
A major city in Zerith, the town of Summerset Cove is as idyllic as they come. Nestled in an expansive green valley, with its western edge on the sea, it is an ideal destination for all those coming and going. Its liquid population is one of the most diverse, seeing far more elves, dwarves, and halflings than any of the major cities. This is largely due to its location, as its port is often used for trade with other port cites along the coast of Zerith. While not welcome per se, the non-humans passing through bring good coin and wares, so they are accepted. There is a hard and fast rule though, that violence is not accepted, and bringing or starting real violence within the town can lead to expulsion for both the individual traveler, as well as any merchant groups they are associated with.
The valley itself has only two ways in and out. The first is the port, which is secured via an underground passageway that leads into the edge of the town. The passage has a closable gate, which can be shut to protect the town should enemies approach via the sea. The north-eastern corner of the valley is the only other way in and out, through a wide switchback trail leading out to the road to Corvus. The valley edge of the switch backs are guarded, collecting taxes from merchants passing through, whether coming or going.
The town, due to its high trade, has several commodities and services for both its residents and tourists. There is a large bazaar in the middle of the town square, which centers itself on the large marble fountain in the center. Tradesmen passing through can use the stalls (for a small tax) and there are three fulltime blacksmiths (The Brothers Grey, Gideon, Charles, and Adam) keeping forges lit there, each focusing on different products of their trade. The Mayor, Garth Greenwood, has also recently begun to improve the schools, expanding the libraries and teaching staff to cater to the long time guests, and their children. The militia training grounds, ran by Wilfred Dawnstrider, are also open to the public (for a fee) to help train people in archery and melee combat. Wilfred is a career milita man, who has earned his right to teach rather than patrol, though that does not stop him from joining the young men recruited to show them how it’s done.
Of note, the town is large enough to have a bank. It’s less of a traditional monetary bank (though it does provide that service, for a fee) and more of a large, underground vault built into the side of a hill and reinforced with stone. Merchants passing through from sea to land or vice versa will often rent vault space, so that they may leave items in a safe location while traveling. The attached building to the bank, sharing in its security, is a museum of sorts, which holds several items of sentimental value to the town (The very first flag, the pickaxe first used to break ground, artistic renderings of the town from its beginning to current, etc.)
The Mermaid’s Booty is the main tavern of the town, and disproportionately big for the towns population, to accommodate the many travelers passing through, while the Storm’s Port Inn found adjacent to it can sleep over 300 hundred guests. The owner of both, one human by the name of Angus Dawnstrider (Wilfred’s brother), actively runs the tavern as it’s head barkeep, while his wife, Devra, manages the guests at the Inn. The Inn, having put so many rooms in to accommodate guests, has a special vault storage used by its guests for anything more than clothes, as there’s just not enough space to keep more in the rooms. At nights, Angus will regale the patrons with tales of his time as Captain of the Warhounds, an elite segment of the local militia, and the years they spent traversing the base of the mountain to deal with the unsavory Goblins and Orcs which had been raiding the town. Their several children also help run either business as needed, as do several townsfolk.
If the Inn and Tavern are too crowded, there are several large common greens between the edge of the proper town and the farms which expand out through the valley. Here you will find several traveling groups, circus troupes performing their acts; small trading stalls are set up throughout where less common goods can occasionally be found. The northwest common meanders gently northward until it reaches the edge of the Moonglade, a small wood which nestles up to the mountains. The wood itself is considered sacred and protected, as it is the only source of wood in the valley, without having to trade with outsiders. Maintained with the utmost care, the trees felled there are known both for their incredible size, and hardiness of the wood itself.
The towns militia, while impressive at a glance, consists mostly of part time members of young men and women who are conscripted to serve a term, as it is the duty of all citizens to help protect the town, per decree of a Mayor long since passed. While this keeps the peace keeping force of the town large, young, and strong, it has led to a general sense of inexperience, as only a few of the militia’s members are seasoned, career peace keepers. Conversely, it means most townsfolk have a rudimentary training in combat.
Despite the novice nature of the militia, there is usually little trouble in the town, just the occasional traveler unable to hold their liquor and starting a ruckus at the tavern.

