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Toinalomë

Introduction

  Toinalomë is an Elven city in the Kikradi River valley. It is located to the west of Adayn, on a tributary of the Kikradi River. It is a large city by Elven standards, with over 1000 people living there. The entire city is situated in a Kingtree, an immense tree with a trunk over 60 meters in diameter and over 400 meters high. It is immense.   Toinalomë means “Wooden Twilight” or “Twilight Made of Wood”, referring to the immense shadow cast by the Kingtree. The Elves call Kingtrees Telimbornë (or Telimborni when referring to more than one). It is a rare tree found in temperate forests. Trunks can be up to 200’ (60m) in diameter, and the height can be up to 1200’ (400m). Unlike most trees, the Kingtree has what amounts to a heartbeat (although you can’t really hear a “beat”; you hear the rushing sound of thousands of beats all mingled with one another). The hearts number in the thousands, pumping water up the huge trunk. Most water, however, comes from moisture in the air condensing on the leaves, which are lanceolate with serrated edges. They live a very long time, and are covered in epiphytes, symbiotes, and parasites.  
  It produces a fruit that has a spiky rind reminiscent of a crown, and is very tasty. Elves tend to like making their villages within its branches; their name for the tree is Telimbornë. The tree has developed sacs of liquid that have channels that go up to the top of the tree. When lightning strikes the tree (as it will, being the tallest thing in the area), the energy goes down the channels to the liquid-filled sacs, which ionize, absorbing the electrical energy, instead of having it explode the tree or catch it ablaze. They are effectively biological lightning rods. These can be overwhelmed by vigorous storms, however, so they won’t prevent the lightning from eventually causing some (minor) damage to the treetops. The tree uses this ionized liquid for various biological purposes, but mainly as a supplemental food/energy source.  

City Stats

Search Modifier: -1 (affects skills such as Merchant, Savoir-Faire, Scrounging, Urban Survival, Streetwise, and other skills where finding a specific place is important)
Appearance: Beautiful, for people that appreciate Elven or Art Nouveau style; Attractive for those who don’t.
Hygiene: +1 (Low Tech, Healthy Environment, Strict Public Health Enforcement)
Mana Level: Normal
Enchantment Level: Common Enchantment
Language: Quenya (and Imperial, for the convenience of “Guests”)
Literacy: Native
Tech Level: 4+
Wealth: Comfortable
Status: 0-7
Government: Feudal Oligarchy, Municipality (although the isolationists want it to be a Free City)
Control Rating: 3 (Moderate. There are many laws, but most benefit the individual. Taxes are moderate and fair. Access to items of LC0 through LC2 is controlled*. B507)
Corruption: -2 (relatively uncorrupt, but bypassing the laws is still possible)
Military Resources: $103600
Defense Bonus: +6 (improvised fortifications, up in a really tall tree)

  * Notes on Legality Classes

LC0: No weapons of this type exist. LC1: Siege weapons. LC2: Primary weapons used primarily for war, including warbows. LC3: Sidearms, hunting bows (60lb draw or less), large knives. LC4: utility knives (blade length less than 6” long).  

Geography

  Kingtrees have large, wide main branches, typically up to about 5m across. Over time, the tops of these branches get flattened by the inhabitants of the tree, just from walking on them all the time. The Elves living in the Kingtree have grown rooms and buildings out of the branches, with the occasional help of plant magics. But mostly, it is just a matter of time. It can take several decades to grow a building.

  In many cases, especially on the lower levels and close to the trunk, platforms, boardwalks, and rope bridges are constructed. In some areas there are lifts, using ratcheting counterweights. These are mostly for cargo and supplies, rather than ease of travel.

  Not all buildings are grown; some are constructed using more conventional carpentry. The Elves make certain that any construction done on the tree will not be detrimental to it. They will build around branches, rather than chop them down. To attach the buildings to the tree, they don’t use metal nails. They use specially treated wooden pegs of Kingtree wood, designed to grow into the tree and become a part of it, like a graft.

  Around the base of the tree are a dairy farm and a farm, a pair of large stables, a dance hall, the smelter, and the glassworks, which makes mainly blown glass objects. There are also a pair of ramps that spiral up the tree trunk to the habitable areas 180m higher. They are big enough for wagons to go up in single file. One ramp’s traffic goes up, the other goes down, arranged in a double helix.

  Lighting is provided by various species of móricalma, bioluminescent plants that act like lamps. As one gets nearer and nearer to the trunk, the number of móricalmar increase to make up for the lack of sunlight.

  The town is arranged in rings or shells. This is simply a cartographic convenience, and is used for navigation purposes. There are several of these shells, starting at the trunk (inside the trunk, actually) and moving outward. The innermost shells are dimmer; the outermost shells more bright and airy, with more direct sunlight.

  The different shells are named based upon the amount of light available. The outermost layer is the sunlit circle; the two innermost non-trunk shells are the twilit circles, the trunk shell is the heartwood.

  The whole range is:
Aurëarindë (Sunlit Circle)
Tintilirindë (Dappled/Twinkling Circle)
Halyarindë (Veiled Circle)
Lairarindë (Shady Circle)
Caumarindë (Sheltering/Protective Circle)
Lomirindë (Shadow Circle)
Undómerindë (Twilight Circle)
Morilindë (Evening Circle)
Endatavar (Heartwood).

  The map (such as it is) is set up in cylindrical shells with the trunk at the center. In general, public spaces are closer to the trunk, residences tend to be farther out, where the views and light are better. The storage spaces are also mostly in the shell that is formed into the trunk, although a few are in some of the other inner shells. Farming spaces are on the larger branches. Gathering happens all over the tree. Elven “Agriculture” is more properly called “very efficient/dense hunter/gathering”. Modern farm equipment wouldn’t really help Elven farms much; they don’t necessarily plant in nice even rows, and their orchards don’t have trees in nice neat rows either. In fact, most people don’t really realize they are walking through an Elven orchard until it dawns on them that the majority of the trees around them bear fruit (and not always the same fruit).

  The pathways between various points on the tree are meandering. Elves don’t really care how long something takes to accomplish; they have plenty of time. So direct travel between places on Toinalomë is exceedingly rare. Elves take the time to wander through the beauty of the Tree. In fact, since they tend to build things as works of art, just about everywhere one looks is beautiful. So a trip to the grocer’s is a scenic, woodland hike along branches, across boardwalks, over rope bridges, and onto wooden platforms (flets, which is Middle English for “floor”; the Quenya word is talan, pl. talami).

  Moving trunkward or stemward is fairly straightforward: the travel distance is only about 20% longer than the linear distance between the two points. This takes branch angle and intermediary obstacles into account. Circumferal distance, however, ranges from twice to seven times the distance (linear distance x(1d+1)) as a rough approximation.

  It’s not as easy traversing “around the shell”, since branches are primarily radial. But sometimes branches crisscross, or bridges are built. So, anytime movement around a shell is necessary, roll to see how far in towards the trunk or out towards the branches one has to move before finding a bridge. Roll 3d: 8-13 move trunkwards 1d+1 shells; all other rolls move outward 1d-2 shells (this will need to be modified to account for which shell one is on).
Diagram of what buildings are located in which shells

What kinds of buildings are on the tree

Residences for about 1031 people; that’s works out to be about 550 houses (most are couples, a few have kids, many are singles)
436 couples
18 with 1 child
3 with 2 children
93 singles
 

Demographics

Bakers 3
Barbers 3
Blacksmith 3
Butchers 4
Carpenters/Shapers 12
Chandlers 6
Chicken butchers 1
Cooper 2
Doctor/Healer 2
Doctor’s assistants 6
Fishmonger 1
Furriers 4
Hatmaker 1
Innkeeper 2
Jeweler 3
Locksmith 1
Servants 12 (2 at each inn, 2 each at each tavern)
Masons 1
Mercers 3
Old clothes seller 1
Painter 3
Pastry cook 4
Plasterer 1
Potters 6
Pursemaker 1
Ropemaker 2
Saddlers 1
Scabbard makers 1
Sculptor 1
Shoemakers 4
Spice merchant 1
Tailors 6
Tanner 3
Tavern keepers 4
Weavers 6
Wine sellers 1
Town guard 24
Lawyer advocates 2
Clergy 3
Sewage Treatment workers (rinqualasti tenders) 2 (there are about 30 rinqualasti on the tree in various places)
Farmers 270
Gatherers 310
Hunters/fishers 150
Enchanters 5
Silversilk enchanters 3
Mages (employed specifically as mages to do the utility things around town) 4
Mayor 1
Councilmembers 10 (Mayor breaks ties)
Teacher 1
Children 24
Infirm (unable to work or have a specific role) 7
Retired (old and done with working) 65
Idle rich 34

  10 noble houses (each one with a member on the Council)
Most of the population is Elf (912), Human (65), Hobbit (8), Goblin (32), Orc (14). No Dwarves, no Aarakocra. (Actually, Toinalomë would be a place the Aarakocra would feel at home, for the most part. There just aren’t any in the area, and there are many places they wouldn’t be able to fly well due to all of the branches in the way and too close together for their 6m wingspan.
 
