Humblewood Top 6 Places
October 1, 2026
Let's talk about a D&D setting where you can play a raccoon rogue, an owl wizard, or a hedgehog cleric, and nobody at the table even blinks.
Welcome to Humblewood.
If you read our last post about getting started with online D&D, you already know the basics: find a group, make a character, show up to game night. But one thing we didn't really talk about is where your adventures actually take place. D&D isn't just one world. There are tons of settings out there, and some of them are really, really good for new players. Humblewood is one of my favorites to daydream about, so today I'm doing something a little different. No rules breakdowns, no gear lists. Just me picking the top 6 places in Humblewood I'd want to visit if I could pack a bag and walk into the Wood tomorrow.
Grab your walking stick, we're heading into the forest!
What is Humblewood? | Who Lives There? | The Top 6 | Is It Good for New Players?
What is Humblewood?
Humblewood is a campaign setting for 5th Edition D&D made by Hit Point Press. It started as a Kickstarter and has since grown into its own little corner of the hobby, with a campaign book, an extra adventure book called Humblewood Tales, and even a version you can unlock on D&D Beyond. Quick note so nobody gets confused: it's not an official Wizards of the Coast setting. It's a third-party book built to work with 5e, so your normal dice, classes, and rules all still apply.
The setting takes place in a huge, ancient forest on the world of Everden, tucked between the Crest mountains and the swampy Mokk Fields. The locals just call it the Wood. The trees here are so old and so big that some of them are basically mountains, and the animals grow to wild sizes. The whole forest hums with something called the Great Rhythm, the natural cycle of life and death that everything in the Wood is tied to.
But it's not all cozy picnics. The fires have come. Wildfires are tearing through the Wood, burning down the homes of the humblefolk while the birdfolk cities up in the treetops mostly stay safe. That's creating a lot of tension, and some of the people who lost everything have turned to banditry. So you get this really cool mix: a world that looks like a storybook, with a story that has some real weight to it.
Humblewood Campaign Setting
Are you someone who likes physical copies of books? We are too, so we found a good deal on a physical copy for you!
Check PriceWho Lives in the Wood?
This is the part that sells people on Humblewood. There are no humans, elves, or dwarves here. Instead, everyone is some kind of woodland creature, split into two big groups. And yes, you can play every single one of them.
- THE BIRDFOLK
- Corvum – crows and ravens. Clever, sneaky, always noticing things.
- Gallus – songbirds and chickens. Social, bright, and loud in the best way.
- Luma – colorful birds like hummingbirds and peacocks. Flashy and graceful.
- Raptor – hawks, eagles, and falcons. Sharp eyes and serious hunters.
- Strig – owls. Quiet, wise, and great at seeing in the dark.
- THE HUMBLEFOLK
- Cervan – deer. Tough, steady, and hard to knock over.
- Hedge – hedgehogs. Small, spiky, and surprisingly brave.
- Jerbeen – jerboas and mice. Tiny, quick, and all about teamwork.
- Mapach – raccoons. Crafty, resourceful, and great with their hands.
- Vulpin – foxes. Charming, cunning, and always a step ahead.
Honestly, just picking your critter is half the fun. I've seen people who swore they'd never play anything but a human fighter light up the second they realized they could be a hedgehog with a shield.
The Top 6 Places I'd Want to Visit
Alright, the main event. These are in no real order of "best" to "worst", because there is no worst. This is just the order I'd plan my trip if I were a brand new adventurer wandering through the Wood.
#1: Alderheart
You can't go to Humblewood and skip the capital. Alderheart is a city built into a gigantic tree, and it's where the birdfolk run things from. The whole place is stacked in layers, with markets, homes, and government buildings sitting on different levels of the tree. If you're a tourist, this is your first stop. Shopping, food, people watching, and probably a guard telling you to stop climbing on things.
What makes Alderheart really interesting though is that it's not perfect. It's gorgeous and it's safe, but not everyone there is treated the same. The humblefolk living there don't always get the same standing as the birdfolk, and you can feel that tension. As a player, that's gold. It gives you a city that's fun to explore and full of stories waiting to happen.
Why I'd go: The markets, the views, and seeing how a city in a tree actually works.
#2: The Avium
The Avium is the big school of magic and learning in the Wood. Think wizard college, but run by birds. If you're the type of player who loves books, lore, and poking around in places you probably shouldn't be, this is your spot. There's a library, there are scholars, and there are secrets. The campaign book even has a whole section of its adventure called Mysteries of the Avium, so you know something weird is going on in there.
I'm not going to spoil what happens, because if you ever play through the Humblewood adventure you'll want to find out yourself. But I will say this: any place with "mysteries" in the chapter title is a place I want to visit. Preferably with a party that includes someone who knows how to pick a lock.
