Greenwall Settlement in Eidos | World Anvil
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Greenwall

"Walls Surround And Cast Out The Dark" - Greenwall Motto
Situated on the East Coast of lower Eidos, Greenwall would be an otherwise forgettable town if not for the fact that it serves as the main port-town for Spell-Breakers and Mages to depart to The Circle of Magi as such, one can see a multitude of interesting folk walking about its streets. Nowadays, however, the city finds itself in the unique situation of being caught in the middle of both the Staldors and the Breakers, a position which allows Greenwall to maintain some-what of a self governance but also forces it to house both factions within its walls, essentially transforming it into a powder keg.

Demographics

Greenwall is primarily comprised of humans, dwarves, and Elves. Elves and some rich noble humans live in the area around Whitehall, the richest part of the city. Due to its position as a bustling trade port, however, all manner of other races - Dragonborn, Tieflings, even the occasional Drow, Yuan-Ti, or Aarakocra - make the journey here to make money and profits.

Government

The town had originally been run by the patriarch of the Vale family. A small council would inform and make suggestions to the patriarch but it was not a requirement for governance. Riggan Vale was the last leader of Greenwall. After his death, during the months-long port closure in the aftermath of the plague, the town became a republic instead, with the Vale family taking the background, with no significant power over the democratic process.
Later on, in the year 400, following the assassination the of the Staldor queen, the town was occupied by The Staldor Empire, creating an unique situation where the border between the Empire and The Chantry passed right through it. While the Staldors won the city, they allowed spell-breakers to maintain their access to half the ports and in turn, to the Circle of Magi

Defences

A large wall surrounds the city, mounted at all times by guards. Along with the few hundred men take make up the city garrison, Spellbreaker forces in Lightgate and the Staldor troops in the rest of the city are also regularly running patrols.

Infrastructure

Greenwall is split into several main districts: The West District is effectively a hospitality centre, being nearby the largest main gate to the city. Theatres and taverns are common here, as well as general goods shops.
Raincrown is the most notable entrance to the city, located on its western gate.
Ivy Wall is primarily a trading district, so named for the ivy that surrounds the outer walls of this district.
Whitehall is where nobles and rich inhabitants live, with better security, nicer housing, and their own social spaces like The Green.
The Rock is the central military storage of the city, where guards are trained, housed, and friendly (or occupying) militaries are accommodated. So named for a solid chunk of granite that the first guard commander of Greenwall respected for its total immovability and strength, and which this segment of the city was built around.
Cherry Court is where the higher-class services like leather tanning stem from. Some of the more notable nobles also live here, in private compounds.
The Harbour is the centre of ocean trade in Eastern Eidos and the main sea-link with the College.
Lastly, Lightgate is the main location of Spellbreaker occupation. It also presents itself as a place where sanctioned mages can buy ordained artifacts or trinkets, and also rest amongst their peers.
  Underneath Greenwall is a network of secret smuggling tunnels, though these have been routed out regularly since their existence was exposed by the same group of adventurers that put an end to the Vale dominance over the city around 270. Nevertheless, extended systems have developed that allow a "healthy" stream of less-than-legal products to make their way into Greenwall.

Guilds and Factions

Aside from the Staldor and Chantry presence, Greenwall has all the ordinary Trade Guilds one should expect.
The Boat-makers, Fishermen and the Dockworker's Association can all be found right next to eachother in the port, allowing access to any who seek their service.
The cobbled steets also house a representative of the Woodcutter's Guild as the shipmasters and Staldors make for very good customers.

