Forest Cities in the modern world

No. Location Races
1 Moran Tal Geophant, Lupinoid
2 Asa Thalor Silvanesti Elves
3 Elmspring Arboreal
4 Arn Mora Silvanesti Elves
5 Timberbrook Arboreal, Cactun, Frucht, Vegible
6 Ylmager Yuan Ti
7 Khalohone Yuan Ti
8 For Bel Kagonesti Elves
9 Nellerai Hobbit Halflings
10 Bast Felinar
11 Shsa Serin Centaur
12 Rehshcalen Naga
13 Shala Bellanose Valley Gnomes
14 Sai Ancalen Orso
15 Orlo Thalore Kender Halflings
16 Elderwood Arboreal, Halaman
17 Eno Thendor Arboreal, Halaman

 

 

Arn Mora

Arn Mora is a metropolis as beautiful and grand as any of the Elven cities of old. Sadly, its glory days are long past. Many of the old mansions are uninhabited, and the great amphitheatres are silent and empty. The walls of the city are mighty and deep, but there are never enough warriors to man them, and many wonder if the city could withstand a serious invasion. Arn Mora rests at the mouth of a natural harbour, in a forest in the Quebec region of Canada. The great city is full of towers, and dominates the landscape with its powerful, high and white walls carved with protective runes, with a high gleaming gold door that leads to its interior. Glowing gold and shimmering silver glitter in the afternoon sun, and the titanic towers of their palaces rise against the walls, joined together by great bridges dozens of meters above the ground. When you walk the streets of Arn Mora, you can see the majesty of these towers. The largest structure of the city is the Guardian Tower, where the Guardian of Arn Mora, ruler of the city, has always resided, being more powerful and higher than any of the other structure in the city. The tower is one of the most important points of the magical energy grid that keeps the city hidden. At the base of the tower there is a single door, simple and unadorned, and a spider web of light seems to beat within the celestial marble of the tower, in which there was not a single window except at the top, where a series of dark windows and a lonely balcony looked out over the city. The population of Arn Mora is less than half of what was expected to house when it was built, and the wide avenues seem empty even when the whole population throws themselves into the streets to celebrate the great Feast of the Masks. Its powerful and ancient walls are wide and deep, but the city scarcely has the necessary warriors to defend them, even though the Guardian of Arn Mora is a great hero.

With this, the physical splendour of the city has not yet been quenched, since much had been rebuilt, but where hands and magic once raised an architecture of sublime magnificence and joy, these new buildings are hollow substitutes, more like monuments to the dead than celebrations of life. In addition, despite the work of the inhabitants of the city, the place still shows the scars of the war, with devastated mansions, fire-blackened walls and deserted parks where nature is now at its wildest. Many died fighting the Vermin hordes and these deaths gravitate heavily. Beautiful elves in robes walk the streets, and all are armed with swords or bows. These elves continue with their daily lives, but the more they are observed, the more one has the sensation that those people simply execute the necessary movements. It was as if a part of them has died with those who fell in battle and have not yet collapsed.

Technology: 3

Culture: Benevolent, more tolerant than standard but still with some violence.

Government: Monarchy

Population: 863,222 Silvanesti Elves

Military: 513,411

 

Asa Thalor

Asa Thalor is situated near the Yukon in Canada and is the political capital city of the Elves. Human merchants are allowed to trade here and the city has been and is a busy centre of international trade. Beyond the inner walls, lampposts lit with incandescent magic keep the night at bay. Long streets wind up tree-clad hills. Many flights of stairs run up the steeper slopes. There are palaces with towers and spiked minarets. Palm trees, roof gardens. Seemingly endless streets full of echoing, half-empty palaces, and there are fountains everywhere. All seems like a legion of sculptors had been kept busy for many ages of the world beautifying the city with statues of mages and warriors and kings, as well as lawmakers, orators and poets. The stone is worked to look life-like, auras of glamour and ancient warding sorceries protecting the work from the ravages of time and weather. Most of these, however, were made for political reasons, to represent the power and wealth of the people who commissioned them. Farther away from the gates, the crowds thin out and the streets seem much emptier. Some of the houses, not too far from the main thoroughfare, have patched and crumbling roofs. People gaze out of half-shuttered windows with a lean and hungry look to them, although as far as some Elves know there is no hunger or famine. Unfortunately, the Elves of Asa Thalor are looked down upon by the inhabitants of Arn Mora. They are seen as money-grubbing merchants, not proud warriors or noble wizards. Anyone approaching the Emerald Gate entrance can easily be caught in a crossfire between the massive war engines in the Glittering Tower and those on the Gate itself. The sight of these imposing bastions is enough to turn all but the most insane attackers away. The gate is a great fortified arch filled with war machines and the cloaked spearmen and archers of the Eagle Guard, the Emerald Gate holds two gigantic valves of carved bronze set with monstrous emeralds to bar the way. A second portal bars the way for shining silver set with sapphires the size of a man's head, beyond which lies the city itself. The city sells tobacco, ores, wool, bring preserved meats and grains and books of lore. The architecture of the quarter had taken on a human look. Brick buildings lean at crazy angles against the remnants of much older Elven structures. Ancient palaces had been turned into vast warrens and mazes of dwellings and shops and merchants offices. Carpets hang overhead, draped over wooden racks intended to display them to best advantage. Perhaps it would have worked as intended if the skylights had not been blackened with soot and grime and the shadowy interiors of the corridors lit only by lanterns and flambeaux.

