Green Warden Nations Organization in The Lost Lands | World Anvil

Green Warden Nations

The Green Warden Nations are a collective of fragmented wild elven peoples loosely allied in their guardianship of the Green Warden Forest. They are peoples dedicated as well to preserving as much as they can of all that they, and all elves, have lost. They prize tales of the past — both the glorious past from before the humans came, and the terrible past of wars and horrors and loss.   Each of the Green Warden Nations is different from the others. The people are all similar: stately elves with flowing black hair, eyes of black, browns, or grays, and rich woody-brown skin. Culturally, however, these elves are more diverse than the humans who encounter them often assume. They are a nation because they have decided to ally as one, but they are proud of their differences, and they honor the divergent ways in which each nation keeps its history alive.   One thing Green Warden elves do share is that humans never see their settlements. Ever. Each nation handles this resolution differently, but for the last several generations, the elves of the Green Warden Forest never allow any human eyes to set sight on their homes. They also do not draw maps of their nation and navigate instead by their deeply-instilled knowledge of the forest itself, by a system of coded signs and symbols hidden among the trees, and — in a pinch — magic.  

History and People

Long, long ago, the forest was vast and stretched across the continent. When humans began to cut and burn the trees, the elven people scattered, fought, hid, or made peace as best they could. The wild elves retreated to the far southwest to protect the remains of the Great Akadonian Forest from human invasion. There, in a mighty and terrible ritual that took a full year to cast, the wild elves raised the Green Warder monoliths in 725 I.R., a magic to keep all enemies of the forest from being able to enter it … from the north.   Strategically, it was a well-chosen position for the spell, and for more than 1,500 years it kept the elven peoples isolated from most of the rest of the world. The early Xha’en peoples to the west did come to encroach upon the western edge of the forest, but there was much wilderness between them and the remains of the elves’ homeland. Even to this day, the Xha’en have never mounted a serious incursion against the Green Warden Forest. To the east, however, what had seemed a harmless stretch of coastline was “discovered” by Castorhage, and in 2301 I.R. they set up penal colonies alongside the eastern forest.   After 1500 years, not even the elves had living memory of the conflicts that first raised the Green Warders. After a few diplomatic overtures from Castorhagi Queen Malice, the elves began to feel that perhaps the days of enmity with humans had passed. Indeed, her outreach was so generous, and their economy so quickly improved by Castorhagi trade, the wild elves and fey gifted her with the Courtyard of Oak — a living courtyard — that was carefully nurtured and tended on its journey across the sea to her court in Castorhage.   Such friendship was not to last, however. Queen Malice’s great grandson, Lertis Tevoy, decided (for reasons no one ever fully understood) to break every treaty Castorhage and the Green Realm had ever made. He began an incursion into the forest to build a road. The elves attempted to dissuade the Castorhagi humans from following their king’s bizarre order, but they could not be convinced, and no diplomatic plea to King Lertis was ever acknowledged. When all else failed — in 2349 I.R. after the 37th tree was slain to make room for the road — the elves, fey, and awakened plants and animals of the northern Green Realm went to war with their human neighbors.   King Lertis Tevoy responded by doubling down on his devotion to his incomprehensible road, committing thousands of troops and driving the road all the way into the forest, almost to the edge of the Green Realm’s former summer capital, Elenis Tuath. The history of Elenis Tuath is told elsewhere, but when the humans arrived, it had been evacuated save for a few monks whom the invaders slaughtered.   At that point, the elves, who had previously sought to limit the conflict, ceased efforts at self-restraint and escalated to new and far bloodier tactics. Within a week of the attack on Elenis Tuath in 2369 I.R., Fort Tevoy was sacked and its garrison destroyed. It was another four years before the Forest Coast War finally ended, but by then it had cost Castorhage millions in gold and nearly 80,000 lives. Losses did not approach such a scale on the elven side, even when including felled trees as casualties. Having had to mortgage the Castorhagi crown jewels to pay the war debts, King Lertis Tevoy was betrayed by his own half-brother Terrance Acquiri, who, with the support of the city’s nobles, was named king (and nicknamed King Acquire). In short order the new king, seeking a final end to the conflict, made a wary peace with the wild elves.   This new state of affairs was far from friendship, however, and in 2383 I.R. the Green Realm lost all contact with the elves and fey in Castorhage who tended the still-living Courtyard of Oak. To this day, no clear explanation for their disappearance has been given, and relations with Castorhage have never improved.   