GreenVale

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Greenvale


 

Greenvale Political History and Social Structure

 

Greenvale is a 179 year old kingdom ruled by the grandson of Elox the 1st, Prince Starbow Estoriel Half-elven. Greenvale covers an area of some 60,620 square miles.

 

Government

Greenvale's government is a strict monarchy, dynastic in nature. All offices, including the nobility, are appointed by the Prince.

 

These include:

The Duke: Duke Osmond is the grandson of the traitor Rancillet, but the family swore loyalty to the new Prince and has been devoted to him ever since. See his entry under Commander-General. This is the only noble position which is hereditary without approval by the Prince. However the duke is required to swear fealty to the Prince.

 

The Counts: who rule territories directly beneath the Prince and owe their oaths of fealty to him. These men are appointed by the Prince for life, and the succession is in the direct control of the Prince (usually hereditary, or the Count's choice approved). There are 14 Counts (actually only 13 because the Prince rules one of the 14 counties personally). Note that there is also one Duchy, and that the final county is controlled by the Temple of Kehret (thus making 16 major land divisions). Each of these counties is further divided into Baronies and Fees, controlled by barons and knights who swear allegiance to the Counts and Duke. Each baron or knight will have a fee of land, which is "owned" by him so long as his oath to his overlord is kept. On that land there are two types of residents: peasants and freemen. Peasants are tied to the land. They may not legally leave the land without the permission of their knight or baron. Peasants who leave the land illegally do have the right to win their freedom: if they remain "at large" for one year they are considered to have gained the status of freemen. Note that peasants may not be bought, sold, traded or in any way treated as slaves. They are considered legally to be "part and parcel of the land" however, and when the land's ownership changes, they are expected to act accordingly. Freemen are tenant farmers who have the right to leave when they wish, and to own more than the clothes on their backs. They have strict contracts with their feudal overlords, which are usually written down or memorized by the tenant. Any tenant may appeal to his overlord's overlord in cases of conflict over that contract.

 

Commander General: leader of the Prince's armies. The army is broken into two basic units: the Guard which patrols the external boundaries and keeps it safe from external threats (and numbers approximately 4,000 total knights, footsoldiers, horsemen, and archers); and the Patrol, the internal keepers of law and order - the police (numbering about another 3,000 men, mainly knights, footsoldiers and light cavalry). Currently the Commander-general is Duke Osmond, great great grandson of Rakot, a personal companion to the first prince of Greenvale, the legendary Elox. The Duke rules the sixteenth land division of Greenvale (called the Duchy of Rakot).

 

Master of the Wardens: the Greenwardens are mainly rangers, who work outside the limits of Greenvale across 'Boria. In general they work on the northern and western borders of Greenvale within the Anhieldfast forest and the Hikar Hills, but this is not their exclusive province. It is their duty to notify their leader of unusual activity in the wilderness that might threaten Greenvale's safety. Currently the position of Master of the Wardens is occupied by Count Theodred of County Ellegon. The count is 75 years old, however, and quite past his duties. His eldest grandson, Timon is the actual leader of the Wardens. There are about 400 Wardens, but nearly 2/3 are out of Greenvale at any given time. Note that the Wardens, being the independent sorts they are, are more loyal to the kingdom and the land than to individual rulers or commanders. GreenWardens

 

Admiral: commander-in-chief of Greenvale's small but growing military fleet, based from Newport. The Admiral is Valentian Herriot, a reserved and subtle man who keeps out of politics for the betterment of his fleet. He is not a count, but has equivalent social rank, if not income. There is also a vice-admiral, currently Sir Math.

 

Treasurer: Keeper of the Kingdom's funds. This position is held by one Ganellon Tucker, a hobbyt of excellent repute. 
He is a fun-loving but very competent man, who keeps the kingdom's incoming and outgoing funds in order down to a silver penny. He has rooted out any number of frauds and cheats in the years he's held his position, and many a man has confessed when confronted with his terrier-like accusations of wrong-doing.

 

High Sorcerer: official spellcaster to the Prince. This position is traditionally held by an illusionist, and Perdial Goldsniffer is the third to hold the title. Perdial is an odd, dreamy sort, who seems incompetent on first meeting, but always manages to produce brilliant court entertainments, and has unmasked at least one assassination attempt against Duke Osmond during Winter Court.

 

High Tax Collector: in charge of collection of all taxes in Greenvale. Note that he and the Treasurer must necessarily work closely together. This position is held by the half-elf Daphne, who was a ranger-adventurer, now retired. Ganellon and Daphne traveled together for several adventures, and often seem to treat their positions as just a lark, temporary assignments until adventure calls again. However, no matter how lighthearted they seem, they take their jobs as a serious trust and would not be either dishonest or neglectful. On the other hand, both are sympathetic and if presented with genuine reasons for a person to have fallen into arrears, they and all their tax collectors and accountants have the authority to be flexible.

 

High and Low Justices: responsible for the appointment of all judges and for setting all principles and standards of trial and punishment. There are three high justices, and nine low justices. High justice involves capital crimes such as murder, treason, assassination, thefts of amounts above 1,000 gc value, and similar acts for which the penalty is death. Low justice covers all other criminal and much civil law. The low justices are supplemented by the landed knights, barons and other fief holders, who may all render summary low justice. The Counts may all render high justice, but any sentence must be approved (in theory anyway; this is regarded more in the breach than not) by one of the High Justices before it is carried out. Note that clergy are not covered by high or low justice, and all crimes involving the church are adjudicated in clerical courts.

