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Astora

Astora is a country that inhabits the entire northwestern portion of Naneth. It stretches from the northern coast of The Wilderlands, down through the Ironwood Forest, to the southern shores of Gullet's Bay and the Rust Mountains. It is bordered in the north, east and west by water, while to the south, it shares a border with Meridian. The people here, some descendants of Atmora, are typically called Astorans, and consist of a diverse mix of humans, elves, dwarves and other higher races. Astora's capital city is the massive city of Vinheim, nestled on the western shore of Royal's Bay. Astora stands as a beacon of progress and technology, and has become known as the largest and most prosperous country in the entire world.  
 

Society

  Since the Splitting of Atmora and the subsequent founding of Astora, humans have made up the bulk of the Astoran population. Though in recent centuries, that has began to change. With the inclusion of dwarves and elves under Astora's banner, in addition to the recognizance of Dragonborn, Halfling and Tieflings as intelligent, high races, Astora has become an incredibly diverse country. Because of this, Astora now boasts the highest population among all the official countries of Naneth, not including The Quaan Empire.   The citizens of this country live rewarding, middle-class lives, for the most part. Many rich and powerful citizens also dwell within the multiple large cities of the region. It is a region of opportunity, allowing one to strive for goals that may not be possible in other areas on Naneth, due to political or racial differences. Astorans typically get along well with each other, though there is some tense, under lying, feelings between humans, dwarves, and the elves of the Ironwood Forest. The recent Ironwood War is still fresh in the minds of Astorans, a bloody conflict that saw the humans and dwarves of Astora finally defeat the Ironwood Kingdom, burning it's capital of Arnad-Ang. Though many elves have now accepted Astoran rule, there are still outlying groups of rebels, some peaceful, other violent, the most famous of which are known as The Remnants.   Magic usage in Astora is a fairly common occurrence. It isn’t frowned upon by the inhabitants, and instead, is usually welcomed. Astoran citizens know that some magic can be used to help people. Most magic users still tend to be citizens of higher purpose. Wizards, Priests, Paladins, Healers, etc would be frequent users, while the general population wouldn’t have the necessary skill or knowledge for open magic using. Although, those with the correct aptitude for magic have a place they can practice and study; Veth Monra, an Academy of magic, and one of the only places in the world that openly teach the art. Overall, Astora would see the second most magic usage among their populace, only Meridian surpasses them.  
Culture
  The culture of Astora is an ever churning pot of racial traditions and festivals. Each race is allowed to celebrate life or worship gods in their own fashions, making the cities of Astora, truly colorful and diverse places. The citizens of Astora were hard-working and intelligent. Most individuals were free to attend places of learning, or enter the workforce as soon as they were of age. Astora provides many services to the public, deemed important to the enrichment of the country, including several academies of learning. Veth Monra and the Vinguard Academy were examples of this.   Humans of Astora saw themselves in a different light than their descendants from Atmora. They were less chained to the constant service of gods, preferring to see themselves as servants of the country, first and foremost. The most important aspects of life was the advancements of Astoran interests, improving life for citizens, and protecting the country from outside threats. Like humans, elves and dwarves also partook in this philosophy, being much less reliant on the gods and traditions than other members of their races that may live in different regions or countries. Of course, they still paid proper tribute to the gods of their ancestors, such as Eldath and Armok. Often, elves in Vinheim or other large cities, decorate their houses with items from the living world, in tribute to their nature gods and the old way of life inside the, now dis-banded, Ironwood Kingdom.  
Relations
  Astora has shown strong relations to the other countries of Naneth, often lending military and other forms of aid to nations with in need. With Meridian, they have an extremely close alliance, with joint military divisions and very strong trade relations. Together, they have formed the Daytower Alliance, a joint military force that makes up a large portion of Meridian's entire armed force.   Astora's relations with Atmora aren't quite as well defined. Being descendants of Atmora, many Astoran citizens still feel a patriotic bond towards the older nation, though generally disagree with all other faucets of Atmoran life. The on-going conflict with the The Quaan Empire was one of the prime reasons that Astora split from Atmora, and because of this, Astora offers little military aid to Atmora for reasons of conflict. Outlying exceptions to this are organizational decisions, like The Emery Sanctum's ongoing participation with the The Uhara Sanctum in The Quaan War. Otherwise, the two nations remain as strong trade partners, and little more.   With Chult, Astora provides a strong relation of trade, especially with exotic materials. The small island nation, now sovereign from Meridian contains very little rule of law, and generally allows other countries free reign whilst in their territory. Because of this, the Daytower Alliance has a rather large presence on the island. In regards to The Quaan Empire, Astora has no relations with the warmongering country. Any interactions between the two nations usually prove violent, as the Quaan have taken a likening to raiding Astoran trade ships, whilst in the southern waters of Royal's Bay.  
Festivals
  The Great Games: Every few years, Astora gathers together in Vinheim for the Great Games; a series of competitions created to test strength, speed, agility, coordination, and much more. Any of the official races of Astora are permitted to participate in the games. Even Halflings are allowed to compete, though most only do if there is unusually athletic specimen, as a normal Halfling likely wouldn’t stand a chance against the superior size and skill of these other races. Dragonborns, while allowed to compete in theory, have never had an individual attend.   Festival of Mending: Once a year, on the anniversary of the end of the Ironwood War, festivals are thrown all across Astora. This is a celebration of the end of that war, and a chance for Elves and Humans to bond together, working through the pain of each other’s actions. Usually these events are great feasts, with the meals being prepared by the attendees to share. Then, a great dance will commence, under a great tree if possible. This symbolizes the union of the two races under Astora and the Ironwood. Unfortunately, these festivals have been targeted by Remnant attacks in recent years, as they continue to reject the elven joining of Astora.  

