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Alt'Ena

The ever growing town

Alt'Ena is the biggest settlement in the Tyr Valley and is directly embed as a mega-city into the Tyr Mountain Ridge. It is named after the nearby the river Ena with the prefix Alt being a old dwarven word, meaning "nearby". In fact, Alt'Ena is one of the most prominent Dwarven Cities in Vualltar. Lead by the Seven Clans of Alt'Ena, it has a unique place as the inofficial Dwarven capital that in opposite to most big cities is still mostly popualted by Dwarves.   While historically traces of a town can be traced back to the time before The Sealing, the event before the known history which seemingly created the Dungeons, the curret town buildings have only been built in the last 1000 years on top of the previous ruins. Records of the exact founding date are unclear but point to around Alt'Ena thus has a deep network of underground ruins that can be accessed by maintenance tunnels and hidden pathways.  

Basic Info and history:

The first scribes noted the existence of Alt'Ena as a dwarven mining town in the year 502 near the riven Ena. The 7 dwarven clans ruling over Alt'Ena were said to be the first 7 families that settled the area. Still, other founding myths tell of one singular founding father that had seven children. Since then the city has been overhauled multiple times new building have been build on top of the ruins of the old ones, while also expanding outwards to house the evergrowing populaiton. As a consequence, Alt'Ena grew to engulf most of the mountain on which it originally resided. Today the town is divided into 24 districts, which all are rather specialized in what they house. This has been critizied in the past to be classisist - and in deed district location does correlate with social standing - but was also created out of necessity to force order into the growing city.  

Districts

  • 1 district: The top of Alt'Ena in which the 7 grand houses of each clan resides.
  • 2 district: Mansions of the most rich families of Alt'Ena. Usually the families of the seven clans. But there are also a few resort like places and just city lookout.s.
  • 3 district :
  • 4 district: headquartes of the different guard faction of Alt'Ena.
  • 5 district: Area of magical innovation and creation. Many companies have test laboratories here for new magic. The Magical Academy of Alt'Ena also has some institutional buildings herein. It houses also the tele-port of Alt'Ena. This district is probably the best guarded of all of Alt'Ena with
  • 6th district: Guard barracks and military operation centres.
  • 7th district: Area of guard housing, military preparation and armories
  • 8th district: Central transportation of Alt'Ena incuding postal service are organized here.
  • 9th district: Area of smithing and service industry.
  • 10 district: Area of craftsman and lower nobleman.
  • 11 to 16 district: Most residential areas, with many high class houses especially in the 11th and 12th district. In disctrict 12 is also the so-called high market, a luxury goods market.
  • 17 to 18 district: More residential housing, also many taverns and guilds.
  • 19 district: Area of marketplaces and shopping streets Many museums are also here.
  • 20th district: The "Inner Wall". The old town wall is making up this district. Inside the wall are a collection of many shops and buildings that are otherwise usually in other districts.
  • 21th: "The Alt'Enan Slums" while this area is technically for more storage houses and control as well as maintenance of infrastructure. Many of the poor reside herein as they are stuck and have no opportunity to move to the higher districts. These areas are usually heaviliy guarded.
  • 22 district: Military operational district. Here units are dispatch as is necessary for operations against beasts. Housing several adventuring guild houses, too.
  • 23rd district: The wall of Alt'Ena and also area of most trade and storage houses.
  • 24 district: The area just outside the walls, that is mostly used for crops. It extends several kilometres and is the main ressource feeding the city. Many farmers and some magical adept people ar living here to control crop creation for the city.
 

Political Structure

Alt'Ena has several structures that exert political power and have influence on the cities policy. On the very top are the Seven Clans of Alt'Ena, where each Clan has a specific expertise, which it generally rules. However, due to alliances and marriages between these clans the lines between clans has become unclear and only held up by tradition. Every clan is involved in what the other clans do. Together they form the Dwarven Council as the most central governing unit and the one with the highest decision power. Nevertheless, in the new age of Alt'Ena the council is not made up by Dwarven members only (altough they remain the main force). Several organizations in Alt'Ena have grown in power and thus getting seats at the Council or being generally allowed in Council meetings. These include The Veiled Covenant and other big merchant organizations, many of the bigger religious houses, and the two biggest adventurer guilds. Over the centuries of the city, these seats were always expanding with the biggest rise being in the latest decades. The growth of the council was claimed to allow more voices to be heard, but in reality it made the powerful more powerful and the process of the council more convoluted and complex. The biggest archivement to give the common folk in Alt'Ena a voice was in the establishment of district councils. The seats of the greater dwarven council are given based on position of the individual. But the seats of each distric is voted by the residents of the districts.      

