Crowhill Settlement in The Threefold Kingdoms | World Anvil
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Crowhill

A city on a hill wreathed by The Darkwoods.

As one passes close to Crowhill, the tallest part of the city--the turrets of its citadel--come into view above the trees. Before the front entrance to the city, there is a crossroad. The Northeast and West forks curve around the city walls, the North road goes through the city gates, and the Southeast road leads to the mines in The Silverstrike Mountains.
Looking at the city from the crossroads, one sees only a sliver of the outer wall. The sides are obscured by trees, many of which reach higher than the tops of the walls, their branches cropped to keep them from hanging over. Some of the treetops are capped and sealed with pitch to prevent further growth. A large metal gate stands open at the mouth of the road.
Crowhill, built on a hill, rises higher than its outer walls. A second wall rings the city proper, and at the very peak is a squat, square citadel.

Demographics

Most of the citizens of The Kingdom of Varellia are humans, but as a trading hub, Crowhill is home to transient populations of a variety of different groups. As it is a superstitious, isolated city, anti-tiefling sentiment is prevalent in Crowhill, though tieflings are not banned from the city.

Government

Seat of The Darkwood Duchy and presided over by Duke Tymor Darkwood.

Defences

Inner, middle, and outer walls.
Inner, middle two, and outer gates.
Outer 4 guard towers.
Middle 2 guard barracks.
Inner 4 guard towers.

The city is protected by the city guard and militia.

Industry & Trade

Crowhill is a wealthy settlement and imports whatever it cannot produce within its walls.
Its two primary sources of industry are agriculture and mining, which are controlled by a variety of trade guilds.
Crowhill is famous for its exports of alcohol and bread. It also exports a variety of metals and minerals from the mines, which are either refined or exported raw.

Infrastructure

Crowhill is built on a steep hill, with three concentric walls protecting it from the harsh wilderness outside. Each wall features a heavy iron portcullis.
Outer Ring:
The outer wall has a guard tower at each cardinal direction. Between the outer two walls are vast tracts of agricultural land dotted with windmills. Run-down huts crowd around the outside of the middle wall. Channels carry sewage through the fields and out of the city into the forest. Deep cesspits near the outer walls collect the waste to prevent spillover.
Middle Ring:
The majority of the city of Crowhill exists between the middle and inner walls. There is a second, smaller, gate in the middle wall through the western guard tower that allows for easier access to the fields outside. At the north and southmost corners of the city are enormous grain silos. At the east and west corners are the guard barracks.
The streets of Crowhill are neatly planned, but narrow. Buildings are almost all multistory, and in some places their upper floors hang over the street enough to provide cover from the rain.
Public wells are positioned every few blocks so that citizens can drink from the aquifer beneath the city.
There are no sewers in Crowhill, but gutters carry waste alongside the cobblestone streets and out of the city.
  • The first district inside the main gates is populated by fine stone houses and apartments with stone roofs. Some appear to be shops, with wooden signage in common and in pictograph hanging outside.
  • Past this first residential district, there is an open-air market. During the daytime, permanent stalls and carts pack the area, and merchants bark out their wares and prices. Wider open areas exist for public gatherings and entertainments. Notice boards are located centrally in the market and often display wanted posters.
  • The market is flanked on either side by two tall, impressive buildings. These are the Goldsmith and Jewelers Guilds to the North, and the Hall of Law and Traders' Hall to the South.
  • Curving around the peak of the city, brewers and bakeries (as well as the Bakers’ and Distillers’ guild halls) are built along the west side of the innermost wall. The Temple of the Earth, dedicated to the Harvest Mother Chauntea, is housed in this district as well.
  • On the westernmost half of the city is the other residential district. Like the eastern residential district, these houses are tall and stone, but they have mostly thatch roofs. The overhanging upper stories come so close together that they almost touch in places, which makes these streets darker and cramped. Some of the houses are built directly into the outermost wall.

Inner Ring:
The highest peak of the hill is home to two square stone buildings. Both look defensible, more like forts than palaces or cathedrals, and light on decoration.
  • Crowhill Citadel: A stout fort-like building with a crenelated roof. Arrow slits mark the walls and guards patrol a walkway ringing the roof. A heavy iron gate, guarded by the most elite of the city guard, blocks passage to the citadel courtyard.
  • Temple of the Shield (Crowhill): A tall stone building, mostly unadorned other than a single large rosette window above its massive wooden-and-iron door. The stained glass shows a shield glowing with rays of light. Clerestory windows ring around the sides of the building. The temple has a steeply slanted roof with lead shingles.

Assets

The seat of all of Crowhill's wealth actually sits outside its walls: the Witches' Cauldron mine in The Silverstrike Mountains, just outside its eastern gate.

Guilds and Factions


Goldsmiths’ Guild (massive guild hall)
Jewelers’ Guild (massive guild hall)
Brewers' Guild, Crowhill (offices on 2nd story of Traders' Hall)
Silversmiths’ Guild (offices in east residential district)
Coppersmiths’ Guild (offices in east residential district)
Guild of Physicians (offices in east residential district)
  • The Guild of Physicians help regulate medicines and potions within Crowhill. Medicine typically includes ingredients grown in Crowhill or imported. Foraging for plants is considered evidence of witchcraft, as anything (even a plant known to be a cure) is evil if it grew in/near the Darkwoods. Many medicines are shoddy and based on alchemy, often with materials found in the mines.
Distillers’ Guild (offices west of citadel)
Bakers’ Guild (offices west of citadel)

Geography

A steep hill rising above The Darkwoods. The city sits very near the entrance to a cave system rich with mineral deposits, and the hill itself hides a rich aquifer that provides water to the city via its many wells.

Natural Resources

Agricultural
Wheat
Hops
Barley
Sheep
Woolly cows
Mineral
Stone
Precious gemstones
Precious metals
Iron
Coal

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