Overview
Nusan exists where the world changes its mind. To the north and west, the Geldergreen stretches in an unbroken canopy of ancient broadleaf and towering pine. To the south and east, the land buckles upward into the dark, jagged teeth of the Dragon's Eye Mountains, a spur of the greater range that includes Crispin's Dirge. Nusan sits precisely at the seam, built into and around the place where root meets stone, where topsoil gives way to granite, and where the last great trees of the forest grip the mountainside with roots that have been wrestling rock for millennia.
The town is a strange and beautiful thing. Half of it is built from living wood in the Gelderai tradition: shaped branches, woven canopies, and homes grown into the trunks of border oaks. The other half is carved directly into the exposed cliff faces and boulder fields where the mountains begin, with stone halls, terraced gardens, and deep cellars that follow natural cave systems into the earth. Where the two halves meet, the architecture becomes something entirely unique: petrified wood pillars supporting stone arches, living roots threading through carved granite, and doorways framed by both bark and basalt. The locals call this blended style "rootstone," and it has become Nusan's signature contribution to the wider world.
The population reflects the terrain. Forest gnomes and firbolgs came down from the Geldergreen generations ago, drawn by the mineral-rich soil at the forest's edge. Dwarves pushed north from the mountain settlements, following veins of ore and the promise of timber. Goliaths descended from the high peaks when the lower passes proved hospitable. Half-elves drifted in from Gelderai, and a scattering of humans arrived along the trade roads from Farenhall and Liltaz. What emerged was not a melting pot but a mosaic: each community maintaining its traditions while sharing the practical necessities of life on the border between two very different landscapes.
The town's economy is built on three pillars: the harvest of rare plants that grow only where forest soil meets mountain mineral deposits, the crafting of petrified wood into tools, art, and architectural elements, and the management of geothermal springs that bubble up along the fault line where the mountains begin. Merchants from Gelderai come for the stonework. Merchants from Farenhall come for the timber and botanicals. Everyone comes for the hot springs.
Nusan is not a wealthy town by the standards of Gelderai or Pan'Che, but it is comfortable, self-sufficient, and quietly proud of what it has built at the edge of two worlds. The people here understand compromise in their bones. They have to. The forest wants to grow and the mountain wants to stand still, and Nusan is the place where both impulses learned to coexist.
Demographics and Layout
Population: ~18,500
Racial Demographics:
- Forest Gnome: 22%
- Dwarf (Hill and Mountain): 20%
- Firbolg: 14%
- Half-Elf: 12%
- Human: 11%
- Goliath: 9%
- Svirfneblin (Deep Gnome): 6%
- Other (Halfling, Wood Elf, misc.): 6%
Layout:
Nusan is organized along the transition zone between forest and mountain, with three distinct areas that blend into one another.
- The Greenside: The western half of town, built among the last great trees of the Geldergreen. Homes here are shaped from living wood or constructed from timber in the elven style, with moss-covered roofs and garden terraces winding up the trunks. The gnome and firbolg communities are concentrated here, along with most of the town's agricultural activity. The air smells of pine resin and damp earth, and the canopy filters the light into shifting green patterns.
- The Stoneside: The eastern half, carved into the exposed rock faces and boulder fields where the mountains begin. Dwarven and goliath architecture dominates: heavy stone walls, arched doorways, deep cellars, and terraced platforms cut into the cliff. The geothermal springs emerge here, and the air carries a faint mineral warmth even in winter. Svirfneblin warrens extend beneath the Stoneside into natural cave systems that the deep gnomes have expanded over generations.
- The Seam: The narrow band where Greenside and Stoneside overlap. This is the commercial and social heart of Nusan, where the rootstone architecture is most prominent. The town's market, council hall, main inn, and public bathhouse are all located along the Seam. The ground here is a patchwork of exposed rock and forest soil, with tree roots visibly gripping stone and mineral veins running through wooden structures. It is the most visually striking part of town and the first thing visitors remember.
Government
Nusan is governed by the Rootstone Accord, a dual council system designed to ensure that neither the forest-aligned nor the mountain-aligned communities dominate decision-making. The Accord was established four centuries ago after a period of tension between the gnome settlers and the dwarven miners nearly split the town in two. The solution was elegant in its simplicity: two councils, one voice.
The Green Council represents the Greenside communities and is composed of five members drawn from the gnome, firbolg, and half-elf populations. The Stone Council represents the Stoneside communities with five members from the dwarven, goliath, and svirfneblin populations. Each council manages the internal affairs of its respective half of town independently. Matters that affect the whole town, including trade policy, defense, infrastructure along the Seam, and relations with outside powers, require agreement from both councils.
