Felwithe Settlement in Norrath | World Anvil

Felwithe

The Ivy City

Felwithe sits upon the northeastern edge of Faydwer on the periphery of the Greater Faydark forest, built upon a great bluff overlooking the sea. As one might expect, Felwithe is a study of crystal-clear water and stark white marble. Its traditional elven architecture gives a museum quality to the city, with marble pillars, life-like statues, and graceful arches engraved with historical and mythological characters. Ivy twists its way onto nearly every building’s outer surface, creeping along walls and pillars. Small streams burble along here and there throughout the city, creating clear, clean pools throughout.   The great elven city has only one entrance, a fact that is considered an asset by the Koada'Dal, for Felwithe has many enemies. The forest outside Felwithe is mercifully light on roving menaces. While Crushbone Orcs and other dangers can rear their ugly heads when least expected, the power of the High Elves forces most enemies to keep a safe distance from Felwithe. The allied Wood Elf city of Kelethin is about ten days west of Felwithe, and the cities frequently patrol the road connecting them to ensure safe travel. Those of questionable intent know better than to flirt with the heavily guarded entrance, for enemies of the city or of the Koada'Dal are dealt with quickly and capably.   This magnificent city stands in stark contrast to the bustling, grimy metropolis of Antonica’s Freeport. Where Freeport is somewhat tolerant of darker aligned races, beggars, and riffraff, Felwithe exists upon the edge of natural bliss. Visitors are regarded dubiously and those of the evil races know better than to tread too closely toward the marble pillars of Felwithe's entrance.   A river runs through the town and the arcane magic guilds claim an ivory spire rising high above a pool of water on the far side of the city. Crisp, clear streams and pools flow through this near-utopian city. Like Erudin, study of the arcane is encouraged early on; however, the Chapel of Tunare attracts many Felwithian youths who dedicate their lives to the Mother of All.  

Points of Interest

The Tunarian temple is one of Felwithe’s most important, beautiful, and immediately noticeable structures, day or night. A testament to the skill and artistry of the Koada'Dal people, the temple illuminates the entire northeastern section of the city during the dark hours. The marble pillars and gorgeous stained glass windows leave visitors in awe. The Royal Castle and the Hall of the Defenders of Felwithe are two more buildings of import within the city. The Royal Castle sits upon a stream and overlooks the ocean to the east. To the south is the paladin’s guild hall, which is essentially a smaller version of the Tunarian temple.   In the southern portion of the city is the Garden of the Mother. This huge grassy and wooded area serves as a public meeting and recreation area. Also of note is the Arcane District of the city, which can be accessed only via one of the three magical portals set about the city; this district holds three major libraries as well as the schools for enchanter, magician and wizard students.  

The Royal Castle

The Royal Castle exists in the northwestern portion of Felwithe. The keep overlooks the ocean, being set upon the high cliffs. An elf-made pond lies east of the castle, with a stream that runs southward through the city. In these waters live many kinds of fish, watched over and cared for by the royal staff. The castle itself is surrounded by a stone wall roughly 20 feet high and 5 feet thick. The entrance to the keep’s interior faces out over the water, and is always guarded by a handful of the King’s Guard and their captain. Those entering the gate must then circle around the building to the castle entryway, which is at the opposite end.   King Tearis Thex resides here along with a few hand-picked advisors and a horde of staff. Lord Arrias Arcanum, a paladin sworn to protect the king, also resides here; the Arcanum family, however, is currently suffering terribly from worry, for Arrias' son has gone missing.  

Hall of the Defenders

This building doubles as the headquarters for the Defenders of Felwithe and the paladin’s guildhall, since the paladins of the Clerics of Tunare generally command the Defenders. The hall is located south of the royal castle and is commanded by General Jyleel Silverleaf, who is considered chief among the paladins of Felwithe, and his comrade and second-in-command, Tynkale Goldwind. This hall also serves as barracks for the 16 members of the King’s Guard and their 2 captains. A storehouse and an armory sit to the east of the Hall of Defenders. These are always guarded by Defenders of Felwithe.  

The Temple of the Mother

The Temple of the Mother is located just to the north of the great orchard, east of the royal palace. High Cleric Yeolarn Bronzeleaf presides over the church in Felwithe, assisted by his son Pherrick. Pherrick, however, has plans of his own for the Clerics of Tunare — although the position of High Cleric is in no way hereditary, the young elf seems to fancy himself the next logical candidate, thought there are many among the Clerics who do not agree. Pherrick believes that his father is stuck in the past and should open up to more modern ideas from outside the Ivy City.  

