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The gorgon community of Ohio has set up a small village of trailers, able to pick up and leave in case of discovery by humans. The Fringe is a faction who have built more permanent houses, as a statement that they're not going anywhere.

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** The gorgon community of Ohio has set up a small village of trailers, able to pick up and leave in case of discovery by humans. The Fringe is a faction who have built more permanent houses, as a statement that they're not going anywhere.

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TreeTopTown is a common subtrope. If they're highly advanced, see AdvancedAncientAcropolis. If supposedly mythical creatures live there, it's a FantasticNatureReserve. Compare CityInABottle and OutcastRefuge. Contrast TheOutsideWorld.

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TreeTopTown is a common subtrope. If they're highly advanced, see AdvancedAncientAcropolis. If supposedly mythical creatures live there, it's a FantasticNatureReserve. If they're ''forced'' to live there, it's a FantasticGhetto. If they're a Compare CityInABottle and OutcastRefuge. Contrast TheOutsideWorld. See also WainscotSociety.



* ''Literature/{{Dinotopia}}'': The titular island.

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* ''Literature/{{Dinotopia}}'': The titular island, which has humans living in harmony with dinosaurs. People arrive every so often as shipwreck survivors, but it's nearly impossible to ''leave'' the island.



* ''Literature/InCryptid'': Some cryptids have their own communities, though it's rare for them to be ''entirely'' cut off from the wider world.
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The gorgon community of Ohio has set up a small village of trailers, able to pick up and leave in case of discovery by humans. The Fringe is a faction who have built more permanent houses, as a statement that they're not going anywhere.
** Bogeymen have their own hidden communities, usually underneath human cities.
** Dragons have communal "nests" in major cities, where they raise their young and hide male dragons, who can't go out in public like females (who look just like humans).



* ''Literature/LilithsBrood'': There is a hidden mountain village where the citizens have become so isolated from the rest of the world that they all suffer horrible genetic diseases from inbreeding.

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* ''Literature/LilithsBrood'': There is a hidden mountain village where the citizens have become so isolated from the rest of the world that [[DeconstructedTrope they all suffer horrible genetic diseases from inbreeding.inbreeding]].


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* ''Literature/AMemoirByLadyTrent'': The eponymous Sanctuary of Wings of the final book is a hidden valley inhabited by [[spoiler:[[DraconicHumanoid Draconeans]]]].

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** ''VideoGame/FinalFantasyXIV'' has Sui-no-Sato, a small village hidden at the bottom of the Ruby Sea that is populated solely by Raen Auri and a tiny group of Kojin who bring supplies from the outside world.

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** ''VideoGame/FinalFantasyXIV'' ''VideoGame/FinalFantasyXIV: Stormblood'' has Sui-no-Sato, a small village hidden at the bottom of the Ruby Sea that is populated solely by Raen Auri and a tiny group of Kojin who bring supplies from the outside world.world.
*** ''Shadowbringers'' has Slitherbough, home of the Night's Blessed: an insular community who worship darkness in a world where [[DarkIsNotEvil darkness is a preferable alternative to the overwhelming influence of light]].
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* ''VideoGame/DragonsDogmaII'' has a hidden elf village where players can find unique items and purchase potent gear upgrades. The elves, however, are very reclusive and speak in a language different from the common tongue used by humans and beastren: in order to do any business with the elves, you'll need a pawn that can translate the elves' language for you.
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** ''ComicBook/SuicideSquadDreamTeam'' reveals that Dreamer's family lives in a hidden refuge for aliens on Earth. Amanda Waller has discovered the location of this refuge, and is threatening to reveal it to the world unless Dreamer works for her.
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* ''TabletopGame/YuGiOh'': The page image is a Field Spell called Secret Village of the Spellcasters. If the village is empty, there's no magic. But as long as Spellcasters dwell in the village, only Spellcasters have access to spells. Translation: The card's controller can only activate Spell Cards if they control a Spellcaster. But if they control a Spellcaster and their opponent does not, their opponent cannot activate Spell Cards.

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* The sentient dinosaurs in ''Fanfic/MesozoicEffect'' turn Earth into one when they realize that their thousand-plus years of pacifism have left them with no hope of defeating [[Franchise/MassEffect the invading Reapers]] in battle. They successfully pull it off for over a hundred million years, until a damaged Reaper [[PhlebotinumKilledTheDinosaurs accidentally stumbles into them.]] When the [[HumanPopsicle cryonically frozen]] survivors wake up 65 million years later, they decide to take a much more aggressive approach to the problem.

