Istengroth-Tor

Secluded deep in Istengroth Forest, near the the middle tooth, Istengroth-Tor was founded in YoR 392 by Elven refugees fleeing the destruction of Stronghold Lasarn. A direct democracy, Istengroth-Tor is governed by a peoples' council; meetings are held two evenings a cycle, and any adult citizen can join. Religion is seen as between a person and their god, so there are no large temples, however most have a shrine, or several, in their homes. The town is un-walled, protected instead by powerful wards which will turn aside all but skilled woods-people who have a map.

## Society

### General Life

The people of Istengroth-Tor are by and large farmers and artisans; there are a fair number of hunters and Foresters. The peoples' council meetings are open to the public, with anyone able to attend and any adult citizen able to contribute, a minimum of 30 people are needed to establish a quorum. The highest office is the Arbiter of the Peoples' Council whose job is to decide who speaks at council meetings; to prevent favoritism anyone can call for an impeachment vote at any council meeting.

Buildings are quite spaced out compared to most towns, with public green-spaces between. Houses are often built concentrically with a semi-public outer ring and private inner circle. The outer ring is generally a living/dining area but also houses the latrine, with the kitchen, bedrooms, and a family common room. Many of the public green-spaces have a fire pit and tables with benches, some are even covered. These are most often used for communal cook-outs, basically impromptu potlucks, it's a rare day when there aren't any. Anyone can join as long as they bring their own utensils, not everyone has to bring something but be careful about going to long without providing something.

### Laws

Laws of Istengroth-Tor

Assault, by hand or magic, not causing bodily harm

Tresspassing

Theft of goods valued under 50 gold

Repeated public drunkenness

 Felonies: (Temporary exile)

Assault, by hand or magic, causing bodily harm

Destruction of property

Theft of goods valued over 50 gold

 Capital Crime: (Permanent exile)

Murder

Treason

Magically compromising the free will of another individual

## Notable Locations

### Key Locations

#### **Curia Populi**

Opening onto the central plaza, the Curia Populi houses the Chamber of the Peoples' Council, the Chamber of the Peoples' Justice, and the workplace of the town's bureaucracy. The building consists of a triangle of connected towers; The Chambers and the bureaucratic rotunda each occupy one of the towers. The Chambers have a central speaking floor and a raised gallery. Beneath the rotunda is the archival basement, which is kept magically desiccated.

#### **Curia Artis**

Built opposite the Curia Populi, the Curia Artis is the center of magic in Istengroth-Tor. The Curia Artis serves as a library and school for magic both arcane and divine. The Curia Artis, while local and independent, requires all members to register with the Chimera Concord. The magi of the Curia Artis are responsible for building/cultivating the powerful wards that keep the town and forest safe. The Curia Artis is the largest building in town, the main complex is three stories and is topped by a triple helix of towers that ascend a further ten stories; the complex also has a massive vaulted basement for teaching and testing destructive magic.

#### **Foresters' Lodge**

The Foresters' Lodge serves as a home base for the Foresters' Guild and an inn for travelers. The Foresters' Guild are a mix between hunters and scouts, who spend most of their time out in the forest. The lodge evolved into an inn when trade started and traders needed a place to sleep. Foresters lodge free of charge.

#### **Guardhouse**

Located in the center of town, the guardhouse is open and staffed at all times.

### Other Locations

#### **Istengroth Fine Furniture**

Originally a local artisan guild Istengroth Fine Furniture now trades with visiting merchants; its products are ornately carved, generally with forest motifs. They can be commissioned to do custom work, though it is expensive.

#### **Istengroth Distillery**

One of the first traded commodities was fruit wines, the distillery grew from that trade. It still produces fruit wine and has added mead and well aged brandy to the list. It is rumored that there is at least one cask of every batch of drink produced stored in the cellar.

#### **Merchants' Plaza**

Located on the outskirts of town, Merchants' Plaza is one of only two stone plazas and serves mostly as a place for visiting merchants to park their wagons; it is adjoined by a large pasture for any beasts of burden.

#### **Legatio Hospitum**

Located near the center of town, the Legatio Hospitum is a residence for visiting dignitaries.

## Wards

### Effects

The Overseers are drawn from the Foresters; and the Warders from the Curia Artis. Passive effects cover the forest to 40 miles radius, and can be controlled by the Warders. Active effects can be used anywhere in that area by anyone who knows the command word/phrase.

List of active and passive effects

Alert Overseers and Warders when a sentient creature comes near the village

Alert Overseers and Warders when sizabel magic is cast within the forest

 Active Effects

Extinguish huge or smaller fires
Send out a greeting to the Overseers and Warders

Call for backup: alerts all Overseers and Warders, includes location, a rapid response squad will teleport in

Sound a general alarm: alerts everyone in the forest

Enter the Wyld Ways

Everyone is taught the fire extinguishing command; adults are taught to use the Wyld Ways first, then given the entry command; and Foresters know all the commands.

Rapid response squads consist of one Warder, and three veteran Foresters. The Warder must be able to cast teleportation magic, and the Foresters must have at least a century of experience. Meta: one 10th+ level wizard/sorcerer, and three 10th+ level rangers/fighters/rogues/barbarians/monks/paladins.

### Wyld Ways

The Wyld Ways allow the druids to traverse the forest rapidly, by walking the border between the material plane and the Feywild. They are not without risks, as you must keep your destination in your thoughts and not stray from the path. Perception of the ways is semi-consistent, a hedge maze that branches in every direction, the subjective component is the guide: some experience it as a smell, others as a particular sensation. If you stray from the path and lose the guide, you will emerge into either an unpredictable point in the forest or the Feywild. Meta: works like 3.5e Shadow Walk spell (travel at 50 miles per hour) except using the Feywild.