Quelenthalar
Population: 43,000
Quelenthalar grows rather than builds, its structures shaped from living trees and protected by an impenetrable thorn wall. The city welcomes outcasts and refugees while serving as The Crescent's most defensible settlement. Its druidic government struggles between maintaining natural traditions and meeting obligations to the Five Councils alliance.
The living Thorn Wall defines the city's character. While it provides unmatched protection, it also enforces isolation that complicates trade and diplomacy. Recent refugee influxes strain resources, and the wall exhibits new behaviors that concern even veteran druids. The Elder Circle splits between isolationists wanting permanent closure and pragmatists recognizing alliance duties.
Districts
Grove Heart: The central district housing government and ceremonies beneath the Great Oak's canopy. The Elder Circle meets here in increasingly heated sessions over refugee quotas and Five Councils obligations. Root-chambers store archives and emergency supplies, while sacred groves host rituals meant to control the wall's erratic behavior.
Thorngates: The outer defensive ring where druids maintain the living wall through blood-bond rituals. Four main gates operate on strict schedules balancing security with trade access. Recent wall growth blocked secondary entrances, forcing all traffic through crowded checkpoints.
Scarlet Ward: The fiendfolk quarter featuring night markets and artistic studios that create The Crescent's most tolerant community. Overcrowding strains the ward's hospitality as established residents compete with refugees for space. Taverns serve as informal diplomatic venues for sensitive Five Councils negotiations.
Treehome: The main residential district where tree-homes house most citizens through living architecture. Root-fed systems provide water and waste processing, though infrastructure struggles with population growth. Markets trade forest products like whisperwood instruments and healing fungi.
Rootways: Underground refuge networks with fungal farms, food stores, and cisterns designed for siege survival. Emergency tunnels connect to forest exits, though seismic activity collapsed several passages. These areas now house overflow refugees, creating sanitation and social problems.
Key Features
The Thorn Wall: The living barrier encircling the city with brambles thick enough to repel armies and old enough to remember the founding. The wall responds to druidic guidance and mysterious impulses, recently sprouting new defensive features without command. Sections near the eastern gate glow at dawn, while hunters avoid southern areas where fatal purple fruit grows.
The Treeways: Canopy roads connecting tree-homes above the forest floor, worn smooth by generations of use. Most residents prefer upper routes, creating aerial communities where neighbors call across branches. Recent refugee influxes strained these elevated roads, forcing load restrictions after a tragic collapse.
The Refugium: The ancient heart of city hospitality, where waymarkers in multiple languages promise three days' shelter. Hollowed trees process newcomers as they have since founding, but the refugium overflows with families who've exhausted their time but have nowhere else to go.
The Great Oak: The towering ancient at the city's heart, with its hollow trunk housing Elder Circle chambers and canopy sheltering entire groves. Druids read its moods through leaf rustle and bark texture, but lately find contradictory signals—wrong-season colors and weeping sap—as if the tree seeks something elsewhere.
Regional Characteristics
Quelenthalar sits within a day's walk of The Old King's Road, close enough for merchants to reach trade routes but far enough that road wardens rarely interfere. The forest location provides access to whisperwood, healing fungi, and sylvar crafts that command high prices in Cairune's markets. However, isolation leaves the city exposed to growing darkness in the deep forest.
As the settlement most openly welcoming fiendfolk, war refugees, and political outcasts—essentially anyone who arrives—Quelenthalar gains unique artisan skills from fiendfolk metallurgy, refugee military expertise, and sylvar nature magic. This blanket hospitality creates both valued trade goods and suspicion from traditional settlements questioning whether refugees harbor enemy agents.
The Elder Circle governs through consensus based on natural omens and lengthy debate. While effective internally, this creates diplomatic problems when quick responses are needed. Recent Five Councils summons went unanswered for weeks while druids interpreted conflicting forest signs, prompting Cairune to threaten sanctions and Bhel Kurzum to question defense commitments.