Arcane Portals

There are three portals located throughout the city, each one magically teleporting the person who steps upon it to the Arcanists' Portal in the Arcane District. The first of these portals was built next to the royal castle, the second in the southwestern portion of the city, and the third on a small, serene island amid the eastern pools of Felwithe.  

The Garden of the Mother

The Garden of the Mother is a lightly forested area open to all citizens of Felwithe, though the city's few non-elven residents rarely if ever come here, as a place to gather and celebrate, or to relax. This area is well maintained by the royal staff so that it stays green and lush throughout most of the year.  

The Garden of Sanctuary

This small area of trees is a sacred place, for its trees were brought from Tunaria as saplings by the Koada'Dal when they crossed the Ocean of Tears. New trees that sprout here are transplanted to the Great Orchard, so that all of the trees here are tremendously old and large. A low stone wall has been laid around the perimeter to mark its location. This grove is also where ashes of the dead are laid so that the trees may gather and be renewed by the spirits of the newly departed.  

The Great Orchard

These trees are the descendants of those of plants brought by the Elves from Tunaria after the scorching of Takish'Hiz. These trees produce various precious and valuable fruits and nuts, sought after by all races on Norrath, as many of them are now extinct everywhere but here. A handful of Defenders of Felwithe patrol casually about this area; this post is considered a rather enviable assignment, both because of the beauty of the location and self-respecting elf would ever consider profiting from stolen fruit taken from this grove.  

The Emerald Armory

Opal Leganyn, thought by many to be the oldest Elf in all Felwithe even though she retains the ever-youthful appearance of the elves, owns and operates this shop. Where Dwarven armor and weapons are created more for sturdiness and strength, with little concern for aesthetics, the Emerald Armory produces pieces that are as much about artistry as they are function. While the items are useable in battle, though perhaps not as effective as dwarf-made versions, they are also some of the finest and most impressive looking pieces that Faydwer will ever see.  

Beyond Faydark

Beyond Faydark is a large food merchant shop that carries all manner of grains, spices, dried fruits, and vegetables (both fresh and preserved). Whatever Felwithe cannot produce, this shop obtains in trade from the Fier'Dal and the Dwarves. Rolyn Longwalker has long been the overseer of Beyond Faydark.  

The Felwithe Keeper

The Felwithe Keeper is the bank in Felwithe, dealing with all matters of coin and credit. The bank's overseer is Rylisan Vinesinger, a loyal staff member of the king who has long been trusted to handle the affairs of Felwithe's monetary needs.  

Faydark's Bane

This shop supplies the people of Felwithe with a wide selection of trade items. Here, one can find tools and supplies for fletchers, tailors, smiths, potters, and brewers. Tolis Fearnone runs this establishment.  

The Traveler's Home

This place is one of Felwithe's finest and most popular taverns. Run by Innkeeper Freegraze, this is a frequent stop for foreign friends and Koada'Dal who have returned from the outpost of Firiona Vie. Once a week, there is a friendly bard competition held here in which Human, Half Elf, and Wood Elf bards all compete. Prizes are given for best song, story, and poem.  

Shop of All Holos

The Shop of All Holos is a moderately sized general wares store. Shopkeeper Alladria Skyetcher has gone out of her way to make everyday items more affordable for all.  

Tovanik's Venom

Wela Muselender runs this small shop specializing in spirits: wines, ales, and other exotic concoctions, both local and imported.  

Tunare's Blessings

Tunare’s Blessings is a newer merchant shop run by the Mildbrook family. Family matron Leshea Mildbrook has taken great pains to acquire gems and other precious stones from Kaladim, reselling them here in Felwithe. She also carries a wide array of oddities that her daughter, Tiatiah, has collected in her many travels. Some of these items include minor magic trinkets, potions, and herbs. Tiatiah has also been hiring young adventurers to collect some minor items for her.  

Felwithe Fish House

Fishmonger Issa Wispworn runs this business. Anyone interested in fresh fish or in learning the ways of the fishmonger are invited to step inside for supplies and inexpensive lessons. Fish can be purchased from her, caught fresh daily, as can bait, fishing poles, and nets.  

Kylista's Seedlings

Seeds and other gardening supplies can be found in Kylista's Seedlings. Kylista Evergreen, one of the few Wood Elves to operate a shop in Felwithe, has made it her business to buy seeds and strange saplings from all over Faydwer. Koada'Dal interested in expanding their gardens can find most anything they need within her doors.  

