Greenfields

Ervenian Era, 1051 AB
A quilt of pasture and orchard under a mother-of-pearl sky, Greenfields is where halfling souls come home. Hedges trace old songs, dovecotes crown hill-burrows, and bread ovens never grow cold. This is a realm of safety, bounty, and fellowship, open to friends, wary to bullies, stubborn to tyrants.   Share what you have. Keep your word. Bar the door to cruelty, not to strangers in need. Laugh often, work fairly, and remember the dead with stories and supper.

Geography

Rolling downs and tilled vales swell to soft-backed ridges; lane-hedges stitch hamlets to market greens; dove rivers run warm enough that frost seldom holds. Burrows windowed in glass and ivy sit beside timber halls and hill-temples cut into the earth. At the margins, wildflower meads yield to bee-touched copses and moss roads that know every family’s true name.  

Notable Locations

The Matron’s Table
Also known as Greenmarket, this is Yondalla’s high seat is a hill-hall carved like a welcoming burrow: root cellar granaries, treaty hearth, and a feast-green where no one eats alone. On Safeday (every fifth Asora), the whole green becomes one table.  
Littleman’s Ford
A shrine-bridge where bargains are sealed in bread and laughter. A carved Littleman capers under the arch; drop a coin and a kindness into the river and the current remembers your face in friendlier currents thereafter.  
The Silent Keep
Also known as Arvoreen's Watch, is a low, stone-ringed redoubt remains from Arvoreen. Its beacon is dark since Coppernium 1051 AB; halfling Watchlines still drill here at dusk. The first star lit on Moonfest is held in silence for him.  
Soulearth Hollow
Urogalan’s realm has fallen silent, but his earth-ring persists: stepped barrows, clay masks, and the Black Hound Stair descending to a cool under-chapel. Grimwardens keep the Earthrisings (full-moon rites), laying twin hounds of clay on honored graves.  
Seven-Door House
A temple-hostel with seven outward doors, a living vow to Cyrrollalee. The Hearthfinders set out from here on surveys for safe homelands and return with maps, seeds, and stories. One door is always unlatched.  
The Hedge of a Thousand Pockets.
A Brandobaris-touched hedge-maze near a fairground: pass its squeezegates with a good story or small, daring gift, and you’ll emerge at the most exciting corner of town—and with your purse (probably).  
City and site scaling
  • Shire markets: 3,000–12,000 folk; granaries, hostels, fairs, militia greens.
  • Hamlets: 80–400; common ovens, springhouses, dovecotes.
  • Burrow-temples: mixed halls and tunnels for Safeday and guest-right.
  • Quiet houses: wayside sanctuaries; doors open when a priest is home.
 

Governance

Greenfields is organized into Seven Shires of Yondalla, each with four circles: Hearth (homes & burrows), Field (pasture & crops), Market (mills, fairs, hostelries), and Wild-Edge (woodlots & ward-stones). A Revered Councilor presides per shire, advised by Homefellows (Cyrrollalee’s tradition, continued in her memory), Roaming Guardians (Yondalla’s traveling wardens), and a quiet Grimwarden Circle keeping the old burial laws of Urogalan. Yondalla’s word comes by dove-banner or in the voice of a trusted elder.  

Travel and Access

The sky bears soft pearl-bands: Dove’s Wing (east), Cornucopia (south), Open Door (west), Black Hound (north). Wander without intent and you’ll loop between friendly greens in a week or two; declare a true errand, reunion, fostering, harvest help, safe-conduct for refugees and lanes lengthen or straighten to carry you exactly where kindness requires.  
Another Ascent to Solania
The Crown Orchards on Venya’s upper rim hold the stairs to Solania. Mortal pacing: 2–4 days along terrace rows and shrine-steps. Service-shortening is strongest here: share harvest, settle a feud fairly, or keep guest-right at cost to self, and the stone stairs arrive sooner than you thought.  

Inhabitants

It is home to Winged Halflings, who somehow keep their original form and able to become other petitioners of other planes - This co-existence is unique to those winged halflings.   Petitioners tend fields, teach trades, and tell stories; angels and archons keep ward discreetly; Roaming Guardians answer calls from distant halfling towns.

