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Nostokal , City of Light, Arbane

To get to the capital city, one must first find it, which can be difficult if you are not a citizen who knows how to navigate the breaches around the city. This has accidently halted a few assassination attempts as spies have tried to slip in and found themselves in the First World. Regardless, the city is a sight to see and home to the High King and his citizens nestled in the forest of Arbane.

Architecture

Much of the city is built into the trees of the forest, using magic to warp the wood of the ancient timber to contain pockets inside for buildings. Traversing roads in between these pockets are usually through aerial bridges or ladders that seem to grow out of branches. The health of the trees are assisted by the druids and dryads that also reside there to accomplish such a magical task. While there are walls around the city, the gates are routinely left open for wildlife to come and go unhindered. Though parts of the city are on the ground, much of the ground remains untouched forest floor.

Geography

Palace District

The palace of Nostokal sits on a plateau in the center of the city with endless waterfalls on all sides. The water comes from some hidden breach under the palace itself and empties into a circular ridge around the palace grounds where it collects and drains into another breach. There is a slight concern about the breach deep under the water in the ridge and the possibility of it spreading, but so far it has proved stable.   The palace district houses the military of the capital, the palace itself, and the Hall of Kings where High King Torinn gathers Arbane’s leaders once about century for important matters  

The Merchant District

The Merchant District is the largest and has a direct breach to the Witchmarket (See Pathfinder: First World Campaign Setting pg 25), a revolving caravan of merchants and performers in the First World, by exiting through one of the caravan doors. As a consequence, the Merchant District can also have access to any part of the First World depending where the Witchmarket is, though it rarely stops at the same place twice in the same century. Arbane pays the Witchmarket a fair gold sum annually and 10% discount in all of Nostokal’s stores which the city reimburses its merchants.   It is said anything can be found in the Merchant District if you have the patients to wait for it. Even the most exotic planar good can be found with the right gold and time. Some people however don’t have a few centuries to wait, so they hire a Jumper from the Lelime Guild for a reasonable fee. The guild sends Jumpers into the First World and other planes to find and purchase the goods for their clients. Nominal fees are taxed on for those purchases that result in conflict or multiple jumps. Usually due to the high cost, only the very wealthy hire such service, but the guild does partner with adventurers as planar guides on occasion.  

Nólë District

If knowledge is power, there is no place more powerful than the Nólë District of Nostokal. Among the residents who are lucky enough to live in the elven walls of this district, lies the Nostokal Conservatory, Tree of Argartha, and the most famous bard colleges of Arbane. Even the Knitting Circle has an outpost here at the heart of knowledge alongside the “House of Wisdom” from Samarra, Manadh.   The Nólë District is the pride and joy of Arbane. It is heavily guarded by the local authorities, not to prevent access, but to prevent damages to any of the history held within. Wardens of the Tomes patrol the libraries ensuring their safety and proper use. Heavy damages to the works held within can result in heavy fines if not encasaration for the crimes against knowledge.  

The Commons District

While all the city has residential areas, the Commons District was primarily built for that purpose, extending the walls of the city to encompass an area specifically for the protection of that housing. To not disturb the forest as much as possible, most homes are made in the trees with magic and the forest floor is primarily untouched with the help of aerial bridges that create the roads above.

Natural Resources

Fruit and naturally occuring Goodberry (see Pathfinder Druid spell) grow off the forest trees throughout the city, leaving the need for gathering beyond a branch or two from your home unnecessary. Though there are still food stalls and taverns in the city to provide for the masses and unfamiliar visitors. These merchants use magic to grow extra branches for their supplies. Meat is a rare commodity in Nostokal and usually brought from across a breach or out of the capital.
Type
Capital
Owner/Ruler
Owning Organization
Most of the Oroboro have a tendency to isolate themselves from their people, leaving their steward to deal with the ‘riff raff’, however High King Torinn is often seen amongst his subjects in Nostokal. He is known to even frequents the battlefields of the west coast, fighting along his subjects, as well as visiting other courts of Arbane. The only other Oroboro who has been known to behave as such is Queen Aqurel Ksalan of Azure. Some scholars speculate that it’s this relationship with their people that has made the two dragons, not only popular with their respective people, but manage to remain in power during the civil war with so little effort despite the chaos around their nations. Still today, they are considered the more powerful of the Oroboro.

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