The humans remaining in the Castorhagi Forest Coast colonies saw less and less contact and support from their rulers and grew ever warier of the threat of their elven neighbors as the years went by. In addition to the dangers from the close-by forest, the isolated human colonies found themselves beset by pirates on the seas and other difficulties. On the elven side, they largely ignored the human settlements, with the exception of Fringe, a town on the forest’s edge that had long since driven out all Castorhagi loyalists and begun independent operation. With that group alone, the nearby wild elves (specifically, the Sentinels of the Trees) were willing to trade.   Other parts of the forest remained extremely anti-human, on all sides, to the point that when petitioned by Xha’en refugees and even by Utterends’ tengu and tabaxi to aid the Xha’en empire in deposing Amaran su Bha, the lich-emperor, the wild elves of the Green Realm turned them away and simply shut their borders against the undead threat, waiting for it to go away and barely noticing when it did.   With time, the Forest Coast War fell out of living elven memory, and eventually out of living memory for even most of the fey and awakened trees. Ignoring the now-militarily-irrelevant, coast-dwelling humans became habit, as did mercilessly slaying them if they harmed a tree without permission or refused to leave the forest when told. Instead of their human neighbors, the elves began to turn on one another.   Sometime during this period, elves loyal to the Matriarch of Anasanalin, one of the Green Realm’s oldest family lines, found the Green Warder monolith known as Tyriem broken and thrown down, his songs silenced. Though many elves and fey heard or felt a great crash that night as the top of the stone fell to earth, and a few believed they’d seen flickers of eldritch light in that direction, no direct witnesses have ever come forward, nor have any theories been advanced as to how such a thing could have been accomplished.   After that, the forest began to change. In the corner that Tyriem had guarded, just near the southernmost foothills of the Impossible Peaks, incursions of monsters began to make their way into the forest to challenge the local elves. Some communities were able to hold a line of defense, but others were caught up in the influx of horror and forced to fight for their lives.   At the same time, the northern Green Realm elves, especially those along the Forest Coast and those nearest to the Impossible Peaks, began to have fierce disagreements with the southern Green Realm and the court at Solis Alunaris. The northern elves had begun to feel that they were being used by the southern elves, to enable their complacency in the face of the ever-expanding human world. To have a Green Warder so mysteriously slain was terrifying to the northern wild elves, who felt that at any moment the other six might follow and allow rampaging hordes of humans to instantly descend on them.   The final straw came when hostilities broke out between the wild elves living north and east of Tyriem and those living south and west of the felled Warder. While their elven neighbors, including the Anasanalin family, attempted to mediate the conflict, the court of the Green Realm dismissed the issue as one might the squabbling of young siblings. Seeking a neutral mediator, the northern elves looked to the Gardener of Elenis Tuath for wisdom, and she was able to broker a grumbling peace. Seeing that they had handled their problem by themselves without any aid from their southern rulers, a movement arose in the north to choose their own leadership and formally secede from the Green Realm.   It took 100 years, but in the end, the current Green Warden Nations were established. Nine nations, with Lintariel as the southernmost and Elenis Tuath enshrined as a tiny, neutral nation unto itself, were acknowledged and empowered to oversee their own territories as they saw fit, and conventions were established to provide for action in concert when necessary for their mutual interest and defense. When all was agreed, talks with the southern Green Realm began, and were concluded surprisingly quickly and peacefully due to a multitude of factors, including the coincidence of the talks with certain events taking place in the south at the time.   The entire Green Realm north of the Ilber Peninsula became known as the Green Warden Nations. However, before the matter was settled, diplomacy broke down between Eloitan, the elves in the heart of the growing corruption around the felled Warder stone, and all of their neighbors. In the end, the elves of Eloitan chose not to finalize their agreement with the other eight nations and have governed themselves in isolation ever since.   