Localized Phenomena

Cornucopia Bloom
Once a season, meadows and orchard rows burst into sudden blossom overnight, every hedge and furrow flowering at once. It isn’t random, the bloom always coincides with a community’s moment of need: when granaries run low, when guests overwhelm a shire, or when a storm has stripped the trees. The petals fade in three days, but the yield of fruit and grain from that bloom never withers before being eaten.  
The Hearthfire Lull
At dusk in hamlets and shires, hearth flames emit a low hum that soothes the heart. Children fall asleep quicker, old quarrels soften, and even outsiders find their tongues gentler. The lull is broken only by betrayal: if a guest violates guest-right in that hour, the flame gutters black and every villager knows.  
The Dove Flights
Every dawn, pearl-feathered doves rise from shrines and circle the sky in glowing arcs. To mortals, the flight is an omen: doves flying north promise safe travels, south promise a good harvest, east warn of change, and west promise a reunion. Celestials use the flights as message-lines, carrying thoughts in feathers that reach their recipient at sunset.  
Brandobaris’ Breezes
Trickster winds run along hedge-roads and between taverns. If you tell a daring tale on the green, the breeze may whip coins into the air or snuff the candle of a liar. The breezes sometimes hide keys, letters, or trinkets, where accidents meant as lessons or nudges toward adventure.  
The Black Hound’s Howl
On full-moon nights, mourners hear a deep howl across the barrows of Soulearth Hollow. It never frightens, rather, it steadies. Families who lay their dead that night swear they glimpse a dark dog pacing the ridge, as though shepherding souls gently beyond. If the howl goes silent for a season, it’s taken as a sign that some oath of burial or remembrance has been broken.  
Lantern-Loaves
On Safeday feasts, the bread loaves sometimes glow faintly from within when broken and shared. The glow lasts until the loaf is finished, and eating such bread grants the warmth of fellowship: the eater knows no fear of loneliness that day. Scholars say this is the memory of Cyrrollalee, persisting through Yondalla’s blessing.  
The Endless Picnic
Pilgrims sometimes stumble upon a meadow where a long table is set, loaves, cheeses, casks of ale, but no hosts in sight. Sit and share, and after three bites a halfling elder appears, smiling, asking for news of the world. The elder may be Yondalla herself, or a Roaming Guardian disguised. Leave greedily or rudely, and the table vanishes, leaving only wildflowers in your lap.  
Earthen Echoes
If a halfling child stamps their foot in grief, the ground may reply with a low tremor. These tremors are harmless but echo through the barrow-hills as though Urogalan himself listens. Grimwardens teach that answering the child with kindness steadies the earth; ignoring them causes the echoes to repeat until someone comforts the child.
Trait Type
Description
Gravity Normal gravity. “Up” is toward the cliff roads and citadels. The Silver Sea is unusually buoyant and gentle with first-time arrivals, keeping most afloat long enough for rescue.
Time Time is 30 times slower than the Prime Material Plane; Celestial stars keep perfect hours; bells and beacons are synchronized across the coast. The First-Night Covenant (guest-right) is socially binding until dawn, hospitality first, judgment later.
Shape & Size Infinite. The quilt of hedgerows and tilth has no last gate; every lane opens to another circle of fields when entered in welcome, so the countryside remains cozy at hearth-scale yet unending to the kindly traveler.
Morphic Traits Divinely morphic (law-dominant). Erathaol and the Hebdomad’s ministers can subtly reshape roads straighten for relief, hedges part for reconciled neighbors, commons widen for festivals.
Elemental Energy None Dominant
Alignment Lawful Good.
Magic Community, healing, growth, water, truth-telling, oaths, divinations of intent or kinship, lawful good summons are enhanced. While malice that exploits hospitality, compulsions that subvert consent, disease-craft, necromancy that disturbs settled dead, and deceit aimed at fraud, are impeded.
Type
Dimensional plane
Location under
Owner/Ruler
Additional Rulers/Owners
Owning Organization

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