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Syngorn

Founded by the sorceress Yenlara in the wake of the Divergence, Syngorn marked the first major point of elven civilization on Tal'Dorei following its calamitous destruction. The remnants of the fallen Court of Ullusa fled to the Feywild for a generation following the end of the Age of Arcanum, returning only when Yenlara found the realm safe to return. These four hundred survivors built a new home, taking inspiration from their temporary home among the fey, and formed the foundations of Syngorn. Nearly a millennium later, Syngorn stands as the proud, defiant cultural and economic centre of elven society on the continent.     The massive city is built against the western base of the Stormcrest Mountains, and is all but impervious to external assault. Syngorn is not only protected by 40-foot-high walls of ivy-covered jade, it is also surrounded by living trees of the Verdant Expanse and elf-made beacons of detection that keep constant vigil for intruders. Every entrance to the city is warded by a series of threshold crests, massive emblems of a crescent moon flanked by two trees over a deep cerulean stone. These enchanted stones act as an anchor to the Feywild where Syngorn’s founders once recovered, allowing the city itself to displace into the Fey realm as a final act of preservation.   Society
Rooted in the older cultures of Exandria, Syngorn is steeped in elven tradition that dates back to before the Divergence. The arts are lauded and revered, the pursuit of knowledge is respected and encouraged, and some training in refined martial techniques is culturally expected. The idea of trade between other cities and nations is understood to be both healthy and beneficial, but most foreign trade and travel is relegated to outer areas of the city. Few foreigners ever see the inner city. Delicate crafts by Syngornian hands are sought after by collectors around the world, so many take up the trade for both profit and honour. Being a populace of people who live extraordinarily long lives, having children is a rare, and largely regulated process. Prospective parents must gain approval from the office of the Voice of Memory to procreate, and any unapproved children are sent out of the city to be raised in outposts or foreign cities.   Prejudice
While wary of outsiders from the beginning, it wasn’t until the historic betrayal of Drassig that the elves of Syngorn adopted a severe prejudice against humans and their outsider allies. This rift was mostly mended through the alliance with Zan Tal’Dorei following the Scattered War and the centuries of good faith that followed, but humans are still respectfully kept at arm’s length. The prideful dwarves of Kraghammer, however, have never made amends for their support of Drassig in those days. No trade passes between Syngorn and Kraghammer, and dwarves who swear fealty to the Ironspeaker are barred entrance from the city. It’s extremely rare for a non-elf to be granted citizenship within Syngorn, and usually only by decree of the High Warden herself. Many that reside here do so under the banner of “temporary lodging,” and are firmly prompted to leave should they overstay their welcome. Half-elf children are considered flawed and an embarrassment to not only the family that bore them, but to the cultural purity of Syngorn. They are tolerated within the city, but rarely with respect or companionship.

Government

The city has been governed since its inception by the High Warden of Syngorn, a hereditary monarch who appoints proven individuals to three other offices alongside them as the Wardens of Syngorn. Each Warden carries a title and net of responsibilities to guide the city into continued safety and prosperity. The Verdant Lord acts as the head of the city guard, though they delegate this responsibility to a Vice Protector when leading the armies of Syngorn to war abroad. The Guildrunner manages the city’s treasury and oversees commerce within Syngorn’s borders. The Voice of Memory is a heralded keeper of history and culture, and is often seen interacting with the elven people, gathering new memories for the archives. The High Warden has always been of Yenlara’s bloodline, and is responsible for keeping order within Syngorn and its territories, and within the Wardens themselves.   If Syngorn appears free of crime, it is because elven criminals have hundreds of years of experience lurking in the shadows. A thriving market for illegal goods runs invisibly through the Linens Guild. Running a private trade line to and from Kymal, small shipments of suude, stolen goods, and dwarven trinkets are brought in for interested parties and collectors. The few pockets of poverty that are largely swept into the shadows of the walls serve as a haven for pickpockets and swindlers that avoid the gaze of the Verdant Guard.

