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Issue:Xix

Heres some more information on the Ashford Valley, a setting I made for a Chat game, using the Labyrinth Lord retroclone game system.

All about ashford

Theres lot of information to pass on, so this may take several issues. I hope that you dont mind.

history of the valley


From times long past, the Ashford Valley has been populated. In fact, within the current Realm, the vale has been held by Knights of the Realm for over 300 years. Various Knights were awarded the valley as family lines died out and changes in government went about (the usual sorts of affairs). Before that, it was a minor holding of the Yertole family (many of which still live in Ashford and see the current lord as an upstart, politely, though). An old adage is that Ashford Valley doesnt change, it changes the character of the newcomer. That can be a doubleedged sword for most.

those mysterious runestones

But the history of Ashford isnt that important, unless one talks about the runestones. As mentioned in previous issues, large ancient stones (most around 6 feet tall) with runes carved all over them dot the countryside. Some are even in the towns and hamlets. Most manor houses are located near a runestone. No one knows their purpose, though most suspect the elves or dwarves do (and if they do, theyre not telling). Some runestones have magical powers of healing, bestowing comfort and peace on people near them. Others protect important land features, like water wells and fields. The stones are left alone by everyone, including the humanoid tribes, and those stones that exist near dwellings usually have a nice ring of grass tended around them as well as small shrines nearby. To touch a stone is a grave act. And violence done around a runestone is taboo, giving rise to a simple tradition for those accused of a crime and desperate. They flee to the stone in order to place their right hand upon it for protection and call for the stone to punish them if they are false. And the stones do, every single time. All valesmen will protect a local runestone with their life, believing (some say rightly) that their presence protects the community.

the valesmen

6500 in the The stable human population of the vale is small, with about 600 in the towns and hamlets and another 6000 or so spread out in smaller holdings 9900 and individual farms. Additionally, lowlander merchants, traders and other travelers number about another 3500. The demihuman and humanoid 1000. populations are assumed to be less, as no one really knows how many of them are out there. The standard term for a person living in Ashford Valley is valesman, whether male or female. All others are referred to as lowlanders (with somewhat a disparaging tone).

The typical valesman is a farmer, tending a plot of land, proud of his heritage and place in society. He is honest, gruff and has no time for nonsense. He is a good neighbor, helping those less fortunate in his community, but shrewd, not easily trusting of strangers.

Lowlanders who move to the vale are not considered locals until three generations (at least) of their family is in the ground.

Issue:Xix

the government, Arms and laws

The government of the vale is feudal in nature, with the exception that there are no serfs or slaves. The currently ruler is a Knight of the Realm named Sir Raphel. He is eighty years old (but still hale) and has several living grandchildren, one of which will likely succeed him upon his death. Sir Raphel (Fighter, Level 6) has 1d6+4 household knights (Fighter, Level 3) and about the same number in landed manor knights (Fighter, Level 4) around Ashford. His secondincommand, Sir Palomedes (Fighter, Level 5), is in charge of Clifton, with the same numbers of household and landed knights. Sooton is held by Sir Dagonet (Fighter, Level 3), a young but earnest knight, with household and landed knights numbering 1d4+3 (all Fighters, Level 2), while Tradetown is held by the cagey and devious (but still fiercely loyal to Raphel) Sir Hoel (Dwarf, Level 3). His household and landed knights number the same as Sooton's. Additionally, there are 1d10+5 landed knights (variously Fighter, Elf, Dwarf or Halfling, Level 2) scattered around the vale in small manors. Standard knightly gear includes chain mail, helm & shield, longsword, lance and horse, or as appropriate to race. Each town and hamlet has 1d12+5 permanent city watch. The valley militia consists of every able bodied man between 12 and 60, with several full companies (~100 each) of elven archers, dwarf miners and halfling slingers as auxiliaries. About 2d10+10 rangers in the vale would also join the forces as scouts. Training occurs at least once a month. Standard militia gear (including the city watch) includes leather jack (without helmet) & shield, spear and dagger. Demihuman and ranger forces are usually better armed, with longbow and longsword for the elves and rangers, while chain, helm & shield, picks and hammers outfit the dwarves. In the event of a full mobilization, Sir Raphel will lead the combined forces, with Sir Hoel as his main tactical advisor (his mad skills are that incredible). While plans exist to cover this possibility, they have yet to be used. Laws break down to crimes against persons, property and the kingdom (treason). Trials are held by a noble, usually one of the houshold knights, with trial by combat allowed in some cases, especially when the accused is of noble birth. Torture is rarely used and wives are not required to testify against their husbands. Witnesses are required in all trials. Chastisement varies, with assault and rape punishable by death, usually beheading. Theft requires restitution at twice value, 30 lashes and forced labor for a set period. Further acts result in the same plus loss of a hand. Banditry, combining assault and theft, results in hanging. Particularly heinous crimes (including treason) are traditionally punished by throwing the criminal, bound hand and foot, from the top of the High Cliffs. Obviously none survive. All in all, reparation is appropriate for the crime.

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