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* ''Fanfic/{{Hyphen}}'':
** Astra's home village of Ralts and Kirlia is hidden deep in the forest and protected by psychic and illusory defenses that only Dark-Type Pokémon can penetrate. Astra sets out on her journey partly because she's curious about the outside world and partly because, with the humans' rate of expansion and the psychic protections slowly fading, the village's days will be numbered unless she can secure legal protection for them.
** A lesser example with the Lord of Steel, a skeleton of a titanic Aggron deep beneath Granite Cave where dwells a group of Abra and Kadabra.
* ''Fanfic/MesozoicEffect'':
The sentient dinosaurs in ''Fanfic/MesozoicEffect'' turn Earth into one when they realize that their thousand-plus years of pacifism have left them with no hope of defeating [[Franchise/MassEffect the invading Reapers]] in battle. They successfully pull it off for over a hundred million years, until a damaged Reaper [[PhlebotinumKilledTheDinosaurs accidentally stumbles into them.]] When the [[HumanPopsicle cryonically frozen]] survivors wake up 65 million years later, they decide to take a much more aggressive approach to the problem.



* Equestria in ''Fanfic/TheSonOfTheEmperor'' uses a magical barrier to isolate itself from the rest of the world. No one on the outside knows anything about it.
* Tails's hometown, Shadakor, in the fanfic ''[[https://fanfiction.net/s/3737337/1/Tails-Underground Tails Underground]]'' is one of these, despite having the might to challenge Robotnik's empire. Why is a mystery Sonic and his siblings try to discover when they return him there.

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* ''Fanfic/TheSonOfTheEmperor'': Equestria in ''Fanfic/TheSonOfTheEmperor'' uses a magical barrier to isolate itself from the rest of the world. No one on the outside knows anything about it.
* Tails's hometown, Shadakor, in the fanfic ''[[https://fanfiction.net/s/3737337/1/Tails-Underground Tails Underground]]'' Underground]]'': Tails's hometown, Shadakor, is one of these, despite having the might to challenge Robotnik's empire. Why is a mystery Sonic and his siblings try to discover when they return him there.
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* In the second issue of ''ComicBook/AstroWitch'', Lujurian takes Luna and Blueberry to Nahual-Li, a hidden city populated by her worshippers and hidden from the rest of the world by her powers. Unfortunately for her, while she's stuck fighting Envy outside the city, her other siblings attack the city itself, slaughtering its inhabitants.
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* This is a running theme in the ''VideoGame/{{Fallout}}'' series, due to being set AfterTheEnd in [[CrapsackWorld a hostile wasteland]].

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* This is a running theme in the ''VideoGame/{{Fallout}}'' ''Franchise/{{Fallout}}'' series, due to being set AfterTheEnd in [[CrapsackWorld a hostile wasteland]].
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** ''VideoGame/DragonQuestIV'' has Rosehill, which is home to dwarves and {{Uplifted Animal}}s as well as elves. Interestingly, the reason it's hidden and the reason it remains so peaceful are both because it's a protectorate of the BigBad, who is regarded by all of its inhabitants as [[AntiVillain a benevolent ruler, a noble protector, and a wise and charitable hero]].
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%%* The Village in ''Film/TheVillage''.

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%%* The Village in ''Film/TheVillage''.''Film/TheVillage2004''.
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** Far Harbor from ''VideoGame/Fallout4'', its an island far from the Commonwealth. The islanders there are xenophobic to outsiders, and often have to deal with the islands aggressive wildlife. There also is a small community of Synths that hope to hide from the Institute. And then there's the Children of Atom who reside in a submarine base, and plan on spreading Atom's will, even by force by blasting people with radiation based weapons.
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These removals were done a while ago with no reason by an editor who seems to have a wonk.


* ''Literature/AtlasShrugged'': Galt's Gulch.

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%% * ''Literature/AtlasShrugged'': Galt's Gulch. Initially, it's just a retreat from the awful proletariat, becoming this in time.



** ''VideoGame/BioShock1'' features Rapture, a secret underwater city. It's also a permutation of the RealLife concept of Seasteading, which is this trope mixed with CityOfCanals.

