Nul'vanne (nool vahn)
Once the capital of Kalthinjar before Aludrym destroyed it and was consequently ensnared, Nul’vanne holds a lot of history as old as the nation itself. Rebuilt atop the old city, what ruins there hold insights and rare treasures of what the kingdom was like before it fell. The current city is a trading hub for all the towns and tribes that call the area around it home and many rare and unusual materials, foods, and spices can be found in the markets therein.
The city is splint into multiple regions: the archaeological district (an active dig site situated in the center of the city), multiple open market districts, a governmental district, multiple residential districts, a manufacturing district, and an export/import district.
Demographics
The city of Nul'vanne covers an area of approximately 1037 acres, with a total population of 62 thousand people.
Profession | Number of Businesses | ||||||
---|---|---|---|---|---|---|---|
Bakers | 70 | Coopers | 114 | Locksmiths | 15 | Saddlers | 86 |
Barbers | 129 | Copyists | 24 | Magic Shops | 21 | Scabardmakers | 55 |
Bathers | 25 | Cutlers | 40 | Maidservants | 279 | Sculptors | 21 |
Beer-sellers | 27 | Doctors | 57 | Masons | 77 | Shoemakers | 288 |
Bleackers | 32 | Furriers | 116 | Old Clothes | 98 | Tailors | 171 |
Bookbinders | 32 | Glovemakers | 11 | Painters | 53 | Tanners | 16 |
Booksellers | 10 | Harness-makers | 17 | Pastrycooks | 67 | Taverns | 208 |
Buckle-makers | 55 | Hatmakers | 78 | Plasterers | 58 | Watercarriers | 95 |
Butchers | 38 | Hay Merchants | 21 | Pursemakers | 60 | Weavers | 50 |
Carpenters | 181 | Illuminators | 24 | Roofers | 15 | Wine-sellers | 91 |
Chandlers | 68 | Inns | 32 | Ropemakers | 41 | Woodcarvers | 37 |
Chicken Butchers | 65 | Jewelers | 80 | Rugmakers | 19 | Woodsellers | 16 |
Government
The city has 189 noble houses. The peace is kept by 662 guardsmen, and there are 41 advocates to assist with legal matters. For those more concerned about their soul, there are 2412 clergymen and 81 priests.
Citizen Beliefs: The citizens of this city believe that they can turn their city into a perfect paradise unlike any other seen in the world. Whether tey are correct or not, the have bought into this dream, which may harm or hurt them in the long run.
Leadership Quirks: The city is enmeshed in a long-standing bureaucratic system of paperwork, stamps, clerks, political officials, signatures, and special permissions. It is not hard to get things done - for those who know how to work the system.
Town Guard Features: The city uses monstrous creatures as part of its militia, often using them to figt or track down criminals. This relationship may hint at the monstrous nature of the guards themselves, or alternately, their comfort and familiarity in aggreessively dealing with monsters and monstrous prisoners.
Citizen Beliefs: The citizens of this city believe that they can turn their city into a perfect paradise unlike any other seen in the world. Whether tey are correct or not, the have bought into this dream, which may harm or hurt them in the long run.
Leadership Quirks: The city is enmeshed in a long-standing bureaucratic system of paperwork, stamps, clerks, political officials, signatures, and special permissions. It is not hard to get things done - for those who know how to work the system.
Town Guard Features: The city uses monstrous creatures as part of its militia, often using them to figt or track down criminals. This relationship may hint at the monstrous nature of the guards themselves, or alternately, their comfort and familiarity in aggreessively dealing with monsters and monstrous prisoners.
Defences
The settlement possesses walls, turrets, and plentiful guards, and is surrounded on two sides by the Rehanaiah river and the Vanne river. Additionally, the city has trebuchets that were built to defend against invaders from the north.
Infrastructure
The city of Nul'vanne was built to function as a place nestled between natural trade routes and natural changes in environments. The roads that lead from it go not only to the much larger cities of Eldyrwall and Emberdenn, but also connect it to a natural access to the Panth Pine Forest to the west, and the Puna to the north, and consecuently to the city of Pinegate and a massive necropoli that houses the dead of the Panthranis and guarded by the infamous Master of Bones, Necrorohk.
Districts
Nul'vanne is split into the following districts:
- Amarel District: A massive commercial and adventurer's district that lines the north and central portions of the city. Many artifacts can be found that were excavated from the ruins below.
