Concorde
If religion is your fancy, look no further than the boistrous city of Concorde! These walls stand impossibly tall and proud. There is no doubt the Twelve Champions shine upon it, not with white stone this pristine. In search of divine purpose and love? Concorde has it, and there is twelve to choose from! Looking for that special something to bring back to the farm? We are sure these vendors can provide it, though we can't speak for the authenticity. There is a little something for everyone here, just as long as you remember to praise the Champions equally. Come for the peace, stay for the harmony. Don't forget to grab your Izod statuette on the way out!
Demographics
32% human, 25% half-elf, 15% halfling, 12% dwarf, 8% gnome, 8% other races
Government
Concorde does not have a central leader. However, the Assembly of Concorde acts as the city's--and the Valley of Nova's--operating council. A member from each of the twelve major temples to the Champions serves on this council and representatives from all of the towns and villages in the Valley of Nova are able to sit in on Assembly gatherings. Since Concorde prides itself on unity and harmony between the Champions and people of Fragmentia, each member of the council has equal voting rights for internal matters and matters of the Valley of Nova as a whole. Representatives from the Valley's towns and villages have special rights, which allow them to be heard by members of the council.
There are twelve seats on the council and the position is a lifetime appointment. When a seat has been vacated, members of the temple of the vacated seat must elect a new leader to take up the position. The current members of the Assembly are Farryn Leomaer (Temple of Lorena), Arel Grefir (Temple of Blancha), Rixana (Temple of Elayne), Neacer Navroth (Temple of Izod), Molre Chuz (Temple of Karram), Juw Uam (Temple of Domini), Zenrana (Temple of Aeon), Bendan (Temple of Grenmyr), Illustrious (Temple of Mirage), Wynona Stryder (Temples of Bevara), Ingrid Fetch (Temple of Lyssras), and Arielle Valkur (Temple of Vethless).
Representatives chosen across the Valley of Nova to sit on the Assembly's hearings are elected by the citizens of their designated homesteads and are then sworn in by the council. Representatives do not typically live permanently in Concorde, but they have a right to be heard any time by the Assembly.
Defences
Concorde is a massive pristine city surrounded by bright, white stone walls that tower toward the sky. The tops of these walls are manned by archers looking down through the parapets, and soldiers keeping watch on the battlements. Concorde is located on some of the flattest land in the Valley of Nova and the city lookouts are able to see land for miles, an advantage that has protected them from several attempted ambushes and attacks. On the northern battlements, ballista line the tops of the walls. There are four main towers, each with their own ballista on top. These towers serve as the main operations for the twelve members of the council and their specialized military force, the Uniters.
There are also three main gates into the city: the Gates of Aeon, the Gates of Izod, and the Gates of Lorena. The Gates of Izod and Lorena face the east and west respectfully. They are accessible by draw bridges over the Dragon's River and the Opening, and these bridges are often pulled up to allow ship transport through to the Strait of Tears. Concorde is framed by the Dragon's River and the Opening, giving it another easy method of protection. Easiest access to the city is from the northern walls through the Gates of Aeon.
The Assembly
The main military force in Concorde. They are tasked with manning the battlements, patrolling the streets and the walls, and traveling to towns in the Valley of Nova who have called for aid from the city. Their mission is to protect the citizens and the people of the Valley, and to ensure smooth operations in and out of the city.
The Uniters
A specialized military force of warriors chosen from designated temples. As paladins, monks, and clerics, these warriors protect members of the council, ensure that holy rituals are performed smoothly and correctly, serve as healers, and enforce judgment brought down on criminals by the council. There are twelve sectors of the Uniters and each have their own specialty.
Industry & Trade
In its earliest days, the Assembly of Concorde was a simple conglomerate of farmers, and in the Valley of Nova, the soil has always been rich and fertile. Like much of the Valley, Concorde's main export is crops, and in particular, wheat. Concorde is surrounded by fields and the more wealthy farms of the Valley, and the Assembly takes taxes from the farmers who are given rights to sell in the city and trade on Concorde's routes.
Concorde has few qualms with the other nations of Fragmentia, and they have trade routes with Larmes and the Couronnée Empire. They have even secured a route to Spring's Awakening in the Eladrin Kingdom, a typically closed-off nation of elves. They supply much of the Couronnée Empire's islands with food and provide lumber from the Whisper Woods to Larmes and the various villages of the Valley of Nova.
Religious symbols and weapons are also commonplace in Concorde, and mining communities in the Acadia Range have reduced taxes in exchange for precious materials, which are less common to find in the Wild Half. Concorde specializes in weapons that emulate the legendary and mythic holy weapons of the Champions. They recently secured a trade deal with the Couronnée Empire, threatening some of Concorde's tentative trade with Spring's Awakening.
Assets
The Broken Chalice Tavern. Common goods and services. Eastern Quadrant.
