Nefka Settlement in Halika | World Anvil
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Nefka

The Walls of Nefka are gnarled like an old tree, the granite branching upwards. Spires bristling with ballistae corkscrew upwards, their smooth stone surfaces shining in the morning light. The snowy peaks of the Upper Feywilds shine in the distance as you pass by the farmlands, down the crowded highway, and through the gate. Professional-looking Feywild soldiers, look you over briefly from the guard towers as you pass by, fur-crested armor bearing the a emblem of a Black Wolf. The gates of the city open up to merchant's shrines, lined with a hundred different gods. The streets are bustling with street food, missionaries, travelers, and convoys of hooded pilgrims. The cobblestones seem warped together and share the same wood texturing of the walls. The streets are lined with towering buildings, crooked apartment buildings and massive workshops ringing with noise. The streets are a mixture of sweet floral scents, wretched rotting smells, and the overwhelming scent of spiced food. You can barely stop to rest as the crowd drags you forward, deeper into the city.   The crowds of the markets are more diverse than virtually any other Desmian city- in religion, in species, in fashion. The din of the market cannot distract you from the city skyline: towering cathedrals in the heart of the city, pressed against a large mountain. The mountain is carved into statues, faces, images. At its heart is a massive circular stone door, slightly ajar. This is what it feels like, entering Nefka.   Nefka has been called the Heart of The Feywilds. It is a center of trade, finance, manufacturing, religion, and culture. Most priestly cults are based here, as well as one of the only two libraries in the Feywilds. Kobolds of the Feywild send their children to study magic here; children seeking to become shamans and healers will study here as well. This is the city of learning, refinement, holiness, and riches.   Nefka has been the seat of the Great Feywild empires of the past and is adorned with the treasures of Desmia taken on raids- old saintly relics, precious minerals, old scrolls. Its most prized treasure is the one that can never be taken away: The Vault of Nightmares, a massive complex in the North of the city that blesses those who survive it for eight hours straight. A holy site of great veneration and worship, the most famous Feywilders have braved its depths and gone on to do great things.

Demographics

87,000; 50% Human, 14% Dryad, 25% Vesper, 10% Kobold, 1% Other.

Government

Nefka is the heart of the Empire's power- and the Imperial government governs the city very directly. The Imperial Palace is nestled in the heart of the Cathedral District, and from its halls the Empire is governed.   The Emperor or Empress of Nefka rules with supposedly unlimited authority from the palace. The only two organizations that can balance imperial power are the Temple of Temples and the Clan Moot. In practice, there is little material difference between these organizations- the most prestigious positions of cult leadership are also civil positions of power granted to powerful clan members. Membership in one of the Six Great Clans is critical to political success- they are more likely to be promoted as war leaders, high priests, and Guild leaders, often hopping between the military, business, and priestly spheres within their lives many times.   The Temple of Temples is an organization devoted to the priestly coordination, promotion, and religious-moral purity of the city. It is the highest religious authority, governed by representatives from the Cults of Tonia, Vitoza, Deraksa, Kokoa, Kordina of the Fields, Kordina of the Vault, and, for Kobolds, Rumek the Dreamer. In the past, Ishkibal the Savior, Halycon the Punisher, and Terazed the Desmian all had representation, but they were demoted and expelled from the Temple of Temples during the Second Empire. The cults represented by the Temple run many on-the-ground functions of the state, such as regulating businesses, policing the population, collecting taxes, and renovating public infrastructure.   The Clan Moot is the assembly of the Six Great Clans- a small oligarchy intended to advise the Emperor and manage the city and realm. While a Great Moot can be called by the Emperor consisting of all significant families of Nefka, the Six act as the day-to-day representatives of all the families of Nefka. Membership in these clans grants one the designation of "old-blooded"- and the old blood opens many doors.   The Clan Moot competes with the Imperial Council for influence- the council being a cabinet of advisors chosen by the monarch to manage implementation of their edicts. Most of the time, however, the Council, Moot, and Temple of Temples end up as largely the same people.   The last significant bureaucratic institution of Nefka is the war council- a group of 3-5 of the most prestigious war chiefs (the size is variable and has risen to 10 in the past). This is unique in that, while typically old-blooded, it is the most independent from the bureaucratic entanglement. War Chiefs earn their place on the council by raiding- numbers of victories, size of loot, and strength of enemies defeated all contribute to their prestige and power.

Defences

Three sets of walls surround Nefka: The Cathedral District walls, the City Walls, and the Valley Walls. The Cathedral District is also protected by the Dream Clans and the Mountain Guardians- awakened flying trees many centuries old that are given total control over the peak of Nefka's holy mountain.

Industry & Trade

Nefka's trades are extremely diverse- as the Feywilds substantially reduce the food demands on the urban population, Nefkan residents are able to diversify their trades. The Kobolds of the Western District run large tanneries, slaughterhouses, cobblers, leatherworkers, furriers, and tailors. In the Northeast, The Violet Company runs finance, dye production, ink production, and an increasingly large paper mill. In the South, silk from the valley's silk factories is woven, prepared, and stored. The Southwest is where the majority of smelting and ironworking takes place. Weaving and sewing occur across Nefka, with home-run needlework contributing to large interspersed workshops.   Food may be less of a problem in the Feywilds, but it remains Nefka's largest and most vital import from the rest of the valley and beyond. Iron from the Northern mountains, wool from the hills, and wood from nearby forests also help fuel Nefka's industry.