- Galar-shaya District: Constituting most of the southern city, this massive district is further divided into the Galar District and the Shaya District. The Galar District is the temple district of the city, having temples to many of the various religions that are practiced in the nation. Meanwhile the Shaya District is known to be the center of entertainment in the city, being close to many large fields used for various sports and outdoor activities.
- Underflame District: Comprising most of the eastern city, the Underflame District houses the largest collection of archeological resources in the Kalth, and is the main source of income for the city. Not only does this district attract visitors, it is also the only part of the city the ruins below can be accessed from. Many an adventurer delves into the depths in the hopes of making a fortune from the ancient relics that lie within.
- Gate of Sharanaiah: A residential district that also holds some of the city's market and industry. It also has many buildings dedicated to preparing corpses for their passage to Necrorohk's Necropolis.
- Ahuilitzli Town: A town outside of Nul'vanne's walls, it is home to many of its farmers and herders.
- Gate of Flames: The district surrounding the gate towards Emberdenn, it is this city's Military District and houses the various barracks for the guards and the Menagerie that holds many of the tamed monsters and beasts that fortify the city's defenses.
- Nul'vanne Castle: The administrative district of Nul'vanne. Most of the individuals that come and go from it move with a bureacratic purpose.
- Opal Court: A shanty town set up along the road to Emberdenn, it is considered primarily a traveler's district, housing a large quantity of taverns and inns, as well as many impermanent merchant stalls.
- Greabl'd Gate: Surrounding the western gate, the Greabl'd Gate holds many merchant companies that follow the western road to the Kalth's Hallojar border. All trade heading west or heading east from it goes through that gate.
- Aludrym's Take: A small slum set along the northwestern wall, only farmers and those down on their luck live here.
- Eldyr Gate: A town set outside the southwestern gate towards Eldyrwall, it acts as a distribution center for many of the imports from Yandaijar.
Assets
Draiconian Artifacts
Guilds and Factions
The Archaeologist's Guild and the Kalth Fighter's Guild have big sway in this city. Hunters, merchants, and laborer's Guilds are also present.
Points of interest
- Amarel Plaza - Enchanted Fountain: This fountain in the city may or may not have run dry; either way, it is purported to have magical properties. The magic may be a legend or may only work at certain times.
- Galar-shaya District - Temple of the Craftians: A temple dedicated to the Progenitors of the Diiv'anne. The most worshipped of them are Aethalius, Gawain, Maledicta, Whidnevyrne, Vitreus, Gaius, and Forestfinder.
- Galar-shaya District - Temple of Ilwe and Ainure: A temple dedicated to the elven gods Ilwe and Ainure. There are also shrines to the saints of both gods within the temple.
- Galar-shaya District - Temple of the Great Spirit: A temple dedicated to the official "god" of the Kalth, the Great Spirit of the Kalth. Depicted as a greenish flame, none know the true form of the savior who sealed Aludrym and his servants.
- Galar-shaya District - Temple of Rymill: A temple dedicated to the Urrudean God, Rymill. Depicted as half-man and half-dragon wielding a twelve-rayed sun, the temple is believed to hide a secret artifact of the strange god.
- Gate of Flames - Grandmother Jacaranda: This tree is a particularly old example of its species and reputedly was the progenitor of many of the younger trees around town. Local druid circles and Maaridai hold the tree in high regard.
- Underflame District - The Descent: A massive archeology pit that descends down into the old city, known as Yolos Feykro Vanne or the "City of the People of the Flaming Forest." The name is believed to have originated from the copious amount of trees in the region that have red or flame-colored fruits, leaves, and/or flowers.
Architecture
The architecture of this city is mainly of stone and adobe, with plenty of fabrics and awnings draping across the streets.
Climate
Like most of the Kalth, Emberdenn experiences a wet and dry season. As such, many of its buildings are designed to be above the dry season water level, and its docks naturally float upwards during such seasons. However, during the wet season and part of the dry season the region around explodes in a fiery array of color, making it a tourist destination for most visiting the country.
Natural Resources
The city has access to the following resources:
- Limestone
- Hardwoods
- Amaranth and Barley grains
- A plethora of various fruit trees
- Various water-loving crops like chiles and tomatoes
Founding Date
~2392 AF (current city)
Founders
Alternative Name(s)
City of the Present People
Type
City
Population
62,954
Location under
Owner/Ruler
Ruling/Owning Rank
Owning Organization
Characters in Location