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Helmsfall

Government

The Apex of politcal order within Helmfall is the Arbor Senate. They maintain the borders and the druidic glyphs that prevent the city from being completely lost to the Omenwood. While promoting self-suffeciency, many of the woodfolk rely on Gray Order trade for creature comforts and amenaties as well as conncection to the outside world.

Defences

Helmsfall has no walls or pallisades, and relies on the strange abilities of the Omenwood to deter any looters or pilferers. Along with their less than opulent way of life, any would-be theif or bandit warband would think hard as to weather raiding of the city would be worth it.

Infrastructure

While many view The Omenwood as inhospitable and untenable, the Mazers embrace the strangeness of this place, using druidic magics to contruct massive Gnarlwood homes, some of which are suspended above the ground as massve tree houses. The blessing of the gnarlwood trees also promotes preternatural harvests of fruits and vegitables but makes animal husbandry difficult.

Architecture

Much of the city of Helmsfall is created with coexisting with the local phenomena in mind. Ancent druidc glyphs are ulilised to influence the growth of nearby trees and form them into homes and buildings. The Largest of these buldings spanning several trees and up to a hundred feet into the air. Further enchanting allows the structures to stay in place and maintanance of the runes are imperitve to keeping buildings intact and functonal. Unkept homes may become overgrown and warped or may disappear entirely.

Natural Resources

The Sap of Gnarlwood trees has many benefical and monetizable properties. Abundance of wood and fruits. Monster hides and artifacts are just some of the resources freshly gained from the area.

Maps

  • Helmsfall
Alternative Name(s)
The City of Lost Folk, Nowhere, Cursed Lands, Tyrant's Grave
Type
City
Inhabitant Demonym
Mazers, Woodfolk, Omenfolk
Location under
Owning Organization

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