Larraine (La rain)

Larraine is a mature community, nestled within a vast, ancient forest, where colossal trees with emerald leaves create a natural canopy that filters sunlight into a dappled, greenish glow. The city itself is built in a series of concentric rings, each representing different sectors of life and governance. The central ring houses the grand palace, a majestic structure made of white marble and adorned with gold and emerald accents. Radiating outwards are the residential, commercial, and industrial districts, each seamlessly integrated with the natural surroundings.   Beneath Larraine lies an extensive network of mines, rich with precious metals and magical gemstones. These mines, known as the Crystal Caverns, are a source of the city's wealth and magical power. The caverns are illuminated by bioluminescent fungi and enchanted crystals that glow with soft, ethereal light, creating an otherworldly atmosphere. Skilled miners and geomancers work the mines, extracting valuable resources while ensuring the structural integrity of the city above.   Due to the comfortability of the climate, attire can prioritize form over function. This encourages citizens to express their individuality, or patriotism, in a myriad of styles, colours, fabrics, and materials. Firewielding performers and spellcasters are sometimes ill-met and distrusted here as well as in dryer climates.

Demographics

(78% elves, 7% halflings, 6% dwarves, 4% gnome, 5% other races)

Government

The Wood Elf Court rules a tight ship but are not mean to there people, they just take their laws seroisly.

Defences

The city is protected by both natural and magical defences. Larraine is filled with sentient flora and fauna that act as guardians, deterring intruders with a mix of camouflage and enchantments. Additionally, the city employs a cadre of rangers, druids and mages who patrol the woods and monitor the mines, ensuring the safety of the inhabitants and the preservation of their resources.

Industry & Trade

A gemstone used by many arcane practitioners and magical artificers is abundant in the local mines. Natural resources: Vital but inaccessible; a large mine runs underneath the city however there is a magic down there that wears on workers' lives, making them sick etc. They get well paid but are only permitted to work for up to 10 years as any longer can cause serious damage.

Infrastructure

Street lamps are powered by continuous flame spells
Incinerator golems patrol the streets collecting and consuming trash
Healing ailments can be obtained at the neighbourhood clinic or temple with little to no waiting

Districts

Government District:
A government district comprises any sections of the city containing institutions where the most authoritative policies are legislated, adjudicated, and enforced. The type of institutions established by the city’s dominant political structure determines what types of architecture, features, and citizens inhabit the district. For example, individual access to the government district of a city ruled by a tyrannical monarch might be highly restricted. At the same time, an egalitarian merchant oligarchy might have an open governmentdistrict with shops and homes interspersed with trade houses operated by five major trade princes, each geographically scattered in a different location within the city walls. A typical government district centres on a seat of authority surrounded by municipal buildings, businesses, and private residences.   Guard District:
A guard district varies greatly depending on a city’s size, location, economics, trade goods, and citizenry’s disposition toward policing. Smaller towns likely don’t have an organized guard, though some might have a local neighbourhood watch of volunteers from the community that helps keep the peace, might favour more proactive interventions and public policy, or might hire a handful of soldiers from larger neighbouring communities to maintain the safety of the trade roads. Larger cities might have a local guard that functions at the behest of the city’s leadership or might host the royal military or a contingent of the queen’s guard. In many cases, the more professional guard organizations have a headquarters, a prison, and perhaps even a barracks to house the guard members when off duty.   Market District:
A market serves a very simple but vital purpose: the purchase and trade of goods and services. Whether it is a single general store, a cluster of carts on a street corner, or a sprawling market square, the market is possibly the most universal of all districts, typically found in any city or town, regardless of size or wealth. After all, the residents all need the basics like food, clothing, and tools for their day-to-day lives, and those items must come from somewhere.   Religious District:
A grand cathedral towers over the rest of the district, casting colourful shadows from stained-glass windows that seem to ward the neighbouring buildings like a shepherd over their flock. Priests mill about the gardens and graveyards, bestowing blessings. Parishioners congregate in anticipation of the next sermon.
Religious districts house one or more places of worship, such as churches, temples, cathedrals, and mosques in addition to graveyards, mausoleums and catacombs, parsonage housing for clergy, and services that cater to the masses. Typically unified in a singular faith in a deity or pantheon, these districts often exhibit architecture in motifs most pleasing to a worshipped deity’s sensibilities. Trees, lampposts, arches, and memorials are frequently decorated to honour whatever upcoming holiday lies around the corner.
When designing the city’s religious district, consider who or what they worship and revere. Use that deity’s or pantheon’s symbolism to inform the embellishments of the district. A city extolling a god of bacchanalia and excessive physical pleasures might emphasize gathering spaces, public bathhouses, and frequent feasting, while a sun god’s clergy might decorate their grounds with celestial motifs, keep lanterns and candles always lit, and congregate at dawn. To best illustrate a city that serves a god, first answer some questions. What do they value and what do they abhor? What symbolizes their power? What do they expect of their worshippers?   Residential Districts:
Residential properties occupy most of any given city or town, and three factors divisively determine their distribution—income, culture, and heritage.
In most populations, a dominant people determine the city’s culture, ethics, and value systems. They also maintain control over access to city resources and wealth. As a result, those individuals and communities with the most access to resources quickly gain the most power, leverage, and influence over the remainder of the city population, determining individual neighbourhoods’ social and financial economics. The resulting division of a city’s communities by income and other factors, called social stratification, plays a significant role in a city’s overall layout and influences individuals, resources, shops, industries, homes, and services in various residential districts. A framework for social stratification can be created using one of the two models presented below.
Closed District. In this model, residential districts isolate themselves by class. Individuals of a similar social stratification occupy each district, creating upper-class, middle-class, and lower-class districts. Clear lines of demarcation call out district borders, which are often enforced by walls and city watch.   Sewer/Underbelly District:
A labyrinthine complex of tunnels, sunken foundations, and repurposed caverns sprawls far beneath the city streets. Rusty sewer grates allow pale slivers of sunlight to cut into the gloom, illuminating murky cesspools and mould-coated masonry. The stench of waste created by the city’s ten thousand souls pervades the air, while the pitter-patter of tiny paws echoes through winding tunnels.
  The larger and older a city, the more likely it has a sewer, using foundations from ruins and older buildings as well as the labour of multitudes to form the sewage lines that convey waste away from the populace. The older the city is, the more weathered sewer tunnels can get. Sometimes the masonry can be prone to crumble from age and erosion. A sewer walkway that falls away can spell swift disaster for the careless, especially when the impending water is murky with sewage, veiling predators, hazards, and even swift-flowing currents.