History

When the town was first formed formally from surrounding settlements, they did so in an alliance against a den of gnolls. To protect themselves they lined their walls with copper which had a natural resistance to some of the magics the gnoll leader made use of. Overtime, these copper walls oxidised and turned green, though the inhabitants claim it did so as it absorbed gnoll magic.
After the town grew sufficiently, the chieftain, Marlin Dezereth, ordered his trusted right-hand man, Landon Vale, to lead a party and rout out the gnolls. Little did Marlin know, Landon had been working with magics of his own - illegitimately working with a mage who claimed to survive the Rune Wars and who claimed they could create a replica of the Runestone of Soul. By this time, the mage had hit a dead-end with getting the magics to work without hurting the individual using them. Landon took it with him and his men handily slaughtered the gnolls except for the geomancer. Landon struck a deal with the creature - use their own natural magics to finish off the stone's replication, and Landon would let them live. The gnoll agreed, and Landon returned a week later to find the operable stone complete. He attempted to test its power on the gnoll, only to find it was far weaker than the real runestone. It could not force individuals to do something against their will - only enhance the natural charisma and persuasiveness of the user, and allow them to more easily convince and manipulate others. Vale murdered the geomancer to cover this up and then gathered evidence of his own plot.
  He returned to Greenwall and convinced the people, using his evidence and the stone, that Marlin had made plans to manipulate the people of Greenwall into submission. The chieftain was lynched and his family wiped out; meanwhile, Landon and his family were elected as the new ruling family. Landon was able to use his new power to curry favour with other cities, pushing Greenwall as a central trading hub. By the time he was on his deathbed in 55, and having handed down the stone to his son, Greenwall had already graduated from a collection of settlements to a major town. His son, Landon the Second, continued to push ahead. His son, Farik, continued the tradition.   Riggan, several generations later, was far more devious even than his ancestor. He did not trust the spellbreakers and when he gained power in 240, he began putting into place a plan to remove spellbreaker influence from the town altogether. The spellbreakers had chosen Greenwall not only for its closeness to the College but also for suspicions that all was not as it seemed with the Vale family. Riggan began currying favour with town militiamen and councilors to plot against the spellbreakers. When the Bone-Plague struck, Riggan had the excuse he needed to begin executing his plan, and locked down the ports of the city.   A group of adventurers - the same who had defeated the Bone-Plague in Klarta Dunn, in addition to a Dragonborn companion - investigated this issue. As they spoke to many inhabitants of the city, they learned of Riggan's children - Clepra and Garian Vale - and of a third sibling, the mutant halfling Umazaki. The party followed Umazaki's plan to remove Riggan and the Vale family from power, convincing Clepra of Umazaki's legitimacy. They infiltrated Vale Keep at the centre of the city and stole the replica runestone. They confronted Riggan where he revealed his plan to use the stone to rise up against the Spellbreakers, and establish his family's power throughout Eidos. They quelled him and convinced his children to stand against their father. Garian destroyed the replica stone, and he and his siblings committed to establishing a republic in the city, replacing the toxic oligarchy that had run the town for over two and a half centuries.
  By the year 500, Greenwall is still a bustling trade port thanks to its infrastructure, but for a century it has been split down the middle - at the culmination of the Second Staldor-Spellbreaker War, the two factions signed a treaty giving the Staldors power in territories south-east of the Neck, and the Spellbreakers influence in the north and the territory of the south-west. Greenwall's importance as a city had it as an exception, with the Spellbreakers co-ordinating governance of the northern half of the city, and the Staldors the southern half. Both factions share the ports and an uneasy peace fraught with constant tension reigns.

Architecture

The emblem of Greenwall is so painted depicting the keep that has grown since the settlement's creation, surrounded by the safety of the green walls that used to protect the city. Whilst most of these walls have since been either stripped or destroyed, some remain and are guarded as proof of the city's history.   While the copper-lined fortifications are the most note-worthy feature of the port-town, that is not to say the rest is dull, boasting itself with everything from Elvish Gardens to Staldor Arenas.
Greenwall Emblem
Founding Date
10 (Rune Age)
Alternative Name(s)
Vale Keep
Type
City
Population
50,000 Mixed (60% Staldor, 40% Chantry)
Location under
Owning Organization
MAP OF GREENWALL

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