When the councils disagree, the matter is referred to the Accord Keeper, a neutral arbiter elected by popular vote from the town's human and mixed-heritage population. The Accord Keeper has no power to impose decisions but facilitates negotiation and, in rare cases, calls a town-wide vote. The position is considered one of the most thankless jobs in Nusan, which is precisely why it tends to attract people of genuine integrity.
Defense is handled jointly. The Greenside contributes rangers and scouts who patrol the forest approaches. The Stoneside provides heavy infantry and engineers who maintain fortifications along the mountain passes. Both forces answer to a shared War Captain appointed by mutual agreement of the two councils, a position that has been filled exactly twice in the town's history, both times during incursions from the deep mountains.
Climate and Environment
Nusan's climate is defined by the collision of two ecosystems. The Greenside benefits from the Geldergreen's moderating influence: mild winters, generous rainfall, and a long growing season sustained by the forest's deep root network. The Stoneside is exposed to mountain weather: colder, drier, and subject to sudden shifts as air masses collide over the peaks. The Seam experiences both, sometimes simultaneously, and it is not unusual to see rain falling on the Greenside while the Stoneside sits under clear, cold skies.
The geothermal activity along the fault line keeps the Stoneside warmer than the altitude would suggest. Hot springs emerge at several points, and the dwarven engineers have channeled this heat through an underfloor system that warms the stone buildings during winter. The steam that rises from the springs on cold mornings gives the Stoneside a perpetual misty quality that the goliaths find comforting and the gnomes find theatrical.
The transition zone where forest meets mountain produces unique growing conditions. Mineral-rich water seeping from the rock feeds the forest soil, creating a narrow band of extraordinary fertility. Plants that grow here develop properties found nowhere else: fruits with crystalline structures in their flesh, roots that absorb trace metals from the soil, and fungi that thrive on the boundary between organic matter and bare stone. This ecological niche is the foundation of Nusan's botanical reputation.
The Dragon's Eye Mountains to the south are harsh, sparsely vegetated, and home to creatures that rarely venture into the lowlands. The peaks are snow-capped year-round, and the passes between them are navigable only during the warmer months. Farenhall, the nearest mountain settlement, is accessible by a maintained road that follows the least treacherous route through the foothills.
Economy and Trade
Nusan's economy thrives on its unique position. The town produces goods that neither pure forest nor pure mountain settlements can replicate, giving it a niche that larger cities cannot easily compete with.
Petrified wood is the town's most famous export. The process of controlled petrification, accelerating the natural mineralization of wood through alchemical treatment and geothermal exposure, was developed by Nusan's gnome artisans over two centuries ago. The resulting material is harder than stone, lighter than metal, and retains the grain and warmth of the original wood. It is used for everything from decorative panels to structural columns, and a master-crafted petrified wood piece can command prices rivaling elven silverwork.
The town's botanical exports are equally valuable. Mineral-flora hybrids, plants that have absorbed enough trace metals to develop unusual properties, are harvested from the transition zone and sold to alchemists, herbalists, and apothecaries across the continent. Some of these plants produce pigments unavailable from any other source. Others have medicinal properties that conventional herbs cannot match.
The geothermal springs attract a steady flow of visitors seeking therapeutic bathing, and the hospitality industry that has grown around them provides employment for a significant portion of the population. Trade routes connect Nusan to Gelderai (timber, elven goods), Farenhall (metals, gemstones), Liltaz and Pan'Che (exotic goods, spices), and occasionally Tazzinburgh (maritime supplies, salt).
Internally, the economy uses standard gold currency. The Green Council and Stone Council each levy modest taxes on their respective halves, with a shared fund maintained for Seam infrastructure and joint defense.
Culture and Traditions
Nusan's culture is a deliberate blend, not a compromise but a collaboration. Each community maintains its own traditions while participating in shared customs that have developed organically over centuries of coexistence.
- The Joining Festival: Held at the autumn equinox, the Joining Festival celebrates the founding of the Rootstone Accord. For three days, the Seam is transformed into a continuous feast and market. Greenside families prepare dishes using Stoneside ingredients, and Stoneside families cook with Greenside produce. The festival culminates in the Rootstone Toast, where the Accord Keeper raises a cup carved from petrified wood and the entire town drinks together.
- The Deep Walk: A coming-of-age tradition for all Nusan youth, regardless of race. At sixteen (or the equivalent for longer-lived races), young people spend one full day and night in the environment opposite to their home. Greenside children descend into the svirfneblin warrens beneath the Stoneside. Stoneside children spend the night alone in the deep forest. The experience is meant to build empathy and understanding for the other half of the community.
- Hearthstone Gifting: When a new home is built in Nusan, neighbors from the opposite side of town contribute a single element. Stoneside residents gift a carved stone to Greenside homes; Greenside residents gift a living plant to Stoneside homes. The gifts are incorporated into the structure, ensuring that every home in Nusan contains something of both worlds.