Technology: 3

Culture: Benevolent, more tolerant than standard but still with some violence.

Government: Monarchy

Population: 945,535 Silvanesti Elves

Military: 545,130 Silvanesti Elves

 

Bast

Atlantean Elven experiments with animals in 90,000 BC led to the creation of the Felinar race. Rebelling against their Elven masters the Felinar fled to what is now Africa. Some of them had became hyper intelligent and were able to understand Atlantean technology. Using this they were able to create their own city, hidden in the jungles of Madagascar. Their city is a marvel of engineering and architectural achievement. It has a protective forcefield which while preventing non Felinar from passing through also renders the city invisible to physical and electronic detection. The city is arranged into quarters. The western quarter contains the wineries and farmland. The northern section contains most of the houses and buildings. The eastern quarter contains the harbour, boats and warehouses. While the southern section contains all the merchant shops. Every building in the city shows the same quality of workmanship present in the wines the city produces. No wall surrounds this city due to the forcefield; however, the militia have a series of underground tunnels leading from secret armouries to locations outside the city perimeter. Thus, the town guards can often flank troublemakers trying to escape capture. There is also an underground prison, a town hall, and an extremely tall palace (where most of the defence equipment is kept). The city is well defended by  a large group of militia. They will use skirmishing tactics to surround and ultimately destroy a besieging army.

Technology: 8

Culture: Benevolent, more tolerant than standard but still with some violence.

Government: Monarchy

Population: 400,000 Felinar

Military: 175,000 Felinar

 

Elderwood

This large forest in the south island of New Zealand has a thick canopy overhead, making its interior as dark as twilight on cloudy days. Visitors speak of sentient trees that actively resist the progressive decline of the woodlands. Large numbers of druids visit the forest; they are unfriendly to visitors, especially loggers. Because of its forbidding reputation, people who don't know how to treat nature responsibly tend to stay out, minimizing the danger to the local ecology. It is a satellite Sacred Grove, with connections to the Parliament of Nature.

Technology: 1

Culture: Benevolent, more tolerant than standard but still with some violence.

Government: Parliament of Nature via the Throne of Trees

Population: 434,533 Arboreal, 107,000 Halaman

Military: None

 

Elmspring

The forest of Elmspring is a lush, humid, near-tropical woodland in the Manitoba forest in Canada. Dense tangles of trees stretch for miles, forming natural barriers at various locations throughout the forest. Vast stretches of shadowtops and slightly shorter pines fill the gaps between the tangles, and thick vines, ivy, and brambles form the understory, sometimes even climbing the trunks of the trees. Though little direct sunlight reaches beneath the boughs that form the forest canopy, the rainy climate and tropical location keep the interior damp and hot, making the forest a perfect haven for endless swarms of crawling and flying insects. It is also home to many kinds of wild animals. Parrots, macaws, and other tropical birds nest in its trees, and lizards and snakes of all sorts slither through the undergrowth. Mammals native to the forest include wild boars and dangerous predators such as bobcats and wolves. Travellers must be wary of more than just the normal animals, however. Giant snakes, lizards, and beetles also prowl the deepest sections of the forest.

Technology: 1

Culture: Benevolent, more tolerant than standard but still with some violence.