The Arcane District

Those stepping upon one of the arcane portals in the city proper appear in the center of the Arcane District, which is located northwest of the main city, outside of Felwithe’s walls. Built higher up on the cliff overlooking the ocean, this area was once accessed without using the portals, as a steep set of carved stairs used to lead up to it from the city gate. A few years after the construction of these two sectors, though, an earthquake shook the surrounding area, causing a great rift that destroyed the stairs. Some say the quake was a mere natural occurrence, while others suggest that something beneath the city caused the very rock of the mountain to shudder. Arcanists and stonemasons risked their lives to accommodate travel between the two areas until magical portals could be set in place for those wishing safer access into the district beyond. Felwithe's multiple libraries and arcane magic academies are in the Arcane District, along with the dorms for those who study here.  

Observances & Festivals

The Koada'Dal are not the easiest going race, but even they take time to celebrate. The biggest occurrences in Felwithe are Koada'Dal funerals, the Spring Festival, Tunare's Harvest Festival, and the Dark Night of Mourning.  

Koada'Dal Funerals

When a Koada'Dal dies, their body is cremated and their ashes scattered in the Garden of Sanctuary so that the sacred trees growing there may absorb the spirit. This spreading of ashes among the trees is a tradition also practiced by the Fier'Dal, though they scatter their loved ones' ashes in wild groves in hopes of returning the flesh to the earth whence it first came. Nearly the entire city observes every funeral.  

The Spring Festival

The Spring Festival is a time of renewal and new beginnings. Half-eaten loaves of bread are shared with friends. Bottles still half full of wine are brought together and poured into cups and chalices for new libations. Hope and promise linger in the air. Families and houses known to have had disagreements are encouraged to partake of the Renewal Ceremony, wherein the head of each household brings forth a portion of the family’s wealth and they bury it together in the Tunarian temple garden. This is a symbolic planting of the "seed of hope," and is thought to allow lasting friendship to grow between the two. Often, especially in cases where the feud has been long-lasting, a wedding between children of the two opposing houses follows, in the hope that a child born of the two houses may embody their new joining.  

Tunare's Harvest Festival

Tunare's Harvest Festival is an annual event held around the autumn equinox that pays tribute to the bounty of the last year. High Elves gather together for several days in homes, inns, and parks, by pools, and in the courtyards of the royal castle or the nearest Tunarian temple to reminisce and partake of feasting, games, and celebration.  

The Dark Night of Mourning

The Dark Night of Mourning is another annual Felwithian custom. On the darkest night of the year (the first night of the winter solstice), High Elves spend their time quietly, in remembrance of those they have lost. The Dark Night of Mourning was first created to mourn the first king and queen of Takish'Hiz and their centuries of suffering at the hands of Innoruuk. The observance has, over the course of time, evolved into a day for remembering all Koada'Dal who have been lost. By dusk, candles are placed in windows to guide those who have been lost so that they might find their way home. While those who pass on normally enter Tunare’s Plane of Growth, it is said that on this night, Tunare allows their spirits to return home and enjoy the warmth of those they have left behind.

Government

Felwithe is a monarchy, currently ruled by King Tearis Thex. Rulership falls to the eldest child of the sovereign when he or she abdicates or dies. The sovereign, however, is truly only equal in power to the Tunarian church within Felwithe. Matters of urgency are dealt with by the king and his Royal Council in consultation with the Tunarians, which has its own council of revered elders that convene together with King and Royal Council to bring resolution to dire problems within the Koada'Dal nation.   The sovereign technically represents the nobles, the trade folk, the royal family, and the Arcanists. The King's Council (or Queen's Council, as the case may be, though a queen has not ruled Felwithe for several elven generations) always consists of two trade folk representatives, three Arcanist representatives (one from each order), the king himself, and the Royal Chancellor. All positions save for the sovereign’s own are by royal appointment. Those who serve the Royal Council may do so for a term of no more than 31 years, at which time the sovereign chooses a replacement — keeping in mind that most elves live to be at least 500 years of age, this is a reasonable length for the appointment. Should a Councilor meet an untimely death or otherwise be separated from this duty, his or her firstborn assumes the role until the assigned term ends, when a new replacement can be appointed.   The Tunarian Council is comprised of 11 Clerics of Tunare (6 clerics and 5 paladins), and these positions are also filled by appointment within the church. The High Cleric of the church (currently Yeolarn Bronzeleaf) always leads the Tunarian Council, while vacant appointments from among the other ten are filled based upon a candidate’s years of service to the temple and the political stature and integrity of the individual, as judged by the current Council.   Most of the time, the two councils work hand in hand to overcome important matters. However, they have been known to disagree from time to time. The church holds itself only to the highest authority — Tunare — while the king always seeks to determine what is best for the people of his nation. Regardless of any differences the two factions may have, disputes usually end without much turmoil. The sovereign has a large staff that takes care of daily business in Felwithe: tax collecting, health and property inspections, and so forth. When it comes to law, however, the Tunarians are looked upon as judge and jury.  

