As you step within the city walls, the scent of freshly baked bread and the faint sound of clanging steel are the first things to hit your senses. The streets of the city are cobbled, packed with wood and stone buildings that are two stories at most. Small fields of flowers and freshly-cut grass dot the landscape. Above, the clouds are faintly blurred by the illusory magic, and reaching up toward the sky you see five towers spaced around the city. Directly ahead, toward the heart of town, is the largest; a massive work of winding stone, reaching hundreds of feet into the air. At the top, glowing brightly like a lighthouse, is a white, radiant sphere that seems to hover unaided.
Walking through the cobbled streets, passing the vine-covered brick walls, you begin to see all manner of creatures--goblin children run past two firbolg women as they put up laundry. A changeling salesman stands atop a cart, selling sausages to a busy market square as a cyclops lumbers past. You draw looks of suspicion and disapproval from those you pass--including the dozen or so armed individuals who patrol the town in a simple brown uniform. Again, among the guards, you see one patrol with a hobgoblin man and two human women, and one patrol composed entirely or orcs. Nowhere in the town do you see or hear a hint of runes, robes, or spellcasters.
A small city amid the empty rolling hills of Aeloren, Magehaven is one of the best-kept secrets in the world; a place for those who wish to live free of curses and magic. Hidden by powerful illusions established hundreds of years ago, the city is is made to look like ordinary farming fields with enchantments in the surrounding area heavily suggesting that people pass around that particular area. The city itself exists within a modified Anti-Magic Field centered atop Keystone Tower, redirecting the natural magical energies to fuel the illusion. As a result, Magehaven has developed high, defensible walls and a powerful city guard in which citizens rotate responsibility. Its secrecy from the outside world is key to its survival, and every denizen of the town must be sworn to keep its secret.
Magehaven was founded one hundred years ago by an elven Wild Mage named Erskine Rendel. Having realized the destructive potential of his powers, he set out to build a place for all people who wish to escape the burdens of magic. All peoples and professions are welcome to Magehaven--no matter what kind of lives they lived in the outside world--so long as they follow the city creed.
The only people allowed to travel freely in and out of Magehaven are the Seekers -- citizens whose duty is to travel the world in search of fellow creatures cursed by magic, and bring them back to Magehaven where they can live their lives in peace.
No magic items or spells work within the city; the people live entirely mundane lives. Erskine Rendel serves as the day-to-day mayor from the Tower, but the city has monthly townhalls that makes decisions and inducts new members. Magehaven has a powerful sense of community and hospitality to one another, but not to outsiders. Only an apocalyptic event would draw Erskine and his people away from the city's protections.
Types of inhabitants: Cursed, Wild Magic Sorcerer, Shadow Sorcerers, Werewolves/were-beasts, sentient monsters seeking refuge. Demographics: A walled city of approximately 7000 people of various races. Approximately 200 soldiers at any time.
The laws of any other land do not apply in Magehaven. All refugees are welcome so long as they follow the law of the city and contribute in the farms or town.
Do Not Leave. The city walls are well-protected, and leaving without permission is tantamount to treason.
Do Not Harm. To harm another citizen of Magehaven runs the risk of imprisonment and death. Most of the citizenry is adept with weaponry anyway.
Contribute to Welfare. You must earn your keep in order for the city to survive. Most citizens are farmers, shepherds, shopkeepers, skilled craftsmen, guards, etc.
Defend These Lands. All able-bodied citizens of Magehaven are expected to be able to fight in case the town comes under attack.
Perform No Magic. The central basis of the city. You shouldn't be able to, anyway, unless the protections go awry.
The citizens of Magehaven tend to be guarded, but kind. An air of kinship permeates the air, combined with a somber understanding of the self-imposed exile.
Erskine Rendel. High elf mayor, former wild-magic mage, and founder of the town. Gruff, stern, and completely protective of his people above all else. Erskine puts Magehaven, and his own authority, first. He respects the voices of the citizens at the monthly townhalls, but he is not afraid to take unilateral action when necessary.
Lara Rendel. Erskine's half-elf daughter. She wants, more than anything, to become a Seeker and see the world, but she has been refused access to the status because her father wants to protect her
Seeker Pedron. Older male human. The leader of the Seekers, who search the world for those who magic has cursed and offers them an option. He is kind and humorous, but ultimately respects Erskine above all else.
Nella. Orc captain of the guard. Former pyromancer sorcerer, kicked from her tribe. Fiercely protective of her city, immediately mistrustful of adventurers.
Archibald Welk. An old gnomish Abjurer who often makes supply runs and is a repository of wizarding history, has but his primary claim to fame is the creation of the four Anti-Magic Orbs that hang in Magehaven's towers. These orbs redirect the natural magical energy emanated by Magehaven residents and convert it to a blanket Illusion/Enchantment to hide the city and ward away passersby. He has placed dozens of emergency Glyphs of Warding throughout the city in the event that the Field goes down.
Teddy Humdin. Young male halfling bard accused of a crime. He was cursed at birth to be eternally plagued by the Blink spell.
Grothar. A cyclops and close friend of Teddy Humdrin. He lives in a massive structure to the north of town and typically doesn't want to be bothered.
Built without magic, the city streets are kept clean by mandated community service and craftsman expertise. Most buildings are sturdy wood with sloped roofs, with stone making up the foundations and building materials of the central square, where most of the official administrative buildings stand.
The Resting Nook, run by Ardoe the ancient firbolg healer who patches people up without magic; he can sell healing kits and bandages to the party. Outside of the city, he and anybody within 10 feet of him are affected by the Slow spell.
The Cone Theatre. Russo the half-elf thespian runs the local theatre, putting on shows based on his days traveling in the outside world. This helps fill the void that some residents of Magehaven feel; a longing for the rest of civilization. Interestingly, all the theatrics are done without magic. Outside the city, all creatures interested in men within 20 feet are liable to be charmed by him, through no action of his own.
Nanthor's. Run-down pub kept by Nanthor the bugbear. The monstrous races tend to gather here, for cultural reasons more than active segregation, but it's a good mix of everyone. Nanthor escaped from the goblinoid lands after several successful campaigns--and one failed one. He stumbled into the town where he was accepted after years of probation.
The Trusty Servant. A well-kept inn run by a human and gnome couple, Orest and Jan Silverview, the latter of whom is a werewolf.
The Bloodletter. A tiny building kept well away from everything else. The owner is a vampire named Obar, mistrusted by much of the city--however, he provides an invaluable service. Obar can taste blood and determine whether certain magical effects are affecting the donor.
Keystone Tower. Center of governmental control, location of most powerful players. Home to the incredibly well-defended central tower where the Anti-Magic Sphere resides. Erskine Rendel, his daughter, and guards live in and around the tower.
The Seeker's Enclave. A squat building near the Tower where Seekers congregate to share notes and bring people into the town.
The Library of Magehaven. Found adjacent to the Seeker's Enclave and run by an Awakened orangutan, this holds a hodgepodge of books collected by Seekers from all over the world.
The Ring. A public training/fighting ground run by a Minotaur named Svarakov. It is a large, open field of sand and gravel in a natural valley in the ground. Many City Guardsmen go here on their days off, and the party can train here. Svarakov breeds Cockatrices; one possible bet you can make in the Ring is that the loser gets bitten by a cockatrice and gets put on display as a statue for a day.