Religion

  Because of the diverse nature of Astora's races, each city and settlement was filled with various types of worship, for various numbers of gods. The humans of Astora generally worshiped Torm, as their ancestors had before them. Groups such as the Emery Sanctum of Paladins heralded Torm as their primary god and all powerful patron. The city of Haven, situated on Astora's western most coast, was known as a holy city of Torm, and housed large temples dedicated to his glory. Elves tended to worship the gods of nature; Eldath, Silvanus and Virdi, displaying shrines in their houses, or creating beautiful gardens in their names. Halflings also tended to follow the teachings of nature gods. Dwarves in Astora regarded Armok as their prime deity, as do most dwarves on Naneth. Again, Astora provided the freedom to any race to worship any deity they chose, including Dragonborn worship of Bahamut, or the Goliath tribes of the Wilderlands, worshiping Bekur.   Only one type of worship was outlawed, and chiefly concerned the Tiefling of Astora. Worship or allegiance to The Dead Three in any way, shape, or form was strictly forbidden. Any caught partaking in dark rituals of these fallen gods was sentenced to the harshest crimes under Astoran law. Because of Tiefling heritage, they were often suspected of such acts, though members of any race could be guilty. Luckily, most worshipers of The Dead Three are present in The Quaan Empire, Tiefling or otherwise.  

Government

  Since the founding of Astora, the country has always been ruled in a democratic fashion. The early humans chose to elect members of importance, perhaps the wisest among a family group, or a local hero, to positions within a ruling council. From there, these council members would decide the best courses of action for Astora, and continued this tradition of government for centuries. Now, this Council is known as The Council of Nine, or High Council of Astora. This Council meets within the city of Vinheim, in The Pale Palace, where they decide on the matters of most importance for Astora. Every decade, members of this Council may be removed via vote, and replaced with another. Although many of these members are never removed, until death finally takes them.   Locally, most settlements and towns are overseen by an appointed official, sometimes a baron, mayor, or otherwise. Many of these leaders will have been appointed by the High Council specifically. Some larger settlements may have special cases for those that oversee them. Vinguard for example, is watched over and protected by the General of the Astoran Military, as this settlement is the military headquarters for Astora. Haven, the holy city of Torm, is ruled over by the Head Priest of Torm, otherwise known as "The Loyal Protector".  
Laws of Astora
  The Laws of Astora as decided by the Council of Nine, and their specific punishments. These laws are expected to be upheld in any settlement that falls under Astoran rule, though Townmasters have been known to occasionally take sentencing into their own hands.   Theft: 10-15 days of incarceration, and a fine in the amount of the item/goods stolen, if they have been lost or damaged.   Trespassing: 10-20 days of incarceration and a 250gp fine.   Tax Evasion: 30 days of incarceration and repossession of property equal to the amount owed. May be reviewed in specific cases.   Vandalism: 10 - 60 days of incarceration and a fine equal to the work needed to restore the property. This may be reviewed in extreme cases such as Arson.   Assault: 30-60 days of incarceration and a fine up to 1000gp. The punishment is doubled for intent to kill.   Slavery: 1 year of incarceration and a fine of 2,000gp per slave. Depending on the situation, this may be considered a High Crime, and may require an additional trial to levy a punishment.   Murder: 10-20 years of incarceration and a fine up to 10,000gp. This is considered a High Crime, and in specific situations, levies execution as the punishment.   Treason: Execution. This includes plots against the Council of Nine, Astora and it's settlements. Treason cases are almost always reviewed by the Council of Nine.  