Law

The “Code of the Koada’Dal” was created when the Elves first landed upon Faydwer. Once the ancient noble houses of Tunaria were reestablished and Felwithe began to grow, Saint Sarthan Leafwind (the elves’ High Cleric at that time) set forth to pen the first written copy of the Code. Before that time, the Elves had adhered to an unwritten set of rules set forth by Tunare herself in the earliest days of Takish'Hiz. Saint Sarthan took it upon himself and House Leafwind to produce the first written laws of the Koada'Dal.   The Clerics of Tunare (comprised of high elf clerics and paladins) teach, maintain, and enforce the Code within the city: Tunarian law is Koada'Dal law. Since the laws of Felwithe are so deeply enmeshed in the Elves’ religion and the Elves as a whole are deeply spiritual, the laws are rarely disobeyed. Folk of other races may find the laws a bit more confining than those of other cities, but outsiders who choose to reside in Felwithe typically do so for the very reason that they respect the law and order of the Elves.   Nonetheless, Felwithe’s laws are very strict as they regard foreigners. Half Elves are considered only slightly more questionable and inscrutable than Wood Elves, and are generally accepted, if usually relegated to lesser status among the Elves. Gnomes, Halflings, and Humans are accepted in Felwithe with little cause for concern — though perhaps with a certain stiff formality — but an Elf’s word, despite any protestations to the contrary, always carries more weight.   "Outsiders" such as Goliaths, Erudites, and Dwarves are a special case, treated with a great deal of suspicion, although the Elves are always polite even when they are aloof, until they have proved their intentions and worth to the people of Felwithe. For example, in order for a Goliath to enter Felwithe, he must first gain a personal sponsor (who must be a Koada'Dal or else one who has been declared an acknowledged elf-friend by the king or the High Cleric), and then must petition for entrance into the city. The sponsor must convince the King’s Council and the king himself that the visitor poses no threat. If king and council agree, a formal letter of invitation is drafted and given to the sponsor, who, in turn, gives it to the Goliath. Only once such a letter is presented to the guards is the outsider allowed into the city, and even then only in the company of his sponsor.   Being a sponsor in this way is a grave responsibility for a Koada'Dal, and not one to be undertaken lightly. For instance, a sponsor is held accountable for any laws broken by the outlander. If the foreigner breaks a law, the sponsor is also considered to have broken the law. It is the duty of the sponsor to make sure their companion knows the laws of Felwithe and acts in accordance with them.   If an outsider proves, over time, that he is indeed an asset to the people of Felwithe, he may become a trusted friend and ally, gaining notoriety and more freedom. The great Erudite wizard Al'Kabor is a good example of this system; a friend of the princess Firiona Vie, he has won widespread recognition and respect from the Koada'Dal, and was thus recently declared a friend to Felwithe (but only after many years of working to gain their trust).   Members of acknowledged evil races such as the Teir'Dal, Iksars, Trolls, and Ogres are not permitted within Felwithe on pain of death. A relatively recent story demonstrates the inflexibility of the elves on this point: When Firiona Vie was kidnapped by evil forces on Kunark, an Iksar accomplice was captured and marched up to the gates of Felwithe, for he was thought to possess knowledge as to the princess’s location. However, when King Tearis Thex met the creature at the gates, the Iksar began to step forward to address the king. The monarch drew his sword and slew the creature immediately, losing any chance to gain its information so that he might send forces to rescue the beloved princess — it is said that he would rather have suffered the eternal torment of his own daughter than see such an abomination befoul the blessed earth of Tunare’s city with its presence.   Laws regarding murder and assault, the most heinous of crimes under elven law, were the first to be established under the Code of the Koada’Dal. The Code describes various forms of these crimes, breaking each down into categories and sub-categories. One may murder, but the Code of the Koada’Dal defines the crime according to motive, premeditation, and similar considerations and conditions. Thus, harming an assailant in self-defense is not truly held as a crime (unless perhaps other non-violent options were not adequately pursued, for instance), while the coldly calculated eradication of a cult of brain-washed and evil elves is still a terrible crime.   Of course, as noted above, the evil races do not receive the same consideration that other "good" races do when it comes to their being killed, even though it is a well-established fact that Gnomes, Humans, Dwarfs — even High Elves — can be evil.   Yet, despite the fact that evil comes in many forms and must, by divine command, be combated, vigilantism is also a high crime among the elves. Those with personal complaints or vendettas should not pursue unlawful forms of revenge, but, instead, should bring their cases forward to the Clerics of Tunare. Felwithe has remained strong and steady due to maintaining unified and proper actions, and reinforcing this notion was the intent of the Code of the Koada’Dal.   Theft, another reviled form of crime among the elves, is also organized into different degrees or orders of criminal culpability: minor/major, material/immaterial, moral/obscene, and plaintive/unethical theft are a few examples of this kind of categorization.   Yet, while their laws may seem harsh, it must be noted again that very few Elves ever break these laws, so they are rarely exercised.  