Guilds and Factions

The Violet Company has a complete legal monopoly on Nefkan trade, and as such rules the Guilds and artisanal organizations with an iron fist. The only way for Guilds to appeal any concerns or interests is through Cult partnerships- any successful Nefkan guild is going to have an associated religious organization that they lobby and partner with. Many guilds also court the favor of the Six Great Clans, though these partnerships are made temporary by tumultuous clan politics; as old-blooded as cults are, their agreements have more permanency and continuity.   The Six Great Clans (and seventh Royal Clan) also run much of the surrounding countryside, and most domestic imports go through them. Each has a reputation for what they do, but these are large, multi-faceted families of many side-branches; never trust a stereotype.
  • The Enetara, Blood of Okva the Black Wolf, Most Divine of Families, Wardens of the Nightmare, Imperial House of Nefka; sigil is the Black Wolf, often bearing a crown
  • The Hezina, masters of the hills, keeper of the flocks, ranchers and friends of Kobolds; Sigil is the Red Lion
  • The Savrana, masters of the orchards, friends of the plow; Sigil is the White Raven
  • The Agira, adventurers, traders, warriors, raiders; sigil is the Red Fox
  • The Sajira, scribes, mathematicians, first to adopt wizardry and bardism; sigil is the Green Bull
  • The Razera, the oldest of blood, warriors and keepers of the gods; sigil is the Black Lion
  • The Kathri, reclusive warriors known for their unusual Northerner traditions; sigil is the Black Serpent

History

The village of Nefka dates back to -2000DE; settlement of the valley predates the Architects themselves. The Chimera added the Vault of Nightmares in -100DE, much to the surprise of the villagers. Nefka first began exerting active control over the Vault of Nightmares and valley as a whole in 20ME. As Nefka grew in population and prestige from pilgrims and adventurers, Nefka became a center for commerce and organized raids into non-Feywild territory. The Traders in Purple developed as a trading consortium associated with Nefkan religious cults around 60ME, and the early Nefkan oligarchs began projecting power throughout the Feywilds as the Traders monopolized Southern merchant expeditions.   The Traders in Purple strengthened as an organization of merchants and pilgrims throughout the next few centuries, while in fierce competition with the Northern feywild city of Okina. As the wealth and power of Nefka increased, infighting among the oligarchs and increasingly worrisome alliances of neighboring clans began to threaten Nefka's continued supremacy. The popular war leader Kortin the Iron dismissed the oligarchy and began a campaign of conquest in 500ME, beginning the first Nefkan Empire. This empire ruled the South Feywilds and launched a series of invasions into outside territory from 500-1000ME, before a series of costly wars with Okina followed by civil wars began to slowly fragment the empire. Several resurgent Nefkan monarchs attempted to stitch the empire back together, but when the rebelling tribe of Palava sacked the city in 1080ME, the first empire was finally destroyed.   Following the destruction of the first empire, the Traders in Purple took direct control of Nefka. This period of recovery did not last long before an Okinan invasion in 1120ME entered Nefka to dismantle the Traders in Purple, allowing the Okinan Dusk Travelers to achieve mercantile dominance over the South. Slowly, Nefka recovered its lost wealth and prestige, and as Okinan influence waned Nefka returned. In 1300, Nefka was prosperous and influential enough to host the 1300ME Council of Nefka- a great conclave of priests, where the many Feywild cults were brought together in unity in the face of Mathari, Ishkibite, and Orthodox religious threats. Nefka became the religious heart of the Feywilds, and the resurgence in pilgrims (and now, holy warriors) gave the rising Nefkan monarchy a new chance at empire.   Nefka began re-absorbing tribes, gathering strength, and projecting power. By 1400ME, it was the predominant Southern Feywilds power- and Enivar "the Nightmare Warden", despite having only a tenuous claim to the throne, was ready to make it something more. Having survived the Vault and become a powerful Paladin, Eniv was a great leader of raids with a large powerbase. By 1415, Enivar had seized control of Nefka and brought the Southern clans firmly to heel. By 1420, he ruled as Emperor of the Second Empire of Nefka. By 1450ME, he had managed to defeat the Orthodox Desmians in the open field and razed the enemy city of Kidon. From the loot and influence gained, an effort was made to reforge the Traders in Purple- this time under the name of the Violet Company. The Violet Company, ruling with the fear of the second empire, began mass production of feycider and other trade goods to sell to the newly arrived Selkie traders.   This golden age went on for centuries, but could only last so long; Enivar fell in battle, the clans grew restless, and Desmian opposition grew more focused. In 1790, Desmian forces began to drive Nefkan armies back into the Feywilds; in the 1850's, traitors within the Feywilds invited a large Desmian invasion into Nefkan lands, occupying large swaths and almost taking the city itself. While the invasion failed, the internal strife that ensued shattered the Second Empire. By 1900, Nefka had been reduced again to one of several kingdoms in the South- the greatest of seven. It has since been building its strength once again - expanding its influence through the Violet Company, leading raids, and buildings its forces.

Architecture

While many of the older buildings are of old feywild make and have grown rather beautifully, much of the city was built in a more modern Desmian and Mathari style after the city was destroyed some thousand years ago.
Type
City
Population
87,000 humanoids, 5,500 cats
Inhabitant Demonym
Nefkan
Location under
Included Locations
Owning Organization
Characters in Location
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