Ladror

"God I hate those posh twats" - Ladror, about Vanigar Ladror (lad-rohr) is the southernmost region of Cidir. The country is a veritable ocean of forest, populated by everything from tribe-folk to colossal monstrosities, making it exceptionally perilous to those unaccustomed to travel there.

Government and Places
The overarching government of Ladror is a confederacy in that each city controls the land around it, with absolute control over how it is governed. Each territory within Ladror has its own responsibilities to ensure to stability of the region.

Sylora
Sylora (sil-lorr-ah) is the Ladrosian capital, the Living City, located in the section of Raianön between Ainglad and Kanaïs.

Sylora is a city of natural beauty, home to towering spires created from still-living trees and walls that are thick masses of defensive plant life, with thorns and other natural defences used to protect the city. As the appointed capital of Ladror, Sylora functions as a symbol of unity for the majority of the Ladrosian people. As such, the council of Sylora is looked upon for their wisdom for matters that may affect the entire country.

Sheva'aras
Sheva'aras (sheh-vah-ah-ras) is a city contained within one of the larger Iluvádarra - colossal trees that emerge like spires from the ocean of trees - at almost two miles in diameter. It is inhabited by many creatures, and notably has a higher fey presence than many places. They may not reveal themselves, but it is far from a secret that they fey either reside or visit Sheva'aras.

Sheva'aras is primarily concerned with overseeing the magical wellbeing of Raianön and the monitoring of any portals that link to the Feywild. They also serve to monitor Lightsbane Thicket, keeping track of the shadowy woods' growth.

Ainglad
Ainglad (eye-n-glad) is a fortress-city constructed by Ladror as tensions rose between themselves and Vanigar, guarding the singular land entrance to Ladror, Dead Man's Pass. Many of the dwarves in Ladror came from across the country to build the mighty fortress. It has since served as the home of many of those dwarves and their families, though few of which are a part of the standing army that mans Ainglad, which is left to the other races so that the dwarves can maintain the fortress-city.

The primary purpose of Ainglad is to guard the region against assaults from Vanigar through Dead Man's Pass. They are also in charge of matters relating to the World Spine.

Kanaïs
Kanaïs (kah-nye-iss) is the major port city of Ladror, located on the eastern coast. Many of the imports into the country arrive at Kanaïs' harbour, making it a vital trading hub for the region.

Alradiël
Alradiël (al-rah-dee-el) is the city closest to Varos.

Other settlements
There are many other much smaller settlements in the country. Many of which are home to various tribes and other folk that prefer life away from the cities. Some of these tribes form permanent settlements while others roam the jungles, never settling in one place for more than a week.

Lasting Effects from the Age of Oppression
Due to animosity towards the Aen Túril during the Age of Oppression, the Ladrosians refer to the Aen Túril's ruined empire with hostility and disdain, such as calling it The Dominion, the Old Dominion or the Tyrant Empire.

Seceding from Vanigar
In 1,675AU, Ladror began a violent revolt to secede from Vanigar, due to their perception that Vanigar was defiling cultural sites of what the Ladrosians refer to as Izduïr, the Old Kingdom. Ladrosian scholars and researchers desire to carefully investgiate these sites, so as to avoid activating ancient traps or other magical phenomena that may be within, and are very protective when it comes to foreign involvement in such matters.

Local Lore and Culture
While each of the major cities and their surrounding areas have developed their own cultures, the vast majority of Ladrosians share a few common traits, many of which stem from the adversities presented by the environment.

Respect
Surviving within Raianön is a difficult and costly endeavour, paid with blood, sweat, and life. While the Ladrosian people have now established cities to protect themselves, venturing beyond the walls is as dangerous as it is necessary. As such, those that brave Raianön and survive become respected, if not feared or admired.

Despite, or perhaps because of Raianön's hostile nature, the Ladrosian people have become hardened against adversity, while also cultivating reverence to the forest as one would a natural disaster such as an earthquake, or volcano.

Inhabitants
All of the common races exist within Ladror within each of the cities, though they do not necessarily intermingle without conflict.

Humans
Humans can be found almost everywhere and are the most numerous of the races. There are notably fewer of them in the cities of Sylora and Sheva'aras.

Half-elves and half-orcs can be found anywhere because of this, with some tendencies to where their non-human parent race can be found.

Elves
Many kinds of elves can be found in Ladror. Most varieties of elf prefer not to live in Ainglad, steering clear of the dwarves.

Wood elves are the most populous subrace of elf within Ladror and are both the most adept at traversing Raianön, and the most approachable of elvenkind. They often act as guides through Raianön, or teachers to tutor others to traverse it more safely. They are mostly concentrated in the cities of Sylora, Sheva'aras and Erasahn.

High elves are the second most common subrace of elf, many of which choose to live in Sylora, Kanaïs or Alradiël. They often take studious or magic-related roles due to their innate abilities.

Sea elves are found in Erasahn, Farend and Kanaïs - though there are fewer in Kanaïs than the other two - as they prefer coastal or undersea environments.

Drow, or dark elves, are generally concentrated in Ainglad due to the proximity to various entrances to the Underdark within the World Spine, though a few may be found in Sylora or Sheva'aras due to the gloom Raianön's canopy provides for excursions beyond the wall.

