Overview

Gelderai does not announce itself. There is no wall, no gate, no road that ends at a threshold. The forest simply deepens, the canopy thickens, and then the trees themselves become the city. Staircases spiral up trunks wider than towers. Bridges of living wood arc between branches hundreds of feet above the forest floor. Lanterns of captured starlight hang from boughs that have been growing into their current shapes for longer than most human civilizations have existed. The air smells of resin, rain, and something older that has no name in Common.

This is the capital of the Geldergreen, the vast woodland that dominates the center of the continent. Over two hundred thousand elves and elf-adjacent peoples call it home, spread across a vertical city that occupies every level of the forest from root to crown. The lowest districts sit among the buttress roots of ancient trees, where workshops and forges operate in cool, cathedral-like spaces. The middle tiers hold the bulk of the residential quarters, markets, and public spaces, connected by a web of walkways so extensive that many residents go weeks without touching the ground. The highest reaches belong to the observatories, the wind-singers, and the royal platforms of House Aloshawn, where the canopy opens to the sky and the three moons of Xeres are visible on clear nights.

House Aloshawn has ruled Gelderai for over three thousand years, though "ruled" is a generous term for what is closer to stewardship. The Aloshawn name functions more as a tribal affiliation than a bloodline. Members of the ruling body are not necessarily related by blood but are adopted into the house based on merit, loyalty, and the judgment of the sitting monarch. The current king oversees a government structured around the Council of Seasons, four senior advisors who each manage a quarter of the city's affairs on a rotating annual cycle. Day-to-day governance is handled by an extensive administrative apparatus that the elves have refined over millennia into something approaching art.

The city's most famous daughter at present is Princess Eilistraenya Aloshawn, the kingdom's head combatant, who spent six months personally holding the forest's borders against an unprecedented undead incursion before departing south on a matter she has not fully explained to anyone. Her brother Teoric, a member of the administrative branch of the Aloshawn house, left Gelderai some time before her, drawn by instincts he could not articulate to the settlement of Goodberry. The royal family's attention being split between the homeland and the south has not gone unnoticed by the court.

Gelderai's relationship with the outside world is cordial but measured. Trade flows along the roads to Tazzinburgh, Veilhaven, Kristofferson, and the distant cities of Pan'Che and Liltaz, but the elves have never been eager to invite the wider world into their canopy. Visitors are welcome in the lower and middle tiers. The upper reaches require invitation. The deep forest beyond the city's borders requires permission that is rarely granted. This is not hostility. It is the careful boundary-keeping of a people who have watched younger civilizations rise and fall from the branches and have learned that some things are best protected by distance.

Demographics and Layout

Population: ~214,000

Racial Demographics:

  • Wood Elf: 48%
  • High Elf: 19%
  • Half-Elf: 11%
  • Sylvan Elf: 8%
  • Gnome (Forest): 5%
  • Firbolg: 3%
  • Human: 3%
  • Other (Halfling, Dryad, misc.): 3%

Layout:

Gelderai is a vertical city organized into three broad tiers, each with its own character and function.

  • The Rootways (Ground Level): The lowest tier sits among the massive buttress roots and forest floor. Here you find the forges, tanneries, stoneworkers, and heavier industries that benefit from solid ground. The Rootways are also home to the city's main trade entrances, where visiting merchants unload goods and conduct business without needing to ascend into the canopy. The light is dim and green, filtered through hundreds of feet of foliage above, and the air is cool year-round. Many of the city's firbolg and gnome residents prefer the Rootways for their proximity to the earth.
  • The Boughways (Mid-Canopy): The heart of the city. Residential platforms, markets, schools, temples, and public gardens occupy a dense network of structures built into and between the trunks of the great trees. Bridges of shaped living wood connect neighborhoods, and vertical lifts powered by counterweights and minor enchantments move people and goods between levels. The Boughways catch dappled sunlight through the canopy and are alive with birdsong, wind chimes, and the constant soft creak of wood in the breeze. Most of Gelderai's population lives here.
  • The Crownreach (Upper Canopy): The highest tier, where the branches thin and the sky opens. The Crownreach houses the royal platforms of House Aloshawn, the Council of Seasons chambers, the great observatories, and the wind-singer towers. Access is restricted to residents, officials, and invited guests. The air is thinner and brighter here, and on clear nights the view extends to the distant peaks of Crispin's Dirge to the south and the glimmer of the sea beyond Tazzinburgh to the north.