550 personal residences (mostly on the outer shells, with better lighting)
3 bakeries
3 barbershops
3 smithies
4 butchers
4 carpenter shops
2 chandleries
1 fowl butcher
2 cooperages
2 houses of healing
1 fishmonger (selling river fish)
2 furriers
1 hat shop
2 inns
1 jewelry shop
1 locksmith
1 stone carver (shared with the plasterer)
1 mercer (wool)
1 painter shop (2 painters)
1 gallery (1 artist/painter)
2 pastry bakeries
3 ceramics shops
1 purse maker
1 ropewalk
1 saddlery
1 leatherworker (scabbards, pouches, belts, straps, etc)
1 sculptor (woodcarving artist, mainly)
2 cobblers
1 spice shop
3 tailors
4 taverns
3 fabric shops/weavers
1 wine/spirits seller
2 town guard offices
1 lawyer shop
1 large temple
2 small temples
1 sewage treatment office
1 General store
1 Merchant guild building
270 areas of farming (think container gardening on a grand scale, and vertical farming)
10 gatherer’s huts
6 granaries
20 “pantries” aka vegetable storage
10 larders aka meat storage
30 warehouses
6 stables
2 mage guilds (1 general and enchanting, 1 specifically silversilk)
1 School building (not just for children)
4 Theaters (designed for plays)
3 Theaters (designed for music)
8 Dance halls
12 workshops (set up to support various crafts, like maker-spaces)
Dyer
Tanner
Smelter
Glassworks
Dairy
Laying Houses (egg producers)
Alchemy shops
Grocers

Public buildings:
Council chamber
Meeting hall
Hall of records
Library
Museum (mostly old historical artifacts)
Courthouse
Prison
 
   

Economy

 

Elven Economics

Elves tend to live in small, close knit communities. Because of this, their towns (where everyone knows just about everyone else, especially after living with them for centuries) tend to be run almost communally. It’s not true communism, however; but it can seem that way to outsiders. Internally, there is a lot of transfer of wealth via the barter system. If Elitheris kills a deer, she will give most of it to the village, but keep a big chunk of it herself (as a sort of “payment” for services rendered). If an Elf sells a shirt in the market, they will get paid for it; they aren’t making shirts for free, just to hand out to village members. That said, the revenues generated by tariffs and taxes is spread out into the community pretty widely. Most infrastructure is paid for by “The Government”, such as building maintenance, “road” maintenance (usually more along the lines of bridges, catwalks, and trimming of branches that interfere with moving over the branches they are sprouting from), Rinqualasti maintenance, and water supply. Most services get a minimal stipend, to keep them going to at least a minimal level.  

Food Production

Elven agriculture could more accurately be called “intensive gathering”. They may plant fruit and vegetable plants, but they won’t necessarily be in rows, or in dedicated fields (although there are exceptions). Because their population density is so low, they don’t need intensive farming practices to keep fed. Hunter/gather techniques work most of the time just fine.

  In the case of Toinalomë, the tree itself produces kingfruit, two kinds of epiphytes that produce edible fruiting bodies, three that produce edible greens, and two more that produce edible nuts. In addition to this, there are chicken coops scattered about the tree, producing eggs and poultry meat. There are also raised beds and containers, mostly along the larger branches, but many households have at least a few food-producing plants and almost all of them have herb gardens. Meat comes from the hunters, occasionally from the dairy farm at the base of the tree, and imports. Some vegetables and many fruits are imported as well.  

Imports

Wool (raw, thread, yarn, fabrics)
Treesilk (raw, fabrics)
Cotton (raw, thread, yarn, fabrics)
Linen (fabrics, thread)
Pork
Beef (some beef comes from old dairy cows, but not much)
Gemstones
Metals (iron, copper, gold, silver, mithril, tin, various others for alloys)
Glass (panes)
Fine Ceramics
Feathers (some they produce locally, but some are imported)
Salt
Spices
Various fruits
Various nuts
Maize
Grains (to supplement what they produce locally)
Seafood (expensive if fresh, must be shipped in preservation boxes; salted fish)
Alchemical reagents
Specialty woods
Finished goods of non-Elven style, such as furniture, artwork, tools
Oils (olive, linseed, rapeseed/canola, various nut oils)

 

Exports

Fabrics (wool, treesilk, cotton)
Silversilk (bolts, very rarely finished goods)
Embroidered cloth
Blown glass objects (cups, plates, decorative items)
Kingfruit
Kingtree nuts (actually an epiphyte, not actually produced by the tree itself)
Kingtree wood (sustainably harvested in special areas that form “Forests of the Hand”)
Music (symphonies)
Leather (tanned hides and finished goods)
Musical instruments (stringed, woodwinds, some drums)
Magic items (mostly the Q&D kind)
Silversilk garments
Once every few decades or so, they might sell some silversilk armor on the open market
Alchemical elixirs
Furniture
Ceramics (cups, plates, bowls, pitchers, etc)
Books
Various goods of Elven manufacture (low production, but very valuable)

 

Notes About Elven Goods

Because Elves live for such a long time, they are rarely in any kind of hurry. There is always tomorrow. When building things, they take their time, and their aesthetic sense is highly developed. This means that everything they make is at least “Minimally styled”, and that is their version of a rush job. Normal Elven goods are “Beautifully Styled”, and goods they actually take a bit of time on are “Gorgeously styled”. In addition to the “shape/overall design” of the piece, they will often use materials or techniques that add even more value, such as dyes, embroidery, paint, inlaid materials, gilding, etc. Fabrics are often given embroidery, dyes, beading, or fringes of fur or feathers. Woodcrafts might have dyes (stains), paint, inlay, relief carving, or gilding. Metal objects might have relief carving, etching, gilding, or paint. In short, Elven goods take a while to make, but fetch very high prices.

  An Elven craftsman might put out only one object a year, but when it sells, it provides enough income to survive the next year while they build their next masterpiece. Some examples and contrasts:

A composite bow (ST 12) normally costs $1080. This is for a basic bow with no frills. But Elves don’t build things without frills. So they at least have to make it minimally decorated, so their “basic bow”, with minimal styling without any extra decorations, would at be worth at least $3240. A more representitive example might be a composite bow, beautifully styled, with extensive painted decorations and relief carvings, worth somewhere around $15120. As a result of Elves taking their time on their creations, Elven goods have a higher proportion of Fine or Very Fine items, compared to the shorter-lived races.

  There is nothing that says that a Human can’t decorate items; they do it all the time, and that bumps up their prices on the items in the same way as Elven ones. The difference is that Elves take the time to always do at least some decorating, whereas a Human will make do with the basic item. Humans typically have more urgency. Elves don’t, and will take the extra time required to add bits and bobs to their goods as a matter of course.  

Area Knowledge

The town, and the people in it.

  Toinalomë, like all Elven settlements, is well known by its inhabitants. That is, they have lived there for centuries, and thus have a good sense of where everything is. Their Area Knowledge (city of Toinalomë) will usually be at least 14. But, more important than that, is that they pretty much know everyone who lives there, or at least know of them. They will certainly know the people in their neighborhood, and to a lesser extent, many others. Even if they don’t know their names, they will recognize their face as someone who lives in town.

  The point is that the two factions don’t really look at each other as “enemies”. They are angry, and have a disagreement, but they are all basically on the same team, in a sense. But this issue has been growing for a long time, and is starting to get…sticky. The trick will be to portray this slow, inevitable slide towards an incident, one that everyone will likely regret.

   

 

 

 


 

Notable People

  Canyariel Corcofindessë, the mayor. She is a capable and driven administrator. She is married to Tultaro Meldion, who runs the spice shop. She has a son, age 418, named Aldaron, who married an Elf from another town and lives there. She is firmly on the side of the people who want to keep outside trade happening; her husband relies on it, and her son lives “outside”.
  Tultaro Meldion, proprietor of the spice shop, “The Herbary”. Many of the everyday herbs used in cooking are grown in Toinalomë, but there are several spices that are not, such as cinnamon, pepper, nutmeg, ginger, cumin, allspice, cloves, etc. The “hot” spices are also imported, although most Elven recipes don’t use capsaicin. Basically, the tropical spices and herbs need to be imported, as do the ones based on trees, as opposed to daily growable herbs. He tries to have a full compliment of herbs and spices, and as such, has standing contracts with the Merchants’ Guild.
Tultaro is a doting husband, and occasionally goes with Merchant’s Guild trading caravans to hand select his wares from the suppliers. He was out of town on a trading expedition during the month of Warmthope in the year 876. When he is gone, Canyariel will run the shop for a little while each day, or open it up momentarily when someone needs to shop and it's not interfering with her duties as Mayor.