Government: Parliament of Nature via the Throne of Trees

Population: 444,426 Arboreal

Military: None

 

Eno Thendor

Located in the Daintree forest in Queensland, Australia this bastion of learning serves to preserve the history of the world and where magic is taught to agents of the Parliament of Nature. The price for any uninvited traveller to enter is to show they are of good alignment and sympathetic to nature. Those wishing to examine a work in the hidden library must gift the caretakers with some new form of knowledge in book form. The caretakers also purchase certain books brought to them and secretly commission agents to procure writings they desire. The library keep is ruled by the Keeper of the Tomes, who is assisted by the First Reader - second in authority and traditionally the most learned sage of the Parliament: Up to eight Great Readers are governed by these two offices. These in turn are assisted by the Guide (in charge of teaching acolytes), and the Wardens, who deal with visitors, security, and supplies for the community. Geomancer's are regarded as honoured guests - but are not part of the library's hierarchy. The library bears mighty, many-layered wards that prevent any thing from burning except wicks and wax. No paper can ignite any where in the keep. These wards also block teleportation magic and destructive spells, kill all moulds and insects, and have other secret properties. An additional ward prohibits entry into the Inner Rooms to all who do not bear a special token, only a handful of which exist. In the Inner Rooms are kept the most powerful magical tomes. Normally, only the Great Readers may enter, but others are admitted in the company of the Keeper or the First Reader. The library is surrounded by beautiful grounds that descend to a ring of buildings along the inside of the massive outer walls: guest houses, stables, granaries, a warehouse, an infirmary, a temple and shrines to Gaea. The scribes of Thendor have made at least one copy of every tome there, and an entire "mirror library" is rumoured to be hidden somewhere else on earth.

Technology: 1

Culture: Benevolent, more tolerant than standard but still with some violence.

Government: Parliament of Nature via the Throne of Trees

Population: 466,634 Arboreal, 104,500 Halaman

Military: None

 

For Bel

The only surviving Kagonesti Elven cities lies in the jungles of Chile. Most buildings were constructed magically, using materials from the ground to "grow" them. Stone buildings were usually crafted from a single piece of rock. Those made from wood had roofs of magically created bark or leaves. Otherwise roofs were typically made from crystal or gems, causing them to glitter in sunlight. Notable buildings include the Hall of the Ancients, the Fountain of Stars, the great Temple, the Shrine of the Star Sword and the Moonstone Palace. The main route through the city is Diamond Road, a shining smooth surface made from crystal that resembles diamonds. The very earth is composed of growing trees and plants, and many other vegetation unseen anywhere else in the world. This is due to the amount of leys infused with divine magic and ancient the very heart of the Elven city. The Hall of the Ancients is a vast chamber in a great tree housing the remains of Elven heroes, both recent and ancient. The long, echoing chambers of this building contain numerous crypts, shrines, plaques, and statuary depicting the images of Elvenkinds departed defenders. Also interred here, according to rumour, are numerous legendary Elven weapons and enchanted items, along with their owners. No one knows the exact nature of the items and the Elves will not divulge secrets to outsiders. Due to diminishing numbers rivalries between Wood Elf tribes are suspended by unspoken agreement.
The Fountain of Stars is a gleaming white construction with images of birds, trees, flowers, and other natural wonders, is said to have been from an ancient goddess. Some who gaze into its waters are said to receive a vision of the future.

There is a Parliament of Nature sacred grove of ancient oak trees used by the elves for advice, ceremonies, marriages, funerals, and other important events. Several spirits are said to guard the grove, and both druids and priests come here to commune and receive messages. Within this grove is also the Sacred Oak. This oak is said to have been the first awakened tree from thousands of years ago and is held in great veneration by all Elves. Lovers often come here at night to make secret vows, witnessed by only the tree. The queen visits this spot once a year
to reaffirm her dedication to the gods and to assure her people that the city still remains free and independent. In another part of the city is a very old Elven armourer who crafts excellent swords, mail, and plate armour for nobles and influential elves. His works are famous even among Dwarves. The items are often enchanted, and many have become legendary. Towering trees surround the palace. Each is more than 15 metres in diametre and contains rooms, corridors, and passageways. Units of elf warriors occupy the trees, keeping a lookout for unauthorized visitors. Giant eagles often roost at the tops of these gigantic (150 metres tall or higher) trees, and their riders are billeted nearby for quick action should the need ever arise. The palace, is an enormous construction featuring tall, slender towers, walls, keeps, small domes and cupolas, landing platforms for flying troops, buttresses, high walkways, and numerous sub-structures that are all clustered around the huge central dome that is crafted of alabaster and marble and roofed in gold. The palace grounds are extensive, with many small parks, sacred groves, lakes, statuaries, hedge mazes, and gardens. Several smaller buildings surround the palace, each as elaborate and luxurious as the home of a human monarch.