Government

Gelderai is governed by the Aloshawn monarchy in partnership with the Council of Seasons, a system that has endured for over three millennia with remarkably few crises. The monarch holds ultimate authority but exercises it sparingly, deferring to the Council on most matters and reserving direct intervention for existential threats, diplomatic incidents, and questions of succession.

The Council of Seasons consists of four senior advisors, each responsible for a domain of governance that rotates on a seasonal cycle. The Advisor of Spring oversees growth: construction, expansion, births, and new initiatives. The Advisor of Summer manages prosperity: trade, taxation, festivals, and foreign relations. The Advisor of Autumn handles harvest: resource management, stockpiling, judicial review, and military readiness. The Advisor of Winter governs reflection: education, record-keeping, spiritual matters, and long-term planning. Each advisor serves for a full year in their role before rotating to the next season, ensuring that every council member develops expertise across all domains over a four-year cycle.

The Aloshawn name is not strictly a bloodline. While the royal family does pass the crown through direct descent when suitable heirs exist, the broader Aloshawn house includes adopted members who have been elevated for exceptional service, loyalty, or talent. These adopted members carry the family name and serve in administrative, military, and diplomatic roles throughout the government. Teoric Aloshawn, for example, is not of royal blood but was brought into the house through the administrative branch, granting him the family name and the responsibilities that come with it.

Military command falls under the Advisor of Autumn during peacetime, but in times of active threat the monarch may appoint a Head Combatant with independent authority over defensive operations. Princess Eilistraenya currently holds this title, though she has temporarily delegated field command to her second while she pursues matters in the south.

Climate and Environment

The Geldergreen is a temperate broadleaf forest of staggering age and density. The trees at its heart are estimated to be between four and eight thousand years old, with trunks wide enough to house entire families and canopies that create a layered ecosystem from floor to crown. The forest moderates its own climate: summers beneath the canopy are cool and shaded, winters are insulated by the dense foliage above, and rainfall is distributed evenly by the interlocking root systems that stretch for miles beneath the soil.

Gelderai itself experiences a perpetual green twilight at ground level, brightening to full sunlight only in the Crownreach. The mid-canopy catches shifting patterns of light and shadow that change with the wind, creating an environment that feels alive and breathing. Mist is common in the early mornings, rising from the forest floor and threading through the bridges and walkways before burning off by midday.

The forest to the south transitions into the open plains before Crispin's Dirge, a mountain range visible from the Crownreach on clear days. To the north and west, the Geldergreen gradually thins toward the Ellespi Woods and the coastal settlements of Kristofferson and Veilhaven. To the east, the forest extends toward Littara and Pan'Che, though the character of the woodland changes as it moves away from Gelderai's ancient heart.

The Geldergreen is not a passive environment. The trees respond to the elves who tend them, growing into shapes that serve as homes, bridges, and defensive barriers. This is not druidic magic in the traditional sense but a patient, generational relationship between the elves and the forest, a collaboration measured in centuries rather than spells.

Economy and Trade

Gelderai's economy is built on craftsmanship, forestry, and the export of goods that only an ancient elven civilization can produce. The city's primary exports include shaped-wood furniture and architectural elements, elven textiles woven from spider silk and plant fibers, alchemical compounds derived from rare forest flora, and weapons of exceptional quality. Gelderai longbows in particular are prized across the continent, with a single bow commanding prices that would buy a horse in most cities.

Imports flow primarily from Tazzinburgh (metals, stone, manufactured goods), Kristofferson (seafood, salt, maritime supplies), and Pan'Che (exotic spices, silks, and cultural goods). The city maintains permanent trade delegations in each of these cities and receives merchant caravans on a regular schedule along maintained forest roads.

Internally, the economy operates on a hybrid system. Basic necessities are communally provided: housing, food, water, and education are available to all residents without direct cost, funded through a modest taxation system and the city's collective agricultural output. Luxury goods, specialized services, and artisan work operate on a market economy using standard gold currency. The result is a society where no one goes hungry but skilled artisans can still build considerable wealth.

The city's most valuable economic asset is the Geldergreen itself. Carefully managed timber harvesting, sustainable foraging, and the cultivation of rare plants and fungi generate a steady flow of resources that the elves have maintained for millennia without depleting the forest. Outsiders who suggest more aggressive harvesting are politely but firmly redirected.

