Winnowing Reach Settlement in Humblewood | World Anvil
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Winnowing Reach

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.

1. Storage and Granary: This large building houses slime residue, which will eventually be exported across the Wood, as well as collected foodstuffs from nearby farms. It is a hub of activity, with laborers moving about constantly under the watchful eye of Winnowing Reach's town militia.
2. Town Gaol: As it is not a large settlement, Winnowing Reach has only a small gaol. Looked after by a Birdfolk Guard who commands the small militia, its usually empty. If the party has any captive bandits in tow, this gaol should hold them until a wagon from Alderheart arrives to bring outlaws to the capital for sentencing.
3. Magistrate's Office: A stately building in the center of town serves as the official chambers for the local magistrate. Two Birdfolk Militia guard the stairway that leads up to the platform upon which the building rests. Entry to this building is generally denied unless it is for official business (often after being summoned by the magistrate).
4. Eliza's Cart: Although she isn't particularly well-stocked at the moment, Eliza's cart contains a variety of wares available for barter or trade. Eliza has an odd assortment of equipment from the Weapons, Tools, Adventuring Gear, and Trade Goods sections of the Core Rules. Eliza is interested in expanding her wares, and will accept a trade for an item of greater value instead of payment in gold pieces.
5. Apothecary: The apothecary has potions of healing, healer's kits, and herbalism kits for sale. They also sell swamp herbs, philters, and other raw materials, which can be used to make potions of healing. It costs half the price of a completed potion to buy enough reagents to craft one. Any character proficient with an herbalism kit can craft a potion.
6. The Bookbindery: The bookbinder has a small library of assorted tomes to offer, and a few strange books may be found among the modest collections. Books can be purchased for 1 gp each. Some books may confer an advantage on the next Intelligence Check made to see what a character knows about a creature, object, or location when read, depending on their subject matter.
7. The Wrangler's Rest: The local inn and tavern here in the Reach is a quiet place with quality rooms and decent food. The innkeep receives quite a few visitors from the Avium, along with the occasional adventurer lookin to try their hand at slime wrangling. The Wrangler's Rest is a Modest Inn.
Type
Outpost / Base

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