The Kingdom of Nyth Noelle Organization in Aldris | World Anvil
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The Kingdom of Nyth Noelle

The Kingdom of Nyth Noelle is the moderately sized Elven Kingdom that resides at the south-west side of the continent of Albion. Ruled currently by the Archfey of Love and Adoration, Aya'danu and her acolytes and citizens, the Elves, this Kingdom is currently known to be peaceful, friendly, and keen towards the natural world.

Structure

  • The Dynast of Noelle: The Dynast is the elected ruler of the Elves, chosen out of a pool of several Archfey who make their case to rule for fifty years. The current ruler is Aya'danu, the Archfey of Love and Adoration who has rolled for three spans of a total of 150 years.
  • The Consulant: The Consulant is a position serving as an advisor of the Dynast, often serving as her representative on diplomatic missions so as to keep her protected. More often than not, the Consulant is an elf or some other mortal from the kingdom who is in touch with the issues of land, but there have been Dynasts and Dynasta who have appointed other Archfey into the role. The current Consulant is the Autumn Eladrin, Hestern Whitemane.
  • The Chosen: The Chosen is an ancient order of elite elven warriors, equivalent to the Dwarven Throneguard or the Human Royal Protectors. There are always seven Chosen at any time, each taking on the same name as one of the First Chosen: Tyrael, Hellias, Sarael, Ayon, Maranaim, Amphetrion, and Aries.
The above titles can change name and meaning when another Archfey takes the throne.

Culture

  • Archfey Rulers: The Elves of Nyth Noelle are always ruled by an Archfey, who is elected to the throne by the citizens based on the needs of the people. The chosen Archfey then rules for a period of fifty years, during which the kingdom itself changes to reflect the nature of the chosen leader. This can sway the culture of the Elves themselves, changing them from warring to peaceful or expansive to isolationist, and vice versa.
  • The Code of the Elders: The Elves hold themselves to the code of "Aldorwhll", also known as "The Wisdom of the Elders" in Elvish language, which is a selection of three virtues constructed by the oldest of the Fey, the "Tuadedanan" or "Last Kin of the Old World", who were the first to Fey to land on the realm of Aldris after escaping the destruction of their original home. These keep with the rules that bind the Archfey themselves, and allow the Elves to keep strong ties with them.
1. The Truth of Self: Whether your nature if benevolent, malevolent, wrathful, kind, or whatever else, you must be true to your self and your personal beliefs. To pretend to be anything but what you are is to disservice yourself, even if it is to avoid the consequences of your true personhood. Likewise, anyone who works to dissuade others from understanding themselves or following their calling must be removed, and we must always cultivate and push for people to follow their hearts and their passions. 2. The Bind of Promises: When you make a promise, pledge yourself to another person, or otherwise bestow a declaration of your will to another person's goals or hopes, you are to follow through with that pledging to the letter and until it is complete. Any attempts to break, manipulate, or otherwise belittle a promise made is to chip away at the validity of your word, eventually making it worthless. 3. The Guarding of Your Name: You must protect your name at all costs, in that you must choose what you as a person represent and stand for, and make sure that your name and your reputation speaks to the protection and reinforcement of the path you have set for yourself. This can change, as life is fluid and experiences make us think and rethink our beliefs, but it is then up to you to make sure others have no preconceived notions or misunderstandings about what it is you stand for.

Assets

  • Elvish Weaponry: Elvish craftsmanship holds aesthetic just as high as the efficacy of use, with bows and blades often illustrated with drawings and intricate patterns that dictate the crafting as Elvish in form. Elvish warriors sometimes also carry blank blades that are eventually given detail and designs based on the deeds and adventures that they have, leading them to be called "Illustration Blades, "Ballad Blades", "Swords of Song", and other names.
  • Palpable Magic: Due to their incredible sensitivity to both Arcane and Primal Magic, the Elvish kingdom produces some of the most powerful natural mages in the world, both learned and inherited from a magical lineage. Druids, wizards, sorcerers, and bards are the most commonly found magic users in this kingdom.

