Nahestubo Settlement in Elewna | World Anvil
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Nahestubo

Nahestubo: Primary Community. Operates as a general stop-over between other waypoints. Guardian of the Wastes, Keeper, Safeguard. Lighthouse. Population are usually those that are ready for adventure, excitement, and a bit of blood. If there was a military operations HQ, this would be it; Skimmer or Trader or Adventurer can generally rely on protection from elements or bands of seekers looking for trouble out of Nahestubo, and likewise they have a warning signal that can be seen all the way to Pustunitry in case of adverse conditions, a bad storm, or general critical conditions. They are responsible for dispatching warriors in case of need, guiding others to them in case of storms, and they take this job seriously. They are the muscle of the Wastes, tight-knit and woven into the operation of the Northern Wastes.

Government

Territorial Laws: Know yourself, know your resources. Stealing, for the wrong reasons, is frowned upon. Caught once and it’s a warning. Twice and it’s illegal for the individual. Caught again and you’re free game. If you can’t defend it, you don’t own it. Using claws in a brawl is not allowed. Using claws while wrestling is not allowed. Court of law (rules, regulations) can be decided one of two ways; diplomatic majority vote, which must be unanimously responded to by *overseeing council and obeyed on penalty of theft and bludgeoning, or it can be taken to **The Floor. *The overseeing council is created per ruling and dissolves immediately after all business has been concluded. Members are selected through majority trial, AKA if majority wants the members to be decided by king-of-the-hill trial or if majority votes that members will be decided by a race in the order that they place, etc. Individuals can choose to participate every single time, abstain, or the entire Waypoint can be involved, but the council only has five seats that must be taken, and so only top five contenders will be able to make a response. **The Floor was rumored to have been set into place by Sruhnahe himself, a large flat arena of stone set into the mountainside. If a vote has to be taken to The Floor, all contenders (those that want to fight for the rule to go their way) engage in a no-rules free-for-all brawl, last one standing is final judgement on the rule, let the storm be on their head. One challenge may be issued from each contender (including the Last One Standing) if needed for a one-on-one fight, but if the contender is beaten a second time then his voice is muted and he has no more say. This goes on until each challenge is satisfied or until there are no more challenges issued. Any private challenges offered after the ruling is considered of great dishonor, and can get you kicked from the Waypoint or, in some cases, marked as a punching bag for the rest of the waypoint.

Industry & Trade

Primary Currency: Adventure -Secondary currency: Crafting materials Primary Trade: Security -Secondary Trade: Guard/Mercenary Work     Things to Make: Weapon: Nayuar(staff) Armor: Nabony(plates) Pink stone bracers Leather tapestries Story embroidery Thread Spears Rope Stationary warning/search light Hand-held Emergency Flare Flare capsules Stone Powder Antidote Lenses

Guilds and Factions

Primary/Ruling Class: Nhagas, Nhaemuki’s Fighters -Secondary Class: Nharau, Nhaemuki’s Rouges

History

Stories: How Sruhnahe carved a home into the mountains Discovery of Raonleioheni (and the last known of the hunters that went inside) How Horioh became a Bloodforest First Bopun Hunt

Points of interest

Nahestubo: Primary Community. Operates as a general stop-over between other waypoints. Guardian of the Wastes, Keeper, Safeguard. Lighthouse. Population are usually those that are ready for adventure, excitement, and a bit of blood. If there was a military operations HQ, this would be it; Skimmer or Trader or Adventurer can generally rely on protection from elements or bands of seekers looking for trouble out of Nahestubo, and likewise they have a warning signal that can be seen all the way to Pustunitry in case of adverse conditions, a bad storm, or general critical conditions. They are responsible for dispatching warriors in case of need, guiding others to them in case of storms, and they take this job seriously. They are the muscle of the Wastes, tight-knit and woven into the operation of the Northern Wastes.   Raonleioheni: Hunting Grounds. For Honor Hunts. Any can come to try their hand at the creatures that live in Raonleioheni, and bands have come through. There is little resources here aside from hunting, as the creatures that are here live far underground and therefore so does the active ecosystem. Serves as a hunting ground and therefore an honor-bound site, to be respected above all else.   Horioh: Resource. Dangerous. Many legends surround Horioh. A few resources can be gathered from this Bloodforest: Filtered pure water, leather-like wood and roots, red leaves, salty powder, seed clusters, ice fibers from seeds. Incredibly dangerous to harvest, however, so price is equally as high.