Culture and Traditions

Gelderai's culture is shaped by longevity, patience, and an intimate relationship with the living forest. Art, music, and craftsmanship are not separate pursuits but woven into daily life. A carpenter does not simply build a shelf; they coax a branch into the shape needed over the course of months. A musician does not perform for an audience; they join the wind-singers in the Crownreach and add their voice to a composition that has been evolving for centuries.

  • The Naming of Branches: When an elf reaches their hundredth year, they are invited to choose a branch on one of the great trees and give it a name. The branch becomes their personal landmark, a place to return to for reflection throughout their life. Over centuries, the named branches accumulate into a living map of the city's history, each one carrying the memory of the elf who claimed it.
  • The Long Conversation: A tradition in which two elves who disagree on a matter of importance commit to discussing it for as long as necessary to reach understanding. Long Conversations have been known to last weeks, with participants taking breaks for sleep and meals but returning to the same spot to continue. The practice is considered a cornerstone of elven diplomacy and is credited with preventing more conflicts than any army.
  • Starfall Remembrance: On the longest night of the year, the entire city extinguishes its lights. In the darkness, the wind-singers in the Crownreach begin a wordless harmony that carries down through every tier. Residents light a single candle for each person they have lost, and the city slowly fills with flickering points of light rising from root to crown. The ceremony lasts until dawn.
  • The Warrior's Braid: Members of Gelderai's military class wear their hair in a specific braided style that keeps it clear of the bow arm. The number and pattern of braids indicate rank, years of service, and notable engagements. Cutting a warrior's braid without permission is one of the gravest insults in elven culture. Princess Eilistraenya's braids are among the most complex in the current generation.
  • Canopy Day: A spring festival where children are carried to the Crownreach for the first time and shown the open sky above the forest. For many young elves raised in the green twilight of the Boughways, this is their first experience of unfiltered sunlight and the full horizon. The day is celebrated with music, feasting, and the planting of a new seedling for each child presented.

Religion and Spirituality

The elves of Gelderai practice a form of animistic reverence centered on the forest itself. They do not worship gods in the conventional sense but acknowledge a web of spiritual forces that inhabit the trees, the water, the wind, and the soil. These forces are not personified or given names but are addressed collectively as the Verdance, a term that encompasses the living will of the Geldergreen.

Spiritual practice is integrated into daily life rather than confined to temples. Elves speak to the trees they live in, thank the water they drink, and observe moments of silence when passing through particularly ancient groves. The wind-singers in the Crownreach serve a spiritual function as well as an artistic one, their harmonies believed to communicate with the Verdance and maintain the health of the forest.

Formal spiritual leadership falls to the Tenders, a loose order of druids and nature-priests who maintain the sacred groves scattered throughout the Geldergreen. The Tenders are not clergy in the human sense; they hold no doctrinal authority and issue no commandments. Their role is to listen to the forest, interpret its needs, and advise the Council of Seasons accordingly. When a Tender says the forest is troubled, the Council listens.

Worship of external deities is permitted but uncommon. The few temples that exist in Gelderai are small, maintained by their congregations without state support, and located in the Rootways where they serve the city's human and half-elf populations. The elves view these faiths with polite curiosity rather than hostility, regarding them as different languages for describing the same underlying reality.

Necromancy is absolutely forbidden. The elves consider the animation of dead matter to be a violation of the Verdance so fundamental that it warrants immediate and permanent exile. The current undead crisis pressing against the forest's borders has reinforced this prohibition with visceral urgency.

Law and Order

Gelderai's legal system reflects a civilization that has had thousands of years to refine its approach to justice. Laws are few, broadly written, and interpreted by judicial panels rather than individual judges. The guiding principle is restoration rather than punishment: the goal of any legal proceeding is to repair the harm done and reintegrate the offender into the community, not to inflict suffering.

Core Principles:

  • Harm to the Forest: Unauthorized felling of trees, poisoning of water sources, or destruction of wildlife habitats are treated as crimes against the community. Penalties range from years of restorative labor to permanent exile, depending on severity and intent.
  • Harm to Persons: Violence, theft, and fraud are adjudicated by panels of three elders drawn from different tiers of the city. The panels hear testimony, consult with Tenders if spiritual matters are involved, and issue rulings that typically involve restitution, community service, or supervised rehabilitation. Imprisonment exists but is rare and reserved for individuals deemed an ongoing danger.
  • The Exile Path: The most severe punishment Gelderai imposes. An exiled elf is escorted to the forest's edge, their named branch is cut (if they have one), and they are forbidden from returning. The cutting of the branch is considered a spiritual death, and exiled elves are spoken of in the past tense by those who knew them. This punishment is reserved for murder, treason, and necromancy.

