The Blackblades

Very little is known about the underworld in the Capital City of Glimring. Magical obfuscation and a potentially corrupt city guard have given rise to a number of small, influential gangs. The most notorious of these are the Blackblades.

Rumored to be a haven of demon worshippers and wererats, the Blackblades have terrorized the poorer sections of the city as well as the sewer system. The original meaning of “blackblade” was a knife poisoned by sewer water or sewage. The current crop of the Blackblades freely ascribes to poisoned weapons (a number of them practice as assassins). No one knows who the leader is, but the Crown would pay premium reward for information or best, elimination.

The former leader, Bellur, was recently killed and no one has stepped up to claim his role as leader of the infamous band.

The Brev

Brev and Tender

Brevs are native to the lower grasslands and have been around as long as the recorded history. Their sturdy nature and heavy fur indicate that may have originated at Worldtop and some even speculate these were originally bred as pets for the Giantkin.

The Brev is a massive beast, standing nearly 12 feet at the top of its fatty hump. They are general docile, chewing on the great longrass of the Wheatsea, with their short, solid beaks. Physically they resemble a sort of tawny, fluffy buffalo with the solid legs of a massive tortoise. In the wild they roam in packs of 2-4 adults and usually have 1 or 2 calves in tow. Because of their size, they have few natural enemies on the plains, but the dragons thinned their numbers so greatly, it was thought they might go extinct. More and more are being seen in the past few years and this is seen as a victory over the dragons.

Brevs have been used along the plains as transport and those who are kept in a domesticated state are sheared during the warm months. Their fur is thick and oily, which provides a natural repellant to rain and snow. It’s not uncommon to find warm tunics, trousers and vests made of their wool worn by many races in the Edlerend.

Land barges hauling raw materials from the south are often pulled by a single Brev as it eats less often than other draft animals and can hauls loads for far longer than the more conventional stock. Owning a Brev in the Kingdoms must be authorized by the King’s Forester so to conserve those that remain.

The Brev is considered good luck, and often if they are pulling goods to larger cities you will see them surrounded by loving crowds trying to give it a lucky pat.

Longbridge – Inns and Pubs


INNS (licensed to charge overnight guests):


Woodfriend’s Inn:

One of the first large inns licensed in Longbridge, this well worn established building is home away from home for many a northern barbarian who travelled into the city. It has a large common room filled with a variety of stuffed beasts.

Tinker’s Timepiece:

A newer establishment, this was owned by a gnome until his untimely disappearance only recently. It’s currently in the hands of the local craftsmen’s guild, but is up for sale. The accommodations are small but comfortable and there are a number of upgrades worth the price (indoor plumbing for one).

Song Stone:

There’s no question this common room is the most packed of any city inn, mostly because it draws a large number of famous performers. It’s tall stone walls stand out among the other buildings around it and it’s not cheap, but travelers say it’s worth the coin.

Traveler House:

This average priced inn is a favorite among merchants and other travelers due to it’s covered stable for horses. It’s common room is cramped, but most prefer to cross the street to get their drinks and food at the Mariner’s Roost.

Lord’s Watch:

Subsidized by the Lord Longbridge, this expensive and nearly exclusive inn caters to the rich who visit the city. It has a full stable and mews with handlers, the finest dining in the area and provides 24 hour security to it’s guests. It even has private rooms for longer term rental.

Netmender’s Inn:

When Dwarves ride out of Firdeng hauling goods on the barges, they tend to stay at Netmender’s. It’s an old inn, one of the first in the city, and has fallen into disrepair, but it is cheap by comparison to the other inns.

PUBS (licensed to sell food and drink):

The Portly Pieman:

Just outside the Market Gate on the SW bank of the Strongwater, this pub isn’t technically inside the city’s limits, but serves so many of it’s locals it’s counted among the number of Longbridge pubs.

Mariner’s Roost:

Sporting a large, open porch overlooking the river and city beyond, Mariner’s Roost is quite popular in the warmer months. It has a friendly staff and is used to the rowdy sailors that frequent it’s walls.

The Flying Tome:

A quiet, cramped and smoky pub, this establishment is the drinking place for scholars, wizards and any who call the District Arcantis their home. A number of cantrips are always in effect here and can startle the uninitiated.

The Trout in Amber:

A small, almost non-descript bar at the back of Fishermen’s Alley, this small, rough hewn bar has a fine number of spirits and is an excellent source of rumors. It’s also the haunt of several of the smaller folk.

Iron Fists:

A large, spartan bar that occasionally sponsors fights in its large, recessed common area. It is the local favorite of soldiers, diplomats and anyone looking for muscle. It’s a safe enough pub, but it’s barfights are legendarily bloody.