 

High Priests of Kehret, Elanora, and Centarius: these final three people are also ranked as Lords of the Realm. They and the officers described above make up the Prince's advisory council. Note that Kehret is the official state patron deity, while Elanora and Centarius are the two most commonly worshipped deities.

 

Taxes and Ownership of Land: 


Taxes are set at standard DMG rates (but read copper for silver, and silver for gold). Land within the valley is not owned by individuals. It is granted by the king (or his counts) in fief, either in perpetuity to a family (only true in the case of the Dukes of Rakot) or to an individual, who must have the approval of the Prince (or Count) to pass the grant on to another individual. Lands held by the church effectively fall into the first category, but may never leave the hands of the church without approval by the Prince and by the head of the Church. To acquire more lands the church must be granted them by the Prince. 
There are some exceptions to the restriction on land ownership. Most of these are based on claims that predate Elox's rule of Greenvale, and thus are most common in and around Marig (the free port), Fordton, Elfort and Littledale. Some lands here are individually owned and can be freely sold. Other exceptions include lands granted by the Prince "in perpetual ownership" (not simply in perpetuity). Typically these grants are tiny, but they are permanent and give the right to the owner to sell without reference to the crown. 
However, ownership of fixed property ON a piece of land is a different story. A person may be given the Count's permission to build a building. That person owns the building, and has de-facto control of the land. That land is "his" and may be "sold" as part of the value of the building. However, the Count who holds the land in fief COULD renege on this control of the land (it would probably end up in court and could take years to untangle). This type of control of land is valid only in towns and villages. Of course, if the Prince or Count claims a piece of property, unless it is owned by the church or "in perpetual ownership" it automatically reverts to his ownership. 
Many chartered towns have laws written into their charters which grant the ownership of land in perpetuity to the town. This land includes everything within the city walls, and all common grazing grounds as clearly marked on a surveyed map. This land is then owned by individuals whom the city has sold it to. Thus private ownership is proected by the city's charter, which can only be voided by the Prince as a reaction to treason by the town or city.

 

The oldest portion of Old Greenvale was once partly protected by a pair of stone fortified walls that helped to isolate the coastal community from landward threats. There was once a proposal to build similar walls around the entirety of Old Greenvale. This plan was surveyed, and some small forts were built, but the wall was never undertaken. Now, with Greenvale's boundaries having grown immensely in the past fifty to seventy years, Greenvale's only protection from outside forces lies in the Greenvale Guard, described elsewhere. They have built forts along the most dangerous routes into Greenvale, numbering about 30. 
 

 

Timetable of the Royal Family:

 

2488 (in the reckoning of the 2nd Empire) Elox wins war over Greenvale, becomes first Prince. His son Taran is born. Elox has a daughter (Lessian) about 4 years old already.
2492 Elox's second son Barlat is born
2496 Elox's second daughter Aella is born
2500 Elox's fifth child, a boy named Dellfer is born
2505 Taran, at 17, marries a Greenvale girl, the daughter of a Count
2506 Taran's daughter Mariette born
2507 Elox's first daughter Lessian marries a knight from Lathams'find and leaves Greenvale. She has no children survive to adulthood (?).
2509 Taran's son Jhoram is born.
2517 Taran dies of wounds received in battle with a hill giant, his sister Aella marries a Daintali nobleman and leaves Greenvale ( her children inherit there, and leave the Greenvale line of inheritance).
2518 Dellfer marries Kiretha, a Harothan nobleman's daughter
2520 Jhoram son of Taran dies of a childhood ailment and Barlat, Elox's second son, becomes heir apparent to Elox.
2521 Lessian in Latham'sfind dies of childbirth at age 37. The child, a girl, dies with her?
2529 Barlat marries a Havenite merchant's daughter and moves there to learn the business. He renounces his claim to the throne, having no desire to rule. Dellfer becomes the next heir. He is childless.
2532 Elox's granddaughter Mariette marries an Avenvole elf of high degree and moves there.
2533 Mariette dies after giving birth to a son, who is raised in Avenvole. He is second in line for the throne of Greenvale, after Dellfer. His name is Estoriel.
2535 Princess Rebecca, wife of Elox, dies
2540 Prince Elox dies, Dellfer becomes second Prince of Greenvale.
2546 Dellfer at last has a son (he is 46) named Tellmon
2557 Dellfer dies (of foul play?) and Tellmon inherits the throne. The regency council is established for the eleven year old boy.
2564 Tellmon turns 18, regency council should disband, but Tellmon fails to complete the "Test of Rulership" prescribed by Elox for his heirs.
2565 Tellmon attempts to claim the throne illegally, is defeated by Prince Starbow Estoriel, Elox's great grandson. Starbow claims the throne amidst a wave of wild popularity.
2567 Starbow marries a young half-elf named Brigitta, and names her Princess of Greenvale. Brigitta is Count Sir Maxis of Fairvale's half-sister, born of his mother's second marriage to an elf of Laigladen.
2571 Starbow's first child, a girl named Brinette is born. She is named heir to the throne, to the shock and dismay of many conventional souls.
2577 Starbow's sons Taran and Jhoram, named after Prince Elox's son and grandson, are born. The twin boys are given courtesy rank of Prince, but are not Starbow's immediate heirs.
2626 The Year of the DragonWar. Princess Brinette is 55, and her brothers are 49, growing restless with little to do. Brinette is unwed, but has passed the Test of Rulership. Her brothers are both married, to human ladies of Greenvale's Noble class. Between them they have 11 children ranging in age from a few years to early 20's. These children are given the courtesy title of Lord or Lady, and the social rank of a count or countess.

