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Month Index: June, 1999
From: Adam Miller <nghtdrud@??????.net> Date: Sun, 13 Jun 1999 20:03:37 -0500 Subject: Re: Twilitespace: Greywolf part 2
Notable Noble Houses: Listed below are the larger noble houses of Greywolf. There are dozens of other houses in the Dandrik valley, but most are minor landholders with little real political power. House Hawksguard: The Hawksguard family was virtually unknown until Aba took power. When he took over, his children have become nobility, and are now common sights in the city. Hawksguard has four children birthed by past lovers, but no wife. His half-sister, Wildera Hawksguard, and his cousin Phatis Hawksguard (NG hm R7) have relocated to the city to take advantage of Aba's rule. House Winterfang: Long wealthy landowners, the Winterfangs own most of the land south of the city for twenty miles. They have a large family estate in the town of Riverbend, which marks the southern limits of their land claims. The Winterfangs are influential in the shipping industry, owning several inns and taverns along the river banks. They have only a few guards, preferring instead to invest in business rather than troops. House Howlings: The oldest of the surviving noble houses of the Dandrik valley, the Howlings have a widely scattered land holdings throughout the whole valley. Their family estate is located on the west bank of the Dandrik, thirty miles north of Greywolf. The farmland owned by the family is leased out to hundreds of serfs, who produce wheat, vegetables, and corn. The town of Pitchfork is the center of their power. House Howlings keep about two hundred soldiers on hand. House Wolfstar: Founded centuries ago by the famous Lady of Trade and Merchants Elisabeth Wolfstar, the house is significant land owners along the north banks of the Dandrik River. Of particular importance is their control of the inlet of Dandrik, where barges enter and leave the Dragonbreath Lake from the Dandrik. The town of Eastford is the site of their family estate, and is of particular importance since it is the most northern town along the Dandrik River. House Mourningstar: A powerful family in the Plains of Vanja, this family was largely responsible for the withdrawal of the elves of Ithal from that land. They are violently independent and only supported Hawksguard's liberation of Greywolf to create a new power that would keep the elves of Ithil at bay. When they discovered Aba's half-elven lovechild, they withdrew their support. The house is entirely half-elven, and retain one of the largest private armies in the valley. House Griffin: Fairly rich landowners north of Greywolf, House Griffin has large wheat and corn farms. They employ numerous serfs to work their lands and maintain a pair of estates. The house has recently began lumber operation in Northwood, working with local elves to fell select trees for lumber purposes. They keep several dozen guards for each of their estates. Equipment Shops: The shops listed below are the most famous and prosperous business in Greywolf that caters to adventurers. There are other businesses, but they are not nearly as large or wealthy. · Grimbeard's Armorer: The best place to secure metal armor is Grimbeard, a retired dwarvish warrior from the north. He has four apprentices and helpers, and can make chain, plate, shields, and banded armor. His prices are reasonable, and his work is of good or better quality. · The Shattered Shield: A large and well funded weapons dealer, the Shield is an excellent place to pick up weapons. The Shield deals with all kinds of weapons, especially swords, polearms, maces, warhammers, and flails. Weapons are made on site by Lathrin Strongbow, a seventh generation weaponsmith. · Hardsaddle Ranch: Located just outside of the city, Hardsaddle Ranch deals exclusively in warhorses. It has at least forty warhorses of all types on hand, but has extensive ranches to the west of the city for raising new animals. The animals are of good quality but tend to be expensive. The place is run by Marice Broncbuster, a horse trainer who is an excellent judge of horses and a fine businesswoman. Her left arm is slightly deformed, the result of numerous falls from braking wild animals. Adventurer's Quarters: · The Wolves' Den, an inn and tavern popular with adventurers. It is known for it's dark corners, excellent drinks, and good food. It is now run by a free-spirited dwarf with a good eye for business. (good/moderate). · Dragon Blood Inn, a large and well-run place, favored by travelers and adventurers for its good food and rock-bottom prices. (good/cheap). · Falcon's Pride is considered the most extravagant tavern in town. It is frequented by nobles and rich merchants, and is rift with social snobbery and posturing. Adventurers and commoners are not welcomed, and rarely get served. (excellent/expensive). · The Green Dragon Tavern is well-known to adventurers, for it is a rowdy place with a fight ring, plentiful alcohol, friendly servers, and good meals. The place does good business as it caters to adventurers and the crews of barges and spelljammers. (good/moderate) · The Black Dragon Inn is one of the cheapest places in town, providing only a bed and nightstand in their small rooms. It is infested by rats, and some parts of the inn have been shut down because the owner does not put the money into repairing it. It is favored by the poorest of sailors and adventurers. (poor/cheap). Local History The upper Dandrik River valley was probably settled by the Raer Empire thousands of years ago. It is not know how long that Empire held