Falkwood
Upon the Sea of Splendor is the capital of Illemnor, the Falkwood, the beating heart of republic. A bustling metropolis of white towers rising out of the surrounding forest, it brings together the Conclaves of druids and monks that dwell in Old Arborea. The city began as a grove itself where the treant conclaves of Old Arborea would travel to to meet in accordance with the cycle of the moons. When the old conclaves fell, one of the last surviving treants, Mossmane, came to the grove and laid to rest, forming the Sunlit grove, the current capitol building. The congress continues to meet in this grove during every Enlightenment, when the Aurora and Felicitus are full.
Geography
Falkwood is seated on a natural wellspring of groundwater, earning it the nickname the City of Fountains for the number of water features throughout the city. Living in tandem with nature around the city, looking to leave as little of an impact on the Sylvawood as possible. As a result, there is only one road that leads to Falkwood, the Grass Road that leads directly to the empire's capital of Helorix. However, there is a wealth of hiking trails formed by merchants and wildlife as they travel between the groves which are monitored by the Green Wardens.
Geographical Features
In the lifespan of an elf, the Falkwood is a quickly blossoming city of art and culture, fastest growing among all its peers and rivalling the splendor of its cousin-cities in the Feywild. From the perspective of any other Mortal being, the Falkwood is a quiet, peaceful city where one might travel to take a much needed respite. Indeed, it is known for its culture and art; music seems to ring among the graceful arches of its circular architecture and it is said there are as many hard edges in the city as there are moons in the sky. But few would call it bustling, nor would any claim it to grow much quicker than moss.
Though it is a large city, it is built to sustain a walkable lifestyle. Through a network of bridges, paths, and tunnels, one can navigate from one end of the city to the other in under two hours. As the city grew, druids and sages worked with the trees in the area, sentient as they are, to move them to best align with their needs, allowing for seamless transitions from walking on solid ground to illustrious boardwalks in the canopies. That said, there are a number of tree-lined roads wide enough for carts to travel on. These are all connected to the Grass Road, allowing for larger shipments to be brought to and from the city.
On the outskirts of the city proper, there are elevated platforms where farmers and druids maintain vining fruits and vegetables, supplying much of the cities produce. They keep no livestock, save for the occasional cow or goat for milk and cheese, to restrict their footprint on the forest. Besides, the forest itself provides enough game to sustain the city, augmented by the work of the Bestia Conclave.
Government
Illemnor recognizes the authority of Aurelia and pays its tax of gold and offers a standing army should the need ever arise, but like most other regions of the empire is left to self governance. Illemnor is a republic, but rather than a republic of geographic constituency, it is one of druid circles with representation by those who work in a given element. Representatives travel between the groves of Illemnor at large between Enlightenments, and then return to the capitol to share their findings and support legislature that benefits their constituents. It is headed by Chancellor Nydali Synfir, the Woman of Ironwood, who has held the position since the end of the Western War. Alongside her is the Keeper of Souls, who is the general of Illemnor's armies. The two mediate debates on the floor of congress and can settle tied votes. If even the Chancellor and the Keeper are split, the congress then communes with Mossmane, who will offer guidance on the issue. This guidance is seen as next to divine, and always treated with finality. Mossmane is not awakened lightly.
Conclaves
Bestia
Bestia is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids met within sacred circles of trees that call together the beasts of the land to whisper in primal tongues to determine how to ply their wisdoms in a contemporary context. From the Sylvan First Beasts, they have gleaned what will create the strongest shelters. The advisements of Bestia Conclave keep the others grounded in their in their pursuits, calling upon the divine guidance of the Wanderer in times of dire need. Practicioners of druidic traditions, the Bestia Conclave maintains deep connections to the land, be it forest, plain, or sea. They feel that the natural order of the land will provide for what they need, should they act as responsible hosts to its greenspaces. Thus, Bestia Conclave is often found as stewards of the land in the places where they dwell. Ursala Bestiale, the most respected of conclave leaders, is head of the Bestia Conclave.
Sol
Based in the mountain monastery of Leholonh, the Sol Conclave are an indomitable collective of monks who worship at the feet of Leholonh, an ancient couatl that dwells within a cave at the height of the mountain. They believe that their presence is divine providence and that they, and by extension all of Illemnor, stand as the sole guardians of an invaluable Old World artifact that will one day come to rise as what stands between Andali and the Endless Night. They will do whatever it takes to preserve the sanctity of not only the artifact but of Illemnor, not our of care for their fellow Illemnian but of zealous desire for a buffer region between themselves and any would-be attacker. Though the conclave is often perceived as fanatic, they still remain faithful to the state of Illemnor, albeit with ulterior motives. Their constant vigilance provides a watchful eye under which the rest of Illemnor is able to relax. However, the same ire has now sparked war twice with their Arcanite brethren, and thus the Sol Conclave ever treads the line between careful sentinel and zealous fanatic. They are lead by Master N'Eaguwe, dearest to Leholonh.