Military and Police structure

Dwarvs hold on to tradition. So, it is no suprise that the Dwarves of Alt'Ena structured their defensive structure in simile to the military structures used by the ancient Dwarven armies. Originally, these only included the Domin Terran, Domin Survetin and Domin Cavalri, which were in the past equivalent to military units but adapted to the growing city. Today these three units are indistuingishable from normal city guards, altough with specialized purposes. The real military of Alt'Ena is now made up of the specialized and later created groups, the Domin Hippocamp, Domin Andaimon and the Domin Extermin. The latter three were build with specific purposes in mind and fullfill these on a regular basis. While different sentient species are becoming common in al units, the Domin Cavalri, Andaimon and Extermin are still mostly made up by Dwarvs of often high ranking Clan individuals.   Domin Terran The normal guardsmen of Alt'Ena. The name is derived from the common foot soldier, but today these are the most common guards in the city. Each Domin Terran unit is made up of a central guard house, one or a few dozen of actual guards and a captain that organizes his unit. These guards patrol the streets of Alt'Ena and are those most often in contact with conflict. Each guard house is named after streets or special buildings of interest nearby. For example, in the 19th district the guard house in the centre is just called the "Central Market Guardhouse".   Domin Survetin If anybody in Alt'Ena can be called Detectives than it is the guards in the Domin Survetin. These are frontman investigating murder and other highly political conflicts. A subunit of the Domin Survetin is also said to be involved in espionage.   Domin Cavalri Jokingly called "Desk Jokeys", the Domin Cavalri were in ancient times knights and generals that were riding into battle if necessary. Their position made it so that they often had to organize ressources to different. This became over time the central purpose of the Domin Cavalri in Alt'Ena. They organize which unit becomes which weapons, how funds are used and where people are needed. In a strange fit of fate they have become both the most and least important faction in the Alt'Enan guards.   Domin Hippocamp The "griffon guard" is the most mobile unit and also the one most often deployed for outside missions. They thus are critical in internal affairs but also the first to arrive or maybe even the only unit for Alt'Enan military operations. As a consequence they compromise some of the most trained and experienced fighters in all of Alt'Enan. Originally named after the marine unit that was mostlsy active in the sorrounding rivers, the unit switched int he distant past from hippocamps to griffons. But the name stuck. It is not easy to join the griffon guards since a big factor is that talent is needed to ride a griffon and the bond between griffon and rider can only be created over long training units. The Domin is one of the most venerated units and heavily leans into the "knight in shining armor" image.   Domin Andaimon The Domin Andaimon was a unit formalized that grew out of necessity. The opening of the Jerulian Dungeon led to growing activities of Daimon in the vicinity of Alt'Ena. As a consequence several guards of different units experience veterans and adventurers banded together to form resistance and help citizen. This groups was then formerly united as the Domin Andaimon which were guarding the area especially around the Jerulian Dungeon. Due to their original formation most members of this Domin have a higher degree of autonomy than other guards. However, many members of this unit are now deployed in other regions of the continent as additional guards and experienced. This helped solidify influence of Alt'Ena in other regions, make connection and more importantly allow dungeon related ressources to flow towards Alt'Ena from different regions.   Domin Extermin The Domin Extermin is the most secretive unit of military might in Alt'Ena. Many rumors abound around this organization since the general public mostly only knows that it exists not what it really does or what its purpose is. The Domin Extermin is deployed as a elite unit for operations in critical areas and is said to be able to level whole cities and defeat complete armies with only a few men. Many of these rumors were still from the time of the Necrusade were this Domin was more heavily involved in battles. But to this day, it at least semi/regularly undergo operations, seemingly at least for training purposes. It has been noted by some Domin Cavalri that funds have recently been raised for the Domin Extermin, creating more rumors and uneasyness among listening citizens. If not for the underlying threat of war that is implied then for the might the Domin Extermin might gather since it is even rumored to be in possession of some pre-Sealing technologies, that were possibly used in the war against the Rasks.  

Economy

  When first established Alt'Ena used to harvest stones from the Tyr Mountain Range. Later with the establishment of mining operations metal goods and raw ore where mostly exported. Only with the upcoming discoveries in the dungeons and subsequent magical developments would Alt'Ena become the metropolis it is today. Now it mostly works as a market place of goods and workers due to the establishment of one of the most stable teleports in the southern continent of Vualltar (Continent).   However, by tradition many of these old quarries and mines are still upheld by the dwarven clans.  

Places of interst

 
  • Temple of the Gods - a place to worship various gods withou singling out any type of god. Notably the Temple has become more of a museum with different prayer chambers. The most touristy part of the Temple is the unnamed old god resides within the walls of the temple. He appears to be dead but sometimes night guards tell of faint breathing.
  • Street of Illusions - A steet where people are supposed to get illusions and hallucinations.
  • The Old Garrison - The oldest military building in Alt'Ena int he 22nd district. First built outside the city is it now well within the city borders and a place of interest and history for visitors. Only important meetings of the Domin are held here.
  • The High Market - Market place in the upper districts. One of the biggest and most expensive markets having exclusive items and exotic foods. Lieas in district 12.
  • Bill's Armory Shop
  • Alt'Ena Zoo - Only Alt'Enan attraction well outside the city scope but easily reachable with a designated teleport. It houses animals around the world, especially the Jerulian Jungle but also a few Daimon.
  • Wire Museum - Museum of wires showcasing the artistics skills dwarves developed when metal handling.
  • Taiturikivi Botany
   