The remaining eight nations in the Green Wardens coalition are: Serpent’s Coil in the far north, just above Tyriem’s fallen monolith; Forest’s Bones to their east, still north of the line of Green Warders and including Hollow Mountain as well as most of the “unquiet” realms where the forest’s fallen defenders sometimes continue their stewardship even after death; Anasanalin, stretching through the forest south of the Warders, save for the parts considered Eloitan territory; Monkey’s Laughter, Eloitan’s neighbors to the south and west; the Kingdom of Wolves in roughly the center and center-west of the Green Warden Nations; the Family of Thorns near the Hellsgate Peaks and the northern Forest Coast; Sentinels of the Trees along the rest of the Forest Coast border and all but surrounding Elenis Tuath; and Lintariel for the western half of the southernmost portion of the Green Warden Nations’ territory.   While this new arrangement of nations healed relations with the southern Green Realm such that trade and diplomacy increased dramatically and a formal alliance was forged within a generation, internal matters for the Green Warden Nations were less simple. Each nation had long celebrated its own diverse culture (a major reason for their secession in the first place), but now that they were largely self-governed, they found that their differences with one another, particularly in ideology, only increased.   The Eloitan elves have never been coaxed into the coalition despite several attempts, and they accuse the Green Warden Nations of using them as a bulwark in the same way that the south was said to have used the north. Serpent’s Coil elves accuse those of the Eloitan of colluding with the monsters that plague their region, and Serpent’s Coil rumor suggests that it was Eloitan elves who were responsible for the felling of Tyriem. There are also some who believe that, whether they felled the monolith or not, the Eloitan have been subtly affected by its fall and have themselves wandered down the path of corruption. Anasanalin and Monkey’s Laughter have had better relations with their Eloitan neighbors, occasionally even providing assistance to the ever-challenged community, but Monkey’s Laughter in turn has developed an antagonistic relationship with the Kingdom of Wolves, whom they accuse of arrogance and treating them like a vassal state. The Kingdom of Wolves, in turn, accuses Monkey’s Laughter of refusing to deal with the thieves and raiders from their territory who have assaulted Wolf villages. Anasanalin and the Sentinels of the Trees both protest against Family of Thorns’ xenophobic policies toward outsiders, while the Thornsibs accuse the Anasanalions of living too far from any human populations to know what they are talking about, and the Sentinels of having gone soft or even betrayed the forest. The Sentinels, Lintarions, and Wolfsibs — all of whom share borders with independent Elenis Tuath — constantly accuse one another of attempting to gain undue influence over the Gardener of Elenis Tuath … and so on.   When nearly 900 years had passed since the last of Castorhage’s direct crimes against the Forest Coast Nation, the remains of the Forest Coast colonies, along with a few new settlements, officially declared their independence from Castorhage and united to form the Tycho Free States. Now the fragmented nations of elves and humans share a long border along which they have complicated and varied relationships.   Thus far, the Sentinels of the Trees have in fact been quite friendly with Fringe (which they have come to consider to be almost a vassal state) and, to a lesser extent, with the leader of Freetown, and have maintained decent, wary relations with greedy Timbertown. Trust is thin, however, and even the Sentinels of the Trees are rarely friendly with humans. Some of the fey in the Green Warden still remember human betrayal, and the elves do listen to their tales. The Family of Thorns will have nothing to do with the Tycho Free States and seems only to grow more hostile toward them as the humans gain in wealth and population. If Fringe were to petition the Sentinels to defend the Free States against the Family of Thorns, some postulate that hostility might erupt between the two Green Warden Nations.   Indeed, internally, the Nations have continued to deal with strife in many areas, and it has come to the point that — while neither nation has sought to leave the Green Warden coalition — Monkey’s Laughter and the Kingdom of Wolves are almost constantly at odds with one another. Hostilities are rarely bloody, and the casualty count has yet to exceed a dozen, even after decades, but every time their other neighbors help the Wolfsibs and Apesibs to establish a truce, one or the other side breaks it again in a vindictive raid over some past slight or other. It is suspected that Serpent’s Coil may be engaged in a similar long-term conflict with Eloitan, but if so, neither they nor the Eloitan elves speak of it to the rest of the Nations. Though most elves in the region are willing to aid the Eloitan should it be needed, there is still widespread suspicion of the realm and a possible darkness festering in its heart.   While most within and without the forest believe the elves would unite as one if presented with a sufficiently threatening common enemy, some fear that such a unity could not be maintained for long. If an enemy were patient enough, the Nations would likely fragment, with none having the military might necessary to defend the forest from incursion — especially not if any more of the Green Warders fall.
 