History

  • The Arrival of the Archfey and the Creation of the Elves: The Archfey arrived upon the Realm of Aldris eons upon eons ago, having emerged from their own destroyed realm far beyond the stars, one of them carrying a shard of this world upon their back. Upon arriving and meeting with the native First Beings, the Fey sought asylum and protection from the powers that would chase them beyond the stars. In time, the First Beings grew to admire and eventually swear fealty and loyalty to these Archfey, and were blessed with command and control over their alien forms of illusory and manipulative magic. These beings would become the First Elves, or the Eladrin.

Demography and Population

Most of the kingdom is formed of Elves and Half-Elves, but the Elves do not keep any dislike of any particular race minus Orcs due to their recent encounters in wartime. Halflings and gnomes can also be rare at times due to their history as once being slaves to the Elves during the rule of the evil Archfey Balor, but since the change in power, they have begun to return over time.   Elves also hold no distinctive love for Aasimar due to their lack of divine inclination, and as such do not have the same disdain and wariness of Tieflings that the Dwarves and Humans have. This makes their kingdom a haven of sorts for them and a variety of other races.

Territories

  • The Ivorwood: The Ivorwood is a large expanse of birch forest that rings around the whole of the Elvish Kingdom, the trees being of varied sizes by all having the same bright white trees striped with grey while their leaves run the gambit of pure pink to a bright red dependent on the time of the season. In winter they turn grey and fall to the grasses, whilst in the height of summer, they burn a bright crimson.
The Dryads of the Ivorwood hold crimson hair and freckles with pale wooden skin and act as the first bastion of protection. Ents, Treants, and Woodwealds also trek across the landscape, camouflaging as trees and ready to spring forth to defend their maidens. Myconids of bright red and white color are known to guard the lands nearing the Fen of Roses, but are immensely friendly when treated with kindness. They often advise adventurers to be wary of the Fen's dangers. Robin Harpies scour this valley for people to steal and feast upon as it provides great visibility for them to swoop down and steal away prey. The southern section of these Woods holds a nest of Albino Death Weasels, a Den of grey and white Wolves, Bloodhawks, and vampiric Blood Lions.
  • Paleback Peak: Paleback Peak is a colossal mountain range that serves as the triple natural border between the kingdom of Nyth Noelle, the Orcish Lands of the Take, and the Sonora's Region of Grynn. It is legitimately identified as the farther you get from the human kingdom's lands, the paler and whiter the stone becomes, changing from its starting dull warm grey to a pure, white, alabaster stone at Noelle's borders. Trees also seem to cease to grow once the peaks begin to spire up, leaving it to be pure crag filled rock and constantly shifting cliffsides. At the southern center sits the Cinderwood and the lost capital of Fane Thaileus.
Mountain Lions, Cave Bears, and other natural beasts reside within these peaks. Stone Giant's reside along the border of the Hellgarden, tending to large mammalian creatures like mammoths, tuskoloths, and other large creatures. They keep to themselves and often are harassed by Orc Bands and Human Legions who hope to take their animals as mounts or beasts of war and burden. Often they are met with desolation at the hands of both pet and owner.
  • The Fen of Roses: The Fen of Roses is a bit of swampland that sits at the border between Sonoran lands and the Elvish Lands, and crossing it is often required in order to arrive within the territories of Nyth Noelle. While known for its beautiful rose petal plants that fill the River of Pearls that cuts across the continent, the water itself is magically enchanted to be a perfect mirror of the world above, confusing travelers as to the true depth and immensity of its watery floor. Large mushrooms also encapsulate the trees, causing those who fail to stand against their raining snow-like spores to suffer from hallucinations. This combined with the Sirens of the River makes it a deadly place.
  • Tolis & The Eiderdown Inn: At the end of the Fen is the small quaint hamlet of Tolis, the luscious Eiderdown Inn ready to receive visitors who have successfully crossed the River.
