BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild


No other place during my travels through elven lands was as warm to heart as Thellur was. A place of wood elves, Thellur offers no taverns or bars -- only places where cooks of unimaginable prowess serve you meals you will never forget at no cost at all. The wood elves do not trade, but gift and have a genuine curiosity for strangers like myself that made them forgive the poverty of my Laeryllian tongue. What they could not forgive, however, was the time I played an elven folk song that turned out to be from Dathyll.
— Geordy the Bard (702 LC)
Thellur is the capital of the Laeryllian province Qosid and the largest wood elf settlement on the Northern Arm. Thellur houses the province's Province Keeper and is the site of assemblies of the Representatives of the Communes. In contrast to other settlements in Qosid, Thellur features brick roads and structures in addition to eternally flourishing overgrowths.


The city of Thellur is split into five different communes, corresponding to the city districts. Each of these communes is run in roughly the same manner: a board of administrators, put in place via sortition, drafts policies at the request of the population, that are then discussed, amended and voted on in communal assemblies. Each district contributes one Representative to the Representatives of the Communes.


Thellur is defended by a stone city wall that can be patrolled by wood elf archers. Outside of the city perimeter, Thellur makes use of a circular defense system, in which five concentric rings of trees are interconnected and patrolled by ranged militias. The intensity of the patrollling depends on the security status of the region: during a full assembly, many Qosidian communes send their own troops, which are then added to the patrol system. Besides this, ground patrols circle the area to remain aware of any activity in the vicinity of the city.   Within 1 kilometer outside the city walls, a persistent charm spell disorients non-elf humanoids and makes it impossible for them to spot the city. Once inside the city walls, this effect dissipates immediately.

Industry & Trade

Despite its size, Thellur is relatively self-sufficient. There are goods coming in from Shyfayll and there is regular traffic between Dathyll and Thellur, which brings some trade. Also, Osfynn is usually transported via the Qosidian capital, and gems from the north are often processd by its jewelers). However, most of the industry in the city is focused towards its internals: local hunting, gathering and crafts support each other with only remnant finding their way to the larger Qosidian gift economy or even the market economy.   In recent years, humans from Arkos Plains have been setting up small-scale trading posts in the southwest, trading goods that are transported up towards Thellur. The Labarean Empire has also created trade routes into Qosid, selling foodstuff, technology and books to the wood elves. This trade is limited by the offerings from Thellur: since the wood elves themselves do not use a monetary system, importing goods from the gnomes is either the result of succesful bartering, or otherwise dependent on a more complex trading chain and therefore limited in scope.


Thellur is split into five different districts.  

The Garden District

This commune consists of elves living in the area around the Thellur Garden. Waye and Ildan are the most popular goddesses in this group, with a sizable minority praying to the original Bird Gods, too. Important sites within this district are:  
  • The High Tree Crown, a religious center of great historical importance

The Stone District

This district, which grew around an ancient standing stone in the north of Thellur, includes mostly warriors, smiths and jewelers. Important sites within this district are:  
  • The Bleeding Stone, an ancient standing stone with religious significance
  • The Wood Dwarf, a Clan Kandarin store selling lockboxes, locks and other deposit technology.
  • Ruhu Buntayr's Arrows and Bows, a craft bowmaker

The Raven's District

The Raven's District, named after a priestly caste that no longer resides there, is the location of many temples and home to several religious cults. The Raven's District is mystical and its representatives are often incomprehensible during assemblies. Important sites here are:    

The Bridge District

The only district built on the east side of the river, the Bridge District is the newest addition to the city and houses relatively many newcomers, including high elf magistrates and retired artists. Members of this commune are either not politically active or working from an agenda that is distrusted by the other communes. The Bridge District was built around a multi-tree dwelling that to this day serves as an orphanage.  
  • Thellur Traveler's Inn, one of the few inns in the city that hosts guests for a fee
  • The Dorgothian, a small bookstore selling manuscripts and prints
  • House of Foundlings, an old, large tree dwelling where young orphans or abandoned children are raised for skilled labor.

The Market District

This commune is named after the central market that is frequented by wood elves from the whole city, where craftwork and produce is gifted or sold. The residents of the area are not necessarily craftsmen or food producers, but tend to be wood elves who greatly enjoy life's offerings. Important sites here are:  
  • Thallidien, the site where assemblies are organized for the Representatives of the Communes.
  • Communal Market, a square around the Thallidien where one can find stalls selling, trading or gifting crafts and produce.
  • Bothandal's Hall, a guesthouse, restaurant and meeting place for representatives, diplomats and administrators. The Province Keeper houses here, too.


Those who visit Thellur from outside the Kingdom of Laeryll are captivated by its wondrous culture, the hospitality of its residents and the everpresent civic engagement. The city is difficult to reach, however, as most of Qosid is treacherous territory to outsiders. Tourism, then, is non-existent with only the especially adventurous finding their way to the city gate.
Location under
Included Locations
Owning Organization
Characters in Location

Remove these ads. Join the Worldbuilders Guild


Please Login in order to comment!