Tourism

Things to Do:
  • Explore the mountainside Explore the caves Spelunking River-Race Mountain-Slide(race) Grind stone into powder Tell a story Join a Hunt Wrestle Brawl Mine Salt
Things to See:
  • The cave entrance at Raonleioheni; specifically the “bones of fools” The edge of Horioh; specifically the mountain at the end, a cave named for the soul of the Uma it sucked inside itself. The mountain’s edge, specifically a peak where you can see the curve of the world, including the storm of the Hollow, where Stun’y live and pass, where it is said you can touch a Bopun during the right season and reach the gods if you so wish.
Games: Steal The Win - A game like capture the flag and Poker, where a group of two or three go up against an opposing group of two or three, each one presents goods in the form of physical or favor, makes a bet on how long it’ll take the other to succeed at the task, then hides the loot alongside a Resonant Stone linked to the other party. First one to find the loot and claim victory wins both piles. Bonus points if you can convincingly cheat or bluff your opponents without the use of violence. Rock-Roll - Ride a boulder down the mountain. Be the first one to make a splash in the river at the bottom without ever having fallen off and you win. Bets can be made but not required. Rock-Bounce - Smooth pebbles and throw them in the air, hitting them with your tailfins to launch them up the mountain. Whoever hits the farthest/racks up points for distance wins. Wrestling Ring - Can be done in competing teams or 1v1. Contestants/combatants are placed inside a ring of woven stone and bone (became ‘strongest material’ after more materials were found and forged), facing each other with their backs against the ring. Each individual pushes backwards as hard as possible, with the goal of moving the ring -- and opponents -- across the arena and to the edge. Whoever manages to get outside the arena first (with all possible team members) wins. A reverse version can be played as well, with two variants: with all participants on the outside of the ring, variant one is the same where everyone pulls the ring to the edge, first one out of the ring wins, and variant two is pushing the others, first one outside the ring loses. Tricks can be used if done discreetly and without direct ability to be accused; basically you can accomplish the goal however you want so long as no one can catch you doing something other than a pushing/pulling action.   Music: Drum: leather stretched over a stone bowl and beaten (stone can have added holes for different vibes, things inside the drum, and will be various sizes and widths for different sounds). Throat-Pouch: Vocal. Singing from the throat-pouch creates anything from deep harmonizing notes to higher, fluted notes. It is said that talented pouch-singers can mimic anything they hear. Guitar/Lute: Hollow staff or wood with variations of the hollow bit from nearly the whole length to a specific spot on the staff. Strings of sinew (or flexible, carvable stone) are attached and plucked, with pieces of complete staff at the beginning and end for holding the strings down to create variants. Shakers: Bushes of leaves tied with a root create a windy, rattling sound that is softer and more lofty than the Rattlers of Rahnie. Variations include how many leaves are bundled, how tightly they’re bundled, and if the bundles contain seed clusters.

Architecture

For Nahestubo, skimmers are stationed at the bottom, still in the water. From there the Waypoint climbs up the mountainside and out to either end; much of the design is focused on up and in, occasionally growing out to one side or another as the community grows. A giant crevice runs down the center of the Waypoint, rumored to be where Sruhnahe carved his place into the world. Nahestubo was build around this crevice, walkways and platforms are standard with general buildings starting on natural shelfs and near caves. Waterwork was quickly introduced to smooth caves and erode sections of the mountain to allow for them to build into the mountain as much as on top of it. Smoothed tunnels run deep and often have some point of connection with the other dwellings, with areas carved out large enough for standard buildings to be introduced and worked into the tunnels. Tunnels are often seen with rounded stone ‘ribbed’ support structures, and some caverns that lead up or down the mountain simply have platforms/ramps to allow ascent/descent. Rising platforms are common in order to get materials and supplies safely up the levels, and several levels sit like stairsteps ontop of each other. Pillars join the walkways and platforms with nearby holes or openings for those climbing up, and ramps/platforms are always left on the very edge for those not wanting/able to go directly up (the ramps/platforms are never moved, however, and so as the Waypoint grows you’ll find this pairing settled seemingly in the middle of an area, which means it was the edge at one point).

Geography

Primarily mountain, steeper the higher up you go. There's access to a river at the bottom of the moutnain that acts as a natural boundary marker, leading out to Drift or down to Windfall, and a few pools and mountain steams can be found but are rare here.

Natural Resources

(Horioh) Blood-stone Mangrove-based swampish area(lost of water&ice) Swampish area. Salty. Brine-loving species live in the overgrowths. The trees themselves have roots that extend above-ground, smaller roots spreading out across the ice to absorbe the salt-like quality of the moutnain/ice combination. So this ice has salt to mine. Many of the roots extend below the ice, however, to tangle the waters. It works as a purification almost, sapping the salt from the mountain streams to create clear, crisp (and filtered) waters on the other side. The blood-forest climbs halfway up the mountain as well, creating a slightly turbulent ride as you go if you can’t see. The bark and roots are a deep green with flecks of red and sometimes feel more like skin than bark. The leaves are often red, with various intensities/shades. The sap/inside material is powdery and thick and salty. The seeds appear to be icelices with red cores; they sit inside the branches and develop in clusters during the cold cycles and drop during the warmer cycles, the ice a cluster of fiber from the tree that spins away as the water around the forest warms, spreading the powder-like seeds into the riverbed to hold and sprout as the weather warms.   Mountain, pink, resonate stones abundant. Protects against addictions. Pink and clear. High frequency.   Consumables: Feathers/rice(cave polyps) Chopped flavoring(polyp stems) Green Paste(algae) Sweet flowers(moss) Stewed meat(Crab) Meat Nuggets(Bivalve meat) Meat strips(Scavenger) Meat chunks(parrotfish) Legmeat (Walkers) Meat Shells(Pristu) Cloud meat(Bopun) Spiced Meat(Nudibranch/Seaslug) Shelled leg(cave crabs) “Grilled” Chips(Viperfish fins) Meat chunks(Bristleworm) Crispleg meat(Octoarach)
Alternative Name(s)
"Skyrise"

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