City-State of Teufeldorf

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City-State of Teufeldorf
Founded 1212 FA
Size Minor Kingdom
Fealty Western Reaches
Ruler Vincent Fleetwood, The Invincible, King of the Western Reaches
Hex 0811


The City-State of Teufeldorf is the capital of the Western Reaches. Teufeldorf is the largest city in the Reaches, and the fifth-largest city in the Realm. Originally encompassing the island on which the current-day castle resides, the modern city has expanded several times east and south onto the surrounding bluffs. The current city is surrounded by two sets of garrison walls and boasts a large harbor and extensive trade markets. According to the Crown tax ledgers, the total population of the City-State is 27,300 with an urban population of 15,600 and 11,700 residing in the surrounding rural regions. Teufeldorf is primarily a human settlement, although all the races can be found in its twisting streets and worldly bazaars.


The current ruler is Vincent Fleetwood, Ranger King of the Western Reaches who was crowned in 885 TA after his victory in the Hastur Rebellions. During his reign, Teufeldorf has been sacked three times. The first was a year-long occupation by the orcs from July 889 TA until July 890 TA at the end of the First War of the Reaches. This occupation did considerable damage to the city infrastructure and economy with wide-spread looting and burning of military buildings. The second invasion was a surprise attack by the orcs during the outbreak of the Second War of the Reaches which last only a few months during the summer of 899 TA. The damage to the city was mostly the looting of buildings for stone to fortify the wall by the invading army. The last invasion was an occupation by the Old Kingdom from July to October 906 TA. The extent of physical damage from this event was limited to the castle proper. With the end of the Second War of the Reaches in January 908 TA, the city has enjoyed renewed prosperity. King Fleetwood has ordered significant repairs and restoration since then, and new plans to keep citizens safe during wartime has been enacted.

Administration of the city is handled by a twelve-member council called the Assembly. The Assembly consists of two officers from Teufeldorf Castle and represent the Crown: the Commander of the Garrison and the Steward of the Royal Household. Civic rule within the city-state is governed by the Lord Provost who acts as the city mayor and the Commander of the Guard who runs the town constabulary. The Lord Treasurer and Lord Chancellor are responsible for banking and the courts respectively. The Lord Advocate is the representative of the people on the council. Finally, five masters represent the guilds and merchants of the city - Master of Books, Master of Bells, Master of Guilds, Master of Merchants, and the Harbor Master. While conflicts with the Assembly are rare, the Crown will intercede as needed to insure smooth governance of Teufeldorf.

City-State Description

The City-State of Teufeldorf is built upon the high bluffs overlooking the Great Sea. Geographically, the highest point in the city is the Dragonback, a narrow ridge of stone that sits in the center of the current city, just outside the original city walls. From the Dragonback, the ground slopes gently towards the sea on the north and west and falls off towards the great expanse of forest of the east and south. The area to the south of the city is known for its verdant farmland and has been settled as such from the First Age. To the north and east lies the boundaries of the Orc Nation guarded by the swift-flowing River White.

In addition to Teufeldorf Castle, there were four quarters inside the original city walls - the University Quarter (now called Old Town), the Royal Quarter, the Merchant Quarter, and the Temple Quarter (now part of the Temple District). By the mid 8th century TA, the city sprawled outside of the protective walls. Petitions by merchants for a new market center, clerics for a protected area for the burgeoning number of churches, and the military for new training facilities outside the castle prompted the construction of new outer walls.

The center of the city is now dominated by the new Market Quarter bounded by The Dragonback and the Counting House on the north and the Hall of Merchants to the south. The entire district is surrounded by an enclosed wall built during the expansion. Four gates allow entrance to the Market Quarter with all roads leading to a large central open air bazaar that is the focal point for merchant sales to the population. Directly south of the markets is the Artisan's Quarter filled with every imaginable craft and trade being practiced - from delicate jewelry to iron war machines. If it can be made in the Reaches, someone in the alleys and workshops of this district will do it. Home to dark elves and lost dwarves, the Artisan's Quarter is the most diverse population center in the city.