 

About 10 years ago a serious upswell in the numbers of humanoids in the Karuun Mountains began. The orcs, goblins and hill giants were seeking new lands in which to dwell. Unfortunately, the rich farmlands of Greenvale looked profitable to them. 
The Counts began raising an army to send North to fight, but were slowed by a nasty plaguelike disease which spread through most of Greenvale from the coast. Eventually it faded, but the army raised was smaller and weaker than otherwise it might have been. 
In County Seawall another political tragedy occurred. Count Alharvon, the much respected vice-admiral of the navy, was found guilty of treason against the crown - he was plotting with pirates to re-establish organized smuggling, for his own profit. It is rumored that he hoped eventually to raise a fleet and invade Greenvale to seize the throne for himself. He was discovered, removed and imprisoned. Rumor has it that he is to be executed at some future date. He has been replaced as Count by Sir Math, a younger son of another Count, and a knight-bachelor of Starbow's court.


Sir Math is a power-hungry and selfish man, LN and determined to use this chance to garner all the wealth and power he can for himself. He has two objects - to impress Starbow with his ability to gather the taxes and troops needed faster and better than the other Counts, and to create a power base for himself with merchants and merceneries.

 

Timetable of the War's Events:

Late Summer - the plague reached Seawall, but it was not so severe here as further north. 


Early autumn - Sir Math replaced Count Alharvon, immediately raised taxes. Shortly afterwards, three of Newport's leading ship's captains were arrested for "complicity in treason" and imprisoned. One of the magistrates of County Seawall died of a sudden ailment. 


Late autumn - in Saltmarsh and Newport as well as other towns and roads of Seawall, bandits and theives became more bold and dangerous. Sir Math, now called "Lord Regent" increased patrols and raised taxes again. People grumbled, and word went out that the theives guild was behind the robberies. 


The plague which affected much of Greenvale is fading now. It is said that a band of adventurers discovered the evil source and spread a cure. 
At the same time in Northern Greenvale word spread of the orcish and giantish armies gathering outside the kingdom's boundaries. A call went out for troops to gather at first spring in Castleton and other northern towns. 


Winter - Lord Math cracked down on theives in Seawall - also imposed some new laws including the forbidding of all weapons to those not in the guard or patrol. Enforcement of criminal laws was made much harsher. In general the population responds well, as crime is brought back under control. 


Mercenaries from Daintall and Harothar, and a few dwarven units as well, began to arrive in Marig and up the South road from Miran. Math hired some of these men. 


Late winter - a few humanoid raids began in the north, while rumors spread of vast humanoid armies, numbering in the tens of thousands. Troops began marching north despite the late snows and icy ground. Math sent most of the guard troops north, leaving only merceneries in Seawall - laws were enforced with absolute strictness, and several merchants were arrested and convicted of being in league with the theives guild. 


2627 Spring - the War began in earnest. Soon word was brought that dragons were in league with the orcs. Princess Brinette was slain by one of the pair of Red Dragons. Then a huge battle occurred between the Orcs and the 'Valers. It has become known as the Princes' Fall, because Prince Jhoram was slain, and in the aftermath of the 'Valer victory, an assassin killed Prince Starbow. Eventually Starbow was resurrected, but his only remaining immediate heir, Prince Taran, has been greatly changed by the death of his twin. He is rumored to be bitter and withdrawn. 
One of the two dragons which attacked Greenvale was slain by a party of adventurers, and the other by a valiant band of Knights of St. Justin.

 

It is now 2632, five years after the war. There are still a few orcs and other goblinkind within the bounds of Greenvale, having found a variety of caves, dark forests and/or ancient ruins to hide out in. To the north of Greenvale, the Goblinkind remain a strong threat, and the army will have to patrol the border heavily, perhaps for years. The road to Harothar is perilous, and ship traffic is growing to make up the difference. North of County Holdfast, a small new barony named Karriver has sprung up. The Baron of Karriver is a retired adventurer who has promised Greenvale to help defend the boundary of the Kingdom in return for certain trade concessions. It is said that recently he has established two small gold mines in his Barony, and certainly he has wealth enough to hire a number of mercenaries.

 

Politics

Currently the political atmosphere in Greenvale is good, but restless. Many people are vaguely suspicious of elves, slightly jealous of the royal family for their natural long lives and handsomeness. Prince Starbow is aware of this, but his only method of compensation is to try to let the human Counts of Greenvale have their own way as much as possible. Starbow has weakened central authority, allowed each Count to rule his own lands as independently as possible. He keeps out of all matters that are internal, and only interferes in external County matters if directly appealed to. This means that feuds and arguments which previously were handled in council are now being allowed to fester and break out into action, occasionally even into violence. Eventually this could cause a rupture in Greenvale's ruling class. The most severe threats to Greenvale right now are Sir Math, growing ever more power hungry and more powerful in County Seawall, and Prince Taran, the embittered royal heir.

 

Current/Future Events in Greenvale

Summer: 
Sir Math will continue his crackdown in Seawall. The Theives Guild becomes more and more worried about their future. They begin to fight back. Mercenaries grow ever more strict. Sir Math and the Count of Kanass begin a border dispute along Lake Iylyria and the border with Barony Greenlake. Many of the baronies that flank Greenvale will begin pulling away from their trade agreements and protection of mutual borders as they grow increasingly suspicious of the level of support Greenvale may give them.