Technology: 3

Culture: Benevolent, more tolerant than standard but still with some violence.

Government: Monarchy

Population: 833,145 Kagonesti Elves

Military: 546,665

 

Khalohone

Khalohone is a Yuan-Ti city located in the jungles of Peru. Dedicated to the various snake gods the Cathedral of Emerald Scales thoroughly dominated the religious, political, and architectural life of Khalohone. The Knights of the Forked Tongue defend the temple, and the clergy consisted of Yuan-Ti purebloods, tainted ones, and halfbloods.
Khalohone claims all the lands within 50 kilometres of the city's walls, including a dozen or so minor villages and seemingly endless vineyards. Despite the omnipresent influence of the serpentfolk, life in the city is not unlike that in other cities. Trade is king, ritualized combat is glorified, nature (particularly all things serpentine) is accorded its due, and arcane spellcasters are regarded with suspicion. The area around the city is particularly rugged. The city lies at the head of the Amazon river. Its powerful tides challenge even skilled navigators except at slack tide. Numerous wrecks line the floor of Churning pay, attracting brave explorers who are willing to risk the dangerous waters. Khalohone has been the recipient of some of the most beautiful art and architecture that the Yuan-Ti have ever produced. The city has a great aviary, which took nearly two decades to construct, is now home to all manner of exotic birds, most of them native to the jungles. Because many of these birds are quite dangerous, visitors must submit to a protection from avians spell before entering. A defensive barricade was sculpted around the city in the form of a giant, two-headed snake, with the two heads serving as gate towers. Towering walls of emerald marble encircle the city, and its architecture is marked by tall, graceful arches and coils of verdant stone. Ramps and poles have replaced stairs, and at night, the city glows green because of the interaction between magical lighting and the emerald-hued stone.

Technology: 3

Culture: Malevolent. Truly malicious race with no redeeming qualities at all.

Government: Monarchy

Population: 93,000 Yuan-Ti

Military: 65,000

 

Moran Tal

Moran Tal in the Alaskan forests is crafted entirely of white and green marble, much of it actually conjured from deep beneath the ground and crafted into graceful buildings. There are very few straight lines as all the structures were created to appear as natural formations. The town is also full of parks, shrines, and groves. full of bountiful vineyards, gardens, and groves of olive trees. The city is famed for its skilled craftsmanship, hunting prowess, shipbuilding, exotic spicy cuisine, and winemaking. The inhabitants are warm and welcoming to strangers, and many speak foreign tongues. Most commoners labour in the fields, groves, or vineyards, although some work as sailors, shipwrights, sailmakers and provisioners. Hunting is a popular sport and the bravest hunters seek out the deadly denizens of the forest as trophies. This fortified temple-palace towers over the rest of Moran Tal and is where the High Mage and other spellcasters reside. The High Mage is the de facto ruler of the city, owing to the fact that she is the most powerful spellcaster there. There is no formal governmental structure to the city, however. Most citizens are content to live their lives, and not interfere with each other, doing away with the need for any real ruler.

Technology: 4

Culture: Benevolent, more tolerant than standard but still with some violence.

Government: Guild council

Population:  1,265,300 Geophants, 400,000 Lupinoids

Military: 300,000 Geophants and 150,000 Lupinoids

 

Nellerai

The territory of the Nellerai Shire is located in the rainforest in the Congo. The Shire is small but beautiful, idyllic and fruitful land, beloved by its inhabitants. The Hobbits have an extensive agricultural system in the Shire but are not industrialised. Various supplies are produced in the Shire, including cereals, fruit, wood and pipe-weed. There is natural pool in the middle with a river running from it through the rest of the Shire. There is also a swampy area on one side of the village where there is also a mill, and a small inn. The other side has vineyards while another side has the grain crops. The vegetation includes stands of ancient oaks and brakes of hazel; there are also occasional elm and ash trees.

Technology: 3

Culture: Benevolent, more tolerant than standard but still with some violence.

