Tranquility, Free City of Organization in Aertrea | World Anvil
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Tranquility, Free City of

Location Northern Continent. Alignment: Chaotic Good. Knowledge Geography Middle Kingdoms.   (DC 10)Tranquility is the name for what is believed to be the largest High Elf city in the world. Located in the Northern Continent just south of the Moss Stone Forest, the city acts as a refuge for elven kind throughout the known world. Its libraries and vaults are said to hold ancient lore and treasures not seen in ages. It's said that a great enchantment makes violence impossible within the city.   (DC 15)Tranquility has become the center for High Elven learning and activity in the North. It’s also the bastion for High Elven safety and serves as a refuge for all of elven-kind. The city is protected by a massive magical force that prevents violence within miles of the city. The Elves of Tranquility are focused on two main things. The first is the gathering and protecting of knowledge, mostly elven knowledge, but all knowledge is considered worthwhile. This is accomplished by both study and research done within the Ivory walls of the city and by Seekers who gather arcane lore from throughout the world for transfer back to Tranquility. Secondarily, Tranquility seeks to protect and nurture Elven culture. Unlike Darkwood Green, the elves of Tranquility, are not only concerned with elven traditions and glories of the past, they also look to the current and future generations. Just as they do not turn a blind eye towards the future, the elves of Tranquility are concerned with current events. Their biggest priority has long been the protection of their city and its vast libraries and vaults. As a long-lived race, the High Elves know too well that descending Dark Ages have destroyed so much lore that would be so valuable to maintaining the ideals of peace, freedom and prosperity that the elves hold so high. Thus, the second overall goal of the Elves of Tranquility is one of protection.   (DC 12) Tranquility welcomes in Elves from around the world, the vast majority are High Elves but there are some Wild Elves, Sea Elves and even some Dark Elves (but no Drow) within its confines. Other races are carefully scrutinized and are generally confined to only certain areas of the city. Halflings are the least worrisome, although their tendency to make off with what is not theirs is always a concern. Dwarves, humans and other races are viewed with some suspicion. They are allowed as visitors and may petition the Librarians for some bit of information, and if they are respectful, generous with offerings of information or magic, and patient (as defined by an elven perspective), they may be rewarded with the knowledge they seek. Those who seek to steal or intimidate meet with an overwhelming response by the lands defenders, which quickly turns lethal should blades be bared.   The City of Tranquility is protected by Relic Stone magic that extends around the city out to about twenty miles. This magical field represses violent actions. Most people simply find themselves unable to act in a violent manner. Some of great will can resist this effect and act out for a time, but it is physically and mentally exhausting to do so. There is a side effect to this aura which generally reduces anger and hostile feelings. The aura also prevents teleportation magics of any kind from working in the area. The Defenders of Tranquility appear to be exempt from these effects at different times.   (DC 15)The forces of Tranquility protect not just their Ivory Towered City, but also the Moss Stone Forest to the north and the surrounding areas in many, many miles. They also aid the Dwarves of the Seven Holds in protecting the west from the forces of chaos beyond. Tranquility has many defenders, the most obvious of which are very fierce some elven soldiers, known as the Defenders, which number many archers and capable swordsmen. They are supported by powerful spellcasters and psionists. Some of the worlds most experienced rangers and scouts relay information to the city with incredible accuracy. It's said that no tree falls in the Moss Stone without the Tranquil Court’s knowledge. However the city also has defenses that are not obvious, stories tell of the forest “coming alive” and destroying invading armies of men and orcs. Mounted cavalry making use of dragons, pegasi, and griffons are also known to exist. The city is also on friendly terms with many druid circles and powerful fey creatures. In summary, the city of Tranquility is a place more then able to defend itself from threats from beyond its borders.   (DC 15) Tranquility has amassed what is likely the largest collection of ancient lore, knowledge and magic in the world. They house these treasures in their fabled Adamantine Vaults, which are supposedly impregnable. The only way for anyone, including the Tranquil Council to access the vaults are through the Archives. The Archives refer to the massive system of cataloguing and organizing all the vaults hold. Its staffed by a small army of the most dedicated scholars, archivists, and librarians one could image. While incredible efficient, the Archives work at an “elven speed” which most other races would consider incredible slow. Most requests are answered within a decade, although special cases may require only a single year. Only the most dire emergency would provoke a quicker response.   (DC 15)Tranquility is home to all sorts of elven professions, from the traditional to the specialized. Bards hold a special place in Tranquility, not just for performances, but for collectors of stories and lore. Rangers, wizards, rogues and clerics are all common. Corelleon is the most popular deity but Azuth, Tyr, and Celestian are not far behind. Druids and their faithful are also welcomed in Tranquility. There are also many dusk blades, archivists, and swordsages and a few psions, and wilders. Popular prestige classes include arcane archers, champions of Corelleon, eternal blades, and elven devote guardians. However, just about anyone and anything can be found somewhere in Tranquility, with the exception of obvious evil and destructive paths.   (DC 18) The Seekers of Corelleon are based in Tranquility (and have a strong presence in Darkwood Green) and from this city they operative throughout the north. They both seek to aid Elves (and others) in need and to retrieve lore to return to the Archives. The Seekers are a well known organization amongst elves but mostly unknown to other races. They are a powerful force for both good and freedom throughout the north. They are also one of the few groups capable of undertaking missions in the barbaric Fallen North, seeking to delay the apparently inevitable march of chaos in anyway they can. The Seekers are some of the most wide ranging individuals in the known world. They have agents on every continent and in every nation. A seeker in need can often find aid even in the farthest reaches of the world.   (DC 15 and Knowledge Nobility and Royalty North DC 15) The city and its holdings are ruled by the Tranquil Court. Its made up entirely of Elves. Each of the three founding families of Tranquility hold a seat as do many of the important organizations in the city; the Archives, the Defenders, and the Seekers.   (DC 15 and Knowledge Nobility and Royalty North DC 15 and History DC 12) The Free city of Tranquility was founded at the end of the last dark age by three High Elven Houses who were migrated south from the north, fleeing some danger. They settled south of Moss Stone Forest and vowed to never flee their homes again. They used epic magics to construct the aura of peace and to raise the great ivory towers and the adamantine vaults. Over the next few centuries Tranquility became known as a refuge throughout the elven world, able to withstand any force. With the influx of elvenkind from throughout the world, it’s taken on an even more cosmopolitan feel. It’s likely the most sophisticated city on Aertrea, unlike any other.   (DC 15 and Knowledge Nobility and Royalty North DC 15 and History DC 12) The original three houses of Tranquility are still influential today. While they do not literally rule the city, they are three of a handful of powerful factions. They are House Celare, House Faendryl, and House Gryvere. Members of these houses hold high status in the city and its institutions. House Celare is famous for its psionists and archers, Faendryl for its arcanists, both wizards and sorcerers, and Gryvere boasts many fine swordsmen.