Religion

Reverence for Arialee is the dominant religion in Anasanalin and Lintariel, and tied for dominance in Sentinels of the Trees and Elenis Tuath. It is the second most popular religion in the Kingdom of Wolves and Forest’s Bones, and it is common in every Green Warden Nation. Of the eight nations, it is least common in Serpent’s Coil.   Animism is the dominant religion in Family of Thorns, the Kingdom of Wolves, and Monkey’s Laughter. It is tied for dominance in Elenis Tuath and Sentinels of the Trees, and is the second most common religion in Serpent’s Coil, Anasanalin, and Lintariel. Even where its popularity is lowest, in Forest’s Bones, it is still practiced in a majority of households as a secondary addition to other religious practices. Nearly all families in the Green Warden Nations practice animism to some degree, blending it seamlessly with their other beliefs, if any.   In Serpent’s Coil, the dominant worship is of a lesser-known local deity called the Tree of the World, whose roots feed on death and whose fruit gives life, and whose servant is a great serpent. Interpretations of this deity have sprung up throughout the Nations, with two wildly different versions popular as a fad among younger elves in Anasanalin and Family of Thorns. It is believed that the dangerous cult growing in the Hollow Mountain region of Forest’s Bones’ territory may be a disturbing offshoot of Tree of the World worship, since mention has been heard among cultists of a “Tree That Sees,” but the Hollow Mountain cult version is very different from the others, if so.   In Forest’s Bones, the dominant religion is ancestor-worship, with strong animistic overtones. Ancestor reverence is common throughout the Green Warden Nations, but only in Forest’s Bones, Anasanalin, and Sentinels of the Forest does it commonly take on a true prayer or devotion element. In Anasanalin and Sentinels of the Trees, ancestor-worship is a common element included in some types of animism, but in Forest’s Bones it takes precedence over the animistic aspects of the belief systems, and many outside Forest’s Bones find the Boneguards’ obsession with the dead to be morbid.
 

Trade and Commerce

The Green Warden Nations do most of their trading with one another and with the Green Realm to the south. Exceptions include the close trade relationship between Sentinels of the Trees and the town of Fringe in the Tycho Free States, as well as the arrangement some Sentinel elves have made with Captain Akadearg of Freeport to sell sustainably- and responsibly-harvested lumber. Family of Thorns’ elves participate in trade with the intelligent magical creatures of the Hellsgate Peaks and have been accused of selling human prisoners as slaves to Hellsgate Peaks’ devils. Lintariel elves have limited trade with Xha’en and more extensive trade relations with the Utterends’ nomads. Any other external trade relationships have not been made public by the Green Warden elves engaging in them.   All eight of the Green Warden Nations are nutritionally self-sustaining, and capitalism, money, and materialism in general tend to be culturally despised, particularly in Monkey’s Laughter, such that trade is not a prized value in any of the Green Warden Nations, and all would question not just the utility but even the wisdom of deliberately seeking economic growth. The Green Warden Nations concentrate instead on magical education as their primary source of influence. All spellcasting classes are more common and respected in the Green Warden Nations than is typical of the world around them, with druidry being a quite typical life-path and sorcerers being revered as blessed children.   Magical power is infinitely more desired than wealth throughout the Green Warden, as is knowledge.
 