Why I'd go: A magic library, spooky academic secrets, and an excuse to finally play an owl wizard.
#3: Saltar's Port
Saltar's Port is a city carved into the side of a sandstone cliff on the coast, and it's the only place ships come and go from Humblewood. That makes it the Wood's connection to the rest of the world. Traders, travelers, strange goods from far-off places, and a whole lot of birdfolk who think building a city this close to the ground (and the water) is a questionable idea.
Port towns are some of my favorite places in any setting. They're busy, they're a little rough around the edges, and you never know who just stepped off the boat. If you want a campaign with smuggling, trade deals, or characters who come from somewhere outside the Wood, this is where I'd start it.
Why I'd go: Cliffside docks, foreign travelers, and the best chance of finding something nobody else in the Wood has.
#4: Winnowing Reach
This one might surprise people, because Winnowing Reach is not a big fancy city. It's a small outpost on the edge of the swamp that started out as a stop for researchers and slime-wranglers. Yes. Slime-wranglers. People whose job is to go into the swamp and deal with oozes. I don't know about you, but I need to meet these people.
It's a little more humble (ha) than the other places on this list. It's got a local inn called the Wrangler's Rest, a small guard presence, and a lot of homes built on the ground instead of up in the trees. It feels like a real frontier town, which makes it a perfect spot for a party that's just getting started and looking for work.
Why I'd go: A drink at the Wrangler's Rest and hearing slime-wrangling stories from people who definitely exaggerate.
#5: The Mokk Fields
Okay, hear me out. The Mokk Fields are a huge, muddy, smelly swamp in the southwest part of the Wood, and nobody visits them for fun. So why is it on my list? Because the swamp is full of rare plants and creatures you can't find anywhere else, and underneath it all is a giant cave system called the Mokkden Caverns. Rare loot, weird critters, and a dungeon hiding under a swamp? That's a D&D trifecta.
There's also a certain witch living out in the swamp that I think every party should meet at least once. I'll leave it at that. Just remember that when a witch in the swamp offers you a deal, read the fine print.
Why I'd go: Exploring the caverns, collecting rare potion ingredients, and making questionable deals.
#6: The Scorched Grove (from a safe distance)
Every good setting needs a place that's genuinely dangerous, and in Humblewood, that's the Scorched Grove. A long time ago, a disaster called the Great Calamity burned away part of the Wood, and what was left behind never recovered. The Grove is full of fire energy, geysers, and creatures like ashsnakes that you really don't want to meet on a bad day.
It's also the heart of the whole story. The fires spreading through the Wood tie back to this place, and if you play the main adventure, you're going to end up here eventually. Would I want to live there? Absolutely not. Would I want to stand on the edge, look out over it, and feel just how big the stakes are? Yeah. That's the kind of moment that makes a campaign stick with you.
Why I'd go: To see the thing everyone in the Wood is afraid of. Then leave. Quickly.
Honorable Mention: Meadowfen
Meadowfen is the sleepy little village where the Humblewood adventure kicks off. It's quiet, it's cozy, and it's exactly the kind of place a hero leaves at the start of a story. It didn't crack the top 6 because, well, it's where you start and not really where you visit. But every great adventure needs a home to come back to.
Is Humblewood Good for New Players?
Short answer: yes. Long answer: yes, and here's why.
It's easy to picture. Everyone already knows what a fox, a crow, or a raccoon looks like and how they might act. When you're new and still figuring out how to roleplay, having an animal to lean on makes it so much easier to get into character. You don't have to invent a whole personality from scratch. Your hedgehog is already a little prickly. Run with it.
It's built for all ages. The creators designed Humblewood so families and first-time players can enjoy it just as much as veterans. It's not a gory, grimdark setting, but it still has a real story with real stakes. That's a hard balance to hit, and I think they nailed it.
The adventure starts at level 1. The campaign in the book takes characters from level 1 to level 5, which is exactly where new players should be starting. You get to learn your class as you go, and the story grows with you.
It's all about community. Humblewood leans hard into cooperation, diplomacy, and helping people. If you're a shy player (like I was, remember?), a setting that rewards talking to people and working together is a great place to practice coming out of your shell.
Want to Learn More?
- FIND A GAME
- Startplaying.games
- Roll20 LFG
- Search "Humblewood" on either and see who's running it!
So, where would you go first?
That's my list! Alderheart for the city, the Avium for the secrets, Saltar's Port for the travelers, Winnowing Reach for the slime stories, the Mokk Fields for the caves, and the Scorched Grove for the view (from very, very far away). I'd love to hear where you'd go, what critter you'd play, and whether you'd want to see a Humblewood game on our schedule someday. Come tell us in the Discord, and keep an eye on the blog. We've got plenty more adventures to talk about.