NATION: Arlathan
Arlathan

Imagine a city woven from nature and magic — sky-high crystal spires that reach towards the clouds. These spires have an ethereal glow, reflecting the vibrancy of magic all around us. Platforms and bridges that float, defying gravity to connect to the spires and ensure that there is a labyrinthine network high above the lowermost floor of the Arlathan Forest. Polished stone, shimmering crystal, these floating platforms and bridges are organic forms, alive and shifting as the forest changes. Elven magic isn't just for decoration; it infuses itself into the very fabric of the city. Vines crawl up buildings, leaves pulsating with bioluminescence. Waterfalls cascade down the side of the spires, the flow controlled by subtle arcane energies.

Libraries whisper and gardens bloom around the books and scrolls, protecting them, seeing that they're kept safe. Some flowers in these libraries and archives even have writing on the petals, as if scribbled there by the hand of an Elf. But it's just how they grow.

Arlathan was never a monolithic city. Here and there, the influences of other races can be seen. Human artistry is very popular among the elves in this modern time, and dwarven craftsmanship — especially regarding weapons and armor — can be seen everywhere. The districts of Arlathan are many, and the cultural implications of these races coming together over the years is clear to see.

Children run through the streets of Arlathan, playing with luminescent butterflies conjured from magic itself. Magic is everywhere. It isn't just a tool. It's part of everyday life, and the elves of old know this. The elves who are just learning their heritage, or perhaps they're creating a new legacy, will come to know this, too.

And if you hear a humming, hum along. Arlathan is connected to every elf, to all magic, and to nature above all else. The city's hum can be heard in moments of total silence.

And maybe… just maybe, staying in this great living organism where magic is everywhere, you might get a bit of magic to experience for yourself.

Arlathan & The World:

This is a short list indicating how other countries are seen by Arlathan.

Orlais: Neutral; because of Orlais' alienages.
Ferelden: Neutral; because of Ferelden's alienages.
Antiva/Rivain: Distrust; Antiva is a threat to Arlathan's independence.
Starkhaven: Neutral; due to lack of interaction.
Tevinter: Distrust; Tevinter is a threat to Arlathan's independence.

Active Trade & Guilds:

Author's Note: These guilds are open to be played; and if interested in heading a guild, just contact a staff member via the ticketing system.

The Merchants Guild: This is a relatively new guild within Arlathan, most likely headed by the Arlathan Tallam. The Merchants Guild operates the large, open-air market in the centermost point of Arlathan, where visitors and citizens alike can shop for Elvish crafts or other rare goodies that may not be easily accessible to the nation.

Trade Exports: Arlathan's main trade exports are Elvish jewelry; Old World Poisons; rare plants (mainly those that are extinct in today's world)


Messages In This Thread
NATION: Arlathan - by Ivy - 12-23-2023, 01:51 PM
RE: NATION: Arlathan - by Ivy - 12-23-2023, 01:52 PM
RE: NATION: Arlathan - by Ivy - 12-23-2023, 01:55 PM