- The Quiet Forge: One day per month, the Stoneside forges fall silent and the dwarven smiths spend the day in the Greenside gardens, tending plants and learning from the gnome cultivators. In return, the gnomes spend the day in the forges, learning basic metalwork. The tradition began as a practical exchange of skills and has become a beloved ritual that neither side would consider abandoning.
- Echo Singing: A musical tradition unique to Nusan, in which singers position themselves at different points along the Seam and perform call-and-response songs that bounce between the stone cliff faces and the forest canopy. The natural acoustics create harmonics that neither environment could produce alone. Echo singing competitions during the Joining Festival draw audiences from as far as Gelderai.
Religion and Spirituality
Nusan's spiritual life reflects its dual nature. The Greenside communities follow traditions rooted in the Verdance, the animistic reverence for the living forest that originates in Gelderai. The Stoneside communities practice the Deepfire faith common among mountain dwarves, which venerates the geothermal forces beneath the earth as expressions of a living, breathing world-forge.
Rather than competing, the two traditions have found common ground in the concept of the Living Stone, a shared belief that the boundary between organic and mineral is not as firm as it appears. The petrified wood that Nusan is famous for serves as a physical symbol of this idea: something that was once alive becoming something enduring, without losing its essential character. The Living Stone is not a formal religion but a philosophical framework that allows the town's diverse spiritual practices to coexist without contradiction.
The Tenders from Gelderai maintain a small presence on the Greenside, tending a grove of ancient border oaks. The Deepfire priests maintain a shrine built around the largest geothermal vent on the Stoneside. Both groups participate in the Joining Festival and occasionally collaborate on matters where forest health and geological stability intersect, which in Nusan is more often than one might expect.
Necromancy is forbidden, consistent with both the Verdance and Deepfire traditions. The undead incursions that have troubled Gelderai's borders have put the town on alert, and both councils have agreed to increase patrols along the southern mountain passes where the dead might approach unseen.
Law and Order
Law in Nusan is administered separately on each side of town, with shared jurisdiction along the Seam. The Green Council applies a restorative justice model similar to Gelderai's, emphasizing restitution and community service. The Stone Council follows a more codified system with specific penalties for specific offenses, reflecting dwarven legal tradition. Along the Seam, disputes are heard by a joint panel of one Green Council member, one Stone Council member, and the Accord Keeper.
Shared Laws (The Seam Code):
- Respect Both Halves: Deliberate damage to either the forest or the mountain infrastructure is treated as a crime against the whole town. A dwarf who fells a Greenside tree without permission faces the same consequences as a gnome who defaces Stoneside carvings.
- The Spring Covenant: The geothermal springs are communal property. No individual or group may claim exclusive access, pollute the water, or divert the flow for private use. Violations are taken extremely seriously, as the springs are both an economic asset and a spiritual site.
- Fair Trade: Merchants operating along the Seam must price goods consistently regardless of the buyer's race or neighborhood of origin. Price discrimination between Greenside and Stoneside customers was a source of early conflict and is now one of the few offenses that can result in permanent expulsion from the market.
Serious crimes are rare. The town is small enough that anonymity is difficult, and the social pressure of a tight-knit community deters most misconduct. When violence does occur, it is typically between visitors rather than residents, and the joint patrol handles it with efficient, no-nonsense pragmatism.
Food and Drink
Culinary Customs:
- The Split Plate: Every formal meal in Nusan is served on a plate that is half wood and half stone, carved from a single piece of petrified wood where the mineralization is incomplete. The forest-sourced portion of the meal is placed on the wooden half; the mountain-sourced portion on the stone half. Eating from both sides is considered essential. Leaving one half untouched is a quiet insult to whichever community provided it.
- Spring Water Grace: Before eating, diners pour a small measure of geothermal spring water into a shared stone basin at the center of the table. The warm water is believed to carry the blessing of the Deepfire, and the act of contributing to the communal basin mirrors the town's philosophy of shared resources. The basin is emptied into the garden after the meal.
- The Forager's Claim: Anyone who discovers a new edible plant in the transition zone has the right to name it and to serve it publicly for the first time at the next Joining Festival. The discoverer's name becomes permanently associated with the plant in local records. This tradition has driven centuries of enthusiastic botanical exploration and is the origin of many of Nusan's unique ingredients.
- Smoke and Steam: Nusan cooking relies heavily on two techniques that reflect its dual environment. Greenside cooks smoke food over slow-burning hardwood, infusing it with the flavors of the forest. Stoneside cooks steam food over geothermal vents, using the mineral-rich vapor to add depth and tenderness. The most celebrated Nusan dishes combine both methods, smoking an ingredient first and then finishing it over steam.
- The Traveler's Parcel: Visitors departing Nusan are traditionally given a small wrapped bundle of food for the road, prepared by whichever side of town they stayed on. Greenside parcels contain dried fruit and nut bread. Stoneside parcels contain smoked meat and hard cheese. Receiving both means you made friends on each side, which is considered the highest compliment the town can offer.
