[ +- ] Alderheart
Long ago, druids of the Wood learned how to speak with
trees and use magic to shape them into shelters in which they
could make their homes. This process was considered deeply
respectful, as a tree could not be forced to take any shape
it didn’t agree to. So it was that specialist druids, known as
shapers, became mediators between the will of the people
and the will of the forest. Birdfolk shapers spoke to the tallest
and most ancient tree in the Wood—Alderheart. The shapers
obtained permission for birdfolk to build a home within Alderheart’s branches. Later, the great tree again gave permission to
shape its trunk into homes for an increasing population. This
burgeoning city took the name of the tree who so generously
provided a home for the people of the Wood, and Alderheart
became Humblewood’s capital. Known throughout the region
as the "Great Tree City," Alderheart, is a vibrant place and a
cultural center, home to thousands of residents, some regional
and some from the farthest corners of Everden.
Heart of the Wood
Alderheart is home to every race of birdfolk and humblefolk. The thriving community attracts people from faraway
lands, like traveling merchants, explorers, and foreign dignitaries. Citizens of the Humblewood 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 Humblewood is
connected to Alderheart.
Virtually anything can be found in Alderheart, 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.
Wide and Tall
As Alderheart is massive, it is often difficult for visitors to
tell they are in a tree at all. The Great Tree City is divided into
three main levels where people live, work, and go about their
lives: the canopy, the trunk, and the roots.
The canopy contains Alderheart’s most iconic structures,
including the chambers of the Birdfolk Council, the headquarters of the Perch Guard, and the largest market in the
Wood. This market boasts boutiques where patrons can find
high-quality weapons, armor, and adventuring gear, the latest
fashions, finest foods, and goods brought in from all across
Everden. Outside the main market, smaller shops peddle
wares off the beaten path. Some contain enchanted goods at
a bargain, though any Alderheart socialite will recommend
sticking to the more respectable shops.
City gates, located at strategic points around the canopy,
are the only sanctioned ways to enter the city, and are monitored by Perch Guard watchposts. These gates are connected
to lower levels of the tree and the forest floor by large winding
stairways that allow travel by foot. Vast infrastructures for
transportation are common in the canopy. "Branchroads",
specially-shaped wooden pathways, are the arteries of trade in
Alderheart. Along with rope bridges, these roads allow couriers
to move goods from place to place using hand carts. Pulleys
connected to raisable platforms are used to lift freight from the
forest floor. In the outermost branches, where such infrastructure cannot be supported, gliding platforms provide birdfolk,
at least, with a means of crossing otherwise impassable gaps.
Without the ability to glide, navigating this part of the capital
becomes increasingly dangerous.
Buildings in the canopy are made from a variety of materials, including stone, wood, and brick. Most are stationed atop
reinforced platforms to keep them stable. The more impressive homes are located in the Boughs District, just above the
market. Those on the outer branches tend to be made of wood
and have a more modest feel to them.
The largest section of the metropolis, the trunk, which acts
as an intermediary zone between the prosperous canopy and
the less affluent roots. Many humblefolk make their homes
here, where there is stable floor beneath them.
The trunk can be one of the most confusing and disorienting areas of Alderheart 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.
In the trunk, another market thrives. Here, stalls of all
kinds cluster around central support pillars shaped from Alderheart’s wood. They showcase unique wares and niche humblefolk-style foods and cultural goods not found in canopy
markets. There are also curiosity shops and sellers of regional
wares, such as crystals harvested from the backs of young basilisks. Additionally, the trunk market is home to inns, taverns,
and public houses. This is the best place in Alderheart to find
serviceable goods and adventuring gear for those looking to
save coin. Near the market is a druidic grove of moss and fungi
supported by the Tenders, who help care for the tree and train
new recruits to their order.
Beyond the many shops and goods on offer in the trunk
market, the central support pillars contain tenement style
housing for the most cosmopolitan trunk dwellers. More affluent homes can also be found here, shaped out of the trunk,
for Alderheart’s traditionally minded humblefolk nobility, as
well as birdfolk aristocrats whose homes have been here since
Alderheart was first shaped.