Festivals

 
  • Celebration of Dwarven Clans - Celebrated as the origin of the seven clans, each district in Alt'Ena is highly decorated and work is halted to a minimum (except those with a license to sell on these days). It is held at the 16 May each year, altough it is not well documented if this is really the case. In addition, to the city wide celebrations, the clans also hold a festival in the upper districts where the clans invite several important trades people, diplomats and nobles from other cities/countries. By tradition it is usually used by the clans to announce important changes but also on the smaller scale personal victorys like marriage or a record set.
  • New Year's eve - Like in many palces of the world, the new year is also celebrated in Alt'Ena. However, the first and second of the new year are regarded as national holiday to allow people to actually recover from alcohol abuse and reduce accident count.
  • Day of Hope - Celebration of the End of the Necrusade. Less important now since many decades past since then, but still celebrated. The celebration is at the 21st November.
  • Mid Summer Day - Day of the most sun light. Celebrated by all Dwarves and generally Earth Elementals.
   

Legends

Alt'Ena has many legends that over the years were altered by oral transmission. Some texts reside from older times, but they are highly debates as to what is right. Often apparent "evidence" has been put into a new light by newer "evidence".   The legend of the giant rock. It is said that a giant from the montain threw a giant rock towards the mountain and siad the dwarve settlers can build their new home on the rock. The dwarve settlers that would found Alt'Ena would use this rock and crush it to powder in front of the giant and then distribute all of this powder over all of the mountain.  

Shops

  George Tymnall -Herbmarket - herb and spices dealer in the 12th district of Alt'Ena.   Notable is Naser's Copper Shop, now also including Naser's Armory.  

Taverns

  Zum Hirsch - 20th district. Tavern ran by Barry Bernard Bahlsen. Most of the The Strangers   Zum Roten Hering - 20th district. A crafty tavern with the picture of the red hering popular among more northern Dwarfs. Isabella works there as a bar maid. She was recruited by Muldark Tumbler.   Steinert - 20th district. Dusty Tavern near Zum Roten Hering and Zum Hirsch. Not many people frequent here except those looking for trouble - or travel.   The New Key - Bar that randomly appears throughout Alt'Ena. Doku-Chan is seen here sometimes.  
  • Venlo Weg - a whole street full of bars and clubs that gather sex workers and tourists mostly.
 
  • .The New Key Bar - A Tavern that is one of the most romoured places of Alt'Ena since it seems to always change places. Whether this is for tax evasion or some other shenagians is unknown. But it apparently has a few of the bes teas and karaoke rooms in the city. A curiosity is that during really heated singing sessions, the tables are known to sing, too!
 
  • Blue North Bar - A bar which has only one door to the north.
   

Known Restaurants and Food places

  Joe's Zwergenplatz (Dwarfplaza) - Sells baked goods, Thin, crispy crust with creamy toppings. More of a meal than dessert. Remarked by Rick as dissapointing: "I wanted Pizza not Flammkuchen".  

Communities of other species in Alt'Ena

  • .Tanukis - Recently a small group of Tanukis have settled in Alt'Ena. Altough nobody is sure wehre exactly they live, it has been known when they are around.
   

The depths of Alt'Ena

Alt'Ena is special in that it was built upon ruins who were built upon ruins who were built upon ruins and so on. The town grew first to the top of the mountain and often the Dwarves would build new buildings above older building, often using the old ones as fundament for the new ones. This building style is common in a number of dwarf cities but in Alt'Ena it was taken to the extreme. The result is an intense underground network that can only be accessed by a number of entrances, that are usually unknown to the general public. Due to a mixture of abandomnent, the closeness to the Jeruvian Jungle and Dungeon, natural ressources still present on top of alchemical waste and magical experimentation, a unique ecosystem flourished under the city. Creatures in the upper region of the the undercity are kept in place by the guard, but beyond that romours abound what dwelves beneath. The most extreme romours tell of forbidden chambers and entrances to the Jeruvian Dungeon, or worse. But there are a number of adventurers and other more risk-favoring people that have made it a hobby to explore the undercity.  

Areas outisde the city

  The farmlands - just outside the city wide fields create a clear contrast to the city in front and the forest behind. These fields are fueled by aggrocrafts to accelerate crop growth and harvest. Harvesting itself is also done by magical machines created and finely controlled by one or several agromancers. It is possible to see the growth and harvest of a whole "season" within one day. These fields are tightly controlled,s ince without these it would be difficult if not impossible to feed the vast population of the city.   The eastern quary - by following the road just outside to the east, one eventually meets a hiking trail going up the tyr mountain range. By diverging slightly from the path it is possible to go to one of the old quaries still maintained and worked one by some dwarfs. These quarys are often used for educational purposes, but also to test technologies to expand the growing city. It is limestone quary.
Founding Date
502
Population
45 Million
Location under
Owning Organization
Characters in Location

Articles under Alt'Ena


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