Trials & Judges

Any Cleric of Tunare, either a cleric or a paladin, of 11th level or higher is considered to wield the power of forcible arrest within Felwithe. For example, a paladin of Tunare could be walking the streets of Felwithe and come upon two men battering an old shopkeeper. It is fully within her rights (as it also is her duty) to intervene immediately, using any necessary force.   The guilty are to be apprehended and taken immediately to the temple to face sentencing. Only one senior cleric and one senior paladin of Tunare’s Clerics (again, each 11th level or higher) need be present to hear testimony, offer a verdict, and deliver sentence. While this method has a great potential for corruption, the Tunarians have almost to a soul remained true to the original teachings of Tunare. Clerics of Tunare caught abusing their divine authority, a situation that is known to have occurred only once since the founding of Felwithe, are taken before the king and the High Cleric themselves and relieved of their duties and their status within the city, and then exiled.   Trials are often quick, as the Code of the Koada’Dal is one of the most intricate, comprehensive, and detailed set of laws and rulings in all of Norrath. At an early age, all paladins and clerics of Tunare are taught the Code. Some of the church elders can recite its entirety by memory.   Witnesses and evidence are accepted from opposing sides in every case if called for by either the plaintiff or the defendant, particularly common in cases where a trial has been brought to the Tunarians by two sources outside the church. Those within the city who are brought in for transgressions witnessed by a Cleric of Tunare are often judged by their captor(s).   Needless to say, the word of a senior paladin or cleric, or even a junior one, is almost always taken over the word of the accused. The Tunarians are bound by their formal oath to the Mother of All. Very few Elves question the Clerics of Tunare and the legal system that has served the people of Felwithe for generations.   There are no appeals once the Tunarians reach their decision — even the king himself cannot override the decisions of the temple. However, if new evidence is brought forth to the Tunarians, they will assign new judges to consider the evidence in its entirety and weigh it appropriately against the final judgment.  

Punishments

Punishments in Felwithe are severe, and capital punishment, while universally loathed, is practiced. The life of a Koada'Dal is a precious gift indeed, and any who dare to steal that gift must pay the ultimate price. Not only do the Elves lose the life of an innocent, though, but the murderer himself must also follow, thus adding further to the loss — for where some societies derive a certain grim satisfaction from the death of a murderer, the Koada'Dal mourn the Elf who commits such an act. One life lost is rare and painful enough; two is reason to dwell in anguish for months, if not years.     When a Koada'Dal is murdered, the guilty are publicly executed, regardless of race, class, or station. Before a guilty party is sentenced to public execution, however, he or she is given a waiting period of one month in case new evidence might be brought forth to clear his or her name. The murderer is also urged to use this time to make peace with the Mother of All before the final journey into her realm.   Battery and assault are a different matter. If the accused is found guilty of severe assault and battery, he is required to perform a duty of extraordinary service for the victim (or the church, in cases where the victim wants no contact with or service from the guilty party.) This service can involve labor as an indentured servant for a specific amount of time, public service, or the like, but the criminal is never asked or allowed to leave the city until the entirety of the sentence has been served. The punishment is usually designed to allow the criminal to learn to respect his fellow Koada'Dal.   The punishment for theft usually begins with forcing the guilty party to return the stolen items (or items worth the same in value if the originals cannot be retrieved.) In cases where the thing stolen is immaterial — for the Elves consider slander to be theft of reputation, for instance, and they recognize the fact that one might in some way steal another's ideas or virtue, for example — then some other form of restitution must be assigned. If the thief is sizableservant to the victim or the temple until an appropriate value can be worked off. "Horrific" tales of accused thieves working for decades in order to repay what was lost have been documented by outsiders to the city.   In all cases, punishments are dealt as deemed fit by the Tunarians. For instance, the relative lifespan of the malefactor is a taken into consideration, so a Human thief might serve a 7-year sentence of indentured service, where a Wood Elf guilty of the same crime might serve for 35 years. The overall belief that one should treat her fellow citizens as she would have herself treated is invariably taken into consideration, and mitigating factors can lessen the sentence for even the most serious of crimes — though unpleasant circumstances and unsavory behaviors can also cause sentences for normally minor crimes to become unfairly severe in the eyes of other races. Ultimately, the High Elves feel fair-minded beings (although “fair-minded” is a problematic term at best), so those who threaten or flout this goodwill tend to be dealt with relatively harshly.