Loyalties and Diplomacy

The closest ally of the Green Warden Nations is the Green Realm to the south. The Green Warden Nations keep no other official allies and are extremely standoffish when other nations attempt to initiate diplomatic relations. The notion of a Tycho Free States embassy has been rejected multiple times. Xha’en has been permitted regular ambassadorial visits to the outer edge of Lintariel territory, and a Green Warden ambassador has visited each of the last three Xha’en emperors once to ensure ongoing peace with Xha’en, but even with that illustrious empire no permanent embassy is maintained. The Green Warden elves prefer to keep to themselves and be left alone.
 

Government

Outside times of war or great necessity, the Green Warden Nations are governed by a council of the leaders of the eight Nations. When any of the leaders cannot be present, a representative is sent to the council instead. If a vote results in a tie, one of the eight leaders is randomly selected, and that leader may cast a second vote.   On a few rare occasions, the eight leaders choose to empower the Gardener of Elenis Tuath as a wise and neutral figure to make economic and diplomatic decisions for the nation as a whole, but only for a brief and pre-determined period. The Gardener of Elenis Tuath has, in the past, been sent as an ambassador to Xha’en as well. In times of war, the eight leaders would in theory select one from among themselves to serve as High Monarch (or High King) until the end of the war, though no military conflicts have been considered sufficiently serious for such a unification since the Green Warden Nation was formed.   Below the highest leaders, each Nation is governed differently. Anasanalin is a semi-hereditary monarchy, its leader known by a genderless elven term (tala) commonly translated as duke or duchess. Positions of authority under the tala are either appointed by the tala or hereditary, depending on the position. A council of 13 elders — elected for life by all language-capable Anasanalin citizens over age 300, regardless of species — appoints each new tala, who must come from the same historic family among the Anasanalin. The council is also empowered to depose a tala under certain circumstances and approves the partners with whom the tala is permitted to officially breed.   The council uses this authority to seek to enhance the wisdom, even-temper, intelligence, confidence, health, and magical ability of those who may become tala in the future, with secondary concerns being battle prowess and beauty. Though tala may marry whomever they wish, heirs produced by matches outside the council-selected pool must pass a grueling qualification process to be considered worthy. Inbreeding is carefully avoided, and the partner pool often includes commoners or even elves from other Green Warden Nations. Most tala have been wizards (including the current duchess), but sorcerers are selected whenever an available heir meets the elders’ criteria for good leadership and shows sorcerous talent.   In the Family of Thorns, the Council of Elders system is similar to Anasanalin’s, but the Thornsib elders preside over the choice of a warlord rather than a tala. The warlord is selected by ritual tournament every 10 years, with no term limits. The council may call a special tournament before a term is up if a warlord is found to be weak or treasonous. All other positions of authority are either appointed by the warlord, appointed by the council, or determined by tournament. Magic is permitted and encouraged in the ritual tournaments, and most warlords have had some magical ability in addition to physical prowess. The current warlord is a druid.   Forest’s Bones is ruled directly by an elected Council of Elders that selects a military leader only in times of conflict, to be removed as soon as there is peace. Other authority positions are appointed by the council, through means as diverse as tournaments, other contests, popular vote, divination, or simply a vote by the council itself.   