The Clever Quail:

A quiet but bustling pub with a good menu. It’s location makes it prime for the more affluent in the area, but it doesn’t necessarily cater to them. Any hour it’s open you may see sailors mingling with bankers, sorcerers mingling with diplomats.

Banker’s Folly:

Once a shrine, this pub has drawn the ire of the temple district, since it’s just off of Pilgrim’s alley. While it doesn’t serve hard spirits, it’s trying to fend off the bad feelings of it’s neighbors by providing sacramental wine and beer to the members of the temple nearby.

Coin and Anchor:

A classic public house frequented by many. It’s afternoon pies are what most remember but it also has it’s own beer, crafted in Firdeng by Dwarven brewers. Most recent incursions of “Thunderbrew” from Greenfields has stirred up a bit of ill will.

Serpent’s Sail:

Little more than a fish & chips stand that serves ale. It’s selection is limited, it’s open to the elements and smells of old fish, but the sailors who frequent it swear by the price.

The Drunken Otter:

This busy place was most recently a den of thieves. Illegal gambling and other nefarious activities were prevalent.  And the clientele could sniff out new blood almost immediately.  However, after a brave intervention of a group of Dwarves and Halflings of Greenfields, the ‘Otter may be making a turn around. Added to their taps is the local favorite “Thunderbrew”, a heavy dwarven stout which is gaining popularity quickly.

Longbridge Public House:

One of the oldest pubs in the city, this sits on the original trading post when furriers came down from the barbarian lands. It spans the distance between Westbridge Street and Five Hearts Way in a massive building. It’s long tables can accommodate large groups and it’s meals are always served family style.

Mask & Heart:

An up and coming pub, this was built by the owners of the Song Stone to handle it’s overflow. While it doesn’t have the more famous talent, it has an open stage where anyone can play for 5 cp. Any tips are split with the house, but a talented musician or performer can make their money back quickly.

The Broken Needle:

Originally the site of the Tailor’s Guildhouse (absorbed into the craftsman’s guild) it has since been renovated and is popular amongst the guildsmen. It opens much earlier than the others in the area and serves a very hearty breakfast.

The Twisted Belt:

A rough and tumble place, the ‘Belt has a reputation for rough customers and even rougher staff. While the food is not much to talk about, they do have a porter imported from Goldring that cause many to risk the tough talk and danger that it might hold.

Barrel & Bucket:

Before leaving Marketwalk, almost every farmer, tinker or craftsman has a pint at the Barrel & Bucket before leaving Longbridge. It has a large outdoor area behind it which is filled with drinkers in the summers and firepits in the in the winter. It’s position on the Lower Walls affords it a view like no other.

Personalities: The Wind

She is elusive and distant, this leader of the the fighting style known as “The Way of Two Vines”. Many think her distance is a defense, a quiet fortress to conceal any involvement with the Crown. Some purport her to be a spy for the King himself, and it’s well known that she’s not trusted in the land of her own folk, the Elves. However, when encountered she is polite, charming and glides so effortlessly and elusively, she’s earned her nickname: The Wind.

Her support of the free peoples is unquestioned. In the early days of expansion, The Wind supposedly travelled with the first Rangers of Ringthorn, teaching them unarmed methods to defend themselves. She currently is something of a folk hero to the peoples of Folkstand, as she was partially responsible for driving the Blind-Bear clans out of threat range. It’s possible that these are just rumors or, more likely, she is far older than she appears.

Her monastery is deep in the Tanglewood and many who study under her are never seen again. While the rumors suggest they go deeply undercover to be assassins, the harsh reality is most of them succumb to the dangers of the deep woods. The Wind, however, has traveled alone through most every dangerous place and remains untouched.

Most recently, she’s been seen traveling in the regions along the Stonewater River. To what end, no one can say.

IlkMire – Treacherous Travels



Ilkmire is a relatively lawless section of the land, overrun by Lizardfolk, Goblins and a very foul tempered Ettin. The King’s men have actually ceased patrolling IlkMire and a decree was issued to absolve the Crown of any responsibility for subjects that travelled there. Still there are a few foolhardy adventurers that seek their fortunes, only to disappear along the foggy banks of the Fox River or into the tangled forests that surround it.

The Lizardfolk have been pacified by two things: a regular ranger patrol from the North has kept their numbers at bay (along with the help of a very capable druid at Witchmound). To the South, the Ettin known as “Barg-Darg” that wanders throughout Murkdale tends to cause enough havoc that they keep to themselves. Raiding however occasionally occurs on the hunters and trappers that frequent the Fox Grove.

The meeting of the Fox River and the Shallowrun was once the great hope for moving goods down the coast, but the purge of dragons allowed several foul things to hide in the swamps and the area became hopelessly corrupted. Some fear there is a Black dragon still lurking somewhere in the Stenchwood, but to date no one has proven such. If that were the case, the King would most certainly invoke the Edict of Herras and invade.

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.