Economy

  The economy in Astora was incredibly strong and diverse. The country had many strong trades, with which they produced endless amounts of goods and resources, fit for solid trade with other nations, and local wealth. Because of Astora's large territory, differing climates and biomes, they had a incredible wealth or the natural world, from which to harvest. On the coasts, fishing companies and sailors provided Naneth with food from the cold water of Naneth's Deep. In the north, the dwarves of Marklund, mining relentlessly into the mountain ranges, providing Astora with mineral wealth and building supplies. In the heart of Astora lies the Ironwood Forest, the largest forested area on Naneth. The Ironwood provides Astora with lumber and food, as it did for the Ironwood Kingdom before. The Gold Plains, with it's rolling hills of grass allows for the construction of farms, and raising of herds of livestock, a crucial aspect of keeping this large country fed.   In the cities, companies like White Rock Mining Co, employ huge numbers of workers, for their limestone mines beneath the city. Shipping companies, dominate the ports of cities like Saltmarsh and Shimmer, allowing Astora to reach the rest of the world through shipping routes. Astora's main exports are lumber and building materials, provided by the Ironwood Forest and the several mountains ranges in the regions. Livestock is another prime export, especially to Atmora, where the cold climate makes it a much tougher prospect for raising cattle or other animals. The main imports of Astora usually include exotic goods, spices, perfumes, fruit, and other materials found in tropical climates. The rich of Vinheim tend to pay quite handsomely for these exotic pleasures.  

Military

  By the time Astora had finished with the Ironwood War, they had come to possess military might unlike anywhere else in Naneth. With the combined might of humans, dwarves, dragonborn and other races, Astora came to possess the largest army of any region, including Atmora. The headquarters of military power in Astora resides in Vinguard, the home of the Astoran Military Academy. Here, the army is led by a General, who answers only to the The Council of Nine. The current General of the Astoran Army is Findril Haasthal, an experienced veteran of many battles across Naneth. Even elves have a presence within Astora's military, even as the Ironwood War lies recent in memory. Due to the threat from violent rebel groups, such as The Remnants, many believe elves should not be permitted to serve.   The other massive Astoran military effort lies with the Daytower Alliance, a coalition effort with Meridian. This branch of the military is based out of Daytower, a city that lies within Meridian, very close to the Astoran border. Divisions within the alliance are occupied with the protection of Meridian interests and borders, as the southern nations finds it difficult to raise a military otherwise. This alliance has benefits for both sides, as Meridian enjoys Astoran protection, and Astora is allowed great freedom in the region, to conduct their own business. However, the Daytower Alliance features warriors from both countries, it is not purely an Astoran effort. The Daytower Alliance is often found at conflict with Quaan interests, making it the only aspect in which Astora currently finds themselves fighting the desert empire.  
 