the moons of Artimis before it fell, but apparently its fall was quick and unexpected. The withdrawal of Raer troops left a power vacuum that many petty warlords rushed to fill. One disaster followed another, and tens of thousands of people were killed in the first few years alone. Mages, once considered the agents of law in the Empire, were banded sorcerers and hunted to near extinction. The mages were an easy target for hatred, as many used them as scapegoats for the lawlessness that was spreading across the land. The rich and influential were also targets of attacks. Many stores and wealthy estates were torched by angry mobs who vented their frustrations at nobles and artisans who no longer held the populous at bay with Raer law. A dark age spread across all of the moons, and human nations became no more than simple tribes and villages. Travel was made impossible by bandits and monsters, isolating individual villages. All that remained of the once glorious days of the Raer was stories and fables. The settlements on the Dandrik were somewhat fortunate during these dark centuries. The river was an easy means of transport between individual settlements. The valley was not heavily populated by monsters, thanks to the vigilant watch of the elves of Ithil. Unfortunately, the valley was plagued by a succession of warlords who brutally reigned over the human villages, and many were ruined by vicious rulers. The settlements on the river were only slightly better off than villages elsewhere on the moons. When the Kingdom of Five Worlds rose to power about nine centuries ago, it was a welcomed relief from the anarchy dominating the land. The Dandrik valley was taken roughly eight and half centuries ago as King Balen II saw great potential in it as a major trade route. When law returned to the land, the valley became increasingly civilized. Villages rapidly grew into towns, and a few even grew into cities. Of these new cities, Greywolf was an important link in trade but was not the largest nor the most important city on the Dandrik. The city was ruled by a lord mayor and his will was enforced by Imperial soldiers. The first mayor was Sarken the Slayer, a retired captain in the Imperial army. He took power when he personally slew the previous ruler, the brutal warlord Blacark, when the Imperial army invaded the city. When Blacark fell, his bandit followers fled, allowing imperial forces to take the town. At first, many feared the newcomers were a new wave of brutal rule. However, Captain Sarken's orders was to enforce law and order in the town and to encourage the growth of businesses and trade. To help him with this arduous task, Captain Sarken employed the aide of Quar, a successful merchant from the imperial heart lands. Lord Sarken kept the city peaceful, but Quar was the real power in the city. Sarken's main contribution to Greywolf was that he kept the peace back then and created its system of government. During Quar's first term as Lord of Trade and Merchants, he instituted many of the programs that were successful back home. The imperial monetary system was adopted, replacing the older barter system. Taxes were regularly collected and used to improve the city. Dirt roads were replaced by cobbled ones, and open sewers were buried after a system of underground sewers was built. Many wooden buildings were replaced by those of stone after a fire nearly destroyed half the city. Sturdy docks and large warehouses were built for merchants and encourage trade. After his second re-election, Quar created a banking system that lent money to entrepreneurs seeking to build their own businesses. Laws were put into place to protect new businesses and encourage their growth. Lord mayor Sarken was replaced by his captain of arms after twenty-five years of ruling. The new lord mayor was Valk the Mighty, a bully of a man with no political power. He became nothing more than a puppet for the Council of Lords, a mere tool to keep the peace. Lord Quar was the real power during this time, but his advancing age limited his power. Realizing that he was growing too old to effectively rule, Lord Quar retired in favor of Elisabeth Wolfstar, a cagey businesswoman who was a major landholder and controlled a third of the barges plying the Dandrik. Lady Elisabeth was a brilliant politician who created policies that were popular with the common people. Under her long reign, the city grew in population by 50% and the countryside became increasingly settled. The wilderness was beaten back to make room for new farms and grazing lands. Large families were encouraged, with a silver star per birth payoff for families. Though there were many cases of fraud, the policy paid off in a population boom in the region as a whole. Lady Elisabeth was replaced on her deathbed by Lord Leroy, a wealthy moneylender. Not a popular individual, Lord Leroy repealed many laws while putting into place his own pet system of laws and regulations. Most of these new laws encouraged corruption and bribery at the highest levels of government, and for the first time in almost a century, traders began avoiding the city and the economy started to suffer. Lord Leroy's term was unfortunately long, as he replaced Lord mayor Valk with the buffoon Lord Shorin, the eldest son of a wealthy landowner who has spoiled his son. Lord mayor Shorin was a pampered brat, caring little for the people and cared only his own pocketbook. He did not have the respect of the military which resulted in the desertion of at least half of the troops. Replacement troops were largely incompetent and easily bribed. Crime was out of control, and