Visitors are subject to a simplified code enforced by the Rootway wardens. The rules are straightforward: do not damage the trees, do not enter restricted areas, do not carry open flame above the Rootways, and conduct your business honestly. Violations result in fines, confiscation of goods, or expulsion from the city. Repeat offenders are banned from trade with Gelderai entirely.

Food and Drink

Culinary Customs:

  • The Shared Bough: Meals in Gelderai are communal by default. Families, neighbors, and even strangers eat together on long platforms built into the branches, with food placed in the center for everyone to share. Eating alone is not forbidden but is considered a sign that something is wrong, and a solitary diner will inevitably be approached by concerned neighbors offering company.
  • Living Plates: Food is served on broad, waxy leaves harvested from the canopy each morning. The leaves are composted after use, returning nutrients to the trees. Ceramic and wooden vessels exist for liquids and soups, but solid food is always presented on a leaf. The specific leaf used indicates the formality of the meal: common broadleaf for daily eating, silver-veined moonleaf for celebrations, and the rare golden heartleaf for royal occasions.
  • The First Song: Before any communal meal, the eldest person present hums a brief melody. The tune is never the same twice and is improvised based on the elder's mood, the weather, and the food being served. Others may join in or simply listen. The song is not a prayer but an acknowledgment that the meal exists because the forest provided it.
  • Waybread Tradition: Every household maintains a supply of lembas, the dense, honey-gold waybread that sustains travelers on long journeys. The recipe is ancient and closely guarded, passed from parent to child. Each family's lembas tastes slightly different depending on the flour blend and leaf wrapping used. Offering a traveler your family's lembas is a significant gesture of trust and welcome.
  • The Tasting Spiral: When a new food or preparation is introduced to the city, it is presented at a public tasting arranged in a spiral pattern on a large platform. Residents walk the spiral from outside to center, sampling each variation, and leave a colored stone at the version they prefer. The winning preparation is adopted into the city's culinary repertoire. The tradition ensures that Gelderai's cuisine evolves slowly but with genuine consensus.

Signature Dishes:

  • Lembas Bread: The legendary elven waybread. Dense, golden-crusted, and wrapped in smooth mallorn leaves that keep it fresh for months. A single square the size of a palm can sustain an adult for a full day of travel. The flavor is subtle and complex: warm grain, wildflower honey, and a faint nuttiness that lingers. Every family's recipe differs slightly, and comparing lembas is a quiet but fierce point of pride across the city.
  • Verdance Broth: A clear, emerald-tinted soup made by simmering forest herbs, young fiddlehead ferns, and wild leek blossoms in spring water for an entire day. The broth is served warm in shallow wooden bowls and tastes of the forest itself: green, bright, and faintly mineral. It is the traditional first meal given to elves recovering from illness or injury, believed to reconnect the body with the Verdance.
  • Crownroot Galette: A savory open-faced pastry made with a thin, flaky crust of acorn flour, filled with sliced crownroot, soft forest cheese, and scattered with toasted pine nuts and fresh woodsorrel. Baked on heated stone slabs in the Rootway ovens, the galette is a staple lunch across all tiers of the city.
  • Silkwrap Parcels: Delicate bundles of spider-silk thin pastry enclosing a filling of minced forest mushrooms, crushed hazelnuts, and aromatic greens, steamed over simmering broth until translucent. The parcels are served in clusters of five on a bed of watercress, each one small enough to eat in a single bite. A favorite at celebrations and formal gatherings.
  • Boughmaster's Roast: A whole forest pheasant rubbed with crushed juniper berries, wild garlic, and smoked salt, then slow-roasted in a clay oven sealed with wet leaves. The bird emerges tender enough to pull apart with fingers, with crisp skin and meat infused with the smoky sweetness of the leaf seal. Served on a platter of roasted root vegetables and drizzled with a reduction of elderberry and black pepper.
  • Moonlight Pudding: A chilled dessert made from whipped cream folded with crushed starbloom berries and sweetened with pale amber tree sap. The pudding sets to a soft, trembling consistency and glows faintly in low light, a property of the starbloom berries that the elves find charming and visitors find unsettling. Served in small carved wooden cups with a single candied violet on top.