 

Elox's Test of Rulership for Greenvale:

 

The potential heir must travel alone and incognito but armed with his/her choice of equipment from Greenvale's border to Harothar. Fourteen days are given for the challenge, but it may be completed in fewer. No person may accompany the heir, nor may he seek assistance from anyone who knows who he/she is. The Prince has the right to call a Test passed even if it exceeds the fourteen days, as long as the journey is completed. However, the journey may not be waived or shortened. 
  
 

 

Greenvale's Counties:

 

1. The County of Celebros: this is the Prince's county. Prince Starbow is loved and admired here. Castleton: a town based around the Prince's Castle. It has most of the governing structure of the realm. It is a rapidly expanding town with a large mercantile base, as well as an excellent agricultural community. It is located on the Celadon River's north fork, to the northwest of Newport. The Celadon is navigable to Castleton, but bridges in the town prevent anything larger than a small boat going further upriver from there. Total county population is 366,000. 


2. County Kanass: a small, prosperous agricultural county, Emerton is the county seat, with a population of around 3,000. It is a commercial town on the main east-west road from Castleton to Jerint. Count Elledar rules fairly and honestly. Elledar's castle is located a few miles outside Emerton. The other major town in Kanass is Marble Falls, at the northernmost navigable point on the Dorian River. It is also a stone-quarry and agricultural center. Pop 7,000. Total population is 360,000. 


3. County Seawall: South of old Greenvale on the coast, this woodland county was ruled by Count Alharvon, vice-admiral of the Navy. Count Alharvon was a proud but fair man, who had a love of show and pomp but was essentially a good ruler. He kept even the smallest details of his County under scrutiny. Currently Sir Math, Regent of County Seawall, rules here. Newport is the county seat, base of the fleet of naval vessels, and a prosperous mercantile center. It boasts a rapidly growing population of well-to-do citizenry. It also supports a major Greenvale Patrol Fort. Pop 9,000. Saltmarsh is a small but prosperous fishing community on the Dorian Bay near the mouth of the Silverwater. A ferry runs across the bay to Jewelflower, and a major route runs to Laigladen via Southgate from this town. Population is just over 5,000. Southgate is the southernmost town in Greenvale, located on two major trade routes - overland and by sea to Laigladen and Miran. This bustling mercantile town is rough and rugged, constantly growing, and a source of much adventuring activity. The town has almost doubled its population in the last ten years. Population 12,500. Total population of the county is 475,000. 


4. Old County: This is the smallest and most heavily settled county in Greenvale. Less Marig is the county seat. On the south bank of the Mar River, this town is an essential part of the Free Town of Marig, differentiated only by the fact that it, not Marig, is the county seat. They are otherwise almost one city. Pop 16,000. Marig is the one-time capital and largest center of population in Greenvale. It is at the mouth of the Mar river on Silverwater Bay. One of three towns in Greenvale that is "free"; or is not part of one of the County fiefs. Land owned in Marig is owned by individuals. Because Less Marig is a county seat, there is considerable confusion in the two towns over legal authority and taxation. This creates an environment very beneficial to many less honest types. Pop 19,000. Count Barricost is descended from the old mayor of Greenvale and some say he dreams of ruling the Free Town or perhaps the entire nation once again in his family's name. He is a widower, with three daughters. Total population is 350,000.


5. County Highscar: Cedarknot is the county seat, the count is Sir Liam, a knight of St. Romanus. His wife is Lady Halfreda. Because Highscar remained loyal to Prince Tellmon to the end, this county remains on the outskirts of Prince Starbow's court. The town of Cedarknot, the county seat, is located in a richly forested valley of the Karuun Mountains, called Cedar Valley. Sheltered from the worst winter storms, this is excellent farm and forestry land. It's pop is 5,000. It is the least-densely populated of the Old Greenvale counties, but one of the wealthiest due to rich forest, agricultural and mineral resources. Total population is 230,000. 


6. Duchy Karland: Fordton is the county seat, Duke Osmond is the ruler. Fordton is on the Kar River near the tip of the West Finger of the Silverwater Bay. This major mercantile center is at the heart of Greenvale's old country, with a population of 9,200. Tiny but prosperous and fertile, this farmland duchy supplies great quantities of grain to the rest of the kingdom. Total population is 260,000.


7. Abbeyland of Kehret: This is not a true County. It is controlled by the High Priest of Kehret, Jandar Elkhorn. It is small and lightly populated. The major town is Abbotsford. Population is scant, but growing. Farming is hard because land must first be cleared, but the soil is rich and the animal life diverse. Total population is 122,500.

 

8. County Ellegon: Ellegon is controlled by Count Theodred, who is 75 years old. He is also the Master of Scouts of Greenvale. Unfortunately, he is senile. His duties are handled by his son, Sir Trelig (acting Count), and his grandson Sir Timor (acting Scout-Master). The capital is Elfort, located on the Ellaforth river, a highly navigable waterway, and just north of Castleton. This is a prosperous farm community with a population of 8,200. Another richly fertile and profitable farm county. Total population is 328,000.


9. Bluesword County: Count Randall is leader here, and the county seat is Littledale, a peaceful and prosperous farming town, favored by hobbyts. Pop 3,600. This is one of the wealthier counties, famed for superb horses and excellent craftsmen. Total population is 192,000.

 

10. Flatrock County: the county seat is Jerint, and the count is Leault, one of the younger and more energetic leaders of the valley. Located on the major north south highroad of Old Greenvale, this mountain-valley town has many craftsmen and artisans. It has a famous school of music. Pop 6,000. Leault's county is mountainous, difficult to farm despite its size, but well-known for the excellent quality hardwoods harvested there. He is unmarried. His younger brother Jasper is his heir. Total population is 316,000.