Structure

The Tranquil Court rules Tranquility and its surroundings. A representative of each of the three founding families is joined by a member of the Defenders, the Seekers, and the Archivists are the active members of the Court. They are joined by a number of other individuals whose job it is to provide the court with information and advice.   The city is divided into rings, like the rings of a tree. The center ring includes the Archives (and the vaults), the three Ivory Towers (one for each founding House) and the Thiliven'Ost (White fortress). The next three rings are a collection of gardens, walkways, and small dwellings where most of the elves live. The fifth and sixth ring include larger structures that include storage, stables, training grounds and other activities requiring more room. The sixth ring is surrounded by high gleaming white walls of thick stone. The seventh ring expands outwards for a mile or two from the walls. It contains more dwellings as well as inns, taverns, and shops. The 7th circle is were non-elves can reside and is where Tranquility interacts with the rest of the world.

Public Agenda

1. Protection of Tranquility 2. Gathering and safekeeping of elven culture and other valuable knowledge. 3. Maintain the peace of the region.

Assets

Tranquility is very rich in magic. It's one of the most likely places to find a magical item, book, or art object. As such, there is considerable material wealth here.

History

Prehistory: Tranquility was an elven city during the Age of Empires, one of many settlements of the Aldare Phayan Empire. When the events that closed that age and destroyed that Empire transpired, the Weeping War, the Moonblast, and the Abyssian plague struck, the city was all but destroyed. The elves, like all the races, struggled through the ensuing dark age. In time, a group of three high elven houses migrated south, seeking lands they could reestablish themselves in away from the tribal warfare of the north. They found the remains of an ancient elven city and built upon its foundations. They found the ancient magics of its relic stones still strong, and bent it to their will. They sought, more than anything else, a return to peace and a respite from violence. The city of Tranquility was born   Indeed, its Aura of Peace gave it a great advantage, for every ounce of energy did not need to be spent securing its own safety. Well before the Dark Age lifted elsewhere in the North, Tranquility was gathering knowledge, growing, and helping others. Unknown to most of the human nations to follow, it was the slow spreading peace of Tranquility that allowed them to get their feet under themselves and have a firm foundation.   The peace of its great walls were a draw to many. The first and perhaps most difficult decision that Tranquility faced was whether to allow other races to settle there too. They decided that the other races brought to much violence and allowed them only to visit. This issue continues to divide Tranquility to this day. As many would see its walls open to all, while others see this as extremely dangerous.

Demography and Population

Tranquility is 65% elven, 15% human, 15% halfling, 4% dwarf, 1% other. There is a very high percentage of half-elven heritage amongst the human population.

Territories

Tranquility rules an area off about 30 square miles. Half of it is woodlands and half are rolling fields populated by farms, most of which are run by halfling families.

Military

The military of Tranquil is small in number but strong in potency. It includes: Units of medium infantry with shield, spear, and sword. Units of longbow archers Units of skirmishers with shortbow and swords   Aerial cavalry of giant eagle, pegasus and dragons.   Units of scouts   All are heavily supported by elven spellcasters and specialists.

Religion

Religion is a small part of life in tranquility. Most of the elves of the inner ring are druidic in religion or followers of Corelleon. Each of the Gods of Light and of Leaf and Loam have a temple in the 7th ring. Timbal has sought to open a Church of the Three Divinities there but have not, to date, been allowed.   In Tranquility, religion is a private affair.

Foreign Relations

Tranquility is on good terms with the High Houses of Darkwood Green. Tranquility is on fair terms with the Kingdom of Timbal. Tranquility is on good terms with the City States of Marble Tranquility is on fair terms with the Holds of Moradin (there is conflict on the economic front, but cooperation on the military side is good).

Agriculture & Industry

Tranquility grows some of the food it needs on a daily basis, but also imports a considerable amount from nearby independent communities as well as Marble and Timbal.   It has a collection of high skilled craftsmen. Most are elves who live in the inner rings but also have a store front in the 7th. If you are looking for art, finely made wood items, jewelry, books, weapons, armor, bows and similar items, Tranquility has what you need. It also has a community of magic merchants who are small in number but have an extensive collection of items for sail.
Currency
Tranquility uses other nations currency. It's also a place where ancient coins are likely to be found and in use.
Judicial Body
There is a single court maintained by the Defenders in the 7th ring. Lawyers are not allowed, but all are allowed to speak their minds and present evidence. The presiding judges are always elven and make heavy use of magic to determine guilt. Punishments can include fines. Serious crimes are almost always consequenced with banishment, which is magically enforced.

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