Down past the trunk market, pathways widen and wind,
illuminated by knotholes in the tree that allow sunlight to filter
inside. Although some homes in these bright hollows are built
near the bark, where windows can be shaped out of the wood,
most homes are shaped inside the dim pathways. A select few
obtain permission to shape homes on the outside surface of the
trunk. These special homes are connected to interior pathways
via carefully fenced roads, and are considered a luxury that
many cannot afford.
The farther down the trunk one travels, the more shabby
and ill-kept the residences and infrastructure become. There
are no officially authorized ways to leave or enter the tree
by way of lower parts of the trunk, and Perch Guard are
constantly on the lookout for smugglers.
Beneath the lowest parts of the trunk, a series of tunnels
have been carved into the roots of Alderheart. At first, the
roots were not considered to be official parts of the city, and
their development was largely overlooked by city officials in
the canopy, until word arrived of the illicit activities taking
place there. Many were convinced that the tunneling would
simply go away if druids were to heal the tree, but Alderheart
itself took pity on those living here, and decided to allow the
tunnels to exist rather than force people from their homes. The
root tunnels have since been strengthened by druidic shaping,
lit to be on par with the inside of the trunk, and a garrison
of the Perch Guard was stationed nearby. Even with these
improvements, the roots remain the poorest area in Alderheart:
the slums of the Great Tree City. Here, the air is always dank
and humid, and wild fungi grow rampant. 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 trunk district, and allow the people here to organize
and plan neighborhood events. Life in the roots isn’t easy, but people are trying their best to keep their communities strong,
as they petition the canopy for better living conditions. There
are few shops here, and they typically traffic in smuggled and
stolen goods. Crime is ever-present; many who dwell in the
roots see it as necessary to survive.
[ +- ] Ashbarrow
This small town exists on the fringes of the Scorched
Grove, where wind-blown ash causes the soil to be fertile and
the land rich with game. It is dangerous living so close to the
Grove, but the rewards make it worth the risk for the intrepid
folk that call Ashbarrow home. The town takes its name from
the small hill upon which it rests, and is inhabited by a mix
of birdfolk and humblefolk who shelter within its low stone
walls. A large watchtower near the town’s center serves as both
a means of observing when the winds will bring ash from the
Scorched Grove, as well as an observatory for seers who watch
the stars for signs and portents.
[ +- ] The Avium
The Avium is a college of magical arts with a wide range of
subjects available for study. The free transmission of knowledge
is one of the Avium’s core principles, but the College nonetheless maintains a certain degree of secrecy regarding some
of the more dangerous magical tomes it safeguards. All races
are welcome within the Avium’s halls, although admittance is
granted only by the will of the headmaster and a council of
senior staff. Prospective students are tested for their skills, but
also the motivation for their studies. The College takes great
care to ensure its members will positively represent the legacy
and reputation of the Avium out in the world.
Magic, Inside and Out
The Avium was once a living tree that was home to a perch
known for producing some of Humblewood’s most legendary
scholars. After the tree’s death, a group of wizards from this
perch decided to found the Avium here. They used transmutation magic to artificially petrify the tree, and then shaped
it into a building capable of housing the largest mage college
in Humblewood. Controlled by magical fields, the College’s
many structures float in circuit with one another: a collection
of towers, courtyards, and observatories all hover around the
huge central building, each equipped with a bridge that lines
up with the main building at regular intervals. Those not gifted
with the birdfolk’s limited form of flight must harness their
magic for transportation, or wait until the archways align to
allow for foot traffic.
Seat of Knowledge
While the curriculum is diverse, the College does impose
certain limitations, most notably regarding necromancy. As
inhabitants of the Wood, the Avium’s primary staff members
originate from a culture with great respect for nature and the cycle of life. As such, the necromantic arts are taught mainly in
a theoretical sense. Practical application of necromancy at
the College is highly regulated, and available only under
strict guidance.