In the northwest, the Royal Quarter is well-patrolled and home to many of the nobles of the Western Reaches. Large estates line the sea coast with a constant breeze keeping the air fresh from the smells of the city. South of the Royal Quarter is the old Merchant's Quarter which is now filled with the stately homes of the expanding mercantile class. Located conveniently adjacent to this are the both the bazaar and the docks. To the southwest, Harbortown lies in the lee beneath the high bluffs of the city. The Harbor Master controls the shipping in and out of the city. The northern docks tend towards private and wealthier merchant ships including the large Tang traders carrying goods from the far-flung ports of the Realm. The southern docks, the destination of common trading vessels, are also home to some of the rougher bars and taverns in the city.

Old Town now encompasses the old University Quarter and part of the old Temple Quarter. While not as extravagant as the Royal and Merchant Quarters, Old Town is a respectable place to live. The Greater Farthing Road leading northwest from the bazaar to Teufeldorf Castle is still vibrant. The old banking centers in the shadow of the castle still hold sway over the commerce of the city, and the university and Library of Sarth are both well respected for scholarship and wizardry.

Along the northern edge of the city, east of Old Town, is the Temple District with the older churches just inside the original city walls and newer structures just outside. The homes around this district are filled with high priests and devout followers. The old city graveyard, known as the Necropolis, is situated just north of the district, lying outside the city proper in a vast tangle of trees that rise up to the edge of the River White. Finally, the Military District lies at the far northeastern edge of Teufeldorf protecting the Orc Gate.

The bulk of the city lies to the east and south of the market. This sprawling mass of alleys, homes and shops is known collectively as New Town. As one travels further to the southeast towards the outer wall, the homes get smaller, the alleys are darker, and the neighborhoods rougher. The southeastern portion of this area is called the Poor Quarter although the Crown maintains some semblance of order here. For those who find life in the Poor Quarter too much, several small village outside the city walls still exist.