  Harwenion Ungwinqua, a hunter.
Harwenion is the son of Calantar Ungwinqua, the head silversilk weaver and enchanter, and Indorien, an herbalist. Harwenion, however, didn't inherit any magical talent, but playing with spiders wasn't his favorite thing to do anyway. He was more interested in roaming around the landscape, hunting. He enjoys it, and considers it his duty to help provide food for the community. Calantar gets it; he wasn't expecting Harwenion to necessarily follow in his footsteps. In

When he joined the Providers' Guild, his parents gifted him with a new bow, and he has used it ever since. It is a gorgeous bow, well-crafted, and inlaid with several types of woods in a pattern reminiscent of scales, and when an arrow is released, it seems to conjure the image of a striking snake.

  He also carries a matching set of sidearms, a slender thrusting arming sword and long knife, gilt with copper and with blackened steel. See the pic in the Elf Racial article. They look like that.

  Since he is the eldest son of the silversilk weaver, he has a set of silversilk armor. It's been in the family for generations, so the set is many centuries old. If one looks very closely, repairs can be seen in it, although they are mostly hidden within the spiderweb motif details.

  He has a kid sister, Calwendë, who is only 24 (so she's the equivalent of about 8 in human years), whom he adores.

  When he isn't out ranging around the countryside, he enjoys crafting things out of leather. He's quite good, and has sold many pieces.

 

Fortunately for him, he lives in Toinalomë, and while there are a small number of non-Elves, almost all of the people he interacts with are Elven.

  He is intolerant of non-Elves, although that isn't quite correct. His "intolerance" is not really about being intolerant of other races. Sure, part of it is about how ephemeral they are, and like most Elves feels a bit superior about that. But the other part of it is his realization that despite their ephemerality, they accomplish so much during that short time. It scares him. It’s like waking up every morning not sure if the world you open your eyes to is the same one, or radically different due to changes made by other races. He realizes that the attitude he has is not about the other races; it’s about his own reaction to them. And Ruby is an example of this that he has to come to grips with. She is the “Face” of the changes that keep happening every time he blinks his eyes. So in order to save his kid sister, he has to work with someone he really doesn’t like. Not because Ruby isn’t likable, but because of what she represents.

  Calantar Ungwinqua, Silversilk weaver and enchanter.
He is the guild head of the silversilk weavers guild. Married to Indorien. He has Magery 3 (a prerequisite for the Silversilk enchantment). He is not normally interested in politics, but realizes that although Elven silversilk is mostly a domestically used product, some is traded to outside merchants, and the income from that is a notable addition to the local economy. Simply selling a single set of silversilk clothing can net 3-5 million marks. It’s always at least beautifully designed, dyed, and embroidered. Each one is a work of art. The ones he’s made for his family have subtle spiderweb motifs in them. Note: most (but not all) silversilk garments are woven as whole pieces, most notably the silversilk armor. The more “mundane” clothing (like trousers, shirts, and dresses) are often sewn out of various pieces, as that is more flexible, and isn’t a garment made for a specific person.

  Indorien Ungwinqua, Herbalist, and mother of Harwenion and Calwendë.
She spends most of her time tending her plants, when she isn’t teaching those interested in herbology. She is a master at knowing which herbs pair with various types of foodstuffs.

  Calwendë, a 24 year old Elf child.
She is still a young child, in Elven terms (basically an 8 year old in Human terms), and often acts like it. She can be annoying some times, and often gets on her older brother’s nerves. Despite this, Harwenion loves his kid sister.
     

Notable Factions

Providers Guild

(hunters, gatherers, farmers)

This is the guild made up primarily of the food-producing industries. Hunters, Gatherers, Farmers, Dairy workers, and Poultry farmers (egg producers, mainly) are all members of this guild. The guildmaster is Irissë Tárandor, an older Elf who was born in 185 AFE, making her 694 years old. Her hair is silvery white, straight, and hangs down to the middle of her back. She will often braid some or all of it. She wears a circlet of silver and gold, in a style using twining leaves and small flowers with precious stone petals.  

Old Guard

(very conservative old families that want more isolationism)

Note that Harwenion shares some of the same fears, but he doesn’t want isolationism; so he understands where they are coming from, but doesn’t necessarily agree with them. They are mainly made up of wealthy older families, but a sizable chunk of the Providers Guild, Maintainers Guild, and the Services Guild also are members. They have a lot of overlap with the Isolationist faction, but they are not exactly the same. This group also includes the "old curmudgeons", complaining but passive; the Isolationists are more political and active.  

The Council of Ten

Mayor acts when ties need to be broken, but otherwise has no vote, although she can make speeches and give her opinions on whatever the Council is debating. The council is made up of the royal families of Toinalomë, families that have wealth going back millennia. They have multiple ties into the economy of the city, whether it be family or friends in the various guilds.  

Pro-Foreign Affairs Faction

  The Pro-Foreign Affairs faction wants to keep what is currently the status quo: free trade with the outside. Most of that is with the Empire, but there are some things that they like and use from other polities as well. As of Warmthope 876 AFE, six of the ten council members belong in this category. Those members are Tárion Inglorion, Raniel Callion, Lériel Vanisaila, Halatir Laucendil, Láminessë Alatien, and Nindiel Lómion.  

Isolationist Faction

  The Isolationist faction believes that Toinalomë would be better off without so much contact from the “outside world”. The reasons for this is primarily fear (as it always is). It isn’t xenophobia; it’s more complicated than that. Elves live a long, long time. They take their own sweet time doing things. They always have. They do things, but slowly.

  Other races, in the meantime, accomplish just about as much as the Elves do, but in a much shorter time. In a sense, the Elves feel like they can be left behind. It would be like going to bed in the Middle Ages, and when you wake up in the morning it’s the Renaissance. The next day there are smokestacks belching black smoke into the air. The day after, and you are wondering why the carriages don’t need horses anymore.

  The isolationists can’t do anything about what they see as the “frantic pace of outside life”. But what they can do is insulate the town from it, at least for a while. The world is moving too fast for them at the moment, and they are thinking that they just need more time to adjust.

  The members of the council on the Isolationist faction are Corimion Lindómo, Lissië Quildolorion, Hallanor Varnië, and Vilwarendessë Waldion. Non-council members include several of the wealthier families, especially those such as Provider Guild members, Service guild members, and Maintainer Guild members. Mainly professions which aren’t reliant on outside trade to succeed.

  The current state of the Council is six Pro-Foreign Affairs members, and four Isolationist members, and it’s been this way for almost a hundred years. This results in a lot of isolationist policies being voted down, which causes frustration on the part of the “old guard”. They can’t win legally, so they have to go beyond the normal rules. On those rare occasions when they’ve managed to convince a fifth member to vote their way, the Mayor has broken the tie, always siding with the PFA.  

Merchants Guild

(all sellers of wares)

They really, really don’t want the isolationist policies to be enacted. They would lose about 90% of their power and revenues.  

Crafters’ Guild

(all producers of wares, basically the manufacturers)

They rely on imports to make things, and rely on the money from sold goods. They have a vested interest in keeping foreign policy open.  

Services Guild

(all people in service-related industries: barbers, servers, tavern keepers, innkeepers, etc)

99% of their business comes from within the town itself; the remaining tiny percentage is from tourists/travelers. So they are ambivalent about isolationism from a business perspective. Some like travelers, and enjoy interacting with them, others could do without it.  

Maintainer’s Guild

(Builders, sewage maintenance, water suppliers, Town Guard, and other basic infrastructure)

Like the services guild, almost all of their work is town-based. They tend towards isolationism, or ambivalence. Sub groups within the Maintainer’s Guild have different ideas: the sewage maintenance group tend to like exporting rinqualasti to outside markets; they don’t have a lot of revenue from simply maintaining what is already in the town. So they like the extra revenue above their minimal governmental stipend. The Builders on the other hand tend towards isolationism, since they don’t need the outside folk anyway, as do the water suppliers. The Town Guard are mixed, but if it came down to it, they would likely choose to keep trade open, even if all it does for them is give them something to do (they’d be bored if there were no outsiders to catch breaking local rules; plus without outsiders, they wouldn’t need so many guardsmen, and would see their budget shrink).