11. Romant County: named for the order of St Romanus that is located here, the count is Sir Edward, a knight of the order, but not its head. The town of Dourdorn is the county seat. Total population is 168,000.


12. Farrhills County: Peterton is the county seat, Count Kenison is leader here, of this large but underpopulated county. Peterton, the capitol, is a typical logging community. They also harvest and process a curious black tarlike substance which some dwarves use in their furnaces. Current population is 7,900. Hardwoods are the major export, also venison and furs. Total population is 291,000.


13. County Holdfort: Count Michael is lord here, and his county seat is Woodsvale.This wealthy foresting center is also located near prosperous coal and limestone quarries. Count Michael has one of the most splendid County keeps in Greenvale, rebuilt from a ruin of second Empire days. Pop 9,200. There are a number of old ruins in County Holdfort, and exploring them is a respected scavenging trade, although nowadays little of great value or danger is ever found. Total population is 285,000.


14. County Fairvale: Sir Maxis is Count. This is a small West Greenvale County, but has excellent farmland where it has been cleared. It is growing fastest in population next to County Celebros. Crossroads is the County Seat. Here the highroads from Westgate and eventually to Castleton, Newtower, the Temple of St. Romanus, and Woodsville/Laston meet. Terrain is mountainous in general, but the small city is located above a long narrow river valley - the Greenbriar, and is not far from Lake Bluestone. Huntsmen, woodsmen, small sheep and cattle farmers and traders dwell here.Crossroads' population is 5,000. Westgate: One of the earliest of the New Greenvale towns to be founded, this town is on the main north-south route down the Karuun Mountains. A mining town, it is the site of a limestone quarry and is the center of a prosperous lead-mining industry. Cattle, sheep and apples are other sources of income. Westgate sits only a few miles upriver of Ripplemead, a small but beautiful lake. Population 6,500. Total population is 437,000.


15. Westfar County: this county is led by Countess Olivia, and the capitol is Laston. This small town is the last community on the northwest edge of Greenvale. It is located at the only easy crissing of the Eagle River, which soon joins the Westron River, Greenvale's western border. This caravan town is small but prosperous, for the road going north from here links Greenvale to both Tallowsland and eventually Avenvole. Pop 3,800. The county is primarily a place of foresters and hunters, but some profit is made from traffic on the Highroad. Bandits are a problem in this county, as in Fairvale to a lesser degree, and in Bearwoods County to the South. Countess Olivia is a widow, and the contest for her hand in marriage, and a share of her County's wealth, is growing yearly. She has so far refused all candidates. Total population is 224,000.


16. Bearwoods County: count is Adrevar, a half-elf, county seat is Newtower. This thriving commercial center exports fine lumber, furs, and pottery made from fine local clays. Pop 5,600. This county has a bandit problem, and also a bear problem - hence the name of the county. Total population is 236,500.

 

Towns with a population of between 1 and 2,000 include (in Old Greenvale): Auldfort, Bernice, Branfox, Donbere, Edgeton, Eyevert, Jewelflower, Swanmere, Westdrew. 
(In New Greenvale): Abbotsford, Avonsley, Blackflow, Chatte, Dourdorn, Flatrock, Karrville, Menderl and Sidehold. 


Villages in Greenvale number between 200 and 1,000 people, and may or may not appear on the Greenvale map. 
Total population of Greenvale is about 4,628,000. 2,494,000 live in Old Greenvale, giving a population density of about 30 people per square mile. The areas directly north and south of Old Greenvale, and the cleared area west of Old Greenvale support another 2,013,000 people. The other 160,000 plus people live in the heavily wooded hills of New Greenvale. Only about 140,000 of all Greenvale's population live in towns or cities of over 1,000 population. 


Racially, Greenvale is about 73% human, 12% half-elvish, 4% hobbyt, 6% elvish, and 3% dwarvish. There are about 1% each of Marchat and Szathair. Only about 1/2 % are of other races such as 1/2 orc or centaur.

 

Religion in Greenvale

Elox was most closely associated with the temple of Kehret and its high priest Otto Mattock, his old companion. But he espoused religious tolerance in the valley, and people are free to worship any deity they wish, except Aragh, the God of the Dead, who should not be worshipped by any man. 


There are a number of important religious organizations in Greenvale. First and most popular is the church of Elanora. The clerics can be found in most every village in greenvale. They tend to be low level and only interested in local doings. There are two orders associated with the temple of Elanora; one is the clerical order of St. Ilyria the lady. These clerics, almost always women, tend to be somewhat narrow-minded and very human-oriented, but otherwise much like the others of their deity. Second are the Knights of St. Ilyria, who are like their sister clerics, but more militant. There has never yet been an incident with one of these knights-templar, but their prejudice makes it a possibility. The High Temple of Elanora in Greenvale is Lady'sAbbey. It is also the home temple to the order of St. Ilyria. The currrent high priestess is not a member of the order of St. Ilyria, but she holds its members in high respect. Her name is Tarieth Aelfwyn. She is beautiful, friendly, and very powerful (about 19th lvl). 


The second most popular deity in Greenvale is Centarius, God of Merchants. He is protector and luck-giver, and thus his clerics can be found in most every town in Greenvale. His knightly order of St. Romanus, called theifslayers, are also very popular. Many of these knights are members of the Patrol, and the order has taken on the duty of keeping up patrols and travel shelters on the roads running to Harothar and Laigladen. Many of them travel with the gypsy-like Shalani. Centarius is also conversely the god of profit, gain at any cost, and sometimes is called the God of Thieves.

