Tales of the Crescent Isles
Total Population: ~100
The town of Gerald’s Folly is a rather humble place. The town walls are low and made of loose stone from the surrounding area and the main gate is made of heavy wood from the nearby forest. The houses are simple and are pragmatically designed as opposed to decorative; this generally means single-story homes made of local materials constructed by friends and neighbours.
The most ornate structure of the area is the Temple of Bahamut. Constructed with imported, polished stone it has a sense of grandness the rest of the town lacks. The largest building however is the town hall which acts as both a communal meeting area, library and home to the village’s current representative. Other prominent structures include the town inn (being 3 stories in height, the tallest building in the town and acts as a stable as well) and the militia hall.
Gerald’s Folly was one of the first settlements Loccain built upon the completion of the war. Formerly a fort town called Phillia belonging to the Theocracy of Illeau, it was settled during the course of the Twenty-Five Year War. The town’s main export is the food grown in the nutrient-rich soil of the area, and is often considered one of the town’s only saving graces.
The town has been called “The Unluckiest Place in the Crescent Isles” and with good reason. The original settlers (organized by Gerald Noammer, a self-proclaimed ‘adventurer’ from the Loccaini homeland, who has never left his birthplace) came to the area for many reasons, each more foolish than the last.
The area, while good for trade, also made it a hotspot for raids and attacks from more aggressive factions of the Illean army. The small mountain outcropping to the North of the town was believed to have minerals of worth, but the residing Hobgoblins stopped all attempts at mining the area. The same could be said for the trees which make up the home of the Hobgoblins. Lastly, the farmland’s yields have been slowly decreasing over the years and within a generation or 2 they will be importing food instead of exporting it, some say.
Due to these hardships, few visitors come to Gerald’s Folly and far fewer stay, with many of the families of the original settlers being the only ones who stayed out of pride or love of their homes. The townsfolk have become very insular and are wary of outsiders, especially the local militia which has prided itself on being capable of protecting the quiet hamlet independently from the Guilds of the larger Loccaini cities.
The village is incredibly small and generally doesn’t produce much of worth which means Gerald’s Folly is generally ignored by the greater Loccaini populace. This means that no Guild is currently stationed there, and that they are generally left to fend for themselves, though they can request aid from the surrounding town’s such as Biccano Port.
The town is run by a representative “elected” by the local populace; no formal elections are needed and are generally are treated more as votes of confidence than anything else. The current representative is Walter Finnoy.
A militia comprising of most of the able-bodied men in the town is responsible for security and policing. Little in the way of crime happens in the area, although sometimes they are called upon to protect livestock or travel to and from to receive shipments. An unofficial “leader,” usually simply the most charismatic or strongest leads them.
Punishment for crimes is determined by the town’s representative. Small sentences are usually met with community service or a fine, with more serious offenses such as assault being imprisonment in the militia hall’s basement prison for a couple months. While there is nothing specifically preventing death sentences or longer prison sentences, the need has yet to arise in the town’s short history.