  Note that many crafter/shopkeepers are members of both the Merchants’ Guild and the Crafters’ Guild.  

The Weave

Silversilk Enchanters Guild. It's a small guild, made up of the Grand Enchanter (Calantar), two assistant journeyman enchanters, and four apprentices.  

The Golden Bough

Mage guild and enchantment services for Toinalomë. It has several mages in various fields of endeavor, and also is where those with the aptitude are taught spellcasting. All mages are technically members of this guild (even those in the Weave). There are a total of about 30 mages in the guild, plus the 7 in the Weave who have moved on.  

The Learning Institute

(Schoolhouse)

The Teacher is Cuptamo Sénna, an old Elf who knows a little about just about everything. He is a Jack of All Trades, master of none (except teaching and having insight into what things people might be good at). The Learning Institute isn’t really a political player, although it prepares young people to eventually become politicians, amongst other things.  

Council Members

 

Tárion Inglorion

Tárion is a distinguished member of the ruling council, is a figure of considerable influence and grace within the Elven city of Toinalomë. Hailing from one of the city’s most venerable noble houses, Tárion carries the weight of his lineage with a blend of pride and responsibility.

As a scion of the Inglorion family, Tárion was raised amidst the ancient groves and branches of Toinalomë, educated in the arts of governance, diplomacy, and the arcane. His presence is both commanding and serene, a testament to the dual nature of Elven nobility—warrior poets who are as skilled with the quill as they are with the sword.

Tárion’s role on the council is multifaceted; he is a strategist, a voice for the people, and a guardian of the city’s lore. His decisions are often guided by a deep-seated wisdom and a foresight that is said to be a gift from the Elven deities themselves. With dark hair that cascades like shadow and eyes that reflect the depth of the starlit sky, Tárion embodies the ethereal beauty of his kind.

Despite his noble birth, Tárion is not aloof. He walks among the citizens of Toinalomë with genuine care, listening to their plights and joys with equal attention. His family’s crest—a soaring hawk over a pair of crescent moons—is a symbol of hope and vigilance for all who dwell within the city’s shaded branches.

In times of peace, Tárion is a patron of the arts, encouraging the creation of music, poetry, and craftsmanship that add to the city’s splendor. In times of conflict, however, he is a fierce protector, donning his ancestral armor, which is enchanted with spells of protection and strength.

Tárion’s life is one of balance, a perpetual dance between duty and desire, tradition and progress. His story is still being woven into the rich tapestry of Toinalomë’s history, a tale of an Elf who is as much a part of the city’s soul as the city is a part of his.

He has a wife, Mirriel,
and a daughter, Alyessë. Alyessë is 30, so she appears to be about 10 years old.
   
 

Raniel Callion

Raniel Callion, a progressive and visionary member of the ruling council of Toinalomë, is the embodiment of the city’s entrepreneurial spirit. Her family’s fortune, amassed over centuries, is deeply entwined with the success of the merchant guild, reflecting a legacy of shrewd negotiation and expansive trade.

Raniel’s philosophy is one of openness and economic expansion. She believes that Toinalomë’s prosperity is inextricably linked to its interactions with the wider Empire. Her voice on the council is a powerful advocate for extending the city’s trading network, fostering relationships that bridge cultures and economies.

Her stance is a direct counter to the isolationist views held by others on the council. Raniel argues that isolation would stifle Toinalomë’s growth and diminish its influence. She envisions a city that is a hub of commerce and exchange, where ideas and goods flow as freely as the rivers that traverse the Elven lands.

Her wealth is not hoarded but reinvested into the city’s infrastructure and the guilds that drive its markets. Raniel’s support for the merchant guild is unwavering, and she is often seen consulting with traders, artisans, and caravan masters, her keen mind always searching for the next opportunity that will benefit both Toinalomë and its partners.

Raniel’s attire often incorporates fabrics and jewels from distant lands, a sartorial statement of her commitment to diversity and trade. Her home is a microcosm of the city she desires—a place where all are welcome, and the wealth generated is used to uplift and empower.

As a council member, Raniel’s influence extends beyond economics. She is a cultural ambassador, promoting the arts and knowledge that come from interaction with other peoples. Her vision is of a Toinalomë that leads not only in wealth but also in wisdom, a beacon of progress in the Empire.

In the tapestry of Toinalomë’s history, Raniel Callion’s thread is vibrant and forward-reaching, a testament to the belief that a city’s greatest strength lies in its connections with the world beyond its borders. Her legacy, she hopes, will be a Toinalomë that thrives on the richness of its exchanges, both material and intellectual.

Raniel Callion, with her deep understanding of diplomacy and commerce, handles opposition from other council members with a blend of tact and assertiveness. Here’s how she might approach dissent within the council:

1 Strategic Dialogue: Raniel engages in open discussions, presenting data and historical precedents to support her stance on trade expansion. She believes in the power of reasoned debate to sway opinions.
2 Economic Persuasion: She leverages her extensive knowledge of Toinalomë’s economy to illustrate the tangible benefits of her proposals, highlighting how trade can bring prosperity and security to the city.
3 Alliance Building: Understanding the importance of alliances, Raniel seeks to form coalitions with like-minded council members who share her vision for the city’s future.
4 Compromise and Concession: Recognizing that compromise is essential in politics, Ranile is willing to make concessions on certain issues to achieve broader goals, ensuring that progress is made even in the face of opposition.
5 Visionary Leadership: She inspires with a compelling vision of Toinalomë’s potential, painting a picture of a thriving city enriched by its connections with the world.
6 Cultural Advocacy: Raniel also emphasizes the cultural enrichment that comes with trade, arguing that exposure to new ideas and customs can strengthen Elven identity rather than dilute it.

Through these methods, Raniel navigates the complex political landscape of Toinalomë’s ruling council, advocating for a future that embraces growth and diversity while respecting the city’s rich heritage.

She is married to Ilvanion Nambaron.
She and Ilvanion have a son, Antaro.
 

Lériel Vanisaila

Lériel Vanisaila, a member of the ruling council in the Elven city of Toinalomë, embodies a fascinating blend of qualities. Although unassuming in her demeanor, she wields considerable influence within the Elven council. Her quiet nature belies a discerning mind, and her words are carefully chosen for maximum impact. Here are the key facets of her character:

1 Progressive Stance: Lériel aligns herself with the progressive faction, advocating for change, innovation, and openness. She seeks to bridge gaps between Elven communities and promote cooperation with other races.
2 Quiet Strength: Lériel’s unassuming presence conceals her true power. She doesn’t flaunt her position but observes keenly. Her silence is a weapon, allowing her to gather information and assess situations without drawing attention.
3 Discernment: Lériel possesses keen insight. She understands the nuances of political dynamics and interpersonal relationships. Her discernment guides her actions, ensuring she chooses the right moments to speak or act.

4 Words as Weapons: Lériel saves her words for when they matter most. Whether during council meetings, negotiations, or public addresses, her impact is felt. Her eloquence can sway opinions and shape the city’s destiny.

5 Conflict with Isolationists: Lériel opposes the isolationist faction. She values engagement, alliances, and interconnectedness. While the isolationists prioritize Elven autonomy, Lériel sees the bigger picture—the benefits of collaboration.

In the grand halls of Toinalomë, Lériel Vanisaila influence reverberates. She balances tradition and progress, guiding the Elven city toward a harmonious future. Her mother’s name is Nindië, and she has an uncle (her mother’s brother), named Laitarion. She is unmarried, although there are several men that are courting her.

  Nindië Maquetima
Mother of Council member Lériel Vanisaila, and Laitarion's younger sister. Her husband, and Lériel's father, Túro, died several decades ago due to complications from a horse riding accident.

  Laitarion Alato
Uncle of Council member Lériel Vanisaila. He is married to Vanima.


   

Halatir Laucendil

Halatir Laucendil’s position as the head of the Enchanter’s Guild in Toinalomë places him at the heart of the city’s magical and political life. His noble lineage and seat on the ruling council further amplify his influence. His advocacy for trade suggests a progressive vision for the city, one that embraces exchange and interaction with the wider world. This stance likely stems from a belief that such engagement can bring prosperity, innovation, and perhaps even protection against external threats.

  However, Halatir’s concerns about the isolationist faction are not unfounded. If they were to prevail, Toinalomë might turn inward, potentially leading to stagnation or vulnerability. The city’s enchantments, while powerful, might not evolve without new insights from beyond its borders. Halatir’s challenge, then, is to navigate these political waters wisely, leveraging his guild’s expertise and his family’s prestige to advocate for a future that ensures Toinalomë’s flourishing in a rapidly changing world.