Beverages:

  • Miruvor Wine: A legendary elven cordial, pale gold and faintly luminous, served in thimble-sized crystal glasses. A single sip warms the body from the inside out, restores energy, and sharpens the senses. The recipe is a closely held secret of the Crownreach vintners, and the wine is produced in small quantities. It is never sold to outsiders, only gifted.
  • Canopy Ale: A light, amber ale brewed from roasted acorn flour and flavored with spruce tips and wild hops. Refreshing and mildly bitter with a resinous finish, it is the everyday drink of the Boughways. Served at room temperature in tall wooden cups, it pairs well with nearly everything and is one of the few Gelderai beverages exported in quantity.
  • Rootwater Tea: An earthy infusion brewed from dried bark shavings, ground chicory root, and a pinch of dried starbloom petals. Dark brown and slightly sweet, it is the preferred morning drink across all tiers. The Rootway variant is stronger and more bitter; the Crownreach version is lighter and more floral. Arguments about which is superior have lasted longer than some human kingdoms.
  • Elderberry Mead: A rich, deep purple mead fermented from wild elderberries and forest honey. Full-bodied with a tart sweetness and a long, warming finish. Traditionally served during Starfall Remembrance and other solemn occasions, though it has become popular enough for everyday consumption in recent centuries.
  • Dewcatcher Cordial: A non-alcoholic drink made by collecting morning dew from the upper canopy leaves, then infusing it with crushed mint, lemon balm, and a curl of fresh ginger. Served ice-cold in the warmer months, it is startlingly refreshing and carries a clean, bright flavor that tastes like the forest smells after rain.

Native Fruits:

  • Starbloom Berries: Small, pale blue berries that grow in clusters on vines winding through the upper canopy. They ripen only under direct moonlight and emit a faint bioluminescent glow when fully mature. The flavor is delicate and floral, somewhere between a white grape and a lychee, with a cooling sensation on the tongue. Used in desserts, cordials, and ceremonial dishes.
  • Goldenheart Plum: A large stone fruit with deep green skin and brilliant golden flesh. The plums grow on ancient trees in the mid-canopy and have a rich, honeyed sweetness balanced by a tart skin. They are eaten fresh, dried into chewy strips for travel rations, or fermented into a potent brandy that the elves trade sparingly.
  • Thornberries: Dark red, almost black berries that grow on viciously thorned bushes in the forest understory. Harvesting them requires thick gloves and patience. The reward is a berry with an intense, complex flavor: deeply sweet with a sharp tannic bite and a lingering warmth like black pepper. Essential for elderberry mead and several traditional preserves.
  • Canopy Fig: A soft, purple-skinned fig that grows on parasitic vines high in the canopy. The flesh is deep red, seedless, and almost impossibly sweet, with a jammy texture that melts on the tongue. Canopy figs do not travel well and must be eaten within a day of picking, making them a luxury even within Gelderai. Visitors who taste one fresh rarely forget it.
  • Silver Apple: A small, firm apple with metallic silver-grey skin and crisp white flesh. The flavor is clean and bright with a floral sweetness and no tartness whatsoever. Silver apples grow on trees that the elves have cultivated for over two thousand years, and the orchards are considered semi-sacred. The apples store exceptionally well and are a primary export, commanding high prices in human markets where they are considered a delicacy.

Native Vegetables:

  • Crownroot: A starchy tuber with pale lavender skin and cream-colored flesh that grows among the root systems of the great trees. Mild and slightly sweet when raw, it develops a rich, chestnut-like flavor when roasted. Crownroot is the staple carbohydrate of Gelderai, used in everything from galettes to soups to the flour that forms the base of lembas.
  • Fiddlehead Ferns: Tightly coiled young fern fronds harvested in early spring from the forest floor. Bright green and slightly crunchy, they taste of asparagus and fresh grass with a faint bitterness that disappears when blanched. A seasonal delicacy that signals the start of spring and appears in nearly every dish during its brief harvest window.
  • Deepcap Mushroom: A large, meaty mushroom with a dark brown cap and thick white stem that grows in the perpetual twilight of the Rootways. The flavor is intensely savory with notes of roasted walnut and aged cheese. Deepcaps are the primary protein substitute for the city's vegetarian population and are versatile enough to be grilled, stewed, dried, or ground into flour.
  • Moss Lettuce: A soft, velvety green that grows in thick mats on the north-facing sides of tree trunks. The leaves are tender and mild with a faint mineral quality, and they hold dressings and sauces beautifully. Harvested by hand in small quantities, moss lettuce is the base of most Gelderai salads and is used as a wrap for silkwrap parcels.
  • Sunstalk Bean: A climbing bean that grows on long, spiraling vines up the trunks of mid-canopy trees, reaching for the sunlight above. The pods are slender and bright green, containing small, jade-colored beans with a buttery texture and mild, sweet flavor. They are eaten fresh in salads, dried for winter stores, or ground into a protein-rich flour used in baking.
  • Wild Ramp: A pungent, broad-leafed allium that carpets the forest floor in early spring, filling the Rootways with a sharp, garlicky aroma for weeks. The leaves are used fresh in salads and pestos, while the small white bulbs are pickled, roasted, or sliced thin as a garnish. Wild ramps are foraged rather than cultivated, and their brief season is anticipated with genuine excitement across the city.