Signature Dishes:
- Ketharva Braise: Thick slabs of ketharva root, a dense tuber that grows only where mineral springs feed forest soil, slow-smoked over ironbark coals and then braised in geothermal steam until the flesh turns translucent and takes on a faintly crystalline texture. The flavor is earthy and complex, with a natural saltiness from the mineral content and a sweetness that deepens with each bite. Served on a split plate with a drizzle of rendered velvetcap butter.
- Seamline Pie: A deep-dish pie with a crust made from ground petrified-wood flour (a fine mineral powder that bakes into something resembling shortcrust with a satisfying crunch). The filling layers smoked forest mushrooms, roasted mountain goat, diced orivane peppers, and a thick gravy made from reduced bone broth and geothermal spring water. Every household along the Seam has a version, and the annual pie competition at the Joining Festival is taken with deadly seriousness.
- Venthari Dumplings: Small, dense dumplings made from a dough of ground sunstalk flour and finely chopped crystalline herbs, filled with a paste of smoked trout and pickled ramp blossoms, then steamed over a geothermal vent until the wrappers turn slightly translucent. Served in groups of seven (a number considered lucky by the svirfneblin) in a shallow pool of clear, peppery broth. The dumplings have a satisfying chew and a flavor that shifts between smoky, bright, and mineral.
- Granithew Stew: A goliath contribution to Nusan cuisine. Chunks of mountain goat shoulder are seared in rendered fat, then simmered for hours with quartered ketharva root, torn velvetcap mushrooms, and handfuls of wild korrath greens in a broth thickened with ground acorn flour. The stew is cooked in a stone pot placed directly over a geothermal vent, which gives the broth a faint mineral warmth that lingers on the palate. Served with thick slabs of charred flatbread for dipping.
- Thalassine Glaze: A showpiece dessert from the gnome bakers of the Greenside. Layers of paper-thin pastry are brushed with reduced avanarie berry syrup and stacked into a tower, then finished with a glaze made from crystallized spring honey that hardens into a shell with a glassy, faintly iridescent surface. Breaking through the glaze reveals the soft, tart layers beneath. The contrast between the brittle exterior and the yielding interior is the entire point.
- Emberchar Fillets: Freshwater trout from the mountain streams, butterflied and pinned to ironbark planks, then slow-cooked beside (not over) a bed of coals until the edges char and the flesh stays pink and silky at the center. The fish is basted with a mixture of rendered velvetcap butter and crushed juniper ash, giving it a smoky, almost bacon-like richness. Served with a cold salad of shaved fenthallow bulb and avanarie berries.
Beverages:
- Deepfire Ale: A robust, copper-colored ale brewed by the Stoneside dwarves using water drawn directly from the geothermal springs. The mineral content gives the ale a distinctive backbone, almost savory, that balances the sweetness of the roasted barley and the bitterness of the mountain hops. Served at cellar temperature in heavy stone mugs. It is the default drink of the Stoneside and has developed a following among visiting merchants who cannot replicate it elsewhere.
- Verdissimo Tonic: A bright, herbaceous non-alcoholic drink made by the Greenside gnomes. Fresh korrath greens, crushed avanarie berries, a sprig of wild fenthallow frond, and cold spring water are muddled together and strained into a tall glass. The result is vivid green, sharply refreshing, and faintly effervescent from the natural carbonation in the spring water. Popular as a morning drink and as a palate cleanser between courses.
- Molten Mead: A thick, amber mead brewed with crystallized spring honey and spiced with cracked orivane pepper and dried ginger root. Served warm in small clay cups, it produces a spreading heat that starts in the chest and radiates outward. The goliath community developed it for cold mountain nights, and it has become the signature drink of the Joining Festival. Two cups is considered plenty. Three is considered ambitious.
- Quartzbloom Tea: A delicate infusion brewed from dried quartzbloom petals, a flower that grows only on the mineral-rich rocks at the edge of the geothermal vents. The tea is pale pink with a faintly sweet, floral flavor and a mineral finish that tastes like clean stone after rain. The svirfneblin consider it a meditative drink and brew it with elaborate ceremony. Above ground, it is simply enjoyed for its unusual and calming flavor.
- Ironbark Stout: A near-black stout brewed with charred ironbark chips, giving it a deep, smoky character layered over notes of dark chocolate and roasted nuts. The Greenside brewers developed it as a counterpart to Deepfire Ale, and the friendly rivalry between the two brews is one of Nusan's most enduring cultural fixtures. Served in wooden tankards with a thick, creamy head.