Geography

The perpetual shade of the thick, green canopy of the forest maintains cooler weather throughout the summer months, while the ice and snow of the winter is present but minimal this far south.   The Memory Ward
The Memory Ward is the mind of Syngorn, and is contained within a ring of marble walls in Syngorn’s northeast reaches. A winding stair, the One Thousand Steps, leads up to its lofty gate. Standing in the centre of its grand court is the mystical Sequoia of Remembrance, a three hundred-foot-tall redwood within which are stored the lives and memories of every elf in Tal’Dorei. Wisps of violet light flit about the sequoia’s ancient boughs, and those who look closely into their centers have been known to catch glimpses of eras past, troubles present, and things that yet may be. The great redwood and its spirits are watched and tended to by the Dreamweavers, elves who have dedicated their waking and sleeping lives to the protection of their heritage. About five hundred Dreamweavers and five thousand scholars, merchants, and other elves call this district their home.   The elves are a culture obsessed with tradition and the past. As such, the Dreamweavers are among the most well-respected factions within Syngorn. Their leader Ouestra, the Voice of Memory, is likewise the most revered and socially powerful of the Wardens. Ouestra rarely descends from her tower of moonlight in the south of the Memory Ward, but when she does, all of Syngorn pays heed.   Beryl Keep
Beryl Keep is the fortress-district that houses the might of Syngorn. Situated on a hill in the northwest of the city, thick walls of leaf-green beryl separate the district from the rest of Syngorn. Within these walls are rows of barracks, archery ranges, trance chambers, forges, mess halls, and all the other necessities of training an army of long-living, magical elves. At the far northwest of the district is the Beryl Keep itself. The near-unassailable fortress proves the saying that even the most utilitarian of elven things are beautiful to mortal eyes. Six ancient eucalyptus trees mark the boundaries of the keep, but between them grows a thick curtain of ironbark, and a dense canopy of impenetrable steelfern forms its roof. Legend says that when Syngorn’s need is greatest, the six ancient eucalyptus trees that guard the keep will uproot and march as mighty treants to defend the bastion of the elves.   Beryl Keep is commanded by Verdant Lord Celindar. Syngorn’s master strategist uses a seeing crystal within his war room to view all of the Verdant Expanse. From this vantage point, he commands his forces like a chessmaster, always one step ahead of the savage threats within the enchanted forest. So far, Syngorn remains safe because its enemies are wild and disorganised; were they to unify, the might of the Verdant Guard would truly be put to the test. The armies of Syngorn are about five thousand elves strong, though only about three thousand are within district at any time. The rest are stationed at outposts within the Verdant Expanse and the Feywild.   The Tarn Ward
The Tarn Ward is Syngorn’s central ward, a peaceful commerce district surrounding Lake Ywynnlas and split by the channels that feed it. An elven market is unlike any business centre in mortal lands. From sunrise to sunset, no business is conducted here, save for food at public houses and beds at inns. During the daylight hours, elves socialize, play, and meditate here like in any other city. At nightfall, however, the market changes. The Tarn Thoroughfare opens at moonrise, lit only by the heavens and by floating lanterns. The streets are silent but for the ethereal elvensong that guides those who know how to listen through the streets. Elves and half-elves raised in Syngorn know this musical language, but those unfamiliar with it must use a comprehend languages spell to follow the melody. When the river of sound guides a customer to a vendor, they speak in hushed elvish, like an audience whispering at the theatre.   Guildrunner Rawndel is this district’s Warden. He lives in a permanent magnificent mansion with a façade adorned with gargoyles, and is respected by elven merchants and nobles alike. Most shops along the Tarn Thoroughfare are affiliated with one of three guilds—the Spellbenders’ Guild, the Elvencraft Alliance, or the Mithral Fellowship—and the sly Guildrunner is at the head of all three. The elves don’t seem to mind Rawndel’s monopoly, as their lives haven’t been affected much, but High Warden Tirelda worries of the long-term consequences of Rawndel’s power-hungry actions.   The Feygrove
Feygrove.PNG
The Feygrove is a once-splendid manor house in southern Syngorn, now completely overgrown with plant life. Massive mulberry trees sprout at odd angles out of windows and through gables, and fairy lights dance around the house at all hours of the day. When Syngorn returned from the Feywild after the Conclave’s defeat, the elves unintentionally brought a little of the Feywild with them. Somehow, a number of fey creatures slipped through Syngorn’s defenses and made their home in the mansion of an elven noblewoman named Lady Il’shavfa. Il’shavfa has tried for years to reclaim her home, but even the patience of elves wears thin; the fey infestation is just too great. The fey, however, are having the time of their lives. Far from merely throwing nightly parties—though they do that, too—Il’shavfa Manor has become a place for them to experiment with wild new magic. Their leader, a pixie prince named Windybranch, has found great pleasure in planting strange fey plants in the house and watching as they integrate with the mansion. The house is now living, breathing, thinking… a new friend for the fey! It keeps the elves out and it’s a great conversationalist! What could possibly go wrong?   