The Kingdom of Wolves is one of the few Nations to call its leader king or queen. The Kingdom contains 11 noble families, which it has come to style the “Great Packs.” Each citizen swears fealty to the hereditary leader of a Pack of its choice (with a ritualized process for transferring loyalty from one Pack to another, save in times of war). The matriarchs and patriarchs of all of the Great Packs make up the Royal Council, which shares power with the king or queen though a highly ritualized legal system. The Royal Council selects a new monarch when the previous one dies and also has a say in which of a councilor’s heirs succeed to the council when a Pack matriarch or patriarch dies. Councilors representing larger packs get more votes than smaller packs. A breeding system similar to that of Anasanalin attempts to ensure that the matriarchs and patriarchs on the council and the monarchs are all sound of mind and temperament.   Like Anasanalin, Lintariel is ruled by a tala (duke or duchess). This leader is always the head of the ancient Lintariel family, though the heir must be acclaimed by the majority of all elder citizens of Lintariel (over 300 years) to be considered capable of inheritance. If biological heirs are not found suitable, the tala must officially adopt someone the elders will acclaim. The Lintariel tala must always have at least one such acceptable heir, and usually a preapproved line of succession is maintained at least five people down in case of disaster. All other governing positions within Lintariel are appointed by the tala, who has absolute authority and can be deposed only by three respected priests of Arialee who can provide evidence of divine decree, or theoretically by the Gardener of Elenis Tuath if all seven other Nations chose to empower such interference (which would not be undertaken lightly).   Monkey’s Laughter consists of many small nomadic clans, each of which is governed by clan elders and an elected chieftain. Any independent group of 20 or more citizens of the Nation (including fey, some monsters, and awakened plants and animals) may appoint a chieftain. Many of the chieftains gather every 10 winters to vote on a national representative to sit on the Green Warden Leaders’ Council. But many chieftains do not bother, and the national representative rarely speaks for even half of the Monkey’s Laughter clans. Clans whose chieftains do not acknowledge the representative often refuse to abide by decisions of that representative. The current representative, Nynarinel the Sharp, is unusually beloved by the Monkey’s Laughter populace and has curried and maintained the support of all of the largest and many of the smaller clans’ leaders. Even she, however, cannot be said to “govern” the Monkey’s Laughter nation. In truth, hardly anyone in Monkey’s Laughter has real authority.   Sentinels of the Trees is governed by a Council of Healers. Anyone able to demonstrate healing ability (magical or otherwise, of animals and humanoids, plants, or even of hearts) is granted “healing citizen” status and may vote on the selection of members to the 19-member Council of Healers. The Council of Healers appoints all other major positions, including a permanent duke to command the military and a high minister to sit on the Green Warden Leaders’ Council. Whenever a member of the Council of Healers dies, the election process to select a new one is long and chaotic, as locally-appointed officials attempt to determine who is and isn’t a “healing citizen.”   Serpent’s Coil, like Monkey’s Laughter, has little central governance and consists of self-governing nomadic clans. However, the Serpent’s Coil clans have a more structured legal system and methodology for electing a representative, called the King or Queen of Serpents. The Monarch of Serpents is beholden to the clan chieftains and easily deposed, but technically holds absolute authority, especially in military matters, so long as the majority of chieftains continue to choose to obey.
 

