City Name: Viridia's Reach
Overview:
Perched along the canopy of a massive, living tree network, Viridia’s Reach is a sprawling, sun-drenched city suspended between branches and woven into the natural environment. The city glows with bioluminescent moss at night, powered by solar-absorbing leafsteel panels and windcatchers that hum gently in the breeze. Elevated platforms connect neighborhoods by glider lines, vine-bridges, and slow-moving cable pods made from living wood and hardened resins.
The city is a marvel of green engineering—lush vertical gardens spill over the sides of buildings, aquaponic terraces line the residential towers, and root-fed water systems flow through open canals where children fish for sky-eels.
Despite its beauty, not all is peace in Viridia’s Reach. Hidden in the shadowy under branches, beneath the market canopies and away from the solar plazas, the Root Warrens—a dense tangle of older, abandoned growth—harbor secrets. Forgotten shrines, outlaw alchemists, and yes… dark cults, take refuge where the sun no longer shines.
Key Locations for Your Story:
- The Verdant Arch Plaza – A sunlit, open-air district used for festivals and public hearings. The perfect spot for a climactic shootout, where elevated walkways and vine-covered colonnades offer dramatic verticality.
- The Root Warrens – A tangled undercity of mist, moss, and ancient bark. Twisting tunnels and fungal-lit caverns hide Viridia’s darkest secrets. It's here the Sable Dawn cult performs its rites.
- The Nymphaeum Tavern – A cozy, semi-open saloon grown around the curve of a branch, run by a dryad with a sense of humor and terrible pricing. This is where Doc can be found, half asleep with a drink in hand.
- The Solar Sanctum – A massive solar collector and spiritual heart of the city, where druids and solar-priests commune with the world-spanning tree network.