This dive bar as particularly popular with locals and the Warriors of Aeon. Found in a back alley in the Eastern Quadrant, this tavern gives the feeling of walking into a dining hall. It is fit with long wooden tables and benches with a bar on the far wall. Maeve Wilder, a tiefling, operates the bar on her own, doling out drinks and bits of information here and there.
The Spitting Lizard Tavern. Common goods and services. Eastern Quadrant.
Another dive bar at the heart of the eastern quadrant. An ex-Uniter, who simply goes by the name M, has made a living here hosting fight nights for anyone looking to make some extra coin...or lose some. M has crafted a makeshift pit in the center of his tavern, surrounded by wooden tables and benches that give the perfect view of any of the night's entertainment. Hunter's trophies stare down at the patrons from the wall, giving the tavern an almost hunting lodge type feeling.
The Waters of Nova Spa. Moderate goods, services, and accommodations. Southern Quadrant.
Crafted to look like a castle beside the flowing canals of the southern quadrant, the Waters of Nova is a peaceful location for any adventurer seeking respite and relaxation. Here patrons might find gorgeous open baths amongst gardens or a delicious meal in the lavish dining room. Quant accommodations might also be precured, though patrons are encouraged to spend there time taking in the scenery after their rest.
The Lover's Den Tea House/Inn. Lavish goods and accommodations. Northern Quadrant.
In the eloquent tea house, patrons are transported to another world entirely. Fashioned by the careful imaginings of the famous poet, Jesus Christo, patrons can enjoy exotic teas and a variety of sweets from across Fragmentia with the sense that they have been taken into the Feywild. Patrons want for nothing here and are treated with deep honor and respect, though this does not come without a bit of mischief. The Lover's Den also boasts beautiful rooms, large enough for the queen of the Eladrin Kingdom herself. Anyone worth their money will want to spend the night here.
Moony's Jewels Jeweler. Moderate goods and services. Northern Quadrant.
Sven has been in the jeweling business since before he could remember. His parents were jewelers and there parents before him were as well. It's in his blood, as well as his worship to the moon goddess herself, Mirage. He crafts his jewels in her name, spreading the word of her worship through his store...and the occasional trick. His shop his pristine and immaculate, with many glass cases to display his family's finer works.
The Champions' Market Shops/Stalls. Common goods and services. Western Quadrant.
The Champions' Market is a crowded section of the western quadrant. Here travelers can find shops and stalls with foods, clothing, and weapons. Many, however, are tourist traps with owners looking to make profit off of hopeful tourists seeking relics from before the Shattering. Look closer though, and travelers can find the true gems of the market and break through the bustle of the street to enjoy Concorde's unique local flavor.
Charlize's Oddities Magic Shop. Moderate goods and services. Western Quadrant.
Charlize is a wizard who once studied in Larmes before she set out on her own quest for fame and fortune in the Valley of Nova. Now she specializes in enchantments and magical acquisitions, usually sold at steep prices. She is of the quiet type and keeps her store tidy and organized, though those with a keen eye might notice some of the strange items lurking on her shelves, seeming to hide in plain sight.
The Lover's Embrace Brothel and Gambling Hall. Moderate goods and services. Western Quadrant.
The Lover's Embrace prides itself on bringing a bit of the upper class to the lower and middle classes. Here, patrons are encouraged to indulge in their wildest fantasies and attempt to earn big at the tables. The establishment features burlesque shows and specialized drinks found from across Fragmentia. Illustrious, the Council Leader of Mirage on the Assembly and owner of the establishment, has created a space that people can forget there problems and let loose after a hard days' work.
Guilds and Factions
Religious Sectors of the Champions
Concorde is known for being the religious and spiritual center of the Twelve Champions in Fragmentia. There is a temple dedicated to each of the twelve members of the pantheon, and each temple is responsible and known for their own specialties. Many who join the Uniters also still hold associations with the sectors they came from.
The Warriors of Aeon
The Warriors of Aeon are an elite force of women. The force was created in honor of the women who fought by Aeon's side in the War for Creation and they are dedicated to upholding the light and in seeking out where darkness may dwell. Little is known to outsiders about these warriors, but they are sent on missions all throughout Fragmentia by the leaders of the Temple of Aeon. They train together on the temple's grounds and travel together in packs throughout the Eastern Quadrant of the city on patrol.
History
After several months of horrible storms in the Valley of Nova and attacks from mysterious and horrible creatures emerging from rifts in the Whisper Woods, the farmers in the south came together to form an alliance of protection. They vowed to protect and help one another, if only to survive the coming dangers, but in the beginning, there was not always harmony among them. There were often disputes between the farmers and the villages, and as the alliance grew, more voices in the mix did not help matters.
In 428 FP, some religious radicals living near the Savage Cliffs stumbled upon ruins and religious scriptures that had survived the Shattering. Based on their location and the nature of the texts, the scriptures were from the ancient and divine city of Nova, and perhaps even written by some of the Champions themselves. The radicals brought all that they could to the slowly forming city of Concorde and preached harmony and peace to the people, the core beliefs the Champions tried to instill in the people at their seats in Nova.