Halatir Laucendil’s life is a tapestry of duty, magic, and diplomacy. Born into the noble Laucendil family, whose lineage is as ancient as the towering kingtree of Toinalomë itself, Halatir was immersed in the art of enchantment from a young age. His talent for weaving spells was evident, and he quickly rose to prominence within the Enchanter’s Guild, eventually becoming its head.

His history is marked by significant achievements:

Magical Innovations: Halatir is credited with the creation of several unique enchantments that have fortified the city’s defenses and enhanced its citizens’ well-being.
Council Debates: Within the ruling council, Halatir is known for his eloquent speeches that often sway the opinions of others towards openness and progress.

Despite his successes, Halatir’s path has not been without challenges. The loss of close friends to the perils beyond the city’s borders has deeply affected him, reinforcing his belief in the need for both strength and alliances. His personal life, though private, is said to be filled with the same passion he brings to his public duties, with a family that supports his vision for Toinalomë’s future.

As the winds of change blow through the Elven city, Halatir stands as a beacon of hope for those who believe in a world interconnected by communication and mutual respect. His story continues to unfold, with each decision shaping not just his destiny, but that of the entire city he loves so dearly.   He has a sister, Russeldë, and a brother in law, Fimbion Tulcendil.


He has a nephew, Estelmo, the son of his sister Russeldë and her husband.

Láminessë Alatien

Láminessë is a descendant of one of the founding families, her lineage as deep and rooted as the city itself. With hair that cascades like a waterfall of autumn leaves and eyes that reflect the depth of the sapphire sky, she embodies the timeless beauty of her people.

Her voice carries the melody of the most captivating songbird when she speaks in the council, advocating for the embracement of outside trade. Her wisdom is as vast as the library of Adayn, and her arguments are crafted with the precision of Elven blades. She sees beyond the borders of tradition, recognizing the winds of change and the prosperity they can bring to Toinalomë through the exchange of goods, ideas, and cultures.

As a mother, her perspective is shaped by the future she envisions for her young son, Nession. She wishes for him to grow up in a world where diversity is not just tolerated but celebrated, where the richness of other races enhances the tapestry of Elven society. Her love for Nession is a beacon that guides her decisions, and she is determined to weave a legacy for him that is filled with harmony and progress.

Láminessë’s stance on trade has earned her both allies and adversaries within the council, yet she remains steadfast, her arguments imbued with the conviction that Toinalomë’s greatness can be magnified through unity and cooperation. Her vision is one of a thriving metropolis, a jewel in the crown of the world, where the founding families’ foresight is honored not by isolation but by the embrace of a broader horizon.

Her advocacy for trade is not merely economic but also a bridge to understanding and peace. Láminessë believes that through the mingling of markets, the city can foster a deeper connection with the world beyond its enchanted borders, ensuring a prosperous and secure future for all its inhabitants, including her son Nession.

In council debates, her eloquence is a dance of intellect and empathy, her presence commanding yet inclusive. Láminessë is a beacon of progress, a mother with dreams for her child, and an Elven noble whose love for her city is as vast as the starlit sky under which Toinalomë rests. Her story is one of hope, courage, and the unyielding belief that unity in diversity is the truest strength of any civilization.

  Sámondur is her husband. Although being of a wealthy, noble family, he is a merchant who runs two of the warehouses in the city.


Nession

Nindiel Lómion

Nindiel is a paragon of grace and wisdom beyond her years. With luminous eyes that reflect the depth of her forest home and hair like spun shadow, she carries the legacy of her father, Nemmirë, with a poise that belies her relative youth among her kind. Her ascension to the council 150 years ago marked a seamless transition of power, as she was groomed for leadership from an early age.

Her understanding of the intricate tapestry of Elven politics is profound. Nindiel has a natural aptitude for diplomacy, and her voice, melodic and commanding, resonates in the council chambers, weaving through the hearts and minds of her peers. She is not just a speaker but a listener, a trait that endears her to both allies and rivals.

In times of conflict, Nindiel is the harbinger of harmony, seeking the middle ground with a tactician’s mind and a peacemaker’s heart. Her strategies often involve inclusive dialogue and mutual concessions, ensuring that every voice is heard and no party leaves the table feeling vanquished.

Despite her achievements, Nindiel remains humble, always attributing her success to the collective wisdom of the council and the guiding principles passed down by her father. Her vision for the future is one of sustained peace and prosperity, a testament to her enduring commitment to the Elven people and the realms they safeguard.

Nindiel’s relationship with her fellow council members is built on a foundation of mutual respect and collaboration. Having taken over from her father, she was not an outsider but a familiar face who had grown up among the council’s more seasoned members. Her transition to leadership was smooth, as many had already seen her potential and were supportive of her ascension.

She is known for her diplomatic approach, often acting as the bridge between differing opinions. Her colleagues appreciate her ability to listen and synthesize their perspectives into a cohesive plan that benefits the greater good. Nindiel’s knack for forging compromises has earned her a reputation as a unifier, someone who can find common ground even in the most polarized debates.

Her youth, rather than being a point of contention, is seen as an asset that brings a fresh perspective to the council. The more experienced members value her innovative ideas and the vigor she brings to their deliberations. In return, Nindiel holds her elders in high esteem, drawing on their wisdom and experience to inform her decisions.

While disagreements are inevitable in any governing body, Nindiel’s relationships with her peers are characterized by a shared commitment to the well-being of their people and the lands they protect. This shared vision helps to maintain a harmonious and effective council, with Nindiel at its heart, guiding it with a steady hand and a clear vision for the future.   Eristiel Lómion is her mother. Nindiel got much of her personality traits from her mother.
  Artanis Lómion is her father. He'd never been on the Council; that had been his brother Gwindor. When Gwindor died fighting in one of the Empire's wars of expansion, Nindiel was given the duty. Artanis wanted nothing to do with it.



Corimion Lindómo

Corimion Lindómo stands as a formidable figure within the ruling council of Toinalomë, advocating for a future where the city turns inward, strengthening its own mystical and cultural heritage away from the influences of the outside world. His vision is shaped by a belief that the existence of Elven society can only be preserved through seclusion.

Born into wealth and power, Corimion’s lineage is as ancient as the city itself, and his family’s estate is a testament to their enduring legacy. The Lindómo name is synonymous with opulence and influence, and Corimion has never known a life outside the gilded halls of privilege.

His stance on isolationism is not without its supporters; many see Corimion as a protector of Elven traditions against the tide of change. With an aura of aristocratic elegance, he commands respect and attention whenever he speaks in the council chambers. His words are often laced with nostalgia for a time when Elves did not concern themselves with the affairs of other races.

Corimion’s wealth is not merely in coin but also in knowledge, as his family has amassed a vast collection of artifacts, tomes, and relics that speak of the city’s storied past. He is a patron of the arcane arts, investing heavily in the study and preservation of ancient spells and rituals that he believes will fortify Toinalomë’s sovereignty.

Despite his influential position, Corimion’s push for isolationism has created tension within the council, pitting tradition against the necessity of alliance and trade. His demeanor is often seen as aloof and unyielding, a reflection of his unwavering commitment to his ideals.

In the eyes of the citizenry, Corimion Lindómo is both a guardian of their heritage and a reminder of the barriers that wealth and power can create. His vision for Toinalomë is clear—a city that stands apart, resplendent and untouched, a jewel in the crown of Elven civilization that owes nothing to the outside world. Whether this vision will lead to a renaissance or a decline is a question that only time will answer.   He is married to Tundiel, who is one of the glassblowers. She makes beautiful stemware, bottles, glasses, and other decorative objects. She has a very astute sense of color.
  Tyalangan is his son, and he mostly just lives off of his wealth. Being noble, he doesn't really need a job. He'll likely take over when his father is done with the Council position. But for now, he will occasionally spend some time listening in on the Council sessions, and he helps his father with legislation.
Tyalangan is married to Varna, a scion of house Alatien. Since the Alatiens are on the opposite side politically, she catches a bit of flack, despite not really being very political at all.


Lissië Quildolorion

Hailing from one of the ten founding families, Lissië has never really liked outsiders, or other races besides Elves (although she doesn’t seem to mind Dwarves, for whatever reason). She has Intolerance (Racism, actually) for non-Elves. She’d rather not see any non-Elves in her city, actually. But to her credit, she’s honest about it…she has no problem stating so out loud and in public. She is, however, always polite about it…sort of like when a Southerner says “Bless your heart.” She can be haughty and condescending.

  That doesn’t stop her from wanting Toinalomë to succeed, and she grudgingly accepts that outside trade has contributed to the city’s success, although she believes that with a little time, adjustment, and work, severing ties to the outside could work just as well.