Assets

Government District:
Castle- Aeckland Castle   Businesses:
Information Broker- The Information Broker
Inns- The Willows Breeze
Mendicant Guild Enclave- Helping Hands
Representatives- Fencan Swiftmoon, Eldia Nightcrow
Taverns and Public Houses- The Stags Heart, Giants Rest (both for common folk), The Horses Hoof (lower class), The Wise Owl (upper class)   Municipal Buildings:
Archive- The Archives
College- Silverleaf College (covers many general topics), Northstar Academy (magic school)
Courthouse- The Courthouse
Foreign Embassy- The Foreign Embassy
Jail- Darkwater Jail
Meeting Houses- Meeting Houses
Parliament or Congressional House- Congressional House
Public Amphitheater- Grandview Theatre   Municipal Offices:
Court Offices- Court Offices
Currency Exchange- The Currency Exchange
Notary Public- Notary Public
Pardon Seller- The Pardon Seller
Property Offices- Property Offices
Tax Office- Tax Office   Guard District:
Guard Barracks/Headquarters- Ember Post
Guard Stations- Oakfang Outpost, The Solitude Stockade, Obsidian Garde
Kennels- The Kennels
Prison- Murky Creek Prison
Sentry Box- Sentry Box
Stables- The Journeys Rest Stables
Blacksmith- Belly Fires
Magic Shop- The Blushing Fairy
Tavern- The Misty Pudding
Inn- High Doves Inn
Gambling den/Casinos- The Siren
Arena/Coliseum- The Coliseum   Specialised Shops:
Carpenter- Root Designs
Bakery- Cake Me Proud
Butchers- Drunken Rib
Apothecary- Creeping Grove
Tailors- Stitch and Thread
Toy Shop- Grasshopper Toys
Potters- The Potters
Glassworks- The Glassworkers
Leatherworker- Hide and Skin
Tanner- The Tanner
Tinker/Workshop- Tink’s Things
Jeweller- Joyous Jewels
Cobbler- The Cobbler
Barber- Head Office
Cafe- Mugshot
Post Office/Bird Mail- The Post Office
Brewery- The Brewery
Florists- Rosey Cheeks
Other taverns: The Sleepy Sheep   Warehouse- “The warehouses” hold mining equipment, rocks, crystals, etc from the mines   Residential Districts:
Art Gallery- Fantasia Gallery
Asylum- Greenmill Institute
Bathhouse- The Bathhouse
Brothel- The Dragon’s Tail
City Watch Station- Watch
Coach House- The Coach House
Congregation Hall- The Congregation Hall
Courier’s Office- The Falcon Postal Service
Firehouse- Water Works
Flophouse- Flophouse
Hospital- Lavender Hospice
Library- The Solace Archive
Livery Stable- The Livery Stable
Museum- Eastwood Museum
Nursing Home- The Nursing Home
Orphanage- Silver Oak Orphanage
Sanatorium- Hummingbird Garden Sanatorium
Shrines   Sewer/Underbelly District:
Tavern- The Tasty Bow
Inn- The Faint Fiddler Inn
Black Market   Others:
Mill- Wildflower Mill
Farm- Wildflower Farm
Mine- Crystal Caverns
Park- Maple Leaf Park
Town Square- The Town Square
Quarry- The Old Quarry

Points of interest

On the outskirts of the city, the World Tree sits, protected by a grove of Dryads.

Architecture

A lot of stone is used, which has been claimed from the mines below the city. Wood is also relatively common due to the large forests nearby. As the city was built a long time ago it has a lot of old-fashioned elements in the design of homes and shops, however in the more built up or reconstructed areas such as the city centre or higher end places where nobility may live, have a more modern look, accompanied by the new tech and magic.

Geography

The area is thick forests, with a river as the main water source. There is also tall grass and flowers, as well as the magical World Tree. There are also mines under the city that are large and well-used. Buildings are erected apart from one another to prevent fires from spreading.

Climate

Cities in temperate climates normally have warm, humid summers and mild winters. While generally considered to be the ideal climate to live in, communities that use thatch and other flammable materials must take caution. Frequent summer thunderstorms bring lightning strikes that promise disaster for the unwary.

Natural Resources

Coal, copper, diamonds, emeralds, furs, gemstones, iron, lumber, pelts, stone, crystal
Alternative Name(s)
The Wood Elf Capital
Type
Capital
Population
26,862
Location under
Additional Rulers/Owners
Ruling/Owning Rank
Owning Organization
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Cover image: Thoia by WolfofWinter
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