Word of these found scriptures traveled throughout the Valley, bringing more people to the city and rallying the various religious cults that had spread after the Shattering. For these newcomers, Concorde became the new beacon of power for the Champions on the Material Plane and stood as proof that the Champions were watching and they would show favor to those that heeded the teachings of Nova.
By 526 FP, Concorde had grown exponentially, and a governing body was needed to truly bring together the people and the worshipers who'd come from all across Fragmentia. It was then that the true Assembly of Concorde was born and the Twelve Temples of the Champions were founded. Now that they had grown, they had also pushed many of the dangers from the rifts back into the Whisper Woods, and under the banner of the Assembly, Concorde began its expansion into the Valley of Nova. They offered their protection to villages and towns wherever they could with the only necessity being that these villages hold no Champion in the pantheon above another. Only through harmony between the Champions would the Valley of Nova flourish in peace.
Tourism
As the religious epicenter of Fragmentia, Concorde draws the spiritually and those seeking divine understanding. Expeditions in past years to the Ruins of Nova on Nova's Rock have been fruitful, leaving Concorde with many scriptures and texts that religious leaders and organizations come to read from all over the world. Tours of the twelve temples and the Cathedral also draw travelers, leading some even to stay in the city and join one of the sectors of worship.
The four quadrants of Concorde are also well-known across Fragmentia for their beauty and distinctness. The three main gates and the outer walls are especially striking, with the pure white stone and the visages of Aeon, Izod, and Lorena carved into the massive gates. Some simply come to witness the architecture of the city for themselves. Some feel that they are stepping into an entirely different world when they enter Nova.
Architecture
Concorde sits in the south of the Valley of Nova, in the flattest part at the split of the Dragon's River and the Opening. It's massive, white stone walls can be seen for miles. These walls are fit with ballista and towers, with special gears that pull up drawbridges extending over the two rives on either side of the city. Those who wish to pass through onto the Strait of Tears must first state their business to Concorde and receive approval for passage before continuing down the river. Many describe Concorde as pristine and almost ethereal, taking on the qualities many believe the Champions' realms to be like. The twelve temples to the Champions are scattered throughout the city with a distinct organization. The temples are grouped together in quadrants based on the domains those particular Champions hold.
The temples of Bevara, Lorena, and Mirage can be found in the Northern Quadrant, an area dedicated to nature and beauty. There are many entertainment venues here and the wealthier citizens of Concorde live here in elaborate white stone houses and stained-glass windows. This quadrant is vibrant and beautiful, and vines and flowers have been allowed to flourish here, though under the careful taming of druids dwelling in the city. The overgrown, yet peaceful, garden-like feeling of the quadrant gives it a natural beauty unlike the rest of Concorde.
In the Eastern Quadrant there are the temples of Aeon, Domini, and Lyssras. The Eastern Quadrant is known for being the more shady district of Concorde, hiding a few underground organizations and housing some of the less fortunate citizens. However, it is also the location of training for members of the Assembly and of the Uniters, though their grounds are less elaborate than that of Aeon's Temple where the female Warriors of Aeon practice diligently. Many taverns and inns well-known to the city can be found here and common travelers typically stay here before continuing on their journeys past the city. The buildings here are made of rough stonework and are known to be more cold than the rest of Concorde. This district focuses on functionality over beauty.
The Southern Quadrant houses the temples of Blancha, Elayne, and Vethless. Those wanting to study and peruse Concorde's collected scriptures might travel here and visit the Museum of Nova and the Cathedral of the Twelve Champions. Both locations are dedicated to spreading the known histories of Fragmentia and encourage adventurers to seek the mysteries still waiting to be uncovered throughout the world. The district is a quiet place of contemplation and the Opening sprouts several streams through these streets, creating peaceful canals and small places of solitude. There are a few parks scattered throughout this district. More specialized magical shops can be found here as well.
Lastly, the Western Quadrant has the temples of Grenmyr, Izod, and Karram, and is well-known for its industrial flavor. Travelers often trade in the vast market here and a majority of the city's population live along the crowded and loud streets of this district. Most of the blacksmiths are found on a special strip of the market where mercenaries and adventurers might come to purchase some of the weapons Concorde has come to be known for. They are some of the best outside Tranquille. There have been some stirrings of Couronnée Empire sentiment here that the Assembly has been trying to squash.
Geography
Concorde is in the south of the Valley of Nova, and has some of the flattest land in the entire Valley, allowing them to see for miles. The Dragon's River and the Opening converge here and spill toward the Strait of Tears in the south. The Forgotten Peaks loom ominously in the east, and are framed by the sprawling Whisper Woods. In the west, they can just make out the high peaks of the Acadia Range, though they are often obscured in fog and clouds.
Founding Date
526 FP
Alternative Name(s)
New Nova
Type
Capital
Population
~24,500
Owning Organization
Characters in Location
Related Reports (Primary)
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