Military

Though it varies somewhat from Nation to Nation, for the most part, the Green Warden professional military consists entirely of troops other nations would consider special forces or shock troops. Rangers are common, as are other stealth-based classes, with various forest specialization. Spellcasters are unusually common in the Green Warden, and a Green Warden army would never lack sufficient healers, mages, or supporting casters. The Green Warden wild elves take military tactics using magic for granted, so common is spellcasting among their peoples.   In times of war, all able-bodied adults may be urged to volunteer as additional support to the professional forces, but even these less-trained troops are likelier than average soldiers to know a few spells, own a minor magical item, have non-humanoid allies, or be frighteningly stealthy. In addition, with some local variation for specific species, the Green Warden military is adept at coordinating battle efforts with various animal, plant, and monster units.   If the military of the Green Warden has a weakness (other than being relatively small in number), it is that the differently-organized and -motivated units of the various Nations are likely to have trouble coordinating, should they ever need to fight together as one.
 

Major Threats

Despite the constant (and typically anti-human) shield-rattling of many Green Warden citizens, in practical terms, the Green Warden faces few military threats from outside their borders. The forest is defended by too much magic and too many monsters to make invasion cost-effective, especially in territory so well-suited to guerrilla tactics, and the wild elves do not appear to guard great wealth (at least, not of any varieties that seem easy to steal). All in all, the Green Warden’s neighbors are generally content to leave them alone.   The far greater threats come from less overt sources. In Forest’s Bones, disappearances around Hollow Mountain are increasing. It is still unknown why the northernmost Green Warder fell, and in Monkey’s Laughter and Serpent’s Coil, foul monsters from Eloitan are an omnipresent hazard. Family of Thorns faces similar difficulty from monsters from the Hellsgate Peaks. In many parts of the Nations, especially in disputed lands between them (as none of the Nations are well demarcated, maps being a cultural taboo), infighting and intrigues among the wild elves themselves threaten to poison the Green Warden as a whole.   In addition, as the Tycho Free States grow in population and economic relevance, radical elements in Sentinels of the Trees and especially Family of Thorns grow ever more eager to provoke conflict with the humans. At this time, the Green Warden would almost certainly triumph in such a conflict. However, the Free States have friends in Reme, Castorhage, and even Foere. If the wild elves were seen by the outside world to have become a threat to humankind, a multi-nation retaliation for violence against the Free States might prove devastating for the Green Warden peoples. In this sense, one of the greatest potential threats to the Green Warden is its own radical Fringe.
 

Wilderness and Adventure

With rare exceptions, all of the Green Warden Forest might as well be wilderness to outsiders. Some communities use magic or misdirection to mask their villages from prying eyes, while others hide their homes in trees or caves, or simply post sentries to see to it that no outsiders ever approach their settlements uninvited. Many are nomadic, keeping no permanent dwellings, and these pack up and move if their camps are observed. However the goal is accomplished, it is taboo to allow outsiders — especially humans — to lay eyes on a permanent Green Warden settlement. For this reason, the only Green Warden region that traveling adventurers are likely to see is wilderness. Indeed, even Green Warden agriculture is never farmed in traditional rows. Rather, it is gardened in so harmonious a way as to be indistinguishable from natural forest to all but the most perceptive and plant-savvy observers.   The least “wild” Nation in the Green Warden is Anasanalin, and some of the treetop villages in that region (including the Anasanalin tala’s tree-mansion) are not considered to be sufficiently hidden by members of other Nations. Since Anasanalin is surrounded on all sides by other Nations, however, it is unlikely that intruders would penetrate deeply enough to encounter its settlements in the first place. Additionally, to all non-locals, the forest floor beneath a treetop village should be considered wilderness for the purpose of many sorts of threats. For example, it is not uncommon for Green Warden villages to be guarded by tigers, apes, dire animals, or even treants or unicorns.
 

Region


The Green Warden Nations

Capital
none

Notable Settlements
Anasanalin (61,000), Elenis Tuath (200-600, seasonal), Family of Thorns (47,000) Forest’s Bones (38,000), The Kingdom of Wolves (59,000), Lintariel (52,000), Monkey’s Laughter (53,000) Sentinels of the Trees (60,000), Serpent’s Coil (42,000)

Ruler
none currently (a high monarch is chosen in times of war with outsiders)

Government
hereditary monarchy (Anasanalin, Lintariel), semi-democratic republic (Forest’s Bones, Sentinels of the Trees), semi-democratic monarchy (The Kingdom of Wolves), nomadic bands (Monkey’s Laughter), martial meritocracy (Family of Thorns), nomadic bands/monarchy mix (Serpent’s Coil), theocracy (Elenis Tuath)

Population
413,000 (wild elves 411,000, other humanoid 2,000)

Monstrous
dire or giant animals native to the region (including but not limited to local breeds of monkeys, apes, pandas, red pandas, wolves, foxes, many snakes, birds, and occasional tigers), plant-type creatures native to the region (any, but especially treants, shambling mounds), awakened plants/trees, awakened animals, satyrs, pixies, centaurs, lycanthropes (various) dryads, unicorns, nymphs, other fey, owlbears, various undead (Forest’s Bones region, Great Road ruins environs), wyverns, pseudodragons, other temperate forest creatures native to the region

Languages
Elven, Sylvan, Druidic, some Common

Religion
Animism, Arialee, local deities

Resources
magical resources, spices, timber (responsibly harvested in careful moderation), rare woods, dyes, spirits, cloth, pottery, foodstuffs

Currency
barter and gift, mixed

Technology Level
usually High Middle Ages

Controlled Territories

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