  Quicklings reside in this area, keen to steal food and other things off of adventurers who come through. Sometimes they are known to bite off people's ears. Nereids and Sirens rise from the River of Pearls to drown lovestruck adventurers who fall to their beautiful forms and sensual voices. Satyrs have also been known to reside on patches of land through the river, requiring tolls of wine and pleasure to pass through their chosen borders. Robin Harpies stay away from this area, because if their wings get wet or they land in the water, they cannot escape as they cannot fly away and often times are devoured by the Nereids and Sirens.
  • The Dahlian Tower & The Shimmering Lake: The Dahlian Tower is the protective ward that holds the famed Oracles of Dahlia, powerful seers amongst the Elves gifted with the powers of divination by the Archfey Morgana. Once serving as advisors to the Archfey Dynasts of old, the Oracles were constantly targeted in attempts to steal or misuse their party. All manner of person now approaches to visit the tower in hopes of learning their future or gaining an edge in life by having the advantage of foresight, but they must contend with the illusions and dangers of the Shimmering Lake, its traps and guardians set in to protect the ancient wisdom of the Tower and its denizens. These protections are commanded by the ancient and powerful nymph Palacia.
  • The Saren Valley: The Saren Valley is a large stretch of plains and grasslands that extends to the coast and rising cliffs of Albion's southwest end. Flanked by a pair of mountainous cliffs, this large circular grassland is often the spot of rest and vacation for people due to the abundance of cotton-like plants within. It is largely undisturbed and uninhabited by both creatures of the fey and material and has often served as the location for truces, treaties, and peaceful negotiations between the Elves and other races. To burn or mark the ground of the Saren Valley is to declare war upon the Elves.
Robin Harpies scour this valley for people to steal and feast upon as it provides great visibility for them to swoop down and steal away prey.
  • The Weir of Calm: This large waterfall has the waist-up facade of the Elvish goddess of peace Eldath carved into the white stone of the cliffside, water cascading down her naked body like a flowing robe while her hands extend out in greeting, her eyes closed. This is a holy place for those who worship Eldath or those who seek peace and calm, often used by writers and poets for the silence of an inspirational place. Some even come to spend their last moments here, sometimes walking into the well itself so that they may join their gracious mother. Strangely enough, there are no bones or belongs below the surface of the water, though few have attempted to dive keep into the black depths of the fall's end, as to do so is to disrespect and disturb the peace of the resting.
  • The Greygrass Gorge: One of the only places where color has faded from the vegetation, the Greygrass Gorge stands as the last bastion before wanderers enter into the glassed Remains of Thor Estra. Its wheat field feels dry and dead though it still shakes in the wind, and as you emerge closer to the ruins the grass turns from a soft peach to a drab grey. The town of Kerberras stands to the left of the ruin, housing some of the most well-trained elven warriors to warn and protect the city should something arise from the haunted remains.
  • Kerberras: Kerberras serves as Aya'danu's bastion against the horrors that exist within the Ruins of Thor Estra, stationing guards at the Greygrass Gorge to ensure no one trespasses down into the ruins, and sending scouts to find anyone if they do manage to slip out. Earthmages stand at attention to plug holes made by any monsters, and some of the finest warriors live within this town to provide protection and warning should there be an escape of a powerful entity from the dark below. The Bell of Ysgar can be heard from across the whole of the continent as far as Alscace, letting most of the realm know if there is a break out of some dark entity from the Ruins.
  • The Remains of Thor Estra: The Remains of Thor Estra is a Dwarvish Ruin from a time eons ago where the Elves of Nyth Noelle and the Dwarves of Thor Bardam sought to put aside their differences and form an alliance, led by Aya'danu and the Dwarven Prince Ysgar Ironborne, otherwise known as Ysgar of the Open Arms, due to his peaceful demeanor and inquisitive nature in regards to other cultures. He formed this alliance out of kindness, but the other dwarves nobles simply wished to collect Elven secrets in terms of the creation of magical items and the presence of rare metals and gems within their lands.