Animals, Creatures and Mounts

Local Mount: MossStag: The preferred mount of Gelderai is the MossStag, a large cervid bred over centuries from the wild deer of the deep Geldergreen. Standing five and a half feet at the shoulder with a lean, powerful build and wide, green velvet-covered antlers, the MossStag moves through dense forest with absolute silence. Its hooves are broad and padded, its coat shifts between dark brown and near-black depending on the light, and its instinct is to freeze and blend rather than bolt when startled. Elven riders communicate with their stags through subtle shifts in weight and pressure rather than reins, and a bonded pair can navigate the forest at speed without disturbing a single branch. The stags are intelligent, loyal, and notoriously difficult to train for anyone who did not raise them from a fawn.


Geldergreen Owl: An enormous owl with a wingspan exceeding six feet, plumage in mottled greens and browns that renders it nearly invisible against the canopy. Geldergreen owls are nocturnal apex predators that hunt in complete silence, taking prey as large as young deer. They are not aggressive toward elves and are considered sacred by the Tenders, who interpret their calls as messages from the Verdance. Disturbing a nesting owl is a punishable offense.

Bark Scorpion: A hand-sized arachnid with a flattened body that mimics the texture and color of tree bark. Bark scorpions are ambush predators that wait motionless on trunks and branches, striking at insects and small lizards with a venomous tail sting. The venom is painful to elves and potentially dangerous to smaller races, causing swelling, numbness, and fever that lasts several days. They are the most common hazard for visitors unfamiliar with the forest, as they are nearly impossible to spot until disturbed.

Canopy Viper: A slender, bright green serpent that lives exclusively in the upper canopy, coiling around branches and striking at birds and small mammals. Growing up to four feet long, the canopy viper possesses a potent hemotoxic venom that can incapacitate an elf within minutes if untreated. The Tenders maintain antivenoms, and bites are treated as medical emergencies. Despite the danger, the vipers are not culled, as they play a critical role in controlling the rodent population that would otherwise damage the great trees.

Moss Hare: A large, docile hare with fur that grows in tufted patterns resembling moss, providing near-perfect camouflage on the forest floor. Moss hares are herbivores that feed on fallen fruit, fungi, and low-growing plants. They are abundant throughout the Geldergreen and serve as a primary prey species for the forest's predators. The elves do not hunt them but do not prevent other species from doing so, considering them a necessary link in the forest's food chain.

Thorncat: A solitary, medium-sized feline predator with tawny fur marked by dark rosettes and retractable claws capable of gripping bark. Thorncats are arboreal hunters that stalk prey through the mid-canopy with patience and precision, dropping from above to deliver a killing bite. They are territorial, aggressive when cornered, and have been known to attack elves who inadvertently wander too close to a den with kittens. Their pelts are never harvested; the elves consider them fellow hunters deserving of respect.

Lumineer Moth: A large moth with wings that produce a steady, warm golden glow through bioluminescence. Lumineer moths emerge at dusk in vast numbers, drifting through the canopy like living lanterns. They feed on tree sap and are completely harmless, serving primarily as a natural light source that the elves have incorporated into their architecture. Many walkways and public spaces are designed to attract Lumineer moths, reducing the need for artificial lighting.

Rootweaver Spider: A large, non-aggressive spider that builds elaborate webs between the buttress roots of the great trees. Rootweaver silk is extraordinarily strong and fine, and the elves harvest abandoned webs for use in textiles and bowstrings. The spiders themselves are left undisturbed and even encouraged, with some Rootway residents leaving small offerings of insects near active webs. A rootweaver's body can reach the size of a spread hand, which visitors find alarming, but the spiders flee from anything larger than a rat.