Infantry
  The main bulk of Astora's military is made up of fierce human warriors, clad in chain or studded leather. They make up the heart of Astora's forces, fearlessly charging into battle, happy to pay the price for Astora's continued peace and freedom. One of Astora's greatest assets, the 4th Division, is General Findril's personal company, though they have not seen battle in quite some time. Most of these divisions have recently been tasked with providing garrisons to local settlements, as the threat from outlying elven rebels groups, such as The Remnants, is very real. Other divisions have been tasked with seeking out and destroying Remnant forces, wherever they may lie. Soldiers are also tasked with the guarding of Astora's borders, particularly the southern border of the Cragmaw region.  
Support
  In larger scale engagements, dwarves could often be found supporting these companies of humans with the operation of war machines. Using their skills with machinery and tools, the dwarves of the Astoran military provide support with great expertise, delivering artillery in the form of catapults or ballista. They are an integral part of the military in Astora, with no other race matching the ingenuity of dwarves in the heat of battle. Many a tide has turned because of their keen minds and strategic prowess.  
Calvary
  The Calvary Divisions of Astora are made up of mostly human warriors, as other races are not as well equipped to riding in a saddle. These humans, usually donned with studded leather or plate armor, depending on whether they were light or heavy cavalry, served a vital purpose within large and small engagements that Astora may face. Now, without the presence of open war, most cavalry divisions have been tasked with patrolling the coasts of the The Gold Plains or the dusty pass of Red Rock Gulch. Here they are constantly on the look out for pirates, or raiding parties from the Cragmaw region of Meridian.  
Navy
  Astora also boasts one of the largest naval forces in the world, with hundreds of ships, ready for deployment across Naneth's Deep and Royal's Bay, should the need arise. Currently, most of these ships are docked, unused or undermanned. Though some take positions covering popular trade routes, protecting them from would-be pirates or Quaan raiders. In fact, Astoran navy ships can be found all over the western ports of Naneth, keeping routes safe from Astora to Meridian, sometimes even coming as far south as Chult.  

