The Law Town
Crowds of people and large structures of stone dominate your view. Dozens of conversations ring your ears, but you do not hear laughter or joy. Instead you hear stern voices, matching the plain, perfunctory buildings that surround them. The town guard makes their presence known and the sound of their armor is never far off.
The society of Crownworth is defined by its laws and virtues. There is a huge pressure on people to achieve their goals through legal, moral means. The crime rate is low in Crownworth, and the culture and laws of the town really contribute to it. Crimes are punished heavily, and most civilians are inclined to report any suspicious activity that they see to the authorities. Religion and tradition also have an important position in the town. People are much more pious in this town, which has led to a huge concentration of clerics and paladins living in Crownworth.
Main Race: Human
Other Races: Aasimar, Half-Elf, Half-Orc
Government Type: Hereditary Monarchy and Elected Congress
City Environment: Plains
Best Stats: Strength, Charisma, and Wisdom
Common Classes: Paladin, Bard, Sorcerer, Cleric
Crownworth was founded by humans. They built their settlement in an area surrounded by rivers, which provided a natural defense. It was needed in those days due to the constant raiding parties sent by the orc encampment that was nearby. Once a human traitor led orcs into the settlement through a secret passage, almost leading to the destruction of the whole town. Since that event, Crownworth has always placed a huge focus on maintaining law and order. All humans in Avensuna can trace their lineage to Crownworth if they go back far enough.
Half-elves who did not feel welcome in elf communities easily found refuge in Crownworth. It is a town that has always been inviting to anyone with a human history. Half-elves easily lend themselves to diplomacy and politics in Crownworth, especially in relation to other races. They are a part of two worlds and with this double perspective it makes it easier for them to understand how other races operate and think.
With a history of blood and battle between humans and orcs, one might find it surprising that half-orcs are accepted in the borders of Crownworth. Many centuries ago a heavy prejudice against them did exist. But Queen Mendra made it her personal platform to seek liberty and respect for half-orcs. Whether she did it out of the altruism in her heart, or just to curry the favor of the liberal population in Crownworth is lost to the sands of time. However the impact of her policies have been profound and half-orcs today make up a sizeable portion of Crownworth, especially in regards to its militia and guard.
The aasimar are a relatively recent group to have shown up in Crownworth. Most aasimar are born from human parents and they are never born outside of Crownworth. The first couple of aasimar were heralded as new religious leaders for the town. But over time the occurrence has become more commonplace, and now anyone living in Crownworth knows at least a couple of aasimar personally. Aasimar are human babies who have formed a connection with the gods. Most of them grow up to be righteous leaders and warriors, carrying out the will of the gods as they see fit. However some aasimar find it difficult to live up to the pressure of being an embodiment of the will of the gods.
Origin Town Bonuses
Ability Scores: +1 Strength, Charisma, or Wisdom
Skills: Proficiency in the Deception, Insight, or Persuasion skill.
Language: One language of your choice.
Politics Connoisseur: Whenever you make an Intelligence (History) check related to politics, government, or law of any well known towns, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Diplomat: If you spend 1 minute talking to someone who can understand what you say, you can make a Persuasion check contested by the creature’s Insight check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.