Government: Mayoral council

Population: 700,000 Hobbit Halflings

Military: 5,000

 

Orlo Thalore

In the central range rain forest of New Guinea lies the only remaining Kender settlement. It is sometimes called a forest city, but it is much more than that. Orlo Thalore has buildings similar to any human settlement: Taverns, Stores, Inns, and a Town Hall. The most noticeable difference in these buildings is that some of them are incomplete. Some buildings are missing one wall or are missing doors. Other buildings are complete, but they are a mix of different architectural styles, representing the views of the Kender who helped create them. Getting lost is very easy in this city. Many streets double back on themselves, or dead end in places where the crews got distracted and wandered off. One or two streets travel through Kender's houses. The names of streets usually do not match the actual description, eg. Direct Route Drive is a spiral that ends in a circle. Kender from the mid-teens to the early twenties are apprentices. The younger Kender between the ages of newborn into the early teens actually go to school.. School is a loosely termed word here. The Kender community is hard to comprehend sometimes. Kender children do not go to the same building everyday. That would be impossible to achieve, but instead children are taught by the members of the community. They are taught to read and write by other Kender that decide that these children need to learn how. The children WANT to learn how because of their innate curiosity. When they find out that they could read all the secrets that the magic users are keeping from them, they learn to read. When they understand that they could taunt a goblin if they only knew how to speak goblin, they learn it. When they realize that they might be able to slip into the Great Library if the only had a proper note, they learn to write. Kender also learn to hide in shadows, and scale walls, and pick pockets. These are just the kind of things, every good Kender learns how to do.

The people of Orlo Thalore feel that constant change is the best course for their leaders. Their cities have had more leader's than anyone can remember. Everyone has lost count of the number of mayors, kings, khans, warlords, councils, judges, and priestlords that have tried to rule. It has been a rare occurrence when one of these leader's has gone longer than a month, before being replaced, or being ignored. It's a good chance that if someone visits Orlo more than once that it will be run by a different ruler. On rare occasions Kender can be gathered together to create a formidable army. Kender can be quite serious when their homes are threatened. Since Kender view possession in a different way, it is difficult for outsiders to understand what is considered stealing and what is not. It is safe to assume that any outsider that enter's into a Kender city has a good possibility of loosing anything she or he brings into the city. Some of the time the possessions will be taken by the town guards themselves. Just because a Kender ceases to wander does not make the Kender any less curious. A Kender is always a Kender no matter what the age.
If a Kender is caught picking something up, any simple excuse will usually excuse the action. If something is found on a Kender and it belongs to someone else, it is considered to be very impolite. But it is still not considered to be stealing. In fact "stealing" in a Kender city is practically unheard of. So, if a person "looses" something it usually considered their fault. The main trade of Orlo is incredibly accurate maps. These cover every part of the world, even the Underground, skies and leylines.

Technology: 3

Culture: Passive, completely free of evil and violence (except when defending lives)

Government: Sort of..

Population: 850,000 Kender Halflings

Military: Everyone, as needed

 

Rehshcalen

Rehshcalen the Kingdom of Snakes, is an ancient realm of the Naga that encompasses the jungles of Laos. Centuries ago, the city was centred in the forests of India, but an ever encroaching humanity forced the Naga to abandon that city and move to Laos where its existence as a realm is almost unknown, even to its nearest neighbours. The Naga do not post guards along the kingdom's borders, or attack every humanoid that passes through their holdings, or extract tariffs from passing caravans. The region is known to be dangerous, but its neighbours do not believe that its monstrous inhabitants are organized in any real sense. Those who stumble across the truth are rarely seen again, and those who return to human-ruled cities knowing the truth often vanish before their tales can gain any credence. Upon the death of the monarch, the most powerful living Naga can claim the throne by ritual combat. Traditionally, approximately a dozen spirit Nagas serve the ruler. By dint of an ancient pact each spirit Naga functions as a protector of and servitor to the royal line, answering directly to the reigning monarch. Some serve as guardians, others inspect ongoing activities in population centres, and the rest function as inquisitors. Other Naga spend their time raising herd animals, hunting, digging tunnels, building subterranean rooms, and fighting. They enjoy puzzles, mind-expanding exercises, and games that simulate the strategy of war. They favour art that features elaborate, repetitive patterns and eschew representative art. Such attitudes lend themselves to the study of the Art, and many pursue the path of magic. Muckdwellers are the slaves of the Naga, primitive packs of which dwell in muddy pools and streambeds across the jungle, fighting an unending battle with the snakes of the region. From time to time, the Naga call on the muckdwellers to defend their city, but otherwise muckdwellers are largely ignored or eaten.