History

 
Splitting of Atmora
  By AoR 240, many citizens of Atmora had began to grow restless with the relentless fighting and war within the country. The war with the The Quaan Empire had been raging for well over 100 years, with no end in sight. This was effecting Atmoran everyday life, as every aspect of their culture was now aimed at producing a more effective war effort. This led to uprisings among the Atmoran people, especially those of lower-born families. For years, this unease built under the surface of Atmoran life, and in AoR 251, the splitting of Atmora began.   It began as small uprisings and overthrows of local governments, before finally turning towards Aramoor, upsetting the heart of Atmora. Scores of citizens, mostly peasants and families that had lost so much due to the war, stormed the industrial areas of Aramoor, looting and pillaging shops, before turning towards the docks and ports. The rebels began loading onto ships that would shepherd them across Royal's Bay, burning or stealing the ships that would not. Aramoor's small garrison was not enough to hold back these rebels, and the city suffered for it, as the main divisions of their military were already engaged near Oorlog or within the The Red Wastes. By the time reinforcements arrived at the city to quell the uprising, many of the rebels had already taken to Royal's Bay, sailing into the unknown.  
Founding of Vinheim; Astora is Born
  These rebels of Atmora ventured out across the bay, heading for the wilds they knew lay on the other side. The journey was perilous, as many ships were stolen, and captained by inexperienced sailors. Many lives were lost as several ships found themselves in a water grave. Those that survived finally landed, finding themselves in a strange and wild land. They traveled inwards, away from the coast, fearing retribution from Atmoran naval forces. Finally, they found a suitable place to settle, among the tributaries of what is now known as Solo Lake. In the year AoR 268, among the yellowing grass plains and limestone rock of the region, that Vinheim was founded, and along with it; Astora.   The new citizens of Astora began to multiple, and quickly built Vinheim into a large settlement. In the following years, the humans began to explore the surrounding wilds of the region. These explorers met with elven members of the Ironwood Kingdom, a mysterious country of elves, hiding away in the vast canopy of the Ironwood Forest. Initial peace was stuck between the two nations, though they would not become close allies, as the elves preferred to dwell among themselves. Alternatively, among the range now known as the Vilmyr Mountains, Astora met the dwarves of Marklund. Marklund was a large dwarven city, built partially into the mountainside that shadowed it. The humans and dwarves struck trade agreements with each other, becoming prosperous allies. Furthermore, in AoR 325, a joint team of dwarves and humans discovered the The Spell Forge, an ancient site filled with magic from the gods themselves. Marklund and Astora shared this incredible discovery, drawing the two races into an even closer bond.  
Astora Expands; Tensions Rise
  By Aor 330, Astora had become quite a bit larger, expanding towns and settlements further into the reaches of Naneth's northwestern region. Settlements like Vinguard and Vinmaw were founded, giving Astora a large amount of territory down the coast, and closer to the Ironwood. By AoR 331, Veth Monra was established in response to the growing need to study the Spell Forge, becoming Astora's first academy. In this time, the population of Astora grew exponentially, quickly making humans the dominant race in the area, a feat that had been accomplished in under 75 years.   Though relations with the dwarves of Marklund had grown ever stronger, Astora's relations with the Ironwood Kingdom became quite tense, as the elves believed Astora would soon begin encroaching into their territory, of which they considered the entirety of the Ironwood Forest to be a part of. In AoR 389, these tensions would raise to the boiling point, as the dwarves of Marklund officially joined Astora proper. Astora's territory was vast, stretching from the northern reaches of The Wilderlands, down to the borders of the Ironwood. Even further south, Astora's reach stretched into the white sands of Meridian. The Ironwood Kingdom, now surrounded on all sides by those they perceived as thieves and colonizers, believed their time to act was nigh, and in AoR 398, they would shatter the peace in the region, drawing Astora into it's first war.  
The Ironwood War
  Main Article: The Ironwood War   In AoR 398, Ironwood forces launched a preemptive strike on the city on Vinheim, looking to surprise the humans of Astora, with the burning of their capital city. The elves drew out from the forest, marching quickly towards Vinheim, allowing little time for the humans to prepare. However, the elves of the Ironwood underestimated the battle prowess, and strategic minds of the humans. Ironwood forces broke upon the walls of Vinheim, but were repelled by the defenders there, giving Astora enough time to raise reinforcements from the surrounding settlements. Astora was able to quickly raise a substantial military, an aspect that the elves of the Ironwood did not predict. The attack on Vinheim was a failure, and relations between elven and humans were shattered. The Ironwood forces drew back into the forest, readying themselves for what would become a lengthy war.   In the years that followed, many battle were fought within the fields and hills of Astora. Huge companies of humans, clad in chain and plate, facing down legions of bow wielding elves. Notable battles during this period were the Battle of Marklund, and the Battle of Blood and Gold. During this time, many humans, elves and dwarves lost their lives in battle, or as civilians in the settlements that suffered attacks. Attacks from the Ironwood were particularly vicious, with attacks on unguarded towns becoming commonplace, as the elves looked to spread Astora's forces thin. However, as the war drew on, the Ironwood Kingdom began to suffer against the combined forces of men and dwarves, with the tide turning directly in Astora's favour. By AoR 436, Astora was firmly in control of the war, and victory seemed all but guaranteed. Ironwood forces began to employ differing tactics, no longer wishing to meet upon open fields of battle. They began a guerilla style of war, making it difficult for Astora to counter, though it brought them no closer to turning the tide of war.   In AoR 448, Astora launched Operation Torchwood, a military operation that would see Astoran forces enter the Ironwood, burning the forest as they march. The objective was to draw out the remaining Ironwood forces, forcing a surrender. However, the Ironwood Kingdom would not cede, and Astoran forces grew close to the elven capital of Arnad-Ang. Fearing for their lives, the majority of elven citizens fled the capital, into the arms of the oncoming Astora military. In AoR 449, due to the refusal of surrender, Arand-Ang is burnt to the ground, and with it the last remains of the Ironwood Kingdom. The Ironwood War comes to a end, 50 years after it had began. The elves of the former kingdom are given a choice, flee to Meridian, or join Astora as official citizens. Many choose to to join Astora, returning to their homes inside the forest.  
Rise of the Remnants; Astora Flourishes
  In the years following the Ironwood War, Astora grew into a vast and prosperous country, becoming the largest country on Naneth by AoR 550. By measurement of pure landmass, Astora is massive, and with the equal inclusion of all intelligent races as citizens, also boasts the highest population. Astora has also become very close allies with Meridian to the south, giving way to the creation of the Daytower Alliance, a coalition force that operates mostly in Meridian.   However, reminder of the war continue to plague Astora, as in AoR 455, The Remnants are born, and make themselves known to the rest of Astora. In AoR 456, Remnant forces kidnap and execute a member of the High Council, ambushing them as they traveled the Astoran Road. This forces the Astoran military to begin heavily patrolling roads and settlements within their own country, for fear of this rebel group causing further damage. The Remnants remain a constant thorn in the side of Astoran interests, causing chaos from within the Ironwood Forest. In some instances, such as during the re-discovery of the Spell Forge, Remnant forces have even been observed working with members of the The Quaan Empire.  
Recent History
  Now, as the Age of Renewal reaches into it's 6th century, Astora stands as a beacon of hope and prosperity across Naneth. It is the most powerful country, in measure of wealth and militaristic might. Though they currently have no plans to involve themselves in any wars, they are constantly still facing threats from Ironwood rebels, and smaller Quaan incursions. Within the last few years, another unique problem has revealed itself, as many types of rare dragons have been seen in the region, In settlements like Greenest and Forlorn, dragons have even been observed attacking the towns and razing their crops.   Now in AoR 606, Astora, like the other nations of Naneth, have become infected with a strange new sickness. Many call it a plague, though scholars and wizards seem to think of it more as a curse, some sort of dark magic. It's effects have been felt around the country, as those they have previously drawn close to death, or have been revived by priests or clerics, are now falling sick, dropping dead at seemingly any moment. Astora now looks to Veth Monra and the The Emery Sanctum to relive them of this sickness, as large numbers of the afflicted swarm towards Vinheim, seeking a cure from the wisest minds of Astora.  