 

Kehret became a more popular deity in Greenvale because Elox and his sons supported the God's worship. Members of the Guard and Patrol find him a worthy patron. His priests are appearing more and more as the Temple in West Greenvale grows. 


The sun god Mikol is also worshipped in Greenvale, but mostly in conjunction with Elanora, his wife. While Mikol is the father of heaven and bringer of life, he is seldom worshipped individually, though his presence is marked by many oaths and prayers during services of other gods and goddesses. His priests are few in number but are found everywhere.

 

The clerics of Diorel and Sithlar also have temples in some towns, such as Newport, but they remain small and local only.


Prince Starbow supports the worship of Elanora and of Centarius in equal measures. He privately follows Safreth, god of the forests. There are about 40,000 priests (1% of the population) in Greenvale.

 

The druidic faith in Greenvale is low-key but present. Small groves can be found in most every County, particularly in West Greenvale, where the presence of towering forests and mountains as well as much open, unused land makes nature a constant companion to every person's life. Most druids in this region see it as part of their purpose to allow humans to make use of the lands they have claimed, but at the same time to protect the land from outright abuse. Most also agree that humans do not have the right to spread indiscriminately into the lands held by other humanoid or non-humanoid species that already claim territory. This brings the druids into fairly frequent conflict with the most adventurous and exploratory humans of the region.

 

Thieves and thieves' guilds in Greenvale

The guild originally formed in Marig about 130 years ago by Murdock, an adventuring companion of Elox's. He was a hobbyt fighter-thief. The guild is present in every major town in Old Greenvale. It is run by a grandmaster, with an 8 man council. The council members are either chosen by the grandmaster or elected by local members. 


The guild is very cohesive, and in Marig in particular is positively centralist. The merchants of Marig are at a standoff with the guild, and local authorities hassle them on a regular basis. The general population alignment in Greenvale is Neutral good. Independent thieves are tolerated for only short periods before being warned off or encouraged to join the guild.


In New Greenvale there is no one guild. Small independent guilds exist in several towns but the population is not large enough to form a permanent large organization. Independent theives come and go through small towns and villages as it is profitable.

 

Mages in Greenvale

There are three major groups of mages in Greenvale. First, largest and strongest is the House of Ivorr. It was established over 170 years ago as a single alchemy shop. Time and good fortune have caused it to grow into a wealthy and powerful business. The alchemy shop is still in business in Marig, and that is their most visible business. But there are nearly two thousand active members of the House, and they do far more than make potions. They train young mages, create magic items, serve as a clearing house for much of the (above board) magical activity in Greenvale, and more. The House of Ivorr is lawful in nature and the current head, Deora, is Lawful Good (L16). The house of Ivorr specializes in training mages in the schools of Alteration, Abjuration and Divination.

 

There are six shops now open which bear the name of the House of Ivorr, located in Marig, Castleton, Newport, Jerint, Fordton and Westgate and one closely related shop - Falthar's Curios in Emerton. 


The Red Wizard's society is the second group of mages in Greenvale. They are adventuring mages who band together for mutual defense and education. They tend to have brash, outspoken opinions on all matters, political and otherwise. There are well over 1,500 Red Wizards actively residing in Greenvale. They can train mages in Evocation, Illusion, and Enchantment magics. They do train generalist Wizards as well. 


The third group of mages are members of the Society of Black Mages. They can train mages in Evocation, Necromancy and Alteration magics. There are perhaps 200 Black Mages in Greenvale. The political goals of the Black Mages are unknown, but generally understood to be "evil" in nature. This society is not an open one; its members are not open in their loyalty and no specific Houses devoted to their cause exist (or not openly).

 

About half of the mages in Greenvale belongs to no Society or House. They are usually generalists, though members of all schools exist. They may or may not train apprentices as they see fit. They number somewhere between 3-4,000 wizards and sorcerers.

 

There are other less prominent societies, clubs and organizations which mages, bards, and other spellcasters may belong to. Some are well-known and open in their goals, while others are secretive, shadowy, sometimes suspiciously so. Even in Greenvale, some mages have found it is unwise to flaunt their powers before non-casters, or before the church, and prefer to engage themselves only in private with others of their own kind.

 

Note; the word "mage" refers to both wizards and sorcerers. While sorcerers need less formal training than wizards, they are still accepted members of both the Red Wizards and the House of Ivorr in Greenvale.

 

Social Class and Nobility in Greenvale

Social Class 


  1. Very Low: peasants, beggars, sewer-workers, pilgrims and lepers
  2. Low: tenant farmers, day laborers, apprentices and journeymen, itinerant travelers
  3. Middle: landed farmers, craftsmen and upper ranking journeymen, small merchants, midwives, tavern owners, apothecaries, Patrol and Guardsmen, unlanded knights and untitled gentry (younger sons), low-ranking priests, hedge-wizards.
  4. Distinguished: mid-ranking priests, guildsmen, mid-ranking mages, master craftsmen, town officials, Guard and Patrol officers, barons and landed knights, knights templar.
  5. Noble: Counts, Dukes, the Prince, Barons of independent baronies, High Priests and Master Mages, Senior Knights Templar. Needless to say, within each general class there are distinct sublevels of society. 
 