Students are, however, encouraged to explore other schools
of magic to their fullest potential. Breakthroughs in elemental
theorems, teleportation methods, and advances in practical
transmutation have been pioneered at the Avium. Within these
classrooms you will find future Tenders, council members, and
protectors of the Wood. The application process is demanding,
and the curriculum rigorous. Few make it to graduation. For
those who prove their grasp of the arcane, endorsement from
the Avium is among the highest of honors.
[ +- ] Brackenmill
Farming in birdfolk perches is unconventional. In the taller
perches, fruiting vines and mosses are grown from the branches
of the trees. The largest and most productive farming perch
is Brackenmill. Considered a lesser perch due to its proximity to the ground, Brackenmill nevertheless consists of many
proximate tree-farms that, after years of growth, melded into
one another. It includes a central hub of shops, trade halls,
and shipping platforms, all under the watchful eye of the local
Perch Guard. Some of the farms have even begun to expand
downward, encompassing small horticultural plots at the
base of trees. The grounded farms produce luxury goods that
can’t be grown along the branches, and house corrals for giant
insects that produce goods ranging from silk to meat.
Practically every store, tavern, and supplier in Alderheart
gets their goods from Brackenmill. The movement of agricultural products to vendors around the Wood is overseen by
a powerful trade guild made up of prominent farm-owning
families. The guild is comprised of elected leaders and legacy
members from the most noble of these families. Legacy
members inherit their position and tend to hold
lifetime appointments.
[ +- ] The Crest
The Crest is the name given to the mountain range to the
northeast of Humblewood. It stands in stark contrast to the
green forest at its base with sheer rock faces and huge boulders
rising into the sky.
Desolate and Dangerous
Desolate and Dangerous
The mountain’s severe environment supports a variety of
goats and small mammals that feast on hearty shrubbery growing between the crags. There are also several unique creatures
native to the Crest. Griffons roost in the peaks
and scour a wide territory around the mountain for prey. Basilisks feast on rocks, but have a special preference for
creatures they have petrified with their deadly stone gaze.
Giant eagles nest atop the highest cliffs, keeping their
young safe from lowland predators. Mountain lions, powerful earth-aspected hunters, prey on goats, rodents,
and occasionally more monstrous creatures.
The Crest is dotted with structures built during different
points in history by both birdfolk and humblefolk. In addition
to garnering interest from archeological teams, some of these
mysterious ruins have become home to a handful of intrepid
folk who have taken to life in this dangerous and remote place.
Mighty Orgins
An old tale relates how the Amaranthine Altus was challenged to a contest of strength by a giant made from living
rock. To achieve victory, Altus is said to have lifted the earth
up with his talons, proving his might and creating the mountains. In some versions, the frustrated giant challenges Altus
to several rematches. They travel across the face of Everden,
raising higher and higher peaks, until all the mountains in
the world are created. Every adaptation agrees: Altus is always
victorious, and is given dominion over the high summits of the
world. The snowy, harsh environment of the mountains is said
to be directly influenced by Altus, the Amaranthine of storms.
It is a wonder that such a lush, expansive forest sits at the
foot of these blustry peaks. Experts theorize that the formidable bulwark of rock helped the Wood thrive by shielding is
from the bitter, salty winds of the ocean.
[ +- ] Marshview
In the south of the forest is a small perch known as Marshview. One of the most unconventional perches, Marshview is
extremely disconnected from the goings on of the Wood. The
location has basic amenities, like shops and an inn, but it is not
a prime destination for travelers. Residents eye visitors with a
mix of curiosity and suspicion, but are ultimately a kind and
welcoming folk.
A balanced mix of birdfolk and humblefolk inhabitants
results in architecture unique to Marshview. A reflection of its
population, walkways and staircases are more common here
than in other birdfolk settlements. Several buildings are on the
ground, and traditional farming takes advantage of the limited
dry ground between the forest and the nearby swamp.
[ +- ] Meadowfen
Meadowfen is a peaceful village located between the Mokk
Fields to the south and a glade of spruce copses to the north.
It is a humble village, with a small number of residents. Most
are farmers who work either the ash-enriched pastures to the
north, or the marshlands to the south, which are ripe with sour
berries and waterborne plants. Meadowfen has been quiet for
as long as anyone can remember, and life here goes by slowly.