new thieves guilds warred in the streets for control of the city. The situation was allowed to continue for almost fifty years before the Kingdom decided to act. The complaints of merchants were finally being heard, and King Balen V decided the best way to deal with the situation was to put the entire Dandrik valley under the authority of the Lord of Ironbridge, the largest city in the valley. The Lord of Ironbridge at that time was one Hthak the Bold, a career military man who preferred strong arm tactics. He sent his own candidates to replace the now corrupt Council of Lords, accompanied by a rather sizable army to enforce their law. Lord Shorin ordered his own army onto the field to fight the Ironbridge forces, but Lord Leroy was more prudent, choosing to flee instead, taking with him a vast fortune stolen from the treasury of the city. As was expected, the Ironbridge army easily crushed the army of Greywolf, and the city was once again occupied by foreign troops. The new Council was comprised of natives of Ironbridge, which caused resentment among the people of Greywolf. The thieves guilds fought back against the Ironbridge troops, but were swiftly crushed by a policy of zero-tolerance for crime and corruption. Lord Leroy was hunted, but his body was never found, nor was the fortune he stole recovered. Taxes were raised to replace the money he stole, again inciting the people against the occupying force. However, after seven years of occupation and rebuilding, the riots came to an end and the people settled into a long reign of occupation. The next century and a half saw a succession of foreign Lords who ruled the city, but with the benefit of Ironbridge always in mind. The city became little more than a supply point for Ironbridge traders as traders and merchants moved their headquarters to that northern city. Greywolf did see much growth and prosperity during that time, but its growth did not keep pace with that of its northern neighbor. Ironbridge outstripped Greywolf in almost all things, including population, military might, and wealth. Greywolf became the poor sister to Ironbridge. The Time of Foreign Lords came to an end about five and half centuries ago, when the city of Ironbridge was destroyed by a horrible magical plague. Those that contracted the disease died within days, but the particulars of the plague caused their bodies to burst into spontaneous combustion at their death. The city was swept by a firestorm that caused a chain reaction as people died and burst into flames. The city was destroyed in a single day, never to be rebuilt. Even today, its ruins remain uninhabited, as does the land around it for ten miles. With Ironbridge destroyed, Greywolf became the dominant city on the Dandrik. The whole of the Dandrik valley was put under Greywolf control. The first action of the people was to replace the Foreign Lords with local ones, and the power of the Council of Lords was reduced. The people rallied behind the new Lord mayor Zeven, a popular war hero from the North March Wars fought a decade earlier. Despite being a strong leader, his reign came at an inopportune time. The Kingdom of Five Worlds was crumbling into decadence and corruption. The last ruler was King Cronis IX, an impotent sorcerer who could not father a son. In desperation, he gave his wife to the fiendish hands of Balakur, a horrible demon from the Abyss. Unfortunately, the birthing of the demonic heir broke King Cronis' mind, and he underwent the process to become a lich. Now undead, his court fled in terror and his capital was abandoned. With the last vestige of Imperial authority broken by King Cronis' failing mental health, chaos again gripped all five moons. The two inner moons, neither heavily populated, were abandoned while refugees flooded the Dandrik valley. Greywolf's resources had already been heavily taxed as they tried to rebuild the industries ruined by Ironbridge's destruction, and the influx of refugees only complicated matters. Bandits and robbers became commonplace, slowly bleeding off Greywolf's resources even more. Such was the problems that the elves of Ithil, fearing a migration of humans into the heart of their valley, invaded. They attacked the Plains of Vanja, conquering it within a week. Though there was some resistance, Greywolf's overextended army could not prevent the fall of Vanja. Lord mayor Zeven was forced to concede the land lost, and withdrew troops from the area. The elves that ruled Vanja were some of the worst of their kind, and brutalized the people. Over half of the men were killed during the first few weeks of their reign to discourage rebellion, and the surviving women were forced into prostitution to feed their families. The elves would occupy the region for three centuries, resulting in creating the second largest half elf enclave in Twilitespace, after Lefton on Ethwold. Sometime during these years of crisis the power of the Lord mayor was reduced and new government was put into place. The new power was the Council of Guilds, which were becoming powerful during the turbulent times. The Council of Guilds seized almost complete power about two centuries ago as they quietly replaced the Lords with men that were their puppets. The Lord mayor was assassinated, but the position was left vacant as the guilds debated who to put into power. As time passed, the arguments between the guilds over who was to be next Lord mayor became more heated and fierce. Eventually, the guilds began open fighting in the streets of the city, leaving dozens dead. Law in the city was enforced by a dozen or so factions, each supportive