 

Foreign Relations

Greenvale has its best political relations with Daintali, on Mistland. Daintali is a mercantile society, and is happy to trade with the 'uncivilized' but profitable nation of Greenvale. The alliance of the ruling hose of Greenvale with their nobility was a necessary and profitable step, if a slight comedown from the normal high standards of blood and breeding the Daintali normally prefer. Most Greenvalers look on 'Tali merchants as a good source of revenue but find little to either admire or dislike in their nobility. Relations are thus based on mutual profitability rather than emotional ties. There should be little reason for such attitudes to change, unless of course the rulership of Greenvale falls into serious dispute. 


 

Greenvale's relations with Harothar are much less cordial. Despite the fact that Elox's second son married a Harothan, Greenvalers feel they have little in common with humans who let a dwarf lord it over them. They feel that the humans of Harothar are mealy-mouthed and servile, the dwarves are overbearing and arrogant, and that they were all meant to be the largest source of profit possible to Greenvale. 


 

Avenvole is little known to most Greenvalers, and thus they ignore it. However, the fact that Elox's granddaughter married an elf doesn't bother most Greenvalers. Others may be bothered to some degree, but are leary of showing it. Being ruled by a half-elf is seen as a mark of status by many Greenvalers, though the church of Elanora is subtly opposed to non-humans. Prince Starbow's hands-off approach to ruling has made some people nervous of him.




Irgirth and Cove, the conjoined communities of hobbyts and sea elves, has become a very viable new commercial force. Greenvale desires to strengthen their relations here, both because it is a potentially valuable trading partner, and to undermine Harothar's potential relationship. Currently relations are friendly but casual, and could easily be strengthened or weakened by most any turn of activity. Cove and Irgirth are linked to both Tallow'sland and Lathamsfind by the great lakes.




Tallow's Land is a small community lying between Greenvale, Lathamsfind and Irgirth. Greenvale would very much like to co-opt this piece of land. Because its ruler, Tallow Tallowson, has no heir selected, Greenvale is politicking hard in favor of its preferred candidate. Harothar is doing the same.




Koruzd is a very isolated community. Its strongest link is with Harothar, which has sworn fealty to the King of Koruzd. However, it has been long since this fealty has been tested beyond a tax-tithe each year. Koruzd has trade with Greenvale via the Shalani and with the barony of Thrak. Ties between Greenvale and Thrak's barony are strong, and ties between Koruzd and Thrak are very good. The small barony serves as a Shalani access-point to Koruzd, and a buffer at the same time.

 


Laigladen is to the south of Greenvale and could become a very valuable ally. However, because the folk of Laigladen are so reserved, Elox was never able to open relations with them. Any establishment of contact would be greatly appreciated by the current Prince. 


 

Miran is a throwback to the old days of Empire. If the Harothans are seen as servile by the Greenvalers, the Mirani are looked on as arrogant, suspicious and only fail to be actively threatening by way of distance and terrain barriers. Mirani merchants are viewed almost universally as slavers and pirates by 'valers.




The Plainsfolk are too isolated for 'Valers to be wholly aware of them. The plainsfolk are semi-nomadic and have no use for money, but might greatly desire other things in trade. Their lands have rich mineral deposits, unusual plants and animals such as the buffalo. Any relationship could develop.

 


Lathamsfind is the community that Greenvale has the most in common with. Both are mainly human in population, though Greenvale boasts a fairly varied blend of races, both are young, especially compared with Koruzd and Avenvole. And both are growing in population, resources and wealth. The only inhibiting factor is lack of a direct trade route. A secondary source of direct communication and contact could foster a strong and long-term relationship. Harothar would do much to prevent or sabotage such a link.

 

The New Baronies:

In the fifty-seven years since Prince Starbow took the throne, a number of new, independent baronies have sprung up on the flanks of Greenvale. There are seven major baronies, and a host of small estates, castles and villages which consider themselves independent. Many of these come and go with orc attacks, passing monsters, and failure of trade. Others may eventually become lasting and important entities.

 

South Baronies:

Barony of Thrak (Thraksland)- population about 3,000. Most reside in one central Castle/town under the mountain-top. This prosperous mining and trade town is called Thraksburg. The barony is ruled by Thrak, a dwarf adventurer who settled here some fifty or more years ago. He is a personal friend of Prince Starbow. He rules with authority, and is clan-leader to all his people. It is said that he trades with a hidden dwarven kingdom far away. 


Barony of Greenlake - Greenlake is a small barony ruled by a rather elderly human wizard named Dmitri. There are several small towns which survive by fishing, logging and hunting. The major town has a population of about 900, the whole barony somewhere over 2,000. It is said that there are ancient ruins from First Empire days on this land. 


Barony of Pintar's Keep - also known as Barony of Tamar, from the river that flows through it. This land is ruled by Baron Pintar, a hobbyt. He was once an adventurer and settled here shortly after Prince Starbow took Greenvale's throne. He has created a prosperous community of some 5,000 hobbyts and humans. Many small farms dot the river-banks, and even the swampy eastern river-bank is becoming well-settled. A strange tale is often told of the tiny friendly Grippli or frog men who dwell in that swamp.

Barony of Eldon - this barony is ruled in the name of Elanora, by a middle aged priest named Lewis. It was originally claimed by a priest named Eldon, but he mysteriously vanished about twenty years ago, leaving his grant of land to his closest follower. Lewis has ruled wisely and well, building a population of nearly 4,500 on this swampy, fertile farmland.

 

North Baronies:

 


Barony of Aermon - on the north side of Greenvale, Aermon point is rich seacoastal farmland. Lately settled by a pair of elven youths from Greenvale, this barony is less than ten years old. About 250 people, mostly elves and half-elves, have followed Berik and Danilo to build the village of Berikston. They have captured wild elven horses from the Delvin plain and begun breeding them here. So far, things are going well. 