Notable Locations

 
Settlements
  Vinheim: The Capital of Astora, Vinheim is the largest city on Naneth. Built from the same white limestone the city is built upon, Vinheim’s walls and towers glow with a white elegance. It is said that on a full moon, you can see Vinheim glowing from across Royal’s Bay. Vinheim is also the seat of The Council of Nine, who reside within the The Pale Palace.   Vinguard: The headquarters of the Astoran Military. Erected on the outskirts of the Ironwood, Vinguard was built as a foothold into the forest, and has since grown into the primary base of operations for most of Astora’s military forces. It is also home to the prestigious Vinguard Military Academy.   Marklund: Marklund is a primarily dwarven city, founded by it's dwarven inhabitants long before Astora was a country. Nestled into the feet of the Vilmyr Mountains, Marklund boasts an impressive export rate of stone and ores, resources that keep Astora rich in trade. The entrance to the The Spell Forge was also discovered nearby to Marklund, making it a popular city in which to find wizards or other magic users.   Haven: Astora’s western most city; Haven resides along the coast, north of the Cragway Isles, and south of the Devil's Strait. Haven is most well known as a holy city, dedicated to the free worship of Torm and the other gods of Naneth. Many believe that the gods themselves frequently visit, to bask in the worship of their followers. Haven sustains itself on fishing and crabbing, as it has little else to offer in the way of trade.   Shimmer: Overlooking Royal's Bay, nestled within the grasp of the Royal Mountains, lies Shimmer. It's name derived from the reflection of it's gray and white towers, dancing upon the face of the water during a full moon. Shimmer is known for the mines that run deep into the mountains, providing silver in great quantities.   Vinmaw: Situated within The Gold Plains, Vinmaw stands as a massive open-walled community. Most of the population here are farmers and ranchers, making Vinmaw the primary source of food for the rest of Astora. Huge numbers of livestock are raised within this city, and from there, are shipped out all over Naneth.   Eri-Anew: Settled deep inside the Ironwood Forest, Eri-Anew is a primarily elven village. It's not known when construction began, though it was discovered by Astoran officials in AoR 602. Many believe it to be a Remnant stronghold, but there is little proof of this.   Other Settlements in Astora:   Whitewatch, Stoneridge, Ghostport, The Shelf, Forlorn, Icewind, Ardenwind, Royal's Cove, Greenrock, Greenest, Bywater, Lannisbridge, Tidal Cove, Saltmarsh, Hilldune, Weathersby, Bark, Redwatch, Riverrun Heldhom, Cottswood, Mossley, Goldwatch, Firfoot, Portsmoth, Beckton, Kimberly, Banrock, Ashbourne, Redoran, Shelter Keep.  