Map of Teufeldorf

Teufeldorf and Environs

Establishments, Buildings, Shopkeepers and Notable Natives

Loc Establishment Name Type Purveyor/Owner
F08 Agatha's Antidote Shop - Poisoner Agatha
F06 Arabell's Shop - Dairy
F09 Armitage Inn Shop - Inn
F09 Barge House Shop - Pub
D07 Barrelstaves Shop - Cooper Barrelstaff the Dwarf
A05 Beamhouse Hides Shop - Tanner
I06 Blackburn & Sons Government Tam Blackburn, Master of Merchants
F02 Blackburn Manor House Tam Blackburn, Master of Merchants
L04 Blackfriar College University
C06 Block and Anvil Shop - Blacksmith
B04 Blue Anchor Freehouse Shop - Pub
D10 Blue Crow Freehouse Shop - Pub
F06 Boastful Bard Shop - Musical Instruments Zilver
G08 Bookworm & Silverfish Shop - Bookseller James Silverfish
D06 Boots and Barding Shop - Armorer
A08 Brawling Box Tavern, The Shop - Pub Sam
F06 Broken Compass, The Shop - Coffee Shop
D03 Broken Mast Pub, The Shop - Pub Grimsby
E06 Buckles & Bootstraps Shop - Cobbler Timothy and Thomas Shoemaker
F04 Captain's Cabin, The House Obed Marsh, Harbor Master
F06 Carved and Cast Shop - Sculptors
L12 Commander's House House Talia Barker, Commander of the Garrison
E06 Consolidation Cooperative Shop - Magic
I08 Copper Kettle Pub Shop - Pub
G06 Counting House, The Temple - The Lawsmiths Jerome the Proud
F06 Crumbs Shop - Baker Crumbs, Hobbit Baker
K08 Crusader's Temple Temple - Order of Crusaders Donbless the Justice Maker
K08 Crusader's Temple Temple - Order of the Silver Throne Sister Gabriella
E08 Curious Courtier, The Shop - Tailor Martin
K09 Den of Dreams Temple - Dreamkeepers Caris the Dream Mistress
H13 Donjon Stables Shop - Stables Donjon
H07 Dragonback, The Geological Feature
K05 Eagle and Quill, The Shop - Pub Lyla Rose
G08 Faerie Fire Shop - Spellcaster Greybeard
H02 Feasting Hall House Noel Guildford, 13th Baron of Guildford
F08 Featherfall Healers Shop - Doctor
F13 Filtch's Pawn Shop - Pawn
D06 Fine's Goldsmith Shop - Goldsmith
J03 Fleet Feet Shop - Messenger
F07 Flying Carpet Shop - Rugmaker
E12 Flying Pig Shop - Pub
I14 Fretful Porpentine Shop - Pub
L05 Friar's Nose Geological Feature
D08 Gaffer's Lampworks Shop - Glassblower
I04 Gaylord & Sons Shop - Auctioneers
I05 Good Knight's Rest Inn Shop - Inn Gregory the Paladin
D05 Goodly Wood Shop - Carpenter
H14 Grey Havens Shop - Rest Home
H04 Haggelthorn House House Elias Haggelthorn
C07 Hall of Guilds Government
D07 Hall of Merchants Temple - Order of Merchant Keymasters Ella Dunthorpe
C04 Harbor Master Government Obed Marsh, Harbor Master
J07 Healer's Hall Temple - Order of the Red Angel Layla the Red
E08 High Inquisitor, The Shop - Appraiser
L07 Hill House Temple - Plague Doctors Hieronymus Bock
F05 Hoard, The Shop - Mercantile
E09 Hoda's Hindsight Shop - Fortune Teller Hoda
J07 Hollybush Freehouse, The Shop - Pub
L10 Home of the Moon Temple - The Nightstalkers Kolchak
C06 Horgath's Anvil Shop - Metalsmith
E08 Hornblower's Pipeweed Shop - Tobacconist
F07 Hourglass Brewers Shop - Brewer
I10 Hourglass Pub Shop - Pub
J08 House of Pain Temple - The Needlekin Theban
D05 Hunter's Mark Shop - Fletcher
B05 Hyde's Hides Shop - Leatherworker
D08 Illyria's Illuminances Shop - Lampmaker Illyria the Elf
E13 Java Court Shop - Coffee
K03 Judge's Guild Shop - Judge
I03 King's Counsel, The Shop - Lawyer (Advocates)
J04 King's Head Pub, The Shop - Pub
C05 Knotweed's Dyeworks Shop - Dyer
K10 Kodoma's Path Temple - Order of the Winds Miki, Grandmistress of All Winds
K06 Last Repose, The Shop - Mortuary Mortimer
H05 Last Resort, The Shop - Money Lender
E08 Lewis Lamps and Oil Shop - Oil Maker
K04 Library of Sarth Temple - Librarians of Sarth Drew, Master Librarian
L10 Lightning Citadel Temple - Storm Wardens Byrne the Red
