  4. Hunters' Gift – Set atop one of the massive rocky pillars, Hunters' Gift is a large platform with pods hanging from its edges. It is a favored spot for many of the Elian hunters, where they trade goods and stories while basking in the sun.

Elian Hanging & Suspended Buildings

 

  Yes, Sun's First Grace is just a larger Rito village from BOTW.
 

Warmed by the Same Sun

 
While the borders to the Anwar-Dai may be formally closed, the culture at its heart has been maintained and continues to thrive. The Elian people have long believed that one’s inner warmth should be shared. You never know when a coldness has settle over another or when you might require a bit of warmth on a cold, gray day. Thus, in Sun’s First Grace, the city is incredibly open. Gold holds some value, but trade and barter are often sufficient to get what you require. If there is something you need, simply ask, but there is the unspoken expectation that if someone asks something of you in the future, you will become the provider in turn. Ownership is more of a loose concept in Elios. The sun oversees all and yet it does not stake claim. How can we stake claim over something even the sun does not?

 
Given that agriculture is sparse in the Anwar-Dai, hunting and gather is held in high esteem. Hunters are treated with high regard and their place in society is slightly elevated as they put themselves at risk, often daily, to provide. However, the higher you fly, the further you fall… and hunters must be vigilant to ensure they are upholding Elis’ tenants during their hunts.

 

Villám Shards

 

 
Villám – more commonly known as lightning shards – have served as an important part of Elian culture and tradition. Believed to be sun drops of both sun and storm that fell to the Anwar-Dai during Dremora’s creation, they are an honored and prized material. They are used to light the city, create lightning charged arrows for hunting certain creatures, in religious ceremonies, and more. It has recently been discovered that such shards are excellent power sources.


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