of a different guild. Greywolf's control over the countryside effectively collapsed, allowing local lords to take control. Unlike the feuding guilds, the nobles largely respected each other's rights and lands, but were unable to unify enough to defeat the guilds holding Greywolf. A low intensity war raged in the streets of Greywolf for nearly two centuries. About fifteen years ago, Aba Hawksguard and his fellow adventurers paid the city a visit. They became embroiled in the complex politics of the city as the most powerful guild tried to use them to eliminate the second ranking guild. Instead, they destroyed both guilds but were driven from the city by the combined forces of the remaining guilds. Another round of bloodshed hit the city, but was abruptly ended when Hawksguard returned with the combined forces of the lords. He managed to convince them that a stable and peaceful Greywolf was in their best interests, and they rallied behind him. The guilds were crushed, and the old system of government was reinstated. Though Hawksguard did not wish it, he was elected Lord mayor by an overwhelming majority. With little choice, he took over the reigns of power. With a stable government back in place, the power of Greywolf has again grown. The city has managed to regain control over the upper Dandrik river, and is making great strides towards retaking the lower reaches of the river. Prosperity is slowly coming to the land, and aggressive new businessmen and merchants are taking advantage of the peace to earn hard coin. The wilderness is again being pushed back, and ruins are being uncovered on a daily basis. The ruins of at least two magnificent civilizations litter the Dandrik valley, waiting to be discovered. Adventurers are needed more than ever to explore these ruins and deal with the evils that dwell within. Important Locations Castle Hawkspear: The largest single structure in the city is the castle Hawkspear, built about nine hundred years ago. The castle took well over a century to complete, and its construction included many magical defenses. It was originally named Castle Grimspike, after a prominent general in the Kingdom of Five World's Army, but was later renamed when a magical artifact, the Hawk's Spear, was stored there under heavy guard. The Spear was lost six hundred years ago, and has never been found. The castle is a large structure, with a large round keep with six connected towers, a 60' high curtain wall with eight towers, each 120' tall, and eight additional towers connected to the wall-towers via flying buttresses and stone arches. The outer towers, while appearing to be vulnerable to assault, are actually heavily protected by magic. With the wave of a magical scepter, the moat that surrounds the castle and outer towers bursts upwards and magically solidifies into a thick wall of solid granite. The sudden manifestation of the wall is a good way to destroy approaching screws and ladders, as well as cutting attacking troops from reinforcements. It also creates a killing ground as castle archers slaughter those trapped between the walls. Unfortunately, the scepter controlling the magical moat was lost years ago and has not been recovered. The castle is capable of supporting roughly twelve hundred soldiers, but currently has a skeleton defense of 65 men. The barracks for the Watch are located here, as are stables and storehouses for their horses and gear. If the city is attacked, the Watch will fall back to the castle and prepare defenses. Hill of Sorcery: One of the nine hills of Greywolf, the Hill of Sorcery is the second largest; only the hill upon which Hawkspear Castle is built upon is bigger. The Hill is largely a park-like area about 400 acres in size. The top of the Hill is the site for the Hall of the Blazing Cowls, where that magical society meets regularly. Their hall is a magical structure, built to appear as a great, spiraling flame reaching for the sky. The hall is a single tower of black obsidian that rises to a height of 200'. The rest of the Hill is devoted to the private residences of the more powerful mages of the city, most of which are impressive towers. There are two dozen towers and private residences built upon the hill, as well as the shrine of Llwar. The Watch does not patrol this area of the city, for the wizards are more than capable of protecting themselves. They have their own protections, including (it is rumored) magical servants of fire and light that patrol the Hill, coming to the aide of any mage that summons them to deal with thieves and intruders. Market Hill: The lowest hill in the city is Market Hill. It was once higher and bigger, but was leveled years ago to make room for a market. The market is a bustling place lined by several businesses, including taverns, clothing stores, food stands, and other small businesses. At the center of the market is the Warrior's Fountain, which sports a statue of Sarken upon a rearing horse, blade drawn. The Fountain is a favorite spot for romantic encounters between lovers. The Arena: Built many centuries ago, the arena is one of the chief centers of entertainment for the city. In the past, it served for gladiatorial combats, plays, and even athletic contests. Over the centuries, bloody and deadly gladiatorial combats have fallen out of favor, and replaced by a faker version, with charmed monsters, pretty-boy gladiators, and wild rivalries. Plays are just as popular as ever, as are athletic contests. Sports are popular, particularly rugby and the occasional joust. -- Night Druid
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Month Index: June, 1999