  Lissië, an Elven noble of the highest order, stands as a paragon of her race’s ethereal beauty and grace. Her slender form is garbed in gossamer fabrics that shimmer with the hues of the forest canopy, and her hair flows like a cascade of golden leaves caught in a perpetual, gentle breeze. Her eyes, a piercing sapphire, hold the wisdom of ages and the unwavering pride of her people.

Yet, beneath this mesmerizing exterior lies a heart that harbors deep-seated prejudices. She views the world through a lens of Elven superiority, believing fervently in the sanctity of her race’s purity. To her, the halls of Elvenkind should echo only with the lilting tones of her kin, and the presence of other races within the sacred groves of her homeland is an affront to the ancient traditions she holds dear.

Her disdain for non-Elves is not hidden behind closed doors but is instead voiced with a politeness that does little to mask its venom. She interacts with the other races with a condescension that is as courteous as it is cutting, a smile that never quite reaches her eyes, and words that, while never raised in anger, leave no doubt of her contempt.

Despite this, Lissië is not without complexity. Her devotion to her city’s prosperity is unwavering, and she recognizes, albeit begrudgingly, the economic benefits that trade with outsiders has brought. In her heart, she dreams of a future where her people can thrive without the need for such alliances, where Elven craftsmanship and wisdom alone will sustain them.

Lissië is a character who embodies the struggle between tradition and progress, her personal biases clashing with the needs of a changing world. She is a reminder of the shadows that can linger in even the most enlightened societies, and a challenge to those who would seek to bridge the divides of race and culture.

She is married to Cambamíro Varnië, Hallanor’s son.


Hallanor Varnië

As the scion of one of the noble families, Hallanor has always been involved in politics. Although not a family that has been involved in farming, Hallanor has always championed the Provider Guild, primarily the farmers and gatherers. Not being big on hunting, that is one area that he simply ignores, primarily because he doesn’t eat meat (although he doesn’t avoid things like broth or meat flavorings).

  He also seems to be the only council member that is dead set against sending any support troops to the Empire. He’s not a fan of the rumors and troop movements that seem to indicate that the Empire is gearing up for war. He’d rather keep all of what few Maintainers Toinalomë has at home, in case the city needed defending.

  Seemingly contrary to his views, he was instrumental in hammering out a trade agreement with merchants from Lairelompo, an Elven town in the prairie lands to the west, ensuring the supply of various foodstuffs, leather, and horn.

  He is married to Almárea, a truly lovely woman who always has something nice to say, and is always there when someone needs her.

Cambamíro is his son.

Vilwarendessë Waldion

Vilwarendessë is the product of many generations of wealthy nobility. Of all the council members, she is the one with the least amount of concern for anyone less wealthy than she is. The poor just don’t impinge upon her awareness. She barely sees them, and certainly couldn’t describe them if she were asked what they looked like, even if she had just passed them on the street.

  However, that doesn’t stop her from being an effective legislator. She is responsible for many of the criminal codes, as that seems to be almost a hobby for her. She is a big proponent of the Maintainer Guild, especially the Town Guard portion of it. She may not pay much attention to the poor, but she certainly does if they commit any crimes. She is a big fan of “properly punishing criminals”, which can be long sentences, or capital punishment.

  Vilwarendessë, a scion of ancient nobility, carries the legacy of her lineage with an air of untouchable grace. Cloaked in the finest silks that whisper of old money and timeless prestige, she moves through the halls of power with a poise that commands respect and a touch of fear. Her eyes, sharp and discerning, seem to look through the world and its mundane woes, never lingering on the faces of the poor—those invisible threads in the grand tapestry of her existence.

As a legislator, Vilwarendessë is a formidable force. Her mind, as intricate and precise as the laws she crafts, finds delight in the labyrinthine intricacies of criminal codes. It’s a cerebral pursuit, a game of wit and will where she sculpts the boundaries of legality with a meticulous hand. Her advocacy for the Maintainer Guild, particularly the Town Guard, is not born of a desire to protect the downtrodden, but rather a reflection of her belief in order, structure, and the might of law.

To Vilwarendessë, crime is a stain upon the fabric of society, one that must be cleansed with unyielding resolve. Her notion of justice is uncompromising, favoring the weight of long sentences and the finality of capital punishment. In her eyes, to properly punish criminals is to maintain the sanctity of the realm she oversees—a realm where the wealthy and powerful reign, and the poor exist only in the periphery of her vision.

Vilwarendessë’s unwavering commitment to law and order is driven by a deep-seated belief in the sanctity of structure and hierarchy. Her worldview is shaped by her noble heritage, which instills in her a conviction that the social order must be preserved at all costs. This perspective is further reinforced by her environment, where power and wealth are seen as just rewards for those who uphold the system.

Her passion for crafting criminal codes likely stems from a desire to exert control and demonstrate her intellectual prowess. It’s a way for her to engage with the world from a safe distance, dealing with abstract concepts rather than the messy realities of people’s lives. For Vilwarendessë, the law is a chessboard, and she is the master strategist, moving pieces to maintain the balance of power in favor of her class.

In essence, Vilwarendessë’s dedication to law and order is not about empathy or justice for the downtrodden; it’s about maintaining the status quo that keeps her and her peers in a position of dominance. It’s a manifestation of her upbringing, her environment, and her personal inclinations towards order and control.
 

The War of Submission of 136 AFE and the War For Freedom of 376 AFE

  There are Elves alive in Toinalomë that survived one or both of these wars. Elves live a long time. Some bad feeling is still harbored by many Elves, mostly in the Old Guard, but not exclusively so. Mostly this manifests as snarky comments, but some Elves, still grieving over the losses of loved ones in those wars, feel intolerant of outsiders, whom in their minds are equated with invaders.

  As a practical matter, many of these feelings aren’t truly justified, as most areas of the Empire have only minimal oversight by the Imperial government. Day to day life isn’t much different under the Empire than it was before it, except for an increased amount of non-Elves visiting and living within the settlements.

  Technically, the Elves won every battle they fought, taking a heavy toll on the invading Imperial forces, with kill ratios of 10:1 being the norm. One battle had a kill ratio of over 100:1.

  Wardancers and Bowsingers proved to be the most deadly, although the Elven soldiers were dangerous to fight as well. The morale of the Imperial troops was at a low point as they saw their fellow soldiers dying by the battalion, killed by arrows from unseen snipers, or laid waste in job lots by troupes of wardancers. The only thing that held the Imperial troops together was the presence and leadership of the Emperor himself, Grim Darkaxe, the Orcish adopted son of the previous emperor, Kevyn Tondene. Grim Darkaxe was the last of the Tondene Emperors, being succeeded by the Lambent dynasty.

  But winning battles isn’t the same as winning a war. The Imperial forces were devastated by the Elven attacks, but they had the numbers to absorb those losses. The Elves didn’t. Every loss of an Elf was the equivalent of over a hundred Human, Orc, or Goblin losses. Elves have just about enough children to keep their population steady, a result of their long lives and low fertility. Plus, except for a time when they are between about 300 and 500 years old, they aren’t really driven by a sex drive.

  As a result, they lost more people as a proportion to their population than the growing Empire did. They ran out of combatants, and were forced to surrender in what seemed, to an Elf, to be overnight. It actually took several months of hard fighting, but to an Elf’s time sense, it might as well as been one day.

  The War for Freedom was a bit different. The Empire was established, and strong. It was no longer about a war for territory; the Empire was everywhere. Even if the Elves won, they would be surrounded by the lands of the Tondene Empire. But that was fine; they just needed enough space around their settlements to remain independent. The Elven Revolt (as it was called by the Empire) was a guerrilla action, lasting from 376 to 379 AFE. There were no set piece battles; the Elves knew that they could never win that way. They couldn’t afford to be caught in the open, where their few numbers compared to the might of the Empire would be overcome.

  They harried supply lines, sniped commanders, and killed small groups of soldiers where they could. The Empire was reeling, and unable to bring their full might against the Elves who would just dissipate like smoke if a strong force came near. So the emperor, Halleck Lambent, burned several Elven villages and the surrounding forest to the ground. This killed several thousand Elves, and resulted in a wildfire that burned over 400 square kilometers of forest.

  The emperor had changed the rules of the war, in essence negating the Elves’ advantages, instead using their reverence for the forest against them. They were forced to reconsider their lifestyle within the Empire, and found that it really wasn’t all that bad…and certainly better than charred wood and ashes.

  To his credit, Emperor Halleck Lambent showed mercy—he let the remaining Elves, combatants or not, go home without further reprisals or punishments. He and his council even passed some laws to protect the lands from destructions and development, one of the things that had sparked the War of Freedom in the first place. He was ruthless; there is no denying that, but he was also practical, with an eye towards the future. It was a tradition that most of the Tondene emperors seemed to follow, going all the way back to Gishi Tondene, and likely the most important mindset that has kept the Empire together.  