Defences

Felwithe possesses a few natural defenses. First, the cliffs upon which the city sits offer great protection from enemies. Second, the only feasible entrance runs into the mountain and then ascends, and is easily held by a handful of well-armed and competent warriors. Felwithe has never been successfully attacked, although in the distant past Orcs did make a few futile attempts.   The forces within Felwithe are mostly comprised of the Defenders of Felwithe and the Clerics of Tunare. Also worthy of note, though, are the Guardian Arcanists, whose magic can be called upon within moments when needed. The Guardians — all of them wizards — are trained not only in magic (specializing in evocation) but also in swordplay, strategy, and warfare. During the last orc invasion attempt, several centuries ago, a number of witnesses documented seeing 40 or 50 enemies at a time succumbing to flame, lightning, and the freezing ice of Arcanist spells. It has 80 Defenders of Felwithe (fighters), 45 Guardian Arcanists (arcane casters), and 110 Clerics of Tunare (clerics and paladins) ready to defend it at a moment's notice.

Industry & Trade

Utilizing the rivers and pools that run through Felwithe, the Koada'Dal have created a large number of orchards within and around the city. These are maintained with the utmost care and produce the finest fruits and nuts in all of Norrath. The High Elves have also managed to cross-breed many types of trees in order to produce more exotic (and highly demanded) fruits.    Felwithe also produces furs and leather products taken from beasts of the nearby forest. The Elves, however, tend not to use leather and fur materials for clothing, but for other items such as packs, footwear, and book-covers. Silks and other rare cloths are also created and utilized in Felwithe, such that the array of threads available here is vast. Royal and political figures from across Norrath commission clothing, rugs, and tapestries from Felwithe, paying top coin for fine Koada'Dal artisanship.   Glass is another of Felwithe's assets. The Koada'Dal produce a huge selection of rare, delicate, and marvelous glassware. Glassblowers in Felwithe produce awe-inspiring goods, each a piece of art unto itself. These artisans sometimes have their apprentices climb down the perilous cliffs near the city’s edge to the small sandy area below, where they are taught to plunge metal rods into the sand. During storms, this attracts the lightning, resulting in strange glass formations the masters use to create unique items and art pieces.   Books, scrolls, and parchment are also exported on a regular basis. Koada'Dal parchment is used by many arcane institutions, being very thin yet durable. Felwithe paper is almost like fine cloth, yet smooth and easy to write on, and is guaranteed not to smudge (if stored under the proper conditions; this guarantee is void if the paper is stored in warm, damp areas, for instance). Felwithe's well-trained and highly employable scribes are also called upon to copy books and other sorts of documentation, regularly traveling to other cities and charging premium fees for their services. Some liberal-minded dwarves, for instance, often use Felwithe scribes when the carving and transporting of stone slabs becomes too cumbersome.   Though it perhaps falls somewhat short when compared to the academic holdings of Erudin, Felwithe has some considerable collections of books and scrolls, for the High Elves have long thought of themselves as the leaders among keepers of Norrathian history and lore. Historical information and writings, however, are not cheap in Felwithe.   Finally, Felwithe's surprising number of sculptors and other fine artists are courted and patronized all across Norrath. Sculptures, engravings, drawings, paintings, and tapestries offer a taste of elven culture to those who are unable or unwilling to visit Felwithe themselves. It is rumored that the Teir'Dal rulers of Neriak possess art objects created in Felwithe — however, even if there is any truth to this rumor, it is nonetheless uncertain what the Dark Elves might not have done to desecrate said objects.