Twilight
The Twilight Conclave holds domain over the quiet places of the Sylvawood. Lead mainly in part by the moon elves of Illemnor, the conclave is focused on the caretaking of their connections to the Call through the creation of standing stones and monuments of the like. Members of this conclave are generally magically inclined, and sustain a deeper connection to the Call because of their relationship with the greenspaces of Andali. Juxtaposed to the Wildfyr Conclave, the members of Twilight are soothsayers, proactive rather than reactive members of the republic who lay intricate ideas for the path the state should take. They believe in the natural ebb and flow of life, and interpret the Aurora Totalis for signs as to how they should guide their political stature within Illemnor, as well as their conclave's conduct with their peers. The conclave is lead by Luna Vystra.
Wildfyr
The Wildfyr Conclave takes on all aspects in the stateroom as a wildfire does in the forest. they are fiercely dedicated to the furtherment of Illemnian status in the greater Andalian theater and by far burn the brightest and the hottest in their commitment to their state. They are not unknown to start conflicts with their fellow conclaves, as though they may be volatile, it is this nature that makes them the most loyal ally, or enemy, of the conclaves. Although they are boisterous, by entering an engagement with the Wildfyr Conclave, there is no doubt of the grounds by which you stand with them. As a wildfire destroys what was while enriching the land to prepare it for new growth, so too does the Wildfyr Conclave. They are willing and open to embrace change so long as it benefits Illemnor, and will fight with unrelenting fury against that which they deem unworthy of their state. The Wildfyr Conclave is represented by Elias Valkyrix, a claimant to the throne of the Aurelian Empire by right of blood.
Law & Order
The peace of the Falkwood is largely preserved by the nature of the people who live there. The populace is largely elven in heritage and not prone to violent crime, and through the support of public welfare programs that ensure the needs of every citizen are met, turning to a life of crime is unlikely.
However, that is not to say disputes do not break out. The Evergreen Sentinels, undead soldiers of Illemnians who died in the line of duty and are raised from the dead as a revenant by the Keeper of Souls, patrol the streets and arrest disturbers of the peace and the like, acting as city guard. However, they do not pass judgement and are not permitted to kill within city limits, instead bringing apprehended individuals to holding cells in the Lifehouse until a Green Warden or a cleric of the Keeper is able to pass judgment.
The Green Wardens also patrol the trails and wild lands outside of the city, ensuring the safe passage of foreign travelers and breaking up banditry rings as they appear. The force is largely credited with the peace throughout Illemnor, and it is said that whoever travels the paths of the Sylvawood does so under the watchful eye of the Green Wardens.
When a crime carries enough weight that justice must be served that is greater than a fine or petty jailtime, the congress is called to weigh on it. However, because this takes a tremendous amount of time and resources to gather the congress outside of an Enlightenment, sentencing of these crimes is often left to the Judgement of the Wood. Green Wardens will escort the convicted a day's trek into the Sylvawood. They will stay with them through the night and release them at sunrise to find their own way back to civilization, be it Falkwood, another grove, or out of Illemnor entirely.
Crime
Because of the general contentment of the populace, petty crimes such as theft, robbery, breaking and entering, and others are low; most crimes are that of passion or accident. But that is not to say there is no crime whatsoever. Much of the crime is political in nature; bribery and embezzlement being the most common, but assassination and extortion are not uncommon either. The Black Sun's Interminor and Similis circles have a high presence in the political nobility of the city.
Trade
Illemnor as a whole faces little trade with outside sources, as much of the nation is woodlands. Similarly, Falkwood also has little dealings with the greater world. Much of what is sold is done so as part of a bartering system with little coin exchanging hands. Where the Falkwood makes most of its coin is through its services; prophetic readings of the Twilight Conclave, protection from the Sol Conclave, and various other services provided by the citizens of the wood.
With the wider world, the Falkwood found its niche in the market for spell components. Chances are, if you ever cast a fireball, you did so with bat guano from the colonies of Bestia. The Falkwood sustainably harvests components from the land and markets them across both empires. Arcane focuses from Illemnor are renowned for their potency, and highly sought after by the most esteemed mages.
Defenses
The Falkwood's best defense is its seclusion. It is completely self-sustaining and surrounded by woods on every side that require days of travel to traverse even if you know your way. The only weakness in this is the Grass Road, which is a well established route throughout the empires. Therefore, upon its construction, the city grew a wall of ironwood around itself, hardening its exterior to the world.
The Falkwood is also home to what is perhaps the strangest defense force in Andali: the Evergreen Sentinels. There is a saying, that "an Illemnian soldier never dies." In some regards, that is true. The Keeper of Souls, general of Falkwood, holds the souls of all Illemnian soldiers who have been killed in the line of duty. When an Illemnian soldier dies, their wounds are cauterized by blue fire and they return to the fight as a revenant, an Evergreen Sentinel. If damage to a body is too severe, it crumbles to ash and the soldier's soul enters another nearby humanoid corpse, but will go to great lengths to retrieve their armor from their previous corpse, as it is the strongest sense of identity they can hold in undeath once their original body is destroyed.