The Political Situation (876 AFE)

  The old guard has been agitating for a while that Toinalomë would be better if isolated more from the Empire. Many of them still remember the Elven rebellions; that still exists in the memories of people who were there. They have tried living under the Empire, and while it hasn’t been bad, per se, it’s unnecessary.

  Their arguments started over a hundred years ago. It took a while for it to build momentum, but over the years they gained converts. Mostly among the farmers and service people, folks who don’t have a lot of connections outside of Toinalomë, many of which don’t have a full grasp of the bigger economic picture. Unfortunately for them, these weren’t the people with the most powerful guild representation.

  Most of the money comes from tariffs and taxes from the Merchants’ and Crafters’ Guilds. Some comes from the Services Guild, and the Maintainers’ Guild, although powerful, is a net loss when it comes to money. And since money speaks, the Merchants and Crafters have the loudest voices. The Old Guard believe that although a lot of money comes from outside sources, if they severed ties with those sources then the economy would stabilize and be self-sufficient. It may take a while, but they are Elves. They have the time. They had once been self-sufficient and self-contained, and they could be again.

  So the Old Guard has been living with frustration for over a century, almost but not quite getting close to what they want. Tensions are getting pretty high.

  There is also the idea that the Shards, which emerged only about 70 years ago or so, are something that the Old Guard wants nothing to do with. Not because they think that the Shards themselves are dangerous; they aren’t, despite the occasional magical flare-up. It’s what happening to their society. Shardmeets happening every eightday, with people gambling on the outcome…it’s unseemly, and different from what they are used to. They don’t like how people are obsessing over them, and making Shards and Shard-related activities take over their lives. (Think of it like some people not liking kids watching so much TV, or always with their eyes on their phones, or the obsession with social media.)

  There is a local Ajahn of the Awakeners, who coordinates the Shardmeets. He is assisted by a single sunim. He will readily tell anyone willing to listen how Shards will make their lives better. All they need to do is learn to focus on the crystal, and let it calm their mind. They will get power from it, and confidence, and the stars will align, etc etc.

  Ajahn Nomusa Shibani is the son of immigrants from the Essimine Monarchy.
He is Human, and a devout believer in the power of the Shards. He, like all Awakeners, wears a single Shard as a necklace. He himself has 34 Shards, which he will occasionally use during the Shardmeets, but only at the end, as the last Shard game.

  Sunim Lorindiel was born and raised in Toinalomë, and is still fairly young at 312.
Lorindiel is the daughter of grocers. Her mother and father work in one of the groceries that are scattered about the tree. For their part, they don’t mind her finding a place in the Awakeners, but ultimately hope that she will run the shop eventually, when she settles down. She is fully trained in how to run it, although that will only really come up if someone actually asks about it.

  The Awakeners, of course, like interacting with outsiders; it allows them to exchange Shards better and provides potential connections.

  Event that happened 4 days before the adventure: a group of brigands had raided a caravan coming to Toinalomë. Their cargo was bales of wool, exotic pieces of wood (lumber), barrels of salt pork, some furniture in the Dwarven style but made by Humans, and several barrels of wine. But there was also a merchant by the name of Aram Mardil, a Human, who had amassed a Shard collection of 65 singleton Shards, 12 pairs, 5 triples, and one eight crystal cluster. He was a known Awakener, and his arrival had been planned by Ajahn Shibani. When the brigands attacked, they killed him and took all of the Shards. They are still at large; the attack happened some 30km or so from Toinalomë. The hunters have been alerted to watch out for the brigands, and to relay any information they may get to the Town Guard. When they have info on their whereabouts, they plan to send a force to rid the forest of that scum. Two of their number are Elven Wardancers, and two are Bow Singers. Those four, plus another four Town Guard, will go out and destroy them. (Unless the PCs go after them first, but that’s not Ruby’s job, and the mayor would just send a force out.)

Government

Toinalomë is a municipality. While they do answer to the Archduke, the duke, counts, barons, and knights don't control the city. There is a yearly "Freedom tax" that it pays to "stay out" of local politics.

The city is governed by a Council of Ten, made up of various heads of wealthy families. The day to day operations are managed by the mayor, Canyariel Corcofindessë. She also has the tie-breaking vote in the council, if the votes are deadlocked.


Defences

The town is built in a giant tree, with most of the town 200m to 400m high. The only way up is via the two main spiral roads, and those can be easily defended (sections are designed to be removable or act as a drawbridge). Meanwhile, the whole town can be raining arrows down upon any attackers trying to climb up. The bottom 20m of the trunk has been enchanted with Fireproof (although technically only the outer three meters of the trunk).   They can't field a large army, but they have several hundred people that could fight extremely well, in addition to another several hundred levies that would at least be adequate soldiers. All would be at least competent, well armed, and decently armored. Most households have Elven repeating bows, for home defense.





Industry & Trade

Imports

Wool (raw, thread, yarn, fabrics)
Treesilk (raw, fabrics)
Cotton (raw, thread, yarn, fabrics)
Linen (fabrics, thread)
Pork
Beef (some beef comes from old dairy cows, but not much)
Gemstones
Metals (iron, copper, gold, silver, mithril, tin, various others for alloys)
Glass (panes)
Fine Ceramics
Feathers (some they produce locally, but some are imported)
Salt
Spices
Various fruits
Various nuts
Maize
Grains (to supplement what they produce locally)
Seafood (expensive, must be shipped in preservation boxes)
Alchemical reagents
Specialty woods
Finished goods of non-Elven style, such as furniture, artwork, tools
Oils (olive, linseed, rapeseed/canola, various nut oils)

 

Exports

Fabrics (wool, treesilk, cotton)
Silversilk (bolts, very rarely finished goods)
Embroidered cloth
Blown glass objects (cups, plates, decorative items)
Kingfruit
Kingtree nuts (actually an epiphyte, not actually produced by the tree itself)
Kingtree wood (sustainably harvested in special areas that form “Forests of the Hand”)
Music (symphonies)
Leather (tanned hides and finished goods)
Musical instruments (stringed, woodwinds, some drums)
Magic items (mostly the Q&D kind)
Silversilk garments (formalwear, high end fashion, wedding dresses, etc.)
Once every few decades or so, they might sell some silversilk armor on the open market
Alchemical elixirs
Furniture
Ceramics (cups, plates, bowls, pitchers, etc)
Books
Various goods of Elven manufacture (low production numbers, but very valuable)

 

Notes About Elven Goods

Because Elves live for such a long time, they are rarely in any kind of hurry. There is always tomorrow. When building things, they take their time, and their aesthetic sense is highly developed. This means that everything they make is at least “Minimally styled”, and that is their version of a rush job. Normal Elven goods are “Beautifully Styled”, and goods they actually take a bit of time on are “Gorgeously styled”. In addition to the “shape/overall design” of the piece, they will often use materials or techniques that add even more value, such as dyes, embroidery, paint, inlaid materials, gilding, etc. Fabrics are often given embroidery, dyes, beading, or fringes of fur or feathers. Woodcrafts might have dyes (stains), paint, inlay, relief carving, or gilding. Metal objects might have relief carving, etching, gilding, or paint. In short, Elven goods take a while to make, but fetch very high prices.

  And Elven craftsman might put out only one object a year, but when it sells, it provides enough income to survive the next year while they build their next masterpiece.

Some examples and contrasts:

A composite bow (ST 12) normally costs $1080. This is for a basic bow with no frills. But Elves don’t build things without frills. So they at least have to make it minimally decorated, so their “basic bow”, with minimal styling without any extra decorations, would at be worth at least $3240.

  There is nothing that says that a Human can’t decorate items; they do it all the time, and that bumps up their prices on the items in the same way as Elven ones. The difference is that Elves take the time to always do at least some decorating, whereas a Human will make do with the basic item. Humans typically have more urgency. Elves don’t, and will take the extra time required to add bits and bobs to their goods as a matter of course.

 

Elven Economics

Elves tend to live in small, close knit communities. Because of this, their towns (where everyone knows just about everyone else, especially after living with them for centuries) tend to be run almost communally. It’s not true communism, however; but it can seem that way to outsiders. Internally, there is a lot of transfer of wealth via the barter system. If Elitheris kills a deer, she will give most of it to the village, but keep a big chunk of it herself (as a sort of “payment” for services rendered). If an Elf sells a shirt in the market, they will get paid for it; they aren’t making shirts for free, just to hand out to village members. That said, the revenues generated by tariffs and taxes is spread out into the community pretty widely. Most infrastructure is paid for by “The Government”, such as building maintenance, “road” maintenance (usually more along the lines of bridges, catwalks, and trimming of branches that interfere with moving over the branches they are sprouting from), Rinqualasti maintenance, and water supply. Most services get a minimal stipend, to keep them going to at least a minimal level.

