Humble Town

Humble Town is a relatively small city and the capital of the Autumn Court 

Geography

The city is an echo of Craag An in the prime material plane, except it is an actual city, and not forged into the trunk of the trees. As an echo of the dryad city, it is also located in a thick forest, Thick bushes of flowers, and the blinding light of the sun make for a really hard to traverse natural maze leading in or out of this city.  

Description

The thriving community attracts people from faraway lands, like traveling merchants, explorers, and foreign dignitaries. Citizens of the color forest who don’t live in the city routinely journey there to trade goods, stock up on supplies, engage in artistic endeavors, or simply to catch up on the latest news and gossip. Effectively everyone in the color Forest is connected to Humbletown.   Virtually anything can be found in Humbletown, if you know where to look. The majority of the city’s inhabitants are well-meaning, decent folk, but like any city there are dark alleys and back rooms. Crime here is usually kept in check by the Perch Guard, but while the city guards are vaunted as being among the best in the Wood, illicit activities continue under the cover of darkness.   Humbletown is divided into three main levels where people live, work, and go about their lives: the canopy, the ground, and the roots.   City gates, located at strategic points around the city, are the only sanctioned ways to enter the city, and are monitored by Perch Guard watchposts. Beside those gates there are no officially authorized ways to leave or enter the city, and Perch Guard are constantly on the lookout for smugglers.  

Canopy

The canopy is home to the birdfolk of humbletown and is a series of carefully shaped trees around and in the city. In the canopy can be found:  
  • The headquarters of the Perch Guard.
 

Ground

The largest section of the metropolis, many fey make their homes here, the ground can be one of the most confusing and disorienting areas of Humbletown for new travelers. Pathways split and diverge, sometimes tapering off into nothing.   Systems of specially-designed cold lanterns serve as signposts along the main paths. These lanterns use either captured fireflies or motes of magic to provide light, depending on the neighborhood. In either case, lamplighters are tasked with making sure they stay lit during the day to provide a day/night cycle.   On the ground a market thrives. Here, stalls of all kinds cluster around central support pillars. They showcase unique wares and niche foods and cultural goods. There are also curiosity shops and sellers of regional wares, such as crystals harvested from the backs of young basilisks. Additionally, the market is home to inns, taverns, and public houses. This is the best place in Humbletown to find serviceable goods and adventuring gear for those looking to save favors or coins.   in the market, numerous shops can be found, including:  
  • The Morning Dew is a local inn, it has a few rooms for travelers, and it is the best place to get all the local rumors.
  • Zephyr and co is a tailor offering magical clothes suited for animal-like creatures, and can also make clothes for pets.
  • The Mini Market, a small market in which one might find a bit of everything and a whole lot of nothing.
  Near the market is a druidic grove of moss and fungi supported by the Circle of Stars, who train new recruits to their circle.   In addition, the city has a few points of interest;  
  • A large library, that served as the home of the ancient archfey, hold many fables and poems, as the previous archfey was an avid hoarder of those kinds of litterature.
  • The largest house serves as the home of the current archfey, Hap'Robin, It is nothing like a castle, yet the intricate design and nice arches making for a front porch let anyone know this place as higher standards.
 

Roots

Beneath the city, a series of tunnels have been carved. Lit to be on par with the ground-level, a garrison of the Perch Guard is stationed in the tunnels. Here, the air is always dank and humid. The buildings are mostly cobbled together from scavenged materials, and some have been converted into community gathering places.   These hubs help connect communities in the roots with helpful aid from the ground district, and allow the people here to organize and plan neighborhood events. People are trying their best to keep their communities strong. There are few shops here, dedicated to goods Jerbeen, Hedge and Mapach prefer as they're those who tend to live in those tunnels.   As with every city, and especially in those underground tunnels, crime is ever-present.  

Society

Law

The city boasts a military force, the Perch Guard. Use the Guard Arrival Times table to determine how long it takes for guards to arrive at a location after a crime or similar incident is reported.  
  Brandishing a weapon is a sure way to get a guard’s attention, and you can bet they’ll intervene before you can do anything with it. The city has enough Fortune Seekers passing through that the Perch Guard doesn’t outlaw weapons outright, but they should be kept in a sheath or stowed on your person, if possible, to avoid drawing suspicion.   The same is true for spellcasters, as the City Watch knows magic can be more dangerous than twenty swords. It’s wise to keep your spell focuses stowed, and to limit your casting to harmless spells, such as healing magic or entertaining illusions.   Some guards receive training from experts at The Avium to recognize offensive spells from vocalization, gestures, and any components being used. Casting in a slow and deliberate manner is encouraged, as it’s a good way to let anyone who may be watching know that you don’t mean harm. Just make sure to mind your manners and you’ll get on just fine.

Geography

Type
Settlement
Region
Feywild
Size
Small city  

Society

Demonym
/
Races
/
Religions
/  

History

Population
/
Ruler
Hap'Robin
Type
City

Articles under Humble Town



Cover image: Humble Town by Kiana Hamm

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