Barony Seastorm - at the north end of Greenvale just east of Auldfort lies the small barony of Seastorm. This barony is fertile cropland, settled by tenant-farmers seeking better land than the over-used soils of Old Greenvale. The largest of the new baronies, it has over 6,000 people settled in its bounds. Like Old 'Vale, it is mostly small villages, manors and knightly fees. The baron is Lord Kellem Windrider, the son of a younger son of the previous Count of OldCounty. It has been established about 45 or 50 years.

 

Barony of Karriver - 
  This young barony on the northern flank of Greenvale stretches north from the river Kar. It curves eastward, flanking the Karuun mountains and cradled between that mountain range and the northernmost finger of the Hikar Hills on the east. The Connokar is a large stream that runs through much of the valley, creating rich farmland before joining the Kar river. At this time the barony is only lightly populated, with about 3000 people in the baronial town and the half-dozen farming villages that surround it. This barony has good relations with Greenvale, and in fact Baron Manfred has sworn a personal oath of fealty to Prince Starbow. The barony was founded about ten years ago.
 

 

Sea Baronies and Islands:

Barony of Minea's Island: Minea's Island is a land mass about 3 miles wide and 5 miles long. It is a fairly smooth oval, with one major stream forming a small inlet where a dock and village can be found. The island boasts one single striking geographical feature; a tall narrow "mountain peak" thrusts some hundreds of feet into the air, ending in a blunt protruberance about 30' in diameter. At the top, anyone who can get close enough will see large windows looking into a chamber. It is said that this is a control room which allows a person to navigate the island by mental power alone.

 

The island appeared off the coast of Greenvale some 75 or 80 years ago, just about the time when Prince Starbow took the throne in Greenvale, or shortly thereafter. Lady Minea, the current ruler, took possession of the island within the next 20 years, driving out evil creatures who had guided it here and were using the floating island as a base of operations for raids. The island now most often remains in the Silverwater Bay, leaving only when the worst storms threaten the region, or on the occasional whim of the island's owner. The owner, a stunningly beautiful half-elven warrior, was an adventurer of great and good repute, and is still one of the most respected adventurers in the region.

 

Other places and people of importance near Greenvale: 


 

 

South of Greenvale:

Castle Naerytar in the Great Dismal Swamp - this castle is home to the Order of the Starmistress. Starmistress Aideth, third to take that name, is the harsh mistress of this stargazing order of diviners. There are about 40 women in the order now, and they have perhaps 10 or 12 guards, and as many servants. They were once quite isolationist but in the last ten years or so have become more communicative with the surrounding communities. They have sent emmisaries to the Grippli, the Szathair (such as can be managed with so unstructured a people) and the human villages in the region. They have apparently promised protection and leadership for a small return in taxes and a promise of obedience or fealty. Exactly how much response they have received and how much support they have garnered is unclear. However, they have also approached Mound and its leaders, suggesting an alliance between the two groups - but they have NOT communicated with Greenvale's leadership.

 

Iniarv's Tower - this shattered ruin still lies unoccupied after the destruction inflicted by the black dragon twins fifty-odd years before. Rumors tell that evil things happen to those who camp too near.

 

Town of Mound- this small town is ruled by Greenvale, but is technically outside Greenvale's boundaries. Therefore, each ruler is appointed directly by the Admiral of the Navy, by authority of the Prince. The purpose of the town is as a defense against pirates. Few merchant ships bother to come here, and it is supported by some trade on the highroad, but mostly by supply ships. There was one attempt to create a barony here decades ago, but the baron, an adventurer named Ithilmore, grew too restless for his duties, and revoked the baronial rights to Prince Starbow. What Ithilmore's fate was is the subject of speculation.

 

Grippli Villages

The Grippli are a small froglike people, close to nature but with a strong love of magic. They dwell in small villages thickly scattered over the south-eastern coast and swamps just outside the boundaries of Greenvale. This means that they are relatively well-represented in the Baronies of Eldon and Pintar's Keep. They are also fairly commonly found on the northern edges of the Great Dismal Swamp. It is commonly believed that many of these creatures are under the sway of the Starmistress of Castle Naerytar. How true this is is unclear to most everyone, but the rumor is strong.

 

Independent Villages

There are a few villages of humans (mostly "barbarians" according to 'Valer sentiment) and a smattering of szathair, half-elves and hobytlan that exist between the Baronies of Pintar's Keep and Eldon, and the town of Mound. These villages are impermanent, and their total population does not exceed probably 1,000 folk. They provide temporary winter shelter, a place to retreat in time of danger, and a place for trade to occur on a regular basis, but little more. It is rumored that most of the folk in this region owe their loyalty to the Starmistress of Castle Naerytar; again, the accuracy of this rumor is in considerable dispute.

 

North of Greenvale:

Old Lady of the Woods - this figure is more mystery than not. She dwells somewhere in the forest north of Greenvale and west of Barony Karriver. It is rumored that she controls a cohort of spiders - from the tiniest wood-mite to those as big as a man. It is also rumored that doing her a disservice will cause you to vanish from the streets of any nearby town or village without a trace, except perhaps a bit of sticky web. However, some few who claim to have met her say she is not aggressive, but merely seeks her own safety and seclusion. And, of course, a few others claim she is a wicked sorceress intent on building an army of spiders and goblins to invade Greenvale.

 

Secrets about Greenvale




 

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