Despite the incredibly rocky terrain, the great trees of this jungle soar to incredible heights, suggesting that at least parts of this woodland may have been magically grown by Elves at some point. Logging the forest is almost impossible due to its formidable terrain and the creatures that dwell within. The central arch of the serpent, which spans the river, has been hollowed out to serve as both a covered bridge and the entrance to ancient, gnome-dug salt mines, which now serve as a subterranean prison. In the eastern reaches lies an ancient druid circle of trees, each of which has a rune-graven menhir embedded in the depths of its trunk. This abandoned druidic circle is barely identifiable as such because so many other trees have grown up in and around the original ones. Potent weavings of the Art still linger amidst the trees but the tree snakes that infest the region quickly devour most interlopers. A subterranean network of tunnels links the holdings of the Naga in this area. With Rehshcalen at its nexus, the tunnel network serves as an underground highway system for much of the jungle. At the heart lies a temple dedicated to the snake gods. The ruins nearby are home to all manner of monsters, many of which were summoned as guardians for the city in ages past.

Technology: 3

Culture: Xenophobic, fearful of others, harsh but still some redeeming features.

Government: Monarchy

Population: 130,000 Naga

Military: 75,000

 

Sai Ancalen

Sai Ancalen is hidden in the jungles of Borneo. It is ruled by a High Lord who is served by two Gauntlets who command the city's militia. Each Gauntlet has the responsibility of protecting Ancalen's territory (known as the "marches"), either north or south of the city. The militia comprise 500 warriors, divided into patrols of 20. The lands claimed by the Orso stretch for two days' walk up and down the river. The militia patrol this domain. The local Orsos make a living through farming and fishing, as well as by providing services to caravans. The city is known for making the richest cheeses in the Asian region, such as the translucent mist cheese. These cheeses are ripened in local caves. Hardwoods are also produced in the area; such woods are fine carved for chess sets. The city is a splendidly picturesque garden town, with every spare patch of ground and any available surface adorned with lovingly tended greenery and full gardens and bowers to be found all over town. The wooden buildings—of all shapes and sizes, no two of which were alike—are overgrown with vines and decorated with hanging plants, with plants both inside and on the roof. Even the streets are planted with tanglemoss, and they curve and meander to provide a good view or an interesting route. Giant ancient trees line the green grassy banks of the river. The town doesn't even have defensive walls, only a ditch and earthen rampart, both covered with planted flowers. Ancalen seems to melt back into the forest or be growing out of it. There is a small river nearby in which a wide pool has been dug, providing an area for lading cargo, serving as the harbour. Barges, coracles, and flat-bottomed skiffs used for fishing and trade clustered here. The only ugly things in town were those left bare by practicality: four warehouses by the harbour and the cooperworks beside them on the west. There is a bridge with a spectacular and beautiful arching stone structure. It is decorated with fanciful carved stone heads, with snarling, pig-snouted faces said to be those of dragon turtles. They watch over the warehouses. There are also a number of structures in the branches of trees, which are linked by rope ladders, walkways, and bridges of silver rope and white planks. It is also home to a number of fine bowyers and fletchers, as well as wood carvers. Ancalen also produces herbs, medicinal plants, exotic fruit, and tapestries. It imports swords, armour, parchment, wine, and seafood.

Technology: 3

Culture: Benevolent, more tolerant than standard but still with some violence.

Government: Chieftain (High Lord)

Population: 341,244 Orso

Military: 500 Orso

 

Shala Bellanose

Shala Bellanose is located in the jungles of Cambodia. The town is home to 100 smiths that produce all manner of iron wares. The major industry is secure, private storage for any type of goods. The storage facilities are made secure through the work of a wizard who creates powerful wards protecting the walls and storage facilities. Additionally the Gnomes exported elaborate locks, sturdy wooden crates, and a distinctive green seam-sealing wax sold in cloth rolls. There are rich coal, copper, gold and iron deposits in the area. From their cellars and storage caverns, the Gnomes tunnel underground to mine for the minerals. They have also created numerous mechanical inventions, designed to defend a cave or tunnel against a greater number of humans or orcs. These are constructed and tested in their caverns, and include crossbows that fire multiple bolts, mobile armoured shields that can be moved to block tunnels, and a range of vicious traps. Outside of the town farmers grow olives and produce wine. There are also shrines to a number of deities.

Technology: 4

Culture: Benevolent, more tolerant than standard but still with some violence.