Native Fruits:
- Avanarie Berry: A small, jewel-bright berry that grows in tight clusters on low bushes along the transition zone. The skin is a deep garnet red, and the flesh inside is streaked with veins of pale crystal, a result of mineral absorption from the soil. The flavor is intensely tart with a sweet, almost wine-like finish and a faint effervescence on the tongue. Used in glazes, syrups, preserves, and the town's signature tonic.
- Velithar Fig: A large, teardrop-shaped fig with dusky purple skin and flesh that ranges from amber to deep rose depending on ripeness. The fruit grows on gnarled trees that root in cracks between boulders on the Stoneside, drawing sweetness from the mineral-rich groundwater. The flavor is honeyed and dense, with a granular texture from tiny seed crystals that form naturally in the flesh. Eaten fresh, dried, or baked into pastries.
- Orivane Cherry: A small, fiery orange cherry that grows on wind-twisted trees clinging to the lower mountain slopes. The flesh is sweet and bright, but the pit contains a concentrated capsaicin-like compound that makes it blisteringly hot if bitten. Locals eat the flesh carefully and discard the pit; visitors who bite through learn a memorable lesson. The pits are dried and ground into orivane pepper, one of Nusan's most valuable spice exports.
- Glassplum: A translucent, pale green stone fruit the size of a large grape, growing in dangling clusters from vines that wind around the petrified trunks at the Seam. When held to the light, the flesh is nearly see-through, revealing the small dark seed at the center. The flavor is clean and bright, like a green apple crossed with a white peach, with a crisp snap when bitten. Glassplums do not travel well and are eaten almost exclusively in Nusan, making them a coveted treat for visitors.
- Thunderpear: A large, heavy pear with rough, bark-like skin and dense golden flesh that must be cooked before eating. Raw thunderpear is unpleasantly astringent, but roasting or poaching transforms it into something extraordinary: buttery, fragrant, and deeply sweet with caramel undertones. The trees grow only on the Greenside where the soil is deepest, and a mature thunderpear tree produces no more than two dozen fruit per season, making them a seasonal luxury.
Native Vegetables:
- Ketharva Root: The staple tuber of Nusan. A dense, heavy root with rough brown skin and pale amber flesh shot through with thin veins of mineral crystal. It grows in the transition zone where geothermal water meets forest soil, and its flavor is unlike any other root vegetable: earthy, faintly salty, and naturally sweet, with a texture that becomes almost creamy when slow-cooked. The crystalline veins dissolve during cooking, adding a subtle mineral complexity.
- Velvetcap: A broad, flat-topped mushroom with a cap that feels like suede to the touch, growing on fallen logs in the Greenside where they contact exposed stone. The flesh is dense and rich, with a flavor profile that sits somewhere between porcini and black truffle. Velvetcaps render a golden, intensely flavored butter when slowly cooked in their own moisture, and this rendered butter is used as a finishing element across Nusan cuisine.
- Korrath Greens: A leafy green with dark, almost blue-black leaves and pale silver stems that grows wild in the shaded crevices between boulders on the Stoneside. The leaves are peppery and slightly bitter when raw, mellowing to a rich, spinach-like sweetness when wilted. The silver stems remain crunchy even when cooked and add a pleasant textural contrast. Korrath greens are a staple of Stoneside cooking and a key ingredient in Verdissimo Tonic.
- Fenthallow: A bulbous plant with layered, pale green flesh and feathery fronds that grows at the very edge of the geothermal vents, where the soil is warm year-round. The bulb has a clean, anise-like flavor that is milder and sweeter than common fennel, with none of the licorice sharpness. Shaved raw into salads, roasted until caramelized, or pickled in spring-water brine, fenthallow is one of the most versatile ingredients in Nusan's kitchen.
- Quartzbloom: Technically a flower rather than a vegetable, but used so extensively in Nusan cooking that it earns its place here. Quartzbloom grows on bare rock faces near the geothermal vents, its petals a translucent pale pink with a faintly crystalline texture. The petals are dried for tea, candied for dessert garnishes, or ground into a powder used to add a subtle floral-mineral note to sauces and dressings. The plant cannot be cultivated and must be wild-harvested, limiting supply.
- Ironbark Truffle: A rare subterranean fungus found only at the base of ironbark trees where their roots penetrate into the rocky substrate. The truffle is small, dark, and intensely aromatic, with a scent that combines forest floor, warm stone, and something almost metallic. Shaved over finished dishes, it adds a depth of flavor that elevates even simple preparations. Truffle hunters in Nusan use trained marmots to locate them, and a single truffle can sell for more than a day's wages.