 

Food Production

Elven agriculture could more accurately be called “intensive gathering”. They may plant fruit and vegetable plants, but they won’t necessarily be in rows, or in dedicated fields (although there are exceptions). Because their population density is so low, they don’t need intensive farming practices to keep fed. Hunter/gather techniques work most of the time just fine.   In the case of Toinalomë, the tree itself produces kingfruit, two kinds of epiphytes that produce edible fruiting bodies, three that produce edible greens, and two more that produce edible nuts. In addition to this, there are chicken coops scattered about the tree, producing eggs and poultry meat. There are also raised beds and containers, mostly along the larger branches, but many households have at least a few food-producing plants and almost all of them have herb gardens. Meat comes from the hunters, occasionally from the dairy farm at the base of the tree, and imports. Some vegetables and many fruits are imported as well.


Infrastructure

Roads/walkways are made up of boardwalks, some of which are formed out of the tree branches themselves. Others are more "standard carpentry". There are also rope bridges, and in many places, just ropes. Elves tend to have perfect balance, so walking along slack ropes from flet to flet is common. The are the two Spiral Ways, one going up, the other going down, set up like a double helix around the huge trunk of the tree. They extend from the ground to the lower levels of the town. Wagons and pack horses, along with people, use these ways to get into the town from the ground. The lowest level of the city is about 180 meters (600 feet) off the ground.

  Sewage is handled by the rinqualasti, as it is in most, if not all, Elven settlements. They are tended by speciallized gardeners.

  Water comes from the river, piped through ceramic pipes to underground water tanks at the base of the tree. From there, it is pumped up to the lower levels of the settlement. This is mostly for industrial use, however, as most residences collect water via rain capture and from water condensing on the leaves. Some water is tapped directly from the tree itself, utilizing the biological pumps within the tree itself.

  Education comes in two forms: the basic education is via the Learning Institute, a school house. There is one teacher, an old Elf who has never really been very good at one thing, because he would just get bored after a few decades and do something new and different. The result was a jack of all trades that could teach the basics of just about anything. The teacher, Cuptamo Sénna, is somewhere around 1200 years old, although he isn't sure. He has a skill level of 12 in just about everything, except for teaching, which he is actually very, very good at (Teaching-17). Further, specialized knowledge is taught master to apprentice. Cuptamo Sénna is also adept at knowing what professions his students might be good at, and gives them suggestions on who to talk to for further study.

  Healthcare is provided by two Houses of Healing, supported by a few mages specializing in healing spells, and the alchemists in town, who supply healing elixirs. Each House of Healing can support up to a dozen patients at a time; although with a little time, effort, and supplies, that number can be tripled. If more space is needed (casualties from a disaster, or a war) then other nearby spaces are turned into triage centers and recuperation spaces.

  As the tree is living wood with a high moisture content, and most lights used are bioluminescent, fires aren't usually a problem. But fires can break out. There are annual fire safety meetings that share information about where firefighting equipment is located (buckets, hoses, and water cache locations), techniques on how to quench fires, and routes to safey during an actual fire. Under most circumstances, the whole town acts as one big fire department, since everyone is basically trained for it over centuries. In addition, three of the mages know the spell Fireproof, and have been systemically enchanting a large portion of the lower trunk, the civic buildings, and food storage buildings to keep them from burning. They are currently working on public walkways and access roads, and have done about half of them. It wouldn't do to have means of egress burned away. The fireproofing and fire drills arose after the Elven Revolts of 376 AFE, where the Emperor ordered huge tracts of forest--and the Elven villages within them--burned to the ground in order to end the revolts. It was something no Elf wanted to see ever again.

  Note: This event is one reason that Elitheris felt she had to leave what was left of Celumarauca. Some of the people she knew had heard about the revolts, and what the Empire did to stop them. Elitheris' accident with the flames hit a little close to home. While technically she had been allowed to stay with her family and the town, she never would have been able to look them in the eyes. Their pain, and her shame, would have made her life there a living hell.


Districts

Toinalomë doesn't have districts in the normal sense. Due to its construction in a tree, the city is set up in rings or shells, starting at the center, and going out to the ends of the branches. The rings closest to the trunk are generally the dimmest, and the ones on the periphery the brightest and getting the most sunlight.

Endatavar (Heartwood).
Morilindë (Evening Circle)
Undómerindë (Twilight Circle)
Lomirindë (Shadow Circle)
Caumarindë (Sheltering/Protective Circle)
Lairarindë (Shady Circle)
Halyarindë (Veiled Circle)
Tintilirindë (Dappled/Twinkling Circle)
Aurëarindë (Sunlit Circle)

Most civic buildings are close to the center, within the first three or four rings. Agricultural areas, basically raised beds and container gardens mostly, are found mainly on the larger branches, fairly close to the trunk. Most storage places--warehouses, pantries, grain silos, etc.--are actually in the trunk itself, formed out of living wood. The temperature is more stable there, so food lasts longer. Residences are mostly located in the outer rings where there is more sunlight, and a view. Services and shops are scattered throughout, making finding a specific service fairly easy and not too far away.


Guilds and Factions

Providers Guild (hunters, gatherers, farmers)

Merchants Guild (all sellers of wares)
They really, really don’t want the isolationist policies to continue.

  Crafters’ Guild (all producers of wares, basically the manufacturers)

They rely on imports to make things, and rely on the money from sold goods

  Services Guild (all people in service-related industries: barbers, servers, tavern keepers, innkeepers, etc)
99% of their business comes from within the town itself; the remaining tiny percentage is from tourists/travelers. So they are ambivalent about isolationism from a business perspective. Some like travelers, and enjoy interacting with them, others could do without it.

  Maintainer’s Guild (Builders, sewage maintenance, water suppliers, Town Guard, and other basic infrastructure)
Like the services guild, almost all of their work is town-based. They tend towards isolationism, or ambivalence. Sub groups within the Maintainer’s Guild have different ideas: the sewage maintenance group tend to like exporting rinqualasti to outside markets; they don’t have a lot of revenue from simply maintaining what is already in the town. So they like the extra revenue above their minimal governmental stipend. The Builders on the other hand tend towards isolationism, since they don’t need the outside folk anyway, as do the water suppliers. The Town Guard are mixed, but if it came down to it, they would likely choose to keep trade open, even if all it does for them is give them something to do (they’d be bored if there were no outsiders to catch breaking local rules).

  Note that many crafter/shopkeepers are members of both the Merchants’ Guild and the Crafters’ Guild.

  The Council of Ten
Mayor acts when ties need to be broken, but otherwise has no vote, although she can make speeches.

6 are pro-outside trade
4 are isolationist

This results in a lot of isolationist policies being voted down, which causes frustration on the part of the “old guard”. They can’t win legally, so they have to go beyond the normal rules.

Old Guard (very conservative old families that want more isolationism)
Note that Harwenion shares some of the same fears, but he doesn’t want isolationism; so he understands where they are coming from, but doesn’t necessarily agree with them.

Points of interest

Art Gallery
Various workshops
Spice Shop
Taverns
The Ent's Rest Inn
Yavanna's Respite Inn
The Three Temples
The Mage Guild (the main mage guild, including enchantments)
The Weave (Mage guild focused on silversilk)
The Learning Institute
Theaters (4 focused on plays, 3 designed for symphonies)
Dance Halls
Council Chamber (for those who like Medieval C-Span)
Meeting Hall
Library
History Museum
Various places scattered about the tree where comfortable benches have been placed to take advantage of the spectacular views
Night walks, lit by various species of bioluminescent plants, which gives the strollers the impression they are walking through a field of stars


Tourism

There is some. It's an interesting place, filled with beauty. Not good for people with acrophobia, however.

  The current (in Elven terms, anyway, it's been going on for over a hundred years) atmosphere is a little prickly for outsiders. There is a sizable faction in town that would like to close the borders and be isolationist, shutting down any tourism whatsoever.


Architecture

Many of the buildings are constructed by growing the rooms out of the Kingtree's branches. However, much of the town is constructed using more mundane carpentry techniques. But from a distance, people simply see the tree. It's only when they get closer that they start to see the work of directed labor and intelligence. Elven style is very art nouveau.


Climate

The Kikradi River valley is in generally a mild temperate region.




Natural Resources

Kingtree wood, Kingtree fruit and nuts, plus the bounty from the series of epiphytes.



Articles under Toinalomë


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