Dirgewolf: A large, intelligent wolf species that roams the outer edges of the Geldergreen in organized packs. Dirgewolves stand nearly three feet at the shoulder, with thick grey-black fur and pale amber eyes that reflect light in the dark. They are cooperative hunters capable of taking down prey much larger than themselves, and they are the primary predatory threat to travelers on the forest roads. The elves maintain a wary coexistence with the packs, neither hunting them nor allowing them within the city's inner perimeter. Dirgewolf howls carry for miles through the forest and are one of the most recognizable sounds of the Geldergreen at night.

Shimmerfinch: A tiny songbird with iridescent plumage that shifts between emerald, sapphire, and gold depending on the angle of light. Shimmerfinches are abundant in the mid-canopy and produce a complex, melodic song that forms the constant background music of the Boughways. They are fearless around elves, often landing on shoulders and windowsills, and are considered good luck. Harming a shimmerfinch, even accidentally, is met with genuine social disapproval.

Notable Locations

The Throne of Boughs

The seat of House Aloshawn, located at the highest point of the Crownreach where three of the oldest trees in the Geldergreen have grown together into a single massive platform. The throne itself is a living chair shaped from the merged trunks, surrounded by open air and a panoramic view of the forest stretching to every horizon. Council chambers, royal residences, and the diplomatic reception halls occupy the surrounding platforms, connected by bridges of shaped wood and lit by captured starlight. The Throne of Boughs has been the center of Gelderai's government for over three thousand years.

Seneschal: Calithar Veyandis, a high elf of considerable age and impeccable composure who manages the daily operations of the royal household. He has served three successive monarchs and knows the protocols, secrets, and structural weaknesses of the Throne of Boughs better than anyone alive. His manner is formal to the point of ritual, and his memory is flawless.


The Woven Market

Gelderai's largest commercial district, occupying a vast network of platforms in the mid-canopy where dozens of great trees grow close together. The market is organized in concentric rings: the outer ring for bulk goods and visiting merchants, the middle ring for artisan workshops and specialty vendors, and the inner ring for food stalls and communal dining platforms. The entire structure sways gently in the wind, and first-time visitors often need a moment to find their balance. On busy days, the Woven Market hosts over ten thousand people across its multiple levels.

Market Warden: Ithrenna Loravel, a wood elf woman with sharp features and a voice that carries across crowded platforms without ever seeming to rise above a conversational tone. She oversees vendor placement, trade disputes, and the complex logistics of supplying a market that exists a hundred feet off the ground. She has held the position for sixty years and shows no sign of slowing down.


The Rootforge

The primary metalworking district, located at ground level among the buttress roots where the great trees provide natural ventilation for the forge fires. The Rootforge produces everything from everyday tools to the legendary Gelderai longbows, whose metal components are crafted here before being married to shaped wood by the bowyers above. The heat and noise of the forges are a stark contrast to the quiet canopy above, and the smiths who work here are among the few elves who spend their entire lives at ground level.

Master Smith: Duranth Greenmantle, a firbolg of enormous stature and gentle disposition whose hands can shape metal with a precision that belies their size. He came to Gelderai as a young apprentice over a century ago and has since become the finest weaponsmith in the city. His longbow fittings are considered works of art, and he maintains a years-long waiting list for custom commissions.


The Whispering Archive

Gelderai's great library, housed in a hollow tree so vast that its interior spans seven floors connected by a spiral staircase carved from the living wood. The collection includes texts dating back to the city's founding, preserved on treated bark-paper, woven silk scrolls, and in some cases carved directly into wooden tablets. The Archive is open to all residents and to visitors who obtain a reader's pass from the Boughway administration. The name comes from the acoustic properties of the hollow trunk, which carries even the softest whisper from floor to floor.

Chief Archivist: Faelindra Silverbark, a sylvan elf scholar who has spent the better part of four centuries cataloguing, preserving, and expanding the Archive's collection. She is soft-spoken, deeply knowledgeable, and possesses an eidetic memory that allows her to locate any text in the collection without consulting an index. She is also fiercely protective of the rarer volumes and has been known to physically block access to texts she deems too fragile for careless hands.


The Wind-Singer Towers

A cluster of seven slender towers built into the tallest trees at the Crownreach, open to the sky and designed to amplify and carry sound across the city. The wind-singers are a rotating ensemble of musicians, vocalists, and sound-shapers who maintain a continuous harmonic presence in the upper canopy. Their music serves practical, artistic, and spiritual functions: marking the hours, announcing events, communicating with the Verdance, and simply filling the city with beauty. The towers are considered among the most prestigious postings in Gelderai, and competition for a seat in the ensemble is intense.