Animals, Creatures and Mounts
Local Mount: Craghorn Ram: Nusan's mount of choice is the craghorn ram, a massive, sure-footed mountain sheep bred from the wild herds that navigate the Dragon's Eye peaks. Standing four and a half feet at the shoulder with a barrel chest, thick legs, and enormous curling horns reinforced with natural mineral deposits, the craghorn can carry a fully armored dwarf up a sixty-degree incline without breaking stride. Their cloven hooves grip bare rock and tangled root with equal confidence, making them ideal for the mixed terrain around Nusan. They are stubborn, fearless, and bond fiercely with their riders. The goliaths ride the largest specimens; the gnomes prefer a smaller, nimbler breed called the swift craghorn that sacrifices carrying capacity for speed and agility on narrow forest trails.
Ironbark Marmot: A large, intelligent rodent the size of a house cat, with dense brown fur and a broad, flat tail. Ironbark marmots live in burrow networks at the base of ironbark trees and have an extraordinary sense of smell that the locals have exploited for truffle hunting. They are docile, easily trained, and surprisingly affectionate with their handlers. The svirfneblin keep them as both working animals and companions, and a well-trained truffle marmot is a valuable asset.
Vent Crawler: A large, pale-bodied arthropod roughly the size of a dinner plate that lives in the warm, mineral-rich pools around the geothermal vents. Vent crawlers are scavengers that feed on algae, mineral deposits, and anything organic that falls into the water. They are not aggressive but will deliver a painful pinch with their oversized front claws if handled carelessly. The svirfneblin consider them a delicacy when boiled in spring water, though most surface-dwellers find their appearance off-putting.
Peakwyvern: A small, aggressive wyvern species that nests in the upper reaches of the Dragon's Eye Mountains and occasionally descends to hunt in the foothills near Nusan. Peakwyverns have a wingspan of roughly twelve feet, mottled grey-and-brown scales, and a venomous tail barb that causes intense pain and temporary paralysis. They hunt in mated pairs, with one driving prey toward the other. Encounters are uncommon but dangerous, and the Stoneside patrol maintains standing orders to drive them back toward the peaks with crossbow fire and noise rather than attempting to kill them.
Granithew Beetle: An enormous beetle the size of a fist, with a carapace that mimics the color and texture of local granite so perfectly that it is virtually invisible when resting on stone. Granithew beetles are herbivores that feed on lichen and moss, and they are completely harmless despite their intimidating size. The dwarves consider them good luck and will carefully relocate any found inside a building rather than kill them. Their shed carapaces are collected and ground into a fine abrasive powder used for polishing petrified wood.
Silkspinner Bat: A medium-sized bat that roosts in the cave systems beneath the Stoneside, emerging at dusk to hunt insects along the Seam. Silkspinner bats produce a fine, sticky silk from glands on their wing membranes, which they use to construct elaborate roosting structures in the caves. The silk is harvested (carefully, and only from abandoned roosts) by the svirfneblin, who weave it into a lightweight, incredibly strong thread used in specialized textiles. The bats themselves are shy and non-aggressive, fleeing from light and noise.
Ridgeback Serpent: A thick-bodied constrictor snake that grows up to ten feet long, with a raised ridge of bony plates along its spine and scales that shift between dark green and slate grey depending on whether it is in forest or on stone. Ridgebacks are ambush predators that hunt along the transition zone, lying motionless for hours before striking at passing deer, marmots, or unwary travelers. They are not venomous but their constriction strength is formidable, and a large ridgeback can overpower a goliath if it gets a full coil. The patrol kills them when found near populated areas but otherwise leaves them alone.
Ember Salamander: A striking amphibian the size of a forearm, with jet-black skin marked by vivid orange-red patterns that glow faintly in the dark. Ember salamanders live in and around the geothermal pools, where they feed on vent crawlers and aquatic insects. They are not dangerous to anything larger than themselves but secrete a mild toxin through their skin that causes numbness and tingling on contact. The gnome children are endlessly fascinated by them and are endlessly told not to touch them.
Stonetalon Hawk: A large raptor with slate-grey plumage and talons that are disproportionately large and powerful for its body size, adapted for snatching prey from rocky surfaces. Stonetalon hawks nest on the cliff faces above the Stoneside and hunt by diving at tremendous speed along the rock walls, plucking marmots, lizards, and small birds from ledges and crevices. They are territorial and will attack anything that approaches their nests, including people. Their distinctive shrieking cry echoing off the cliffs is one of the defining sounds of Nusan's mornings.
Mossback Tortoise: A large, slow-moving tortoise with a shell that accumulates a thick layer of living moss, lichen, and small ferns over its lifetime, making older specimens look like mobile garden plots. Mossback tortoises are herbivores that graze on fallen fruit and low-growing plants along the Greenside, and they can live for centuries. The firbolgs regard them with deep respect, believing that the oldest mossbacks carry memories of the forest's earliest days. Disturbing a mossback is considered profoundly disrespectful, and the tortoises seem to understand this, moving through the town with a serene indifference to the activity around them.