Soon this greedy betrayal was found out and Aya'danu ordered the Dwarves to vacate from this new home they had built together, but at the same time, the dwarves had dug far too deep into the earth below and unleashed something terrifying beneath the stone, enough to whisper and charm the dwarves into digging further and further to unleash more of these terrifying creatures (ropers, gibbering mouthers, led by a Death Tyrant). The city was soon overrun with these terrifying creatures and they would soon have made it to the surface, if Ysgar had not called for the Divine Intervention of his god, Pelor, to seal these creatures away for good, even at the cost of his own life.   By this sacrifice and pledge to protect the world above from the horrible creatures below, Pelor answered and a beam of pure sunlight burst through the heavens, immolating the whole of the city in a burst of radiant fire. The whole cliffside collapsed on itself and the heat glassed the whole of the civilization to a fine seal, and the dark creatures below the earth never broke through to the surface to wreak their havoc upon the world. Aya'danu still mourns the loss of Ysgar to his day, and this would be the end of the dwarven and elf alliance for many, many years.   Even still, people who have visited the ruins still believe they hear muffled cries and whispering haunting this place, and that they can sometimes see the spirit of a scalded dwarf wandering the glass-ridden ruins warning them to turn back, and not to "repeat the mistake of dwarven greed".   Ysgar's Hammer, Plate, and other magical items reside deep within the caves and are believed to be items of legend. Getting one and presenting it would cause the Elves and Dwarves to dispute over who would have ownership of it, as he was a friend to the Elves, but the weapon is Dwarven-made. Pelorian worshipers and clergy often make the pilgrimage to this place to witness the power of the Dawnfather first hand, as a part of their spiritual journey An Oblex has made its home within the cracks of Thor Estra's ruins, appearing as a child or other people it has devoured in hopes of luring them into the ruins to be eaten by it. Purple Worms native to the underground have also fallen under the thrall of the catacomb dwelling Death Tyrant, serving as scouts and guards to its inner sanctum. The Dwarves who were driven below have long since become twisted Derro under the thrall of the Death Tyrant below. Gibbering mouthers also reside within the stonework and the corpses of those affected by the Death Tyrant have since melted and turned into Gray Ooze. Xorn bought over by the Dwarves as mining assistants also have been trapped and gone mad as well, unable to tunnel through the glass formed by Pelor's Light. Before the Death Tyrant became one, it dreamt of a second beholder which forced them to do battle with one another. When it killed its creation, it was severely wounded and began to dream of its own death and what lay beyond, transforming into a Death Tyrant. It then rose its dead enemy as a Beholder Zombie, who serves as its false proxy and is often revived over and over as adventurers fight it, become weak, and then can be consumed by the true Tyrant. The spirits of lost and slain dwarves can be seen if one attempts to go deeper into the fallen city, appearing as flaming dwarvish skeleton wraiths.
  • Ysgar's Rest: Ysgar's Rest is a large monument created by Aya'danu in celebration of the sacrifice that Ysgar made to save the realm of the Elves from the greed of his people. It is formed completely of diamond and takes on the shape of Ysgar standing with his arms out, facing towards the sun's rise as if ready to accept his destiny. Pelorians and Dwarves who shared his mindset often come here to pay respects to him, sometimes leaving charms, gifts, and other things at the platform base of the statue.
  • The Feygate of Care's End: The Feygate lies at the very end of the landmass that Nyth Noelle rests upon, heavily guarded by the Chosen and the Elvengarde as the place where their queen meets and does business with the other Archfey native to the Feywild. A pair of large overgrown spires form a crescent upon the floor, and the air itself shimmers with unstable planar energy. One enters through by taking the leap off of the cliffs of Care's End, having to trust that the Feywild will accept them into the realm as they plummet towards the crashing waves of the sea below.
Listed below is a number of hamlets, villages, settlements, and towns within the territory of Nyth Noelle:
  • Benshara: A town within the Saren Valley.
  • Ir Tinon: A town outside of Velve Nelore.
  • Raran Lond: A village within the Fen of Roses, closer to Paleback Peak.
  • Yllserene: A town residing within the middle of the Fen of Roses, often a place where people come to rest on the travel across the river.
  • Thenmar: A fort residing within Paleback Peak, built into the mountainside overlooking all of the Fen of Roses, filled with flying cavalier elvish warriors.
  • Iri Vanserra: A town residing past Velve Nelore towards the Greygrass Gorge.
  • Iysalin: A town within the Greygrass Gorge.
  • Ularys: A sea-side town neighboring Care's End.

