Elevar

Overview

In stark contrast to its northern neighbor the Shadeland, Elevar, the nation of the Eladrin, is an overwhelmingly verdant land teeming with life. Transitioning from sweltering jungle at low elevations, to temperate coniferous forest, and then to chill evergreen forest in the higher elevations, this grand country supports life and weather from across the spectrum; from spectral panthers and jungle mists, to dire bears and powder snowfalls. Ancient trees grow in great abundance here and soar many hundreds of feet into the air, enveloping all life in their great canopies.

The country of Elevar was settled 2023 years ago (on what is now celebrated as the Day of Rebirth). After their homeland was destroyed by the formorians and their armies, the fleeing eladrin refugees and what was left of the elite wizard soldiers – the High Mages – discovered the ancient Feygate and recognized it as an interdemensional warp gate. After deciphering a few of the ancient runes, the high mage Katara Faem managed to activate the portal and provide an escape for the hunted and endangered people. After some initial apprehensiveness and scouting the refugees began constructing a fortress (what was to become known as Fortres Katara Faem) and settling the Middle World. Searching for the last of eladrin survivors, the formorian armies discovered the eladrin peoples whereabout and began an assult upon the remaining survivors of the eladrin nation that had not yet escaped through the gate. In this famous last battle, the High Mage Katara Faem managed to hold off three assulting formorian generals allowing enough time for the remaining refugees and High Mages to escape into the Middle World. Sacrificing herself, she disabled the gate before the attacking army reached it and gained entry into Seath.

Although initially living in the mountains, the survivors began to colonize the temperate and jungle forests found in the lower elevations. First Lae’Laral was constructed in the north, and then Lae’Ar Sorin, on the western coast. During this time the eladrins developped diplomatic relations with the human kingdom of Tamar. In exchange for aid in conquering the various “barbaric” races in the area, the eladrins taught the humans the formal art of wizardy which humans had not discovered yet (although sorcery did exist).

After the Lavender Day, Lae’Ar Sorin was ripped off the continent and sucked skyward towards an interdemesional rift created in the magical wake of the explosion. The city was partially deanchored the the middle plane and partially anchored to the Feywild. This began the cycle of travel between the Feywild and Middle World in which that city is now caught. Having the ability to reach the Feywild, the eladrin nation has begun to strengthen their armies in an attempt to recolonize the Feywild and defeat their ancient formorian counterparts.

Settlements and Adventure Sites

Lae’Ar Sorin
City of the Moon and Sun; Population ~45,000

Capital city of the Eladrin nation, Lae’Ar Sorin hovers over the ocean at the threshold of planes, phasing between the middle world at night and the Feywild in day. Visitors to the city are immediately taken back by its fantastic splendor. Built primarily vertically, the towers and spires that compose the city float above the Maelstrom Sea at different heights suspended by the interdimensional energy and powerful rituals. Roads aren’t required here as the denizens make their way about by teleportation, flying carpet, or by way of the regular airship ferries that whisk travellers to and fro. The floating structures of Lae’Ar Sorin slowly bob and meander through the claustrophobic city and are guided by several powerful ritual-magics that are maintained each day by the cities most powerful wizards. Their paths are planned and debated and must be approved by the Elder Council, as do all other happenings in Elevar.

Accustomed to both daily and nightly visitors and trade the city runs around the clock and apparently without schedule. Reaching the metropolis is made possible only by one of the regular nightly airship flights from Tlia’Elm – a small coastal way station built for travellers waiting for Lae’Ar Sorin to appear. Travelling near dusk or dawn is risky as the city sits between planes and is not fully materialized. Those desperate or brazen enough to disembark during these chancy times are sometimes caught between the Feywild and middle world, disappearing forever or appearing years later with no memory of events.

The city is famous for its selection of wondrous items, arcane components, and arcane implements that are available for sale. The eladrin artisans who work here are known for their patience and craftsmanship and sell their wares at a high but fair rate. A large selection of arcane and alchemical components, fruits, and herbs collected from the Feywild are available here as well. The prices of such items are particularly high as the merchants of Lae’Ar Sorin command a virtual monopoly on items of the sort.

Lae’Laral
City of Wilted Flowers; Population 33,000

Since the attack and subsequent breach in the Meg Noxus (see “The Seven Tower” below) at the former border of the Shadeland seven hundred and four years ago, a river flowing out of the Mire of Souls, now known as the Black Vein, began pouring into the heart of the northern forests of Elevar. Before Meg Noxus could be repaired, thousands of undead penetrated into the region preventing eladrin forces from reaching the sight. Its taint began to spread into the territory with corrupting consequences, especially on the city of Layloral. Built at the center of an enormous fresh water jungle lake, this formerly eladrin city shaped to resemble a lake lily was abandoned and subsequently repopulated primarily by tieflings.