Its closeness to the marsh keeps it safe from attacks by emberbats and other fire-based creatures from the Scorched Grove.
Its distance from the Mokk Fields ensures deadly slimes don’t
stray into the village.
[ +- ] Mokk Fields
The confluence of dozens of streams
and runoff flows have pooled within the
southwestern lowlands of Humblewood,
creating a vast wetland. The water here
gradually filters out to the Talongrip
Coast and into the sea. Before it does, the
still, muddy freshwater reservoirs allow
the Mokk Fields to support a surprising
array of life.
Uninviting Geography
The fringes of the Mokk Fields are
wreathed with reeds, water lilies, and
pleasant greenery. Farther into the heart
of the swamp, travelers find themselves
inundated by stagnant, foul-smelling
waters and muddy lowlands with poor
footholds. Patches of dry stable ground
are scarce, meaning that the slimy, gnarled
trees that grow here are rarely suitable to
support a perch.
Rare Goods
The Mokk Fields are not a popular
travel destination, especially for birdfolk accustomed to towering trees and
bustling perches. Still, some venture here
seeking the area’s unique resources. Plants
and creatures found only in the swamp
are useful for potion brewing or magical
reagents, and there is good coin to be made
for people willing to brave the area’s many
dangers. Of special note are the slimes,
dangerous ooze creatures exclusive to this
environment, whose residue has become a
sought-after commodity for those with the
skill to harvest it.
Mokkden Caverns
One of the more unlikely landforms of
the Mokk Fields is the intricate, vast cavern
system that runs beneath the swamps.
Years ago, what was thought to be sinkholes were revealed to in fact be tunnel
entrances to a series of caves. Scouts from
Winnowing Reach have probed the depths
to learn more about these caverns. The few
who have returned reported a significant
number of slimes. The damp, lightless
caverns make a perfect home for the amorphous creatures that dwell here.
[ +- ] Saltar's Port
History shows there was serious
disagreement over the founding of Saltar’s
Port. For many birdfolk, the idea of building a city on the ground is laughable in
itself, but to build on the rocky coastline
with the express intent of sailing ships was
considered a gross misuse of resources.
After heated debates, a group of birdfolk
broke off and founded the port city on
their own. The rift between the inhabitants
of the Port and the rest of the Wood took
many years to mend, and the relationship
is still tense at times.
Saltar’s Port serves as the only access for
ships coming to or leaving from Humblewood. It has sparked a vibrant trade
business, offering the riches of the Wood
to faroff cities and kingdoms. The port has
also opened up Humblewood to overseas
visitors and migrants, causing concern
among the more consevative birdfolk.
[ +- ] Scorched Grove
Centuries ago, the area known as the
Scorched Grove was once a lush forest of
calm meadows and peaceful glades. Then,
the Great Calamity came: a massive forest
fire that swept through the Grove and
reduced it to a smoldering, ashen plain.
The Grove refused to heal. Stranger still,
the soil beneath the ashen steppes still
smolders with embers. The air here carries
a supernatural heat which can exhaust
travelers or even cause burns depending
on its fierceness. This hostile landscape is
home to a variety of curious fire-aspected
creatures. Certain species, now considered
native to Humblewood, only appeared
after the Great Calamity. Most notable are
the emberbats, which roost in the safety of
the Grove during the day.
A Scar on the Forest
Accounts of the great blaze have been
recorded in Humblewood’s history books,
but the exact cause of the Great Calamity
remains a mystery. The soils of the Grove
were tested and found to be distinctively
suited to channeling evocation energy,
especially when used with fire spells. It was also discovered that the fire-aspected creatures of the
Grove have extra-planar origins, giving rise to the theory that
the Calamity was caused by magic. A popular myth told by
forest-dwellers alleges that the Calamity was caused by the
appearance of a great primal being of fire and destruction,
which visited its wrath upon the Wood and then vanished as
mysteriously as it arrived.
Whatever its origins, the fire devastated the area and
displaced thousands of beasts and people from their homes.
While the inhabitants of the Humblewood know that the
death and rebirth is part of the natural order of the Wood, the
Calamity that befell the Grove was clearly unnatural.