First Voice: Aelarion Dawnweave, a high elf tenor whose voice has been described as the sound the forest would make if it could sing. He has held the position of First Voice for over a century and shows no sign of diminishing. His compositions for the Starfall Remembrance ceremony are considered masterworks, and his improvisations during the daily hours are a source of quiet civic pride.


The Tenders' Grove

A sacred clearing deep in the forest just beyond the city's outer perimeter, where the oldest and largest trees in the Geldergreen form a natural cathedral. The grove is maintained by the Tenders, the druidic order that serves as the spiritual heart of elven life. No structures have been built here; the grove is left entirely natural, with only a ring of flat stones marking the boundary of the sacred space. The Tenders gather here for seasonal rituals, to commune with the Verdance, and to train new initiates. Visitors are permitted only with a Tender's escort.

Elder Tender: Yrathien Mosswalker, an ancient wood elf whose exact age is a matter of polite speculation. His skin has taken on the weathered quality of old bark, his eyes are the deep green of forest shadow, and he moves through the grove with the unhurried certainty of someone who has been walking the same paths for longer than most trees have been standing. He speaks rarely, listens intently, and is said to hear the Verdance more clearly than any Tender in living memory.


The Dappled Hearth

The finest inn and dining establishment in the Boughways, occupying a sprawling platform built around a tree whose trunk has been hollowed into a central kitchen. The Dappled Hearth serves both residents and the rare visitor who has earned an invitation above the Rootways. The menu changes daily based on what the forest provides, and the cooking is considered the best in the city. A long bar wraps around the trunk, and the dining platforms extend outward into the canopy, offering views of the forest in every direction. Reservations for the outer platforms during sunset are booked months in advance.

Proprietor: Merendis Talvaren, a half-elf woman with warm brown skin, a quick laugh, and an instinct for hospitality that borders on supernatural. She inherited the Hearth from her elven mother and has expanded it from a modest tea house into the most sought-after table in Gelderai. Her cooking is rooted in traditional elven cuisine but incorporates influences from her human father's homeland, creating dishes that purists initially resisted and now queue for.

The Market

Prepared Dishes

Name Price Description
Lembas (per square) 5 gp Elven waybread, sustains one adult for a full day
Verdance Broth 1 gp Clear forest herb soup, restorative
Crownroot Galette 1 gp Savory open pastry with root vegetables and forest cheese
Silkwrap Parcels (5) 3 gp Steamed mushroom and hazelnut dumplings
Boughmaster's Roast 4 gp Whole roasted pheasant with juniper and elderberry
Moonlight Pudding 2 gp Chilled starbloom cream dessert, faintly luminous

Beverages

Name Price per Glass Price per Bottle
Miruvor Wine - - (not sold; gifted only)
Canopy Ale 1 gp 3 gp
Rootwater Tea 1 gp -
Elderberry Mead 2 gp 8 gp
Dewcatcher Cordial 1 gp 4 gp

Native Fruits

Name Seeds (5) Individual Price Growing Time
Starbloom Berries 5 gp 4 gp (per handful) 2-3 years (requires moonlight)
Goldenheart Plum 3 gp 2 gp (per plum) 5-8 years
Thornberries 1 gp 2 gp (per handful) 3-4 years
Canopy Fig - 3 gp (per fig) Wild only; parasitic vine
Silver Apple 4 gp 3 gp (per apple) 6-10 years

Native Vegetables

Name Seeds (5) Individual Price Growing Time
Crownroot 1 gp 1 gp (per tuber) 90-120 days
Fiddlehead Ferns - 2 gp (per bundle) Wild only; spring harvest
Deepcap Mushroom - 3 gp (per cap) Wild only; Rootway harvest
Moss Lettuce - 1 gp (per bundle) Wild only; trunk harvest
Sunstalk Bean 1 gp 1 gp (per pound) 60-80 days
Wild Ramp - 2 gp (per bunch) Wild only; spring forage

Animals

Name Price (Untrained) Price (Trained)
MossStag 300 gp 750 gp
Geldergreen Owl - - (sacred; not sold)
Bark Scorpion - -
Canopy Viper - -
Moss Hare - -
Thorncat - -
Lumineer Moth 3 gp -
Rootweaver Spider - -
Dirgewolf - -
Shimmerfinch - - (considered bad luck to cage)