Infrastructure

Felwithe is a city enclosed by natural and manufactured barriers. The sole entrance is built into the side of the hill, burrowing upwards until it comes out into an open area set high upon the cliffs. A great wall stands to the east, near the edge of the cliffs, in order to protect less agile folk from tumbling off the side. A stone walkway is built on both sides of the wall so that those who wish to view the beauty of the ocean may do so in safety.   The wall itself is built of Kaladim masonry quarried and sold to the elves long ago by the Dwarves. The Elven Arcanists fortified the wall by casting magics upon it, and then turned the bricks white and gray, so that the wall appears to be of marble. The walkway is cobbled, with room enough for three elves to walk abreast without fear of one falling off. Torches are lit along its length at night. From sea, the city of Felwithe appears as a shimmering line of tiny flame-specks in the distance. Sailors from all over Norrath use these lights to help them navigate through the waters around Faydwer. Rumor also has it that the Gnomes and Dwarves are working together to create a device for King Tearis Thex — a giant pillar that sends a powerful beam of light out into the ocean so that sailors may be mindful of the rocks during a storm.   The buildings within Felwithe are, for the most part, created from the stone and rock of the mountain upon which it is built. Long ago, Dwarves were hired to help in the fledgling city’s construction, and the elves learned greatly from that experience, so that they were soon able to create their city in as grand and as glorious a style as they saw fit. The intermingling of Dwarven workmanship with Elven artistry in this case proved highly successful.   Once the Elves had established basic city limits, they utilized the giant, natural pool of fresh water in the southeastern portion of the city and began building canals in order to direct the water where they desired. The first canal simply looped around a portion of the southeastern corner of the city. The second was created further west, to where shopkeepers had begun extending their businesses closer to the water. Over time, small boats were created in order to travel from the southernmost portion of the city to the north.   In the center of the city lies a huge grassy area called the Garden of the Mother. The Elves maintain this area of grass religiously to this day, and it provides a place for gatherings and recreation of all kinds. Just to the north of this garden sits a huge orchard wherein fruits and nuts of all variety are grown. Any citizen of Felwithe is allowed to partake of the bounty of these trees. However, the king’s staff employs an agricultural official to monitor the borders of this orchard, keeping an eye on the comings and goings of all and taking note of who takes more than the rest.   An important portion of the city can only be conveniently accessed through magical means. The Arcane District sits above Felwithe, higher up on the cliffs. However, in order to expedite travel, the Riftwalkers created three portals (similar to those created by the Crimson Hands of Erudin) that can carry them from the "lower city" to the Arcane District in an instant.

Guilds and Factions

The society of Felwithe is best described as a beneficent caste system. Children are more often than not born into the lives and tasks of their parents and ancestors. The life of the average Felwithe Elf, however, is far from common. Those born into the trades — i.e., clothmaking, glassblowing, smithing, agriculture, and so forth — are by no means poor by Norrathian standards. Poverty is virtually unheard of within the walls of Felwithe, as the king takes great pains in providing for his people and the wealth of his nation.   Most Felwithians can be classified into one of four social groups: the nobility, the Tunarians, the trade folk, and the Arcanists. One can feasibly belong to more than one social group, such as a noble who is also a Tunarian. Of course, High Elves are known for their civilized conduct and courtesy, and most are perceived as nobles by other races even if they in fact perform only the lowliest duties among their own kind. In Felwithe, though, all high elves respect one another, regardless of vocation or standing. As a result, all high elves tend to expect to be treated by others with respect, as well, even when people of other races do not necessarily perceive a particular Elf as deserving the respect he feels he is owed.  

Nobility

Nobles (including royalty) rule the other castes, as in other cultures and nations. However, the ruling class among the High Elves embodies the essence of true nobility lacking in the rulers of so many other races, for the Koada'Dal lords and ladies truly feel the burden of their leadership and care greatly for the elves over whom they rule. Nonetheless (and perhaps for that very reason), little expense is spared toward the maintenance and upkeep of Felwithe’s ruling class. The nobles are further organized into Houses, each with a family name that can be traced back to the time of Takish'Hiz. King Tearis Thex is the king of the elves at present (as he has been for several centuries now), with his daughter Firiona Vie next in line to ascend to the royal throne.  