Major Organizations

  Veth Monra: Built early after Vinheim and Astora were settled, Veth Monra is among the oldest buildings and institutions in the country. Wizards and students of Veth Monra have always been present in the affairs of Astora, either providing wisdom to the populace, or providing support in Astoran military operations, although the latter is not a task they undertake without great thought.   Order of the Loyal Fury: This branch of the Order was founded in AoR 361 by Paladins from Atmora. Situated within the Emery Sanctum, this was established as a home base for all Paladin operations in the region. The Sanctum’s purpose is to provide a place for the Paladins to call home, when not out traveling the countryside. It also provides transportation, weapon and armor services, education, religious services, and much more related to the Paladin lifestyle.   Il'Eska, Hunting Guild: Il’Eska has a very interesting history, as it was founded within the Ironwood Kingdom in the first years of the Age of Renewal. The elves of the Ironwood used it as a hunting guild, primarily for the glory of their gods; Silvanus, Eldath, and Virdi. The members of the guild at that time were conscious of keeping within the laws of the forest, according to those gods. They killed only when needed, only ever for necessity and never sport. Since the destruction of the Ironwood Kingdom, Il’Eska has kept its general purpose as a hunting guild, but it has been opened to any race, not only elves. Instead of killing for necessity, the guild has turned towards hunting for sport, or hunting monsters for money. The guild is located in Weathersby, a small and otherwise insignificant town in Astora.   Torchwood Theatre Company: Torchwood is a Astoran wide entertainment company. While usually based in Vinheim, the company has also been known to travel around Astora and even beyond, putting on shows in different cities and towns. Most of their acts are plays or musicals, or sometimes circus acts. Only the most skilled performers and bards are accepted into the fold at Torchwood.   White Rock Mining Company: Founded around the beginning of Astora’s birth as a sovereign nation, White Rock Mining Company was created from a large contingent of dwarven builders from Marklund. Seeing an opportunity for profit with the newly arrived humans, they banded together to form a building force that was second to none in efficiency and talent. Over the years the company has become responsible for most of the building in Vinheim, which now stands as the largest, and arguably the most beautiful city in the entire world. Nowadays the company works the mines around Astora, shipping and trading everything they dig up.   The Silver Fox Guild: Ever since Vinheim and Astora have become powerful entities in Naneth, the Thieves Guild of the Silver Fox has been present to terrorize the wealthy and powerful across the country. The guild is responsible for multiple robberies and heists each year across Astora, and even beyond.   The Guardians: This organization is dedicated to the preservation of the natural world created by Eldath and Silvanus. Though they are based out of Astora, the Guardians operate all over Naneth, fighting to ensure that nature remains unharnessed for nefarious purposes. Usually they stick to peaceful means, but have been known to stoop into violence, should the situation call for it.  