The Feygrove goes by many names. Elven nobility and people concerned about “the fey menace” within Syngorn still refer to it in hushed tones as Il’shavfa Manor, a place of great malice. Elves who care little of this matter, or who are sympathetic to the fey, call it the Feygrove. The fairies themselves, however, named it after the Archfey who first allowed them into the city. To them, their new mansion is called Artagan’s Lodge.   The Reverie Walks
The Reverie Walks make up the artistic and spiritual centre of Syngorn. This district is a winding labyrinth of living trees and stones. Elves who seek brief meditation may wander the Reverie Walks for a few short hours, entering a trance-like state as they do so. Those who seek true enlightenment may dedicate years of their near-immortal lives to wandering the evershifting labyrinth, finding peace in isolation or in search of the Stone of the Archeart in the labyrinth’s center. An elven monk named Lyssev Sorveline has walked the labyrinth for five hundred years, seeking answers to questions even the gods do not know. Some elves leave gifts of food for the Wanderer within the labyrinth, allowing them to continue their eternal meditation in peace.   No Warden holds sway over the Reverie Walks. Legend holds that the living stones and trees that shift the labyrinth are devotees of Corellon that swore to be their god’s eternal wardens.   The Emerald Citadel
The Emerald Citadel looms high over northern Syngorn, a mighty castle of faded white marble, now covered with climbing ivy and sprouting plants. As the highest point in the gradually sloping city, its emerald-tipped spires can be seen from anywhere below. Visitors to the citadel first climb a grand set of stairs, curved like a flowing river of marble, before reaching its brass gates. The Verdant Guard aggressively protects the castle’s main entrance, rejecting any commoner who does not have an invitation to the palace marked with the High Warden’s seal. High Warden Tirelda’s monocled majordomo, a silver-haired elf named Ibbimas, screens all of the High Warden’s supplicants. The palace’s high, vaulted ceilings are supported by pillars of gleaming marble carved in the image of tall elm trees, such that the ceilings are a canopy made of marble. Beautiful portraits and busts of past Wardens, and opulent tapestries of Yenlara and the creation of Syngorn line the walls. The citadel is made up of four main levels. The basement levels hold the castle dungeons, as well as grand vaults containing fabulous treasure, historical artifacts, and tacky humancraft gifts given by emissaries from Emon. The first floor holds lush quarters for ambassadors and visiting dignitaries. The second floor’s chambers are dedicated to business of state, including the High Warden’s throne room. The towers above the citadel contain studies and quarters for the High Warden and her family.   Landmarks
The Spires of Yurek
Roads lined with dormitories and vendors radiate out from the sequoia’s branches to the district’s walls, providing essentials for not only the Dreamweavers, but the elven scholars who teach, study, and experiment with magic within the Spires of Yurek. This academy was named for Yurek Windkeeper, founder of the Arcana Pansophical and personal counselor to the Voice of Memory herself. The school is small compared to Emon's magnificent Alabaster Lyceum, but its seven marble towers are no less awe-inspiring.   Lake Ywnnlas
Like the market that encircles it, shining Lake Ywnnlas changes beneath the light of the moon. When lit by sunlight, its clear waters are filled by dozens of magically propelled boats and their mirthful elven riders. At night, the cheerful boats disappear, and the lake becomes a perfect mirror of the night sky above. On rare nights when the spiral-shaped constellation of the Imprisoned is high in the sky, spectral figures dance across Ywnnlas’s surface, bright as starlight and casting no reflection. Myth surrounds the star spirits, of their ancient curse, of their betrayal of the moon goddess, and of the limitless power they can grant to those who pledge their souls to them. The star spirits or the Imprisoned itself are a suitable patron for a warlock who seeks the power of the Old Ones.   Stone of the Archeart
In the heart of the labyrinth is a column of pure diamond in the radiant likeness of an androgynous elf. Though Corellon is worshipped throughout Tal’Dorei as a god of magic and art, they are something greater to the elves. They are a progenitor of their race, a deity of fatherhood and motherhood, yet also of neither—a liminal deity that by their very nature both embraces and destroys binaries. Elves that are “born of the Archeart” are honored within Syngorn, and many who seek that honour wander the Reverie Ward in search of the Stone, longing for physical transformation, social power, or arcane might. Some search for centuries and never find it, but in times of peril, Corellon always makes their wisdom known to the pure of heart.
Type
City
Population
37,030 (91% Elven, 5% Human, 2% Halfling, 2% Other)