Mythology & Lore

The Elves of Nyth Noelle do not perceive the gods in the same way as other kingdoms, viewing them as people similar to themselves but with more power and influences at their disposal. However, they keep to the distinct belief that mortals can control their own destiny and have the power to rival the gods themselves, even ascending to join their echelon. However, some do hold reverence and worship to a variety of gods, those primarily listed below:
  • Sehanine the Moonweaver, Goddess of Autumn, Trickery, and Death
  • Corellon the Fair (deceased)
  • Eilistraee the Moondancer
  • Sune, Goddess of Love and Beauty
  • Tymora, Goddess of Good Fortune
  • Silvanus, the God of Wild Nature
  • Mystra, Goddess of Magic
  • Milil, God of Poetry and Song
  • Eldath, Goddess of Peace
  • Avandra, the Changebringer
  • Melora, the Wildmother
  • The Ivory Stag: There is also the presence of a creature beloved by the Elves and the Fey, known as the Ivory Stag. It is often seen in various areas of the kingdom and it is believed to be lucky to even spot it in a clearing, and that to be considered gentle enough to touch it is a blessing from the fey and the gods themselves. To kill this entity does not end its life, as it can return via a powerful ritual by Aya'danu or one can emerge from the Feywild itself of its own accord, sensing the void of power. However, doing so earns the ire of the Fey and the Elves as it is a sign of sacrilege and disrespect to their culture.
  • The White Wendigo: When travelers are sent off from the Eiderdown Inn to continue on their way to Velve Nelore, they are always cautioned to never let their fire go out, especially while within the deeper, eastern side of the Ivorwood. In total darkness and the light of the moon, the White Wendigo stalks the woods with a howl that chills the soul upon being heard. It is believed that the Wendigo's bite brings you under its thrall, becoming a ravenous beast that seeks to consume the flesh of those around them. Upon succeeding in doing so, they then become a true Wendigo, child of the true one.
  • The Archfey: The Elves also hold offerings, dedications, and veneration towards the Archfey themselves, sometimes pacting to them to enact their will upon the world despite not sitting in the Noellan Seat.

Sects

  • Order of the Silver Bow: This clergy worships the Moonweaver and shares in her depiction as a grieving lover to Corellon. Thusly, they hold a variety of roles within her domain, being both exchangers of funeral rites and expanding through to help those suffering from loss through the grieving process. Sometimes, they allow the dead to speak to the living through necromantic magics, preside over marriages, and even expand to help lovers elope when both their own and other kingdoms. Grave clerics, and illusion or light necromancy wizards can be found here. They are identified by a silver bow with an arrow nocked.
  • The Greenwardens: Clerical servants to the Wildmother, these clerics work to protect powerful sites of nature, foster agriculture, and ultimately curb the expansion of civilization so that it never overwhelms the wild but rather works in tandem with it. They often serve as diplomats between the cities and wild denizens such as harpies, nymphs, awakened animals, and other creatures, called to settle disputes between the natural and artificial world. Thusly, they wield gracious amounts of primal magic, and so nature clerics, druids, and oath of the ancients paladins come to serve here. They are identified by a wreath of leaves with a coppery sword struck through its center.

Grow Strong, Bloom True

Type
Geopolitical, Kingdom
Capital
Alternative Names
The Elvish Kingdom, the Ivory Kingdom, The Elf Lands, The Land of the Blush
Training Level
Professional
Veterancy Level
Experienced
Demonym
Noellan, Elven
Leader
Head of State
Head of Government
Government System
Monarchy, Elective
Power Structure
Feudal state
Economic System
Market economy
Currency
The Elves trade via a system of provision, though they do also trade in gold, silver, and copper. Precious herbs, roots, plants, items, and other things may also be used to barter.
Location
Controlled Territories

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