Government: Guild Council

Population: 564,321 Valley Gnomes

Military: 45,000 Valley Gnomes

 

Shsa Serin

Shsa Serin is located in the forests of Kamchatka Krai, Russia. It is renowned for its incredible size, unique shape, and virtually impenetrable architecture. Unique in its design, the entire city is one giant hollow pyramid, that rests on a granite foundation. The top of the pyramid reaches 100 meters into the sky. A wide ramp is the only land entrance to the pyramid. The city is surrounded by a few farms and homesteads, as well as by the private states of the wealthy clans. Inside the pyramid, in the lowest level are a series of agorae that looked like rings around the columns, that serve as the commercial area of the city. Although normal citizens have to use a series of ramps and stairs to get to the upper levels , the most influential clans have access to teleportation rooms that allow quick access to all levels of the pyramid. In the upper levels there are balconies leading to individual dwellings. These dwellings are separated by plazas and atria that rise from the base all the way to the ceiling. The interior of the pyramid is lit by magical lights that have the property to nourish the different kinds of plants the Centaurs use to decorate their homes. The Adjudicators serve as the city's police force. Aside from that, each clan and certain organizations, have private war bands that are called to protect the city when needed. The inhabitants are also ever-ready to take up arms should the city be threatened. The city's open bazaar in the Market Floor is full with shops and stalls belonging to farmers, craft-vendors and artisans from the city and from nearby homesteads, and traders from elsewhere. Shsa Serin is also well known among the Fae for its military schools on tactics, engineering, and unconventional warfare. The lowest level of the city, under the granite foundation has a great number of tunnels and chambers that serve as a storage area for military and mundane functions, as well as the final resting place of the city's residents.

Technology: 4

Culture: Benevolent, more tolerant than standard but still with some violence.

Government: Guild council

Population: 510,000 Centaurs

Military: 245,000 Centaurs

 

Timberbrook

Home to the widest variety of sentient plants, this forest in Colombia is filled with old ruins. Detection and scrying magic cannot reach into the forest, and those who try see only a cluster of unremarkable trees rather than what they're looking for. This effect makes it difficult for enemies to discover exactly what is hidden in the forest. Some of the forest's stone 'circle's act as portals to other forests and even other worlds. The land is full of nature spirits, any of which can turn jealous or vindictive against those who offend them. The heat and humidity is incredible, and the insects are everywhere, clinging and stinging, their noise unceasing. Part of the Amazon river here is enchanted (or polluted) to such an extent that it caused slumber and forgetfulness to anyone who fall into it. Parliament magic enriches the land and evil can not enter without difficulty.

Technology: 1

Culture: Benevolent, more tolerant than standard but still with some violence.

Government: Parliament of Nature via the Throne of Trees

Population: 434,533 Arboreal, 115,000 Cactun, 352,452 Frucht, 1,156,448 Vegibles

Military: As needed

 

Ylmager

In the jungles of Brazil the passes leading to Ylmager are cloaked in veils of illusion (treat as widespread hallucinatory terrain effects made permanent), and the city is protected by high walls and overlapping permanent images. The inhabitants are zealous warriors and industrious merchants who place tremendous value on personal honour and propriety. Duels and feuds over slights that folk of other lands might readily dismiss are common. Part of the Amazon drains into a wide, slow-moving river which surrounds the city. The outlying area is dotted with vineyards and groves of olive trees. Most of its businesses involve metalworking, and its craftspeople produce serviceable suits of mail, stout weapons, various farm implements, and ironmongery. While all adults are expected to contribute to the defence of the realm, those who practice spellcasting - particularly spells from the school of Illusion - are most highly regarded. While clerics and monks enjoy positions of respect and authority. The city is governed by a queen, the position rotates among archmages, each of whom assumes the title and rules from a few years to a few decades before surrendering the rulership to another. Ylmager is extremely unwelcoming to outsiders, except maybe as a change in meal. In fact, its nobles often use scrying to spy on unwanted visitors and then afflict them with nightmares from afar until they leave. Any outsiders who seem to pose a true danger are attacked repeatedly from the shadows by phantasmal killers. The mines are among the most productive salt mines of the peninsula.

Technology: 3

Culture: Malevolent. Truly malicious race with no redeeming qualities at all.

Government: Monarchy

Population: 87,000 Yuan-Ti

Military: 63,000 Yuan-Ti

 

 

Beyond Heroes Dimensions The Nature Sourcebook