Tunarians

Tunarians are those who serve their goddess, Tunare, with their lives: The clerics and paladins of the Clerics of Tunare. While other religions are tolerated within Felwithe, Tunare is universally recognized among the High Elves as the supreme deity. The Tunarians do have a healthy mix of trade folk and nobility among their ranks — within the temple of Tunare, all Koada'Dal are created equal, and it is truly by one’s deeds that he or she is judged.  

Trade Folk

Trade folk comprise the largest social group within Felwithe. Those who work a trade such as jewelry making, blacksmithing, agriculture, glassblowing, and so forth almost always come from a long family tradition within their specific trade. Within a given family, at least one of the children almost always takes up one of his or her parents’ trades. Those that pursue other ambitions usually find themselves either within the order of the Tunarians or apprenticed to a master of another craft related to that of one or both of their parents.   Note that, in High Elven society, career soldiers, farmers, and those who practice animal husbandry are also considered trade folk.  

Arcanists

Arcanists comprise the smallest of the social groups within Felwithe. While most children are taught a basic understanding of arcane ritual and verse, only a select few pursue one of the three accepted schools in Felwithe: The School of Charms, the School of Elements, or the School of Riftwalking. Interestingly, if not surprisingly, many Arcanists are born of noble houses, due to the ability to afford such a select education. Again, while most Felwithians are raised with a basic understanding of the arcane arts, few are chosen to continue their studies under the talented and skilled Arcanists that Felwithe has to offer. Furthermore, non-Koada'Dal are not permitted inside these schools to learn, however, Humans and Gnomes are allowed to browse the libraries and purchase arcane materials as long as they adhere to the laws of the city.

History

Some legends suggest that Felwithe is built upon the ruins of the ancient dark elf imperial capital of Caerthiel, although no public records to support this claim can be found within Felwithe. The Teir'Dal suggest that Tunare’s children razed Caerthiel after Solusek Ro destroyed Takish'Hiz during the Age of Blood, putting its Dark Elf inhabitants to the sword. The Koada'Dal, of course, balk at the idea that their wondrous city could be built upon the ruins of such a hateful place.   A few high elves, however, claim that there may be some truth to this story, suggesting further that one can still find remnants of the Teir'Dal construction where water now flows beneath the city. A few extremists have even suggested that the Koada'Dal flooded the bottom portion of Caerthiel purposefully, in order to hide the truth of this matter. City officials and patriot Koada'Dal historians dismiss this idea entirely, stating that the water canals were constructed in order to further beautify the city and to offer more means for transportation through Felwithe.   The Koada'Dal chose a city site upon the cliffs for the grand elven capital, overlooking the nearby forest. However, as the High Elves and the Fier'Dal began to rebuild their lives upon Faydwer following the Hejira, the Wood Elves began to pull away from their aristocratic cousins, who had always maintained some control over their less politically minded sylvan fellows.    A few rebellious periods surfaced during the early years of Felwithe, but these were all quickly smoothed over via Koada'Dal diplomacy, of course made easier given the general goodwill existing between the two elven races. In the end, though, the Fier'Dal opted to build their own city between the two tracts of the Faydark, high in the branches of the trees.    Nonetheless, Felwithe is still considered by its citizens to be “the elven capital,” despite the way most wood elves might feel about the matter. A former Koada'Dal advisor to the royal house was once quoted as saying, “As long as the Fier'Dal believe they control their own destinies, then it is best to let them continue to do so. Our leadership endures in more subtle ways.”

Maps

  • Felwithe
Guilds
Clerics of Tunare (Cleric, Paladin)
Defenders of Felwithe (Fighter)
Guardian Arcanists (Sorcerer, Wizard)   Militia - 235
110 Clerics of Tunare
80 Defends of Felwithe
45 Guardian Arcanists   Wealth
8,550,000 gp   Resources
Fruit and nuts, furs, leather, fish, glass, parchment, books, art, silks, wine, magic items   Demographics
High Elf - 93.1%
Wood Elf - 5.8%
Gnome - 0.4%
Halfling - 0.3%
Half Elf - 0.2%
Human - 0.1%
Other - 0.1%

Comments

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Apr 14, 2021 22:19

So much great detail, love it!


Graylion - Nexus   Roleplaying
not Ruleplaying
not Rollplaying
Apr 15, 2021 17:34

Thanks! Hopefully my players feel the same when we get around to playing in this city :D