Each year, the Grove pushes on the boundary of the forest,
growing slightly as its edges are set ablaze by windblown
embers or fire-infused creatures. The expansion of the Grove
leaves the newly-burned areas similarly affected, experiencing
the supernatural qualities of the Grove. This gradual spread has
increased with a recent spate of forest fires, making those who
study the Grove nervous.
A Watchful Eye
The Scorched Grove is cared for by a conclave of mystics
and druids known as the Tenders. Many Tenders are talented
thinkers and practitioners of natural magic, who have dedicated their lives to understanding the nature of the Calamity’s
effect on the Grove and healing the damage it has caused. They
believe that through study and communion with nature, the
natural balance of the energy in the wood can be restored,
healing the Grove back into the tranquil forest it once was.
There is much debate about the intent and success of the
Tenders. High-society perch-dwellers are inclined to think of
the Tenders as nothing more than "odd-birds," embarking on
a fool’s errand. These detractors claim that the Scorched Grove
is simply a quirk of Humblewood’s natural magic. Much of
the populace agrees with this point of view, despite educated
claims to the contrary. Still, given the affinity between nature
and the cultures of the Wood, Tenders are generally respected
for the care and reverence they give to the forest.
[ +- ] Talongrip Coast
The perches of Talongrip Coast stand in stark contrast
to their woodland counterparts, often rising from cliff faces,
salt-blasted trees, and jagged rocks jutting from the sea. These
small settlements are sparsely decorated, focusing on stability
and protection from the salty winds of the ocean. Homes are
chiseled out of the rock faces, with wooden platforms serving
as walkways between them. On more vertical slopes, buildings
are connected by a veritable forest of ropes and cables used to
get from place to place.
Life Over the Water
Citizens of coastal perches and villages are primarily folk
who wish to remain close to the water. Sea raptors, mapachs,
and jerbeens have carved out space for themselves along the
coast, sometimes literally. These seaside settlements focus on
fishing and salt drying, exporting their cured fish to the rest of
the Wood.
The weather here is volatile. It can turn from clear and
sunny to black and stormy with one gust of the wind. Most of
the coast’s inhabitants can spot these changes easily, knowing
when to retreat to shelters. Living near the shore means enduring the occasional hurricane, windstorm, and tidal wave. Those
who make the coast their home are known for resilience.
Deadly Neighbors
A number of dangers face the people who live along the
coastline. Large predatory lizards hunt and scavenge the sandy
shores, and giant crabs have been known to drag victims to a
watery grave. Rarest of all are the dreaded wakewyrms. Most
professional fishing outfits employ hunters to stand guard, and
guides and mercenaries are often hired by merchants hauling
goods across the treacherous coastways. Those who wish to
avoid the cost of protection can attempt the journey alone, but
many grim fables describe foolish travelers who were too stingy
to take the proper precautions.
[ +- ] Winnowing Reach
Winnowing Reach is a relatively new development in the
Wood. It started as a modest outpost, a last stop for researchers and slime-wranglers bound for the Mokk Fields. When
folk began disappearing in the swamp, it was decreed that a
more permanent settlement be constructed to hold a small
contingent of Perch Guard. To this end, the perch was hastily
constructed within a small stand of willow trees. In contrast to
standard perches, a decent portion of the homes and facilities
here were built entirely on the ground. This closeness to the
earth creates a feeling of unease and general distaste for birdfolk accustomed to the high perches, but the other races that
make up the population appreciate the easier access to research
stations and support buildings.
The Slime Industry
South-west of the Winnowing Reach are the damp slimefilled caves of the Mokkden Caverns. Initially considered a
hindrance, slimes quickly became a valuable export for the
Reach. Thanks to the profits from slime-wrangling, Winnowing Reach has grown to include businesses specializing in
harvesting and shipping slime residue. The trade is mainly
with the Avium for educational, research, and experimental
purposes, but other buyers are appearing at a steady pace.
Alchemists across the Wood find the substances useful in a
variety of potions, and some healers are beginning to test the
medicinal application of various slime-based concoctions.