Cran'Tal Settlement in Omen | World Anvil
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Cran'Tal

The capital of the Republic of Norüman was built over two millennia ago under the watchful eye of the Crystal Tower of Elements, and specifically after the vanquishing of a massive beast called the Alphalodon. The bones and carcass of the beast were used as shelter and foundation for the nepenthe who settled here and founded a sprawling civilization in the perpetual cold of Norüman.    
"It is unknown to the author, or the denizens of the city in general, when and for what purpose the city was built. Why would the choice be made to settle under the grizzly sight of the remains of such a beast? Some say it's a humbling and inspiring experience, but I, for one, cannot help but feel a sense of dread. If such a beast could exist in the past, what stops more from existing elsewhere at present?   Regardless of these musings, it is an awe-inspiring settlement indeed. I have never met people so humble, and so dedicated to their religion and cause. The Shepherd, whoever they are, has managed to keep this community running peacefully for millennia and that by itself is a feat one would be a fool to scoff at."
 
  • Excerpt of the book 'Myth and Frost - the history of Norüman', by Hum'ro Skadi, as published in 2359 AFL.

  •   Those born in Cran'Tal have a naturally heightened magical affinity due to the presence of the Alphalodon's carcass. Even more than two thousand years after it's demise, it exudes a powerful magical aura that permeates all living beings existing under its protection. The city comprises mostly Nepenthe, although many families of different heritages have settled here and made a life for themselves in this humble community. While it is not mandatory that one live and practice that precepts taught by their spiritual leader, the one known as The Shepherd, it tends to be the case that those living here long enough adopt their traditions voluntarily.   Architecture in the city consists of mostly wooden buildings with heavy insulation, usually diminutive in stature due to the nature of their denizens. A pattern was established in their building practices long ago, which led to most buildings having a very similar feel to their construction style overall, although there are obviously plentiful variations. A system of suspended bridges connects much of the city from above, a necessity given the rocky terrain the city is built on. Many residences are built into excavated holes in the mountains, and a few others are suspended along with the many bridges. All the suspended structures and infrastructure are attached to the bones of the Alphalodon itself by ropes enchanted with bone dust shaved off the beast's own carcass, which extends their durability to great extent.   The city sports a dry dock that can be reached through a passage between two mountains in the north, as well as a port that has fallen into disuse shortly after the advent of air travel, a set of structures just off the north coast which is maintained mostly by fishers as of recent.

    Demographics

    Majority of the population is nepenthe.
    Other species include humes, durdand, al-vari and a few minorities.

    Government

    Republic that democratically elects a president every five years. President is directly advised by The Shepherd.
    Founding Date
    1400~ BFL
    Type
    Large city
    Population
    467000
    Inhabitant Demonym
    Cran'Tali
    Owner/Ruler
    Owning Organization

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    Embrace of the Alphalodon

    Born in Cran'Tal

    Being born under the carcass of the Alphalodon, Nepenthe gain heightened magical affinity. This allows them to increase the potency of their spells naturally by focusing on the image of the great beast.
    Upon spellcasting, the nepenthe can augment their spell by expending an inheritance slot. Utilizing an inheritance slot grants the following benefits:   1d4 + half your player level (rounded down) damage to single-target spells.
    1d4 to the difficulty of a saving throw.
    Augment the effect of any healing spell by 1d4 + your player level.
      All effects increase to 1d6 at 7th level, 1d8 at 12th level, 1d10 at 15th level and 1d'12 at 20th level. These increases only affect Nepenthes, all other races stay at 1d4.
    At level 3, you start with a baseline of 3 slots. You gain another slot every odd level. You regain all your inheritance slots after a long rest.

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