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** ''VideoGame/BioShock1'' features Rapture, a secret underwater city. city inspired by and ([[DeconstructedTrope deconstructing]]) [[Literature/AtlasShrugged Galt's Gulch.]] It's also a permutation of the RealLife concept of Seasteading, which is this trope mixed with CityOfCanals.
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** The Air Nomad temples were like this, being mystical and secluded, attempting to sever contact with the world at large but welcoming those who reached them. Not so much in the series proper, since the populations of every temple were wiped out in the genocide that kicked off the war with the Fire Nation. The Temples weren't necessarily "hidden", but "hard to reach unless you are/are helped there by an airbender". Air Nomad society was known to the world at large before Sozin's massacre.
** The Foggy Swamp Water Tribe was a very obscure [[MakingASplash water tribe]] as well, being different from the two polar water tribes in pretty much every way except that their society was shaped around waterbending. Even their waterbending style was reflective of the stagnant nature of swamp water rather than the more flowing techniques of Northern and Southern styles.
** The Sun Warriors are an ancient secretive tribe of [[PlayingWithFire firebenders]] largely forgotten by the Fire Nation at large, who learn from the primal firebenders: Dragons.

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** The Air Nomad Nomads' temples were like this, zig-zag the trope. In an attempt to detach themselves from worldly concerns, the Nomads built their temples on secluded mountaintops in remote areas. That being mystical said, the Temples weren't necessarily "hidden", but simply hard to reach unless you are or are helped there by an airbender, and secluded, attempting to sever contact with the world at large but inhabitants were welcoming to those who reached them. Not This isn't seen so much in the series proper, since the populations of every temple were wiped out in the genocide that kicked off the war with the Fire Nation. The Temples weren't necessarily "hidden", Hundred Years War, but "hard to reach unless you are/are helped there by an airbender". Air Nomad society was known to the world at large before Sozin's massacre.
** The Foggy Swamp Water Tribe was a very obscure [[MakingASplash water tribe]] as well, being different group of waterbenders]] who migrated from the two polar water tribes in pretty much every way except that South Pole centuries earlier. The humid and plant-choked environment of the swamp caused their society was shaped around waterbending.to develop in a completely different way from their polar cousins. Even their waterbending style was reflective of the stagnant nature of swamp water rather than the more flowing techniques of Northern and Southern styles.
** The Sun Warriors are an ancient secretive tribe of [[PlayingWithFire firebenders]] largely forgotten by the Fire Nation at large, who learn learned bending from the primal firebenders: Dragons.
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Grammar clean-up/reorganization.


* ''Literature/DragonWarsSaga'': The elf realms of Andur'Blough, Inninness, and Tymwyvenne are both extremely secretive and magically protected (the former by a spell that prevents explorers from finding the place without being guided there, the latter by zombies and sleep-inducing pollen).

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* ''Literature/DragonWarsSaga'': ''Dragon Wars Saga'': The elf realms of Andur'Blough, Inninness, and Tymwyvenne are both extremely secretive and magically protected (the former by a spell that prevents explorers from finding the place without being guided there, the latter by zombies and sleep-inducing pollen).



** Gondolin, Doriath and Nargothrond from ''Literature/TheSilmarillion'', and Rivendell and Lothlórien from ''Literature/LordOfTheRings'' are all examples, if this trope allows for very large populations, advanced technology, expeditionary armies, and large political ambitions. Some of them (especially Gondolin, Doriath, and Nargothrond) do have long periods of isolation, and two of them (Gondolin and Nargothrond) meet horrible ends at the hands of the Big Bad they were hiding from (in ''Literature/TheFallOfGondolin'' and ''Literature/TheChildrenOfHurin'', respectively). Doriath and Lothlórien are purposely hidden by magic, while Gondolin, Rivendell, and Nargothrond are simply hidden by geography.
** The Shire is a classic Hidden Elf Village, apart from the dumpiness and furriness (and non-Elvishness) of its inhabitants (and the fact that there was no actual ''policy'' behind it -- the inhabitants were just homebodies that were missed by the general collapse of civilization in the area rather than people that actually went out of their way to hide). In the latter part of its history, until the end of the Third Age, the Rangers secretly kept watch on the Shire to make sure no potential invaders found it.
** Valinor may also count if large populations and advanced societies are allowed. Across the sea, Valinor kept itself isolated and defended from [[BigBad Morgoth]], whose domain was in Middle-earth. After his defeat, Valinor did not fully isolate itself until the Drowning of Númenor, when the aforementioned Númenoreans launched a full-scale invasion of Valinor to conquer it. Following this, Valinor isolated its lands from the East and prevented the Men of Middle-earth from ever travelling there on their own accord again. Elves are still welcome, though.
** The Avari Elves who resided in the far-east of Middle-earth. They refused to journey to Valinor with their kinsmen and indeed chose to remain in absolute isolation in the wilderness they inhabited. Eventually some began to wander westward and join other Elven societies, while others fragmented into small tribes. By the late Third Age, only six known reclusive Avari tribes remain, all located in wild lands east of the Misty Mountains.