Notable Locations
The Accord Hall
The seat of Nusan's government, built directly on the Seam where a massive ironbark tree has grown through and around a granite outcrop. The building is the finest example of rootstone architecture in the town: living wood and carved stone interlocking so seamlessly that it is impossible to tell where one ends and the other begins. The main chamber contains the Accord Table, a single slab of partially petrified wood that serves as both the meeting surface and the symbolic heart of the town's governance. The Green Council sits on the wooden side. The Stone Council sits on the stone side. The Accord Keeper sits at the narrow point where the two materials merge.
Accord Keeper: Hessik Vane, a lean, weathered human man in his fifties with close-cropped grey hair and the patient expression of someone who has spent decades listening to people argue. He came to Nusan as a young merchant, married a gnome woman, raised half-gnome children, and found himself uniquely positioned to understand both halves of the town. He was elected Accord Keeper twelve years ago and has been re-elected twice, largely because no one else wants the job and everyone trusts him to do it fairly.
The Petravon Workshop
The largest and most prestigious petrified wood workshop in Nusan, occupying a converted cave mouth on the Stoneside that opens onto a broad terrace overlooking the Seam. The workshop produces everything from decorative panels and furniture to structural columns and custom commissions for clients as far away as Gelderai and Pan'Che. The petrification process takes weeks and requires precise control of temperature, mineral concentration, and timing. The workshop floor is a fascinating landscape of wood in various stages of transformation, from freshly cut timber to fully mineralized pieces that ring like stone when tapped.
Master Artisan: Tovrak Grannis, a hill dwarf with forearms like oak branches and a beard braided with chips of petrified wood. He inherited the workshop from his mother, who inherited it from her grandmother, who developed the controlled petrification process that made Nusan famous. Tovrak is a perfectionist who has been known to destroy finished pieces that do not meet his standards, and his waiting list for custom work extends over two years. He speaks little, works constantly, and produces objects of startling beauty.
The Verdant Crucible
A combined greenhouse and alchemical laboratory on the Greenside, where Nusan's unique mineral-flora hybrids are studied, cultivated, and processed into marketable products. The building is a dome of shaped living branches fitted with panels of thin-sliced translucent stone that admit light while retaining heat. Inside, rows of raised beds contain plants in various stages of mineral absorption, their leaves veined with copper, their roots threaded with quartz, their flowers dusted with natural crystal. The Crucible supplies apothecaries, dye-makers, and alchemists across the continent.
Head Cultivator: Wrenthis Brackenveil, a forest gnome woman barely three feet tall with wild copper hair, soil-stained hands, and an intensity of focus that makes her seem much larger than she is. She has spent forty years studying the mineral-flora boundary and has personally discovered and named eleven of the plants currently in Nusan's botanical catalogue. She is brilliant, impatient with small talk, and will talk for hours about root mineral absorption rates if given the slightest encouragement.
The Deepwell Baths
Nusan's public bathhouse, built around the three largest geothermal springs on the Stoneside. The baths are carved into the rock in a series of descending pools, each at a different temperature, from scalding at the source to pleasantly warm at the lowest level. The mineral content of the water varies between pools, and regulars have strong opinions about which pool is best for which ailment. A cold plunge fed by mountain snowmelt sits at the far end for those who enjoy the contrast. The baths are open to all residents and visitors, and they serve as the town's primary social gathering point, particularly during the colder months.
Bathkeeper: Gorum Kedge, a goliath of imposing size and surprising gentleness who maintains the pools, manages the water flow, and ensures that the bathing etiquette is observed. He has an encyclopedic knowledge of the mineral properties of each pool and will prescribe specific bathing routines for specific complaints with the confidence of a physician. He is also the unofficial mediator of the many arguments that occur when people are relaxed, unguarded, and sitting in hot water together.
The Underhearth
The svirfneblin quarter beneath the Stoneside, a network of tunnels and chambers that extends deep into the mountain's root. What appears from the surface as a modest collection of tunnel entrances opens below into a surprisingly spacious community with its own market, workshops, mushroom farms, and a central cavern lit by bioluminescent fungi cultivated over generations. The Underhearth is open to visitors but requires a guide, as the tunnels branch and loop in ways that surface-dwellers find disorienting. The deep gnomes are welcoming hosts but quietly amused by how quickly outsiders get lost.
Warrenchief: Nibben Torque, a svirfneblin elder with slate-grey skin, enormous dark eyes adapted to low light, and a dry wit that catches people off guard. She has led the Underhearth community for three decades and represents the deep gnomes on the Stone Council. Her knowledge of the cave systems extends far beyond the inhabited areas, and she is one of the few people in Nusan who knows exactly how deep the tunnels go. She does not share this information freely.