Eladrin have no specific home, and trickle into the country via Fey portals that appear near the Iluvádarra, such as Sheva'aras.

Dwarves
Dwarves are predominantly concentrated in Ainglad, far from the elves.

Mountain dwarves are the most common dwarves in Ainglad, having left their previous homes in the World Spine to build and settle the city.

Hill dwarves have found themselves gathering in Sheva'aras and Farend.

Duergar are found exclusively in Ainglad, participating in needed tasks within the World Spine or during the night in the city itself. They tend to keep to themselves and are generally disliked, but tolerated due to the work they do.

Halfling
Lightfoot halflings tend to wander from city to city, rarely staying in one place for too long, though they tend to stick to the outer edges of Ladror, avoiding the gloomy canopies of Raianön.

Ghostwise halflings are typically found in Kanaïs or Alradiël.

Stout halflings are found in Ainglad and Farend.

Gnomes
Rock gnomes are not too common in the country. When found, they're usually in Kanaïs or Alradiël.

Forest gnomes can be found plentifully in Sylora and Sheva'aras.

Deep gnomes are generally only found in Ainglad.

Tieflings
Tieflings are not specific to any one city in Ladror.

Dragonborn
The most common colourations of dragonborn within Ladror are black, gold and green; followed by blue and bronze. It is very rare for white or brass dragonborn to exist within the country, unless they immigrated from elsewhere.

Monstrous Races
Monstrous races, while not all are Evil, are still generally distrusted for a variety of reasons, some legitimate, some superstitious. In Sylora, this matters significantly less, which leads to many of them heading to the capital.

Orcs are plentiful in the country, often forming tribes within Raianön. A few break away from what some say is a more savage lifestyle to live within the cities. While an uncommon sight, it's not too far out of the ordinary to see an orc in any one of Ladror's cities. Although even when they do, many take up roles that send them back into the forest.

Goblinoids such as goblins, hobgoblins and bugbears can also be found in a variety of cities, much like orcs, and find themselves in similar roles. Hobgoblins in particular find themselves in more militaristic roles due to their nature. It's also not uncommon for goblins to use their small size to their advantage and become pickpockets or other kinds of thieves, particularly in Kanaïs.

Firbolgs are few and far between, generally preferring the ambience of Raianön to a bustling city. When they do head into a city, they almost always choose Sylora or Sheva'aras.

Kobolds generally end up in Sylora, Kanaïs or Alradiël, and it isn't uncommon for them to engage in petty crimes such as theft, unless they are lucky enough to find someone to teach them how cities work.

Tritons can be found in the waters just outside of Erasahn, Farend and Kanaïs. Rarely do they set food on land without good reason.

Lizardfolk rarely leave their tribal structures within the Floodlands, but when they do, may rarely be found in Erasahn.

Kenku often end up working for criminals in the cities they find themselves in due to their particular skill sets, with many finding themselves in Kanaïs.

Yuan-ti Purebloods are almost universally reviled due to their emotionless nature, although a few have found purpose in Sylora.

Tabaxi have found a home for themselves in Sheva'aras. Rumour has it that the first tabaxi there found themselves at a distressing distance from the ground, and were afraid to come down, so they made homes for themselves both within some of the hollow interior spaces of the Iluvádarra, or on the boughs of the great tree itself.

Tortles begin their life on the beaches near Erasahn, and most of them form linger around the area, residing on small islands and such. Very rarely, a tortle egg will be swept into one of the rivers leading into the Floodlands, which almost always results in an abrupt and tragic end for the newborn tortle.

Grung are strongly disliked, even compared to other monstrous races. Most grung within the Floodlands are unrepentant slavers, leading many of the other humanoid races to be immediately aggressive towards them on sight. However, a few manage to abandon their slaving ways, instead picking up new roles to suit their skills within Erasahn.

Aarakocra are legendarily rare in Ladror, rarely appearing to anyone. They reside atop the Iluvádarra, and as such, few other intelligent creatures are able to reach them. The aarakocra that spend the most time with the other races of the country reside atop Sheva'aras, and typically only speak to the mage leaders of the city.

Biome
The overwhelming majority of Ladror is dense rainforest, blanketing the otherwise hilly region, now laced with rivers and streams. The canopies of the Ladrosian jungles block out most natural light, having many vines and lianas claw their way above the smaller trees, fighting for the light. Ferns, mosses and herbaceous flora push through the thick carpet of leaves that coats the jungle floor, while fungi of all kinds thrive in the damp environment.

Closer to the southern coast of Ladror lie many swamps, in a stretch of land within the jungle aptly named the Floodlands. The Floodlands have their own ecosystems, largely independent of the rainforest at its back, where the more amphibious creatures of the region tend to dwell.

The fauna of the region has adapted to the low-light conditions present, sporting a variety of heightened senses that allow them to move unhindered throughout the forests.

Climate and Weather
The climate of Ladror is best described as humid. As Raianön is by and large a rainforest, the region sports exceptionally rich soil alongside tropical fauna and flora. The region has no dry season, but temperatures do fluctuate throughout the year, ranging from 25°C to 38°C over the course of the year during the days, and 20°C to 28°C at night.