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** Gondolin, Doriath and Nargothrond from ''Literature/TheSilmarillion'', and Rivendell and Lothlórien from ''Literature/LordOfTheRings'' are all examples, if this If the trope allows for very large populations, advanced technology, expeditionary armies, and large grand political ambitions. Some of them (especially ambitions, there are multiple examples. Gondolin, Doriath, Doriath and Nargothrond) do have Nargothrond from ''Literature/TheSilmarillion'' all qualify. All three experienced long periods of isolation, and two of them (Gondolin both Gondolin and Nargothrond) Nargothrond meet horrible ends at the hands of the Big Bad they were hiding from (in (as told in ''Literature/TheFallOfGondolin'' and ''Literature/TheChildrenOfHurin'', respectively). Rivendell and Lothlórien from ''Literature/LordOfTheRings'', while smaller than their First Age predecessors, also fit the trope. While Doriath and Lothlórien are purposely hidden by magic, while Gondolin, Rivendell, and Nargothrond are simply hidden by geography.
** The Shire is a classic Hidden Elf Village, apart albeit one with twists. Apart from the dumpiness and furriness (and non-Elvishness) of its inhabitants (and the fact that inhabitants, there was no actual ''policy'' behind it -- the inhabitants were just homebodies that were missed by the general collapse of civilization in the area rather than people that actually went out of their way to hide). hide. In the latter part of its history, until the end of the Third Age, the Rangers of the North secretly kept watch on the Shire to make sure no potential invaders found it.
** Valinor may also count if large populations and advanced societies are allowed. Across Located across the sea, Valinor kept itself isolated and defended from [[BigBad Morgoth]], whose domain was in Middle-earth. After his defeat, Morgoth's defeat at the end of the First Age, Valinor welcomed back many Elvish refugees and did not fully isolate itself until the Drowning of Númenor, centuries later; when the aforementioned Númenoreans launched a full-scale invasion of Valinor to conquer it. Following this, Valinor isolated its lands it, the the Valar removed their land from the East physical space of the world, and prevented only the Men ships of Middle-earth from ever travelling there on their own accord again. Elves are still welcome, though.
the elves were able/permitted to travel there.
** The Avari were groups of Elves who resided in the far-east of Middle-earth. They Middle-Earth, having refused to the journey to Valinor with their kinsmen millennia before and indeed chose to remain in absolute isolation in the wilderness they inhabited. Eventually some began to wander westward and join other Elven societies, while others fragmented into small tribes. By the late Third Age, only six known reclusive Avari tribes remain, all reclusive and located in wild lands east of the Misty Mountains.

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* In ''ComicBook/ElfesEtNains'', most of the Elven races have hidden or very hard-to-reach settlements. The Wood Elves live at the heart of the great forest of Duhann, and none has managed to reach it until the Wood Elves opened to their allies. The White Elves used to live on secret islands whose locations were only known to them. The Dark Elves all live on the fortress of Slurce, perched at the top of a mountain in the middle of a wasteland they can effortlessly watch. The only exception is the city of Elsémur, the capital of the Northen Blue Elves which is a hub of trade routes and regularly deals with neighboring kingdoms; on the other hand it is situated in the middle of the sea, and only the most powerful navies can invade it.


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* In ''ComicBook/LandsOfArran'', most of the Elven races have hidden or very hard-to-reach settlements. The Wood Elves live at the heart of the great forest of Duhann, and none has managed to reach it until the Wood Elves opened to their allies. The White Elves used to live on secret islands whose locations were only known to them. The Dark Elves all live on the fortress of Slurce, perched at the top of a mountain in the middle of a wasteland they can effortlessly watch. The only exception is the city of Elsémur, the capital of the Northen Blue Elves which is a hub of trade routes and regularly deals with neighboring kingdoms; on the other hand it is situated in the middle of the sea, and only the most powerful navies can invade it.
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* ''Literature/TheBeginningAfterTheEnd'': In the Climax of volume 10,[[spoiler: The Hearth is introduced as a secret sanctuary established deep in the beast glades by a benevelont Asura called Mordain of the Asclepuis clan of the phoneix asura race. He was a close friend of Kezess Indrath later their friendship is broken as Mordain rebells against Kezess because of the Djinn genocide regarding aether Knowledge. Mordain established the Hearth for his clan, Djinn survivors and Asuras who oppose Kezess Indrath and Agrona Vritra. Mordain shelters Aldir and Wren after their depart from Ephetous then Later Mordain summons Arthur Leywin to the Hearth]].

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