The Canopy Forge
A blacksmith's workshop built into the upper branches of the largest ironbark tree on the Greenside, accessible by a spiral staircase carved into the trunk. The forge uses charcoal made from ironbark offcuts, which burns hotter and cleaner than any other wood charcoal, producing metalwork of exceptional quality. The location was chosen for ventilation: the canopy winds carry smoke and heat away naturally, and the elevation keeps the forge cool enough to work in during summer. The Canopy Forge specializes in tools, hardware, and the metal fittings used in rootstone construction.
Forgemaster: Orreth Kindlebough, a firbolg smith who stands nearly eight feet tall and works at an anvil mounted on a platform that would serve as a dining table for most races. Despite his size, his metalwork is remarkably delicate, and his specialty is the intricate iron joinery that holds rootstone architecture together. He is soft-spoken, methodical, and has a habit of humming while he works that the neighbors on adjacent platforms have come to find soothing rather than annoying.
The Fissure Tavern
Nusan's most popular drinking establishment, built into a natural fissure in the rock face where the Stoneside meets the Seam. The tavern occupies a long, narrow space with a stone bar running its entire length, a low ceiling that forces goliaths to duck, and a back wall that is raw, unworked cliff face with mineral veins glinting in the lamplight. The Fissure serves both Deepfire Ale and Ironbark Stout on tap, along with Molten Mead in winter and Verdissimo Tonic for those who prefer to keep their wits. The atmosphere is loud, warm, and democratic: dwarves, gnomes, goliaths, and everyone else crowd the bar shoulder to shoulder (or shoulder to elbow, depending on relative height).
Proprietor: Dasha Petrova, a broad-shouldered human woman with dark hair pulled back in a no-nonsense braid and a voice that can cut through any level of tavern noise without appearing to raise above normal volume. She arrived in Nusan fifteen years ago from somewhere she declines to discuss, bought the Fissure with cash, and has run it with an iron hand and a generous pour ever since. She knows everyone's name, everyone's drink, and everyone's business, and she keeps all three in strict confidence.
The Market
Prepared Dishes
| Name | Price | Description |
|---|---|---|
| Ketharva Braise | 2 gp | Slow-smoked and steamed mineral root, split plate |
| Seamline Pie | 2 gp | Deep-dish pie with smoked mushroom, goat, and orivane pepper |
| Venthari Dumplings (7) | 2 gp | Steamed trout and ramp blossom dumplings in broth |
| Granithew Stew | 1 gp | Mountain goat and ketharva root stew with charred flatbread |
| Thalassine Glaze | 3 gp | Layered pastry tower with crystallized honey shell |
| Emberchar Fillets | 3 gp | Plank-smoked trout with velvetcap butter |
Beverages
| Name | Price per Glass | Price per Bottle |
|---|---|---|
| Deepfire Ale | 1 gp | 3 gp |
| Verdissimo Tonic | 1 gp | - |
| Molten Mead | 2 gp | 7 gp |
| Quartzbloom Tea | 1 gp | - |
| Ironbark Stout | 1 gp | 4 gp |
Native Fruits
| Name | Seeds (5) | Individual Price | Growing Time |
|---|---|---|---|
| Avanarie Berry | 3 gp | 2 gp (per handful) | 2-3 years (transition zone only) |
| Velithar Fig | 2 gp | 2 gp (per fig) | 4-6 years (requires mineral soil) |
| Orivane Cherry | 3 gp | 1 gp (per handful) | 3-5 years (mountain slopes) |
| Glassplum | - | 3 gp (per cluster) | Wild only; Seam petrified trunks |
| Thunderpear | 4 gp | 5 gp (per pear) | 8-12 years; max 24 fruit/season |
Native Vegetables
| Name | Seeds (5) | Individual Price | Growing Time |
|---|---|---|---|
| Ketharva Root | 2 gp | 1 gp (per tuber) | 120-150 days (transition zone) |
| Velvetcap | - | 3 gp (per cap) | Wild only; log-and-stone contact |
| Korrath Greens | 1 gp | 1 gp (per bunch) | 40-60 days (shade required) |
| Fenthallow | 2 gp | 2 gp (per bulb) | 90-110 days (warm soil required) |
| Quartzbloom | - | 4 gp (per ounce, dried) | Wild only; geothermal vent rock |
| Ironbark Truffle | - | 10 gp (per truffle) | Wild only; marmot-hunted |
Animals
| Name | Price (Untrained) | Price (Trained) |
|---|---|---|
| Craghorn Ram | 150 gp | 350 gp |
| Swift Craghorn (gnome-sized) | 100 gp | 250 gp |
| Ironbark Marmot | 15 gp | 50 gp (truffle-trained) |
| Vent Crawler | - | - |
| Peakwyvern | - | - |
| Granithew Beetle | - | - |
| Silkspinner Bat | - | - |
| Ridgeback Serpent | - | - |
| Ember Salamander | 5 gp | - |
| Stonetalon Hawk | - | - |
| Mossback Tortoise | - | - (protected; not sold) |