But these are not the only defenses the Falkwood may call upon. In times of great danger, the city will become magically obscured, wilderness retaking the trails and even the Grass Road if need be. The conclaves then stir up the wildlife, driving them to hinder any would-be attackers as they attempt to navigate the twists of the Sylvawood. Even the ivory towers of the city become hidden from the sky.
Transportation
Designed to be walkable, there is little need for other forms of transportation in the city. Walkways are designed to accommodate mounted riders or druids in wildshape, and some main thoroughfares are grown with carts in mind, but otherwise foot traffic is the main mode of transportation. The rich of the city, of course, have found this as a hallmark of the commonfolk, and seldom walk through the city. They prefer to keep personal palanquins to be carried through the city instead.
For those in a rush, there is also the option to treestride through the city. There are specific trees, magnolia grandiflora, stationed at regular intervals and tended by keepers who are able to usher individuals or groups from place to place for a modest fee. This cleverly gets around the empire-wide ban on teleportation magics by physically moving individuals through the mycorrhizal networks that connect the magnolia trees, not actually teleporting them.
Notable Locations
Because of the unusual relationship the Falkwood has with its citizens, catering largely to the nation as a whole rather than the city itself, there are no codified wards or districts to the city, with notable locations generally settling in neighborhoods where need is felt most greatly for them, rather than by direct city planning.
The Sunlit Grove. When Mossmane laid to rest, it transformed its corporeal form into a stark ivory tower with a grand meeting chamber at its heart, sprouting from the oaken heart of Mossmane itself. This became the halls of congress, where all major political decisions are made and the citizens of the Falkwood and Illemnor come to have their voices heard. Any are allowed to view the proceedings as the conclave heads meet and there is time held at the end of an Enlightenment where the floor is opened to all who desire to speak and they may do so in three-minute timeslots.
The Lifehouse. Another of the city's ivory towers, the Lifehouse holds a burning blue flame at its peak which seems to flash and grow whenever a creature dies within the city. It is the tower of the mysterious Keeper and their clerics.
The more sinister sister saying to "an Illemnian soldier never dies" is that "no one dies in the Falkwood." This is because those who die in the Falkwood give their bodies over to the Keeper and are similarly used in defense, manual labor, and other menial tasks. When a creature dies, the blue flame at the height of the Lifehouse flashes, filling the dead's eyes with blue flame and reanimating the corpse, which begins its funeral march to the Lifehouse
Here they house and maintain the Evergreen Sentinels and the undead workforce of the Falkwood, tending to the dead to ensure that the rot of does not take them. They coat the corpses in a sphagnum moss to delay decay and prevent the smell of rot, wrapping them in uniformed green funeral shrouds and veils so they may go about their duties without unsettling the populace.
Agricultural Platforms. Surrounding the outskirts of the city, agricultural platforms are centered around tall, strong oak trees and grow a bounty of vining fruits and vegetables to supply the city.
Green Warden Outposts. Known only to the Green Wardens themselves, these outposts dot the Sylvawood, providing shelter for traveling rangers and points for patrols to rest and regroup.
Inhabitants
Nobility
Though Illemnor is a republic, there are several political dynasties who have held positions of power in the conclaves for generations. House Valkyrix is one of the most prominent among them, as it is known to be one of the lines traced back to Emperor Aurelius during his Romances that peacefully secured political alliances. Each conclave is known to have at least one such families with ties to political office, though only the Valkyrix can claim imperial blood. Bestia has a half dozen families that make up the conclave, each with a storied political history and rich mythos associated with them. While the nobility gain no special privilege, they have money and the estates within the Falkwood to prove it.
Merchants
The peddlers of magical mysteries that dwell within the countryside come to the Falkwood to exchange thoughts and advice on the greater market for their wares. Though they recognize they are competitors in the economy, when they gather in Falkwood they do so as peers, seeking to explore industry best practices and see the newest innovations. This group is particularly excited when the traveling caravans of goliaths pass through town, bringing with them magical artifacts from the empires.
In addition to the components market, there are also a number of small wares shops that are open in each neighborhood, from bakeries to forges to candlemakers.
Adventurers
The Falkwood has mixed feelings about adventurers. On one hand, they are figures of myth and legend, renowned for their heroic deeds that have saved the world many times over. On the other hand, they are disturbers of the peace who drink too much and expect discounts on bread for their actions a half continent away. So while revered, adventurers are often scorned in Falkwood, instead relying on the work of the Green Wardens for the protection a group of adventurers would instead provide. This is one of only two capital cities that do not have a Adventurers' League outpost within city limits, the other being Arcanus.
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