New Aslof

Information
As if blown by the of the desert sands, the towns of New Aslof are yellow spots against the lush green forest that surrounds the area. These communities share the tradition of using sand, stone, and dirt to build homes capable of maintaining acceptable temperatures and giving access to underground cave systems. It is a legacy of eras past, when the inhabitants were forced to go underground during flood seasons. Now this greenbelt is inhabited by the Cavewalkers, who have made this territory their own through the sheer force of their martial prowess.

New Aslof is a place where many of EverReign's best fighters flock to in hopes of making a legacy for themselves in the Arena. That is if they dare compete against the local warriors whose lives are committed to that very quest. The city is also home to one of the newest schools of magic which is based on the secretive dust techniques practiced by warriors and mages alike. Dungeon Magic is a high-risk, high-reward type magic that could end with the destruction of oneself to kill all enemies around or to get the user out of a ‘hopeless’ situation by teleporting them from certain death out of harm's reach. There are two types of Dungeon Magic Users: The Dust Mage, who specializes in the theoretical and more arcane use of dungeon magic; and the Arena Warrior who consumes dust as a performance enhancer, letting them go beyond their physical limits at the cost of an overwhelming hunger and other harmful affects on the body.

Capital: Novum
Locally known as the “Capital”, it is the center of New Aslof’s governmental power. It is, also, where the Four Columns are located; a tetrad of enormous towers always manned by guards who are constantly on the watch for any indication of flooding or the ominous movements of the True Nobles in the Lost City. They are also used to provide direction in the capital as they are large enough to be seen from any street. For that, they are also called " the north-watch, south-watch, east-watch and west-watch” towers. The capital is ruled by the Chamber of the Lost Nobles, a selected group of representatives who are trained in fields such as economy, art, security, the Arena, Dust Magic, trade, blacksmithing and other essentials of the Aslovian culture. This group operates under three policies: the establishment of New Aslof as the most powerful militaristic power on EverReign, to restrict the growth of power of the True Nobles, and ultimately secure the lively-hood and future of the Aslovian people. The most quintessential part of Aslovian politics is the practice of "Political Praxis", an attitude of shirking old traditions to obtain influence over others. Architecture in Novum has left behind the caves the Cave-walkers once dwelled in and now they use mainly cobblestone and other solid rocks to establish their points of power. Diplomacy is also very active, ambassadors from New Aslof are always traveling to close nations. In the case of the Lost City, spies in the form of independent traders are always afoot. The most important element is that it represents change, trying to turn the eras by sheer force of will and discipline.

Important Places
Arena - Arguably, the most popular reason people visit the land of New Aslof is to see or participate in the bloodshed at the Arena. The biggest, most vicious, and brutal stage of combat in all of EverReign. The amphitheater, cast from the most solid and vibrant stones of New Aslof have special separated balconies for dignitaries and royalty at the top-center. This architectonic marvel can hold up to fifty thousand violence seeking souls via simple incorporated stone seats and sustain a small army of warriors, trainers, beast masters, clerks, healers, and funerary servicers. In the center, an oval space of white sand with two enormous bronze statues of the first arena warriors crossing spear; a recreation of the first final tournament: Aslof versus Thaenetor, it is needless to say who the winner was back then. Other smaller bronze statues depicting champions are also organized out of the ring borders with name plaques as a remembrance of the invincible Arena champions. Something that calls the attention of the curious is how some of these statues are depictions of monsters or people from other cultures. As if this wasn’t enough, the inside outer ring of the arena contains a special gymnasium for arena competitors only; a steam bath and a series of multi-tasking rooms that can be adapted to any special event. However, the peak of engineering comes from the ability to change the fighting pit into different battle stages such as obstacle courses; elevator openings directly form an underground dungeon where flood monsters, exotic beasts from overseas, and other manner of ferocious creatures are brought forward to fight. Terrain modifications for recreating famous battles of the past and even water pipes to do ship to ship close combat. Having those who deem the Arena as an uncivilized legacy and others who see just tradition in what is a regular aspect, the place is still going strong packing more people than it can hold on special events and finals. So, if to New Aslof you must go, the Arena you must not miss.

Pulvera - In the western province of New Aslof, you will find a town that looks a bit different than the others. The houses seem to work on more complex fronts, the sand style is left aside for the use of strong cobblestone and bigger buildings that seem somehow more ominous than the rest of the villages. People here tend to dress in plain clothes and only a select few pack any weapons. Nevertheless, hearsay indicates that it is a welcoming town with warm-hearted people devoted to study and knowledge. They have somehow left aside many of the traditional habits of the cavewalkers and developed a knowledge-centered culture. Here you can find some small shrines to the few religious practices, a big stone library where most of what is written is on carved rocks and a restaurant dedicated to serving delicious banquets to the always hungry local people. Now, the most popular place here is the Earth-stair to Abyss. It is a long descending snail stair entrance to a mega-dungeon whose central gallery has been tamed, adapted, and constructed by the Dust Magic scholars into a place of study. It looks like a big university made into one huge ambient room, where masters and apprentices come and go by the dozens. Still, there are what they call the Seven Under Gates. These protected doors that keep creatures from the dark away and any step beyond the doors, it is the entrance to the dangers of the infested underground. Only well-trained and properly equipped parties are let in, most of the time to extract dust either from the ground or for hunting certain special creatures present there. Make no mistake, the Dust Mages are aware that they are sitting on a powder keg but, as it is their nature, taking risks is the only real way to gain rewards. Even so, the other side of town is peaceful enough, except for the eventual dust-addicted bandits controlled by their vices or belligerent emissaries of the arena with very low diplomatic ability demanding taxes in spices and banquet foods.

Aslof International - Very few remember the efforts made by arena warrior retirees confronting old age and limited money to make a business of their own. In those days of yonder, it was called the Aslof County Shop, dedicated to trading tools and what they call arena-quality weapons. Soon they discovered that beyond the local blacksmith, general store, and carpenter’s workshop, that there was not much in the way of competition when it came to selling in bulk. Most people just sold whatever few items they made. So, their idea was to buy all stock made by local artisans and then retail it to sellers in the country or outside of it. War companies, warlords, and even mercenary companies came in flocks to buy what they needed. This kind of centralized system soon became a huge enterprise held by different ex-gladiators. Some years passed and an economical boom made the Aslof County Shop into the Aslof National and later on into Aslof International. Its headquarters is the biggest warehouse known to outworlders. People here can see a store of proportions rarely available anywhere else, tall wooden polished shelves exposing the best of their inventory, ex-combatant assistants ready to answer your questions, and provide in-bulk commissions. The sheer size of the place attracts buyers and travelers alike. Never even think of committing any disorderly action, most workers in the place are middle-aged, but still able to beat you as they did their enemies in the arena.