The Breaking of Longbridge


It had been a year of treacherous deeds. Under the Reeve of Longbridge the people suffered and with no answer from the King came all out rebellion.

There need be no retelling of the terrible tale that set off the revolt. Everyone is painfully familiar with the destruction of the bridge. By late 643 arrows and spellfires have stopped raining across the river and there is a tense quiet gripping the two sister cities, so close and yet so spiritually apart.

The Northwest bank has become High Hold, a new enclave of power for the barbarians of the Spearfolk. Ejected are the new religions and customs replaced by the more animist tradition of the many clans. And the folk of the far bank have embraced this new alliance.

On the side of Glimring, Southbank, seized and secured by the wealth and power of Bannon Bowsprit are the wealthy. His cousin, now guard captain, has bullied remnants of the King’s Guard to serve him, though few understand how.

Powerful magic was expended to carve two great walls around each of the remaining pieces. What remains to be seen is the influence of royal power and the reach of Glimring on this once loyal asset.



At the intersection of the middle kingdom sits the village of Clatterton, so named for the great amount of hoofed traffic passing through and around it. It boasts the most extensive collection of horse trading (the Hoofmarket) and is home to the southern tournament grounds used by many knights in the region. However, it’s claim to fame is the Cistern Citadel, a stone keep surrounding a massive fountain, which magically produces fresh water for its inhabitants. Surrounding the village proper is a large, high wooden fortification, encircled by a number of farms.

The villagers of Clatterton are generally happy and friendly, seeing much of the kingdom’s traffic pass through it’s gates. There are number of local services and business, but nothing comparing to the capital. Conducting any other sort of business in the village requires a pass coin from the appropriate guild, who watches over the Guildmarket with a heavy hand.

Most unusual is it’s government structure; a warden of Clatterton, appointed by the King’s Court, but answering to a pair of crotchety old mages (one a wizard and the other a sorcerer) who’s machinations have subtly altered the village over the years. Each has his own tower and they rarely interact, except in the most dire of consequences. The Warden himself usually stays out their affairs, busying himself with the day to day troubles of keeping a village safe and clean. He employees a number of guardians (village constabulary) known as the Pallisade Watchmen who dutifully mind the gates day and night.

Greenspur Shire

The village of Greenfield and territory North.

The area around Greenfield is sometimes referred to as the Greenspur or the High Lowlands. While Greenfield itself is afforded some autonomy due to it’s religious nature, the Reeve of Longbridge still holds the right to extract taxes from the village and it’s environs.

The village itself is surrounded by farms for several miles, which grow most of the food for Longbridge. Across the Stonewater river to the north lies Road’s End. It’s the terminus for the Far Road (an extension of the King’s Highway) and entry into the more savage lands of the Spearfolk. At the end of a path leading south of Road’s End and back to the river is Hare’s Run. It’s a collection of fishermen halflings who make their home along the muddy banks. Infrequently, some of the Hare’s Run folk cross the river on rafts to trade with the folk of Greenfield.

Further up the road north from Road’s End and off the beaten path is a monastic order known as the Wild Rose. They are an eclectic mix of elves, humans and half-elves pursuing what they call “the flow of beauty”. Their fighting style is graceful and each of them also excel in some sort of art form other than martial training.

Greenfield’s farmers and merchants also find use for the old Brownstone Mill, just a few miles north along the River Road.

About fifteen minutes walk east of Greenfield is a crumbling, moss laden circle of stones. Parents used to frighten their children with tales of fey gates, but most consider it old wives tales. Further on and up a slight rise is Hunter’s Hill. Residents of the Greenspur are granted hunting rights by the King, validated by carrying a token acquired in Longbridge. Token’s have been passed down from family to family and are jealously guarded.

Finally, over Hunter’s Hill and nearly to FoxGrove is an Elven shrine to the older gods, but some still use it for worship of Eadowyn. There is a path leading from Farmer Breakstone’s fields, but few use it because it passes along an old ruin that many fear is haunted or worse, inhabited by terrible things.

The Hamlet of Greenfield

Greenfield_annotated Greenfield is a quiet stop along the West River Road as one leaves Longbridge from the Market Gate. It boasts a population of seventy five souls (sans PCs), which includes the farms east and west along the road.

Greenfield’s is most noted for it’s peaceful and nearly communal lifestyle. Tacitly, the community is run by the senior Matron (Masir) of the Aerthasine temple there which tends a famous wellspring in the hamlet center (2). This well was presumably touched by Aerthas herself, and presumably holds very strong magic. The large 3-story inn (The Sleeping Horse) is famous for a locally brewed Dwarven ale and its ability to accommodate nearly anyone at any hour; it has a regular evening guard staff that watches for late night travelers. Its robust kitchen feeds many of the farmers in the surrounding area and can prepare meals for the road.

A large livery (11) is available to any resident free of charge, though few residents can afford to own a horse. There is a single carriage service available for reasonable charge to take those that can afford it back and forth to Longbridge. Anyone staying at the Sleeping Horse (9) and paying for a room can also use the livery.

A small shrine to Aerthas (1)  is available to any who wish to pray where the road splits heading southwest. Many well off travelers leave gifts there for those in need. At the opposite end, where the road rejoins (3), is a spot where sermons are delivered and public events are held. Occasionally, other lay-pastors hold congregation, but are usually ignored because the town is very centered on Aerthasian worship.

Also of note are  the very well stocked knife and weapons shop next to the inn (10), a small shop where honey and candles are sold (8) and a retired alchemist’s shop (4), where the occasional magic item can be found. (It’s owner, Gladrig the Alert – a shrewd elven shopkeep – is always in the market to buy items as well). The village also boasts a fairly robust outfitter (5) which stocks a variety of sundries and a butcher’s shop (6), where fresh meats are sold at the start of each week. Next door is the Greenfield Brewery (7), which now only produces honey-mead, a very popular drink with the travelers passing through.

The hamlet is relatively quiet and it’s likely at least one of the characters is from here or resides here on an ongoing basis. It is virtually crime free, primarily because one of the larger farms belongs to Denenn Ironblade, a former warrior, local hero and acting Guardian under the Sherrif of Longbridge. The hamlet business is run by a council of the eldest farmer, the appointed Guardian and the Masir. Most recently, the eldest farmer (a halfling known as Barma Buckslayer) has fallen gravely ill and his replacement is being discussed.

Name: Greenfield

Alignment and Type: Neutral Good  | Hamlet

Special Qualities: Holy Site

Danger: Low

Government : Council of the Three (Village Elders)

Notable PCs:  

Shire Reeve – Dennen Ironblade 

Church MatronMasir Ohan

Elder Grower – Barma Buckslayer

Innkeep of the Sleeping Horse – Angrin the Javelin

Village Center Population : 54 (62 humans, 2 dwarves, 3 half-elf, 1 elf, 7 halflings)

Spellcasting: 4th