Geography

  Astora features several varying climates and biomes, and due to it's massive size, includes both northern and southern regions. Though the country was so large, it actually only shared a border with one other, Meridian to the south. Otherwise, Astora was surrounded only by the cold waters of Naneth's Deep.  
Regions
  The Wilderlands: Home to blustering winds, sub-freezing temperatures, and vast mountain ranges, The Wilderlands was easily the most desolate region of Astora. Very few intelligent creatures lived in these northern reaches, save for tribes of Arctic Dwarves and Goliath.   Vilmyr Plains: The Vilmyr Plains was a large expanse of tundra grassland. It was situated between the Vilmyr Mountains and the Ironwood Forest, creating a barrier between these major features. Most notably, the Astoran Road ran horizontal through the Vilmyr Plains, connecting settlements like Haven and Marklund, to Vinguard and Vinheim.   The Gold Plains: Another expanse of precious open grassland, the Gold Plains laid in the south, close to the Meridian border. Here, settlements like Vinmaw used the open expanse to create farms for food and raising livestock. The climate here was much warm, allowing for the growth of many types of crop.   Red Rock Gulch: Little of importance laid in this region of red rock and dust. The gulch was a smaller corridor that separated Gullet's Bay from the Rust Mountains. Here stood military outposts like Redwatch, always on the look out for raids or incursions stemming from the Cragmaw region of Meridian.  
Mountains
  Vilmyr Mountains: Astora's largest mountain range, these peaks stretched from the northwestern tip of Astora, down to the south, ending in the Vilmyr Plains. Marklund was situated within the Vilmyr range, close to the entrance to The Spell Forge, another feature of these mountains. The Vilmyr range was notably home to Astora's tribes of Goliath, with Mount Dagr-aen serving as the home for the greatest of these tribes.   Royal Mountains: This mountain range ran almost parallel with the Vilmyr range, with only the small corridor of the Marklund Pass separating the two ranges. This range was situated on the western coast of Royal's Bay, and contained settlements such as Shimmer and Royal's Cove.   Rust Mountains: The smallest of Astora's true mountains ranges, the Rust range contained craggy peaks of red rock. The most notable feature of these mountains, were that they seemed to feature a higher population of chromatic dragon species than normal.   Ironwood Hills: Not true mountains, the Ironwood Hills sat on the southern edge of the Ironwood, separating the vast forest from areas like Gullet's Bay and the Gold Plains.  
Forests
  Ironwood Forest: The largest body of wooded area on Naneth, let alone in Astora. This incredible feature of Astora's landscape made up the heart of the entire region. The home of the old Ironwood Kingdom, the vast forest protected and hid it's elven inhabitants for many years, and was rumored to have even withstood the toxic clouds of the Age of Mists. No other place in the world is a greater example of Eldath's and Silvanus' power of creation.   The Northwoods and The Southwoods: This pair of forests run parallel down the corridor of the Gold Plains, leading towards the Astoran-Meridian border. Situated next to port-towns like Saltmarsh, has given these woods a reputation as perfect hideaways for pirates and raiders.  
Bodies of Water
  Glade River: The largest river in Astora, in terms of distance covered. The Glade River flows from Royal's Bay through three separate lakes, before reaching Gullet's Bay in the south. Vinheim depends on this river for food and transportation.   Westland River: This river flows south, from within the Vilmyr Mountains, down through Jaw Lake, and finally into the sea along Astora's western coast.   Highpoint River: Flowing south, through the Royal Mountains, bypassing Vinguard, before ending in Dragon's Cove and Royal's Bay. Highpoint is Astora's smallest river.   Jaw Lake, Leafell Lake, Twin Lake: These were all large lakes found within the Ironwood Forest. As such, they were bastions of life among the stronghold of trees. Leafell and Twin Lake were situated beside each other, connected through the Glade River. While Jaw Lake stood alone, near the ruins of Arnad-Ang.   Solo Lake: The largest lake in Astora, Solo Lake was connected to other bodies of water through the Glade River. Solo Lake acted as a barrier for Vinheim, effectively separating the city from the rest of Astora, save for two small land bridges that ran in-between the lake and the ocean.   Cold Dwarf Lake: Astora's northern most body of water. Cold Dwarf Lake is named after the tribes of arctic dwarves that depend upon this body of water for survival. Though this lake is almost always frozen, it boasts a diverse aquatic life below the surface.  
Geography
  Type: Nation   Region: Northwestern Naneth, The Wilderlands   Capital: Vinheim   Largest City: Vinheim  
Society
  Demonym: Astoran, Astorans   Races: Human, Elf, Dwarf, Halfling, Dragonborn, Tiefling   Languages: Common, Elvish, Dwarvish   Religions: Torm, Eldath, Armok, and others  
Commerce
  Imports: Exotic Goods, Spices, Silks, Fruits   Exports: Timber, Minerals, Livestock, Ores, Building Materials  
Politics
  Government Type: Democracy   Ruling Type: Council

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