The millions of purple lake lilies that once encircled this city have since been transformed by the vile taint of the Shadeland and now litter the streets of Layloral with their black petals. Strange corrupted flower vines wrap the many towers and minarets of the city seemingly crushing the life out of them. The metropolis now bears little resemblance to its former state. It has been remodeled and renovated substantially to suit the needs of its non-teleporting residence. In order to accommodate its new habitants the cities many spires were connected by a threadwork of soaring catwalks and roads many hundreds of feet off the ground.

Since the eladrin mass exodus long ago, the once deserted city has become a bustling metropolis once again. Undaunted by the rivers corrupting effects, the tiefling nation that has risen-up here has become a model of lawfulness and civility. Eager to prove themselves to the world and work relentlessly toward that goal, the fledgling democracy established here has become the prototype of the egalitarian state. Fair laws and a strong system of justice characterize the city-state, which has done much to improve the image of tieflings throughout Seath. The church of Seriath has a particularly strong and influential role in the city and enjoys the patronage of over half of the cities inhabitants. Originally mistrustful, the eladrin elders now tolerate the presence of the church and tiefling nation which have jointly pledged to battle the corrupting influence of the Black Vein as well as the forces of Narthak D’Or, and have made progress toward this end.

Lae’Katara Faem
City of Steel; Population 33,000

The story of the eladrin nation begins in Lae’Katara Faem, the first city constructed by the eladrin. Fearful of their formorian enemies in the feywild, they began construction a fortress around the Feygate. Mindful of the middle worlds many dangers as well, fortress Katara Faem (named in honor of the famous eladrin High Mage)was designed for war from within and without. The natural shelter of a box canyon the The Feygate was located in provided the fledgling eladrin community enough protection to erect their fortress unnoticed by regions many dangers.

Almost as if buttressing the very mountain itself, the fortress was pressed right against the rocky slopes of the Mith’Gor mountain range in a style that could be said to be atypical for the eladrin. Resembling something that could be described as ancient dwarven in style, the imposing stone structure served as the juncture for scouts travelling between the Feywild and the dangerous wilderness of south-western Seath.

Escaping the war with the Formorians in the Feywild, eladrin settlers began constructing their homes in the shelter of shadowed and snowy box canyon located in the dangerous middle world they were so very weary of. Typical eladrin architecture wouldn’t suffice here as long slender towers proved rather poor at insulating habitants from the cold winters. The pragmatic eladrin instead constructed shorter, wider style buildings in favor of the insulation that they offered. Although most eladrin would eventually relocate into the jungle environments found deeper into the heart of what is now known as Elevar, the city remains to this day to remind visitors of the eladrin’s early history.

Life here is harsher than perhaps in any other eladrin community. Autumns and springs are generally cold with winter’s being freezing. Although the temperatures during half the year could suit some kind of agriculture, the general lack of light within the box canyon prevents any fruit or vegetable from growing here, except in close proximity to the radiation from Feygate. Because of this, glass food growing houses circle Fortress Katara Faem and can provide the many citizens of the city with some nourishment if the need be.

People here subsist on mostly on trade, however. The mineral wealth in the nearby mountain slopes is great, perhaps the greatest in all of Seath, and the community does well to exploit this natural advantage. Metalwork and metallurgy are the citizens’ livelihood and the cities’ primary draw. The many smiths, forges, and great furnaces ensure that chimneys dominate the cities’ roof-lines and that great puffs of smoke and steam can be seen above the canyon from miles away.

The Seven Towers

Ever mindful of the Creeping Taint spreading through the shattered kingdom of Tamar (not yet known as the Shadeland), the Elder Council commissioned the construction of seven travelling scout towers to patrol the border, as well as the construction of a wall dividing the Shadeland and Elevar. Each housing a company of High Mages, these magical hovering towers were designed to coast silently above the dense canopies in ever watchful defense of that wall which came to be known as Meg Noxus – the black wall.

Seven hundred and four years ago, killing the rest of their company, seven High Mages (who would become the apprentices and generals of Nathak D’Or) within the first tower, for reasons still not understood, destroyed a section of that wall and passed into the Shadeland. The corrupted river, the Black Vein (see “Lae’Loral above), as well as countless undead began flowing into the region pushing the border of Elevar further south. Although the towers no longer guard Meg Noxus, they still defend the border region regularly stopping to destroy undead and other monstrosities attempting to penetrate into Elevar. Reconstruction of a border wall has be attempted several times, but attacks, both sporadic and planned, have disrupted all such endeavors.

Very recently, however, in a repition of history, communication with Talos Senéval – the third tower – has been lost. Rumors have begun to circulate about the company of High Mages housed within the floating fortificaton. Some are theorizing that the company has joined Narthak D’Or, although such claims have not been substantiated. Gosso[ has become rampant amongst the citizens of Elevar. An aura of worry and dread can be felt within the cities, towns, and villages throughout Elevar.

Elevar

The Cosmoscape Chronicles Torvum