Barony of Meargensdale Vale

Steel Realms

The Vale of Meargensdale lies near the headwaters of the Gallu river (the southernmost in Rhyl) lies a cleared vale, surrounded by the Rhyl Forest, the river its southern edge. The Weslay Road goes easy to the The Barony of Craynth, and connects to the Rodgensen Road leading southwest to Danbevy. The strange and ancient Lonely Road goes to the north from the vale into the unknown. The Viscount has maintained good relationships with the Pine Tribes in the area, and there are the occasional tribesmen for trading, or even some local celebrations – such as the spring fair in honor of Ezrilus. Religion in the area is mixed, mostly those who venerate the Wyld Faith; the Green Church has a presence as an organized flock in Correl – the capital of the vale. The Lightbringers maintain a small following – radically vehement and constantly preaching. Mizras has a small enclave which exists solely to train and supplement for the defense against the constant raids by Orrish in the night.

The Beyne River‘s path once went north of Ser-Caynth instead of through it, clearing the area that would become the Vale of Meargensdale.

Rhyl Culture | Territories & Fiefs | Features | North Gate Garrison | Map

Defining Ideal: The Grand Duchy of Rhyl has been "The Shield of the North" in the wars of The Noble East vs. The Broken Lands for thousands of years as well as stradling the crossroads of many powers and maintaining a tense peace. The Chronicle of Rhyl shows it first as many fiefdoms of 'The Lands of Rhylan' (CY 5500's), then a united kingdom (CY 5980), then as a duchy of the High Kings' kingdom of Gladnor (CY 6514). All citizens in the north take the pledge of Rhylan the Living.

Culture: Rhylian ( 'rill', 'rillian') locales have locally flavored experiences, but unless noted, follow general Territories and Fiefdoms properties and all share Common Culture - languages, Character Experience, institutions, Law, etc.

Culture: It is somewhat remote, and like of all Rhyl its people follow most of the Freelander culture – they are independent, self-sufficient and distrustful of outsiders. Outsiders are especially distrusted in the vale, as the potential for disturbing the long dead spirits and bones of the giants is great with the many treasure seekers, archeologists, and historians.

Each year there are games and challenges (“Test of Seven”) and from the region is sent the best to be a candidate as a High King’s ranger; a source of great pride in the region.

Population 18,000-21,000 permanent (some transient during harvest season); It is primarily human in population, with the occasional elven trading party, a few half elves and elven outcasts. The elves and leaders of the vale have age old treaties for logging and forest management.

Rulership: The Vicount of Meargensdale rules the vale. Each town and settlement has either a mayor or hetman. Each major settlement also has a council or merchants and/or land owners that have a say in local affairs.

Major Places

[1] Capital: Correl (‘Kor-el’; population 9000 permanent civilians + 2000 transient)
> Viscount Sir Sven Tallstag and extended family rule the vale (dynasty has lasted almost 1000 years)

Steadings (30): (population 550 approx.)


Goods and Services

orchards, lumber (managed w/the elves), iron, coal, wool, mead, honey, some elven goods – silks, dyes, leather, perfume, oils (Rhysvelaugh Weald Clan along The Lonely Road), boats, wagons, carts
> Some adventurers come to search for the remains of the battle of the giants or search for Ducateon ruins in the hills and mountains northwest.
> Archeology in the area is booming. Unfortunately, every so often, a giant skull is found and tampered with – potentially causing havoc for days or weeks at a time.

History

Relations with the Duke: The Duke of Rhyl’s family is seen as mostly positive, having always supported the freelander way, and interceded and gotten help from the High King when it’s been needed.

Typically a DC 15 or higher Check
Typically a DC 20 or higher Check

Chronicle of the Locale

Knowledge is broken down by ease of discovery/availability & Meticulous Record Keeping may improve usability; Any attempt to know more than what's Pervasive will require a reference, source, knowledge, check, or access to someone who can get or provide either of these. Specific Lores may increase the chance of knowing specific elements.

Rare Knowledge / Very Hard Difficulty


Warning
Obscure/Hidden Knowledge is not generally available in known references; It is not necessarily Forbidden.
DO NOT READ BEYOND THIS POINT unless a character has the capability to gain such knowledge [through association, organization, or relation] if they do not possess it themselves or the reader intends to participate in scenarios using this material as a PLAYER! GM Narration will typically provide relevant information by check or story.



Realm's Aptitude Powers: Divine, Occult, and Psychic