F12 Little Wanderer's Home Shop - Orphanage
D08 Lock and Key Shop - Locksmith Nimble Fingers
E08 Lord of the Rings Shop - Jeweler
F08 Magical Maladies Shop - Alchemist
J02 Magistrate Government
G03 Middlewich House House Hugo Middlewich, 9th Baron of Middlewich
A07 Miller's Thumb, The Shop - Miller
K10 Monastery of the Dark Path Temple - Dark Path Foster Uncle
D13 Mourning Wood Pub, The Shop - Pub
L07 Necropolis Graveyard
L08 Old Graveyard Graveyard
B03 Old Harbor Geological Feature
K07 Open Cathedral, The Temple - Church of the Hearth Rammus Kindheart
G08 Outpost, The Shop - Mercantile
H03 Overton Estate House Zachary Overton, 10th Baron of Overton
E12 Pitchfork Stables Shop - Stables
G08 Potts Shop - Potter Kirgus Stonewell
F06 Prime Cut Shop - Butcher
B05 Quinby's Quicklime Shop - Plasterer Quinby
K12 Ramble Hall Temple - Warrior's Guild Malek the Mad
G05 Raven and the Clover, The Temple - Fellowship of the Clover Abbot Astor
B12 Redcap Freehouse Shop - Pub
C05 Roberts & Roberts Shop - Furniture Maker
F07 Rogue River Cheese Shop - Cheese Shop
C07 Roland's Rapiers Shop - Weapons Roland
E4 Royal Oak Freehouse Shop - Pub
D01 Royal Wharf Shop - Dock
G09 Salt Fishmonger's Company Shop - Fishmonger Sir William Walworth
J04 Seated Scribe, The Shop - Scribe
C05 Ship & Half Moon inn Shop - Inn
G03 Shunned Hall, The House
D05 Silver Dagger Shop - Cutler
G14 Six Sisters Inn Shop - Inn
G11 Skull and Squid Pub Shop - Pub
C12 Smuggler's Cask Shop - Pub
L06 Snort, The Geological Feature
K03 Snot Falls Geological Feature
G14 Snuffy's Shop - Appraiser Snuffy
K13 Stables Shop - Stables
I03 Stage of Whispers Temple - Royal Company James Brindle
K14 Sterndale House Temple - Rangers of the Wilderlands Sir Hugh Sterndale
A04 Sternpost's Shipyard Shop - Shipwright
H14 Stonebow Traders Shop - Mercantile
B09 Storyteller's Inn Temple - Fellowship of Wee Travelers Nob Puddlefoot
A03 Stout Crock, The Shop - Pub
D05 Straightwood Bows Shop - Bowyer
F08 Stranger Things Shop - Magic Rozwyn
D08 Sturdy Sheath Shop - Weapons Smiling Welby
B07 Swatches Shop - Painters Patch the Dwarf
F08 Swift Axes Shop - Footman
K14 Sword and Board Shop - Inn
K08 Temple of Shadows Temple - Cult of Shadows Ela, Mistress of Shadows
K09 Temple of War Temple - War Lords Ta Hoarfrost
G04 Tenbury House House Jenson Tenbury, 6th Baron of Tenbury
B06 Thatch and Slate Shop - Roofer
J05 Three Tuns Pub Shop - Pub
B09 Thunder Hoof Stables Shop - Stable
B07 Tough Climb, A Shop - Rope & Net Maker Theodas
J02 Tower of Records Government
E06 Toymaker Shop - Toymaker
H02 Treadway Manor House Nils Treadway, 9th Baron of Huntingdon
A06 Troll's Hand Masons Shop - Mason
G13 Twilight House House Rumored to be run by The Family
E11 Vanger's Mark Shop - Tattoo Parlor Vanger
F08 Vast Cellars Shop - Vintner
F08 Vlad's Shop - Mercantile
D09 Watchtower Hall Shop - Playhouse
D08 Wax and Wayne Shop - Chandler Wayne the Candlemaker
F07 Weft and Warp Shop - Weaver
J09 Well of Youth Temple - Cult of Eternal Youth Mirri the Golden Youth
F04 Wendover Manor House Emily Ward, 19th Baroness of Wendover
F02 Weremouth Hall House John Weremouth, 10th Baron of Weremouth
D08 Wetstone, The Shop - Pub
E06 Whistling Hammer, The Shop - Tinkerer
F03 Wickham Hall House Geoffrey Wickham, 8th Baron of Wickham
E06 Wizard's Tower, The Shop - Game Shop Cecil
B08 Wright Wheels Shop - Wainright
F03 Wyrmslayer Estate House Greyson Rockingham, 16th Baron of Rockingham

Description of Establishments and Buildings

  • Dourmoor Home - 9 Nightingale Way - A ramshackle old townhouse nestled between the Military District to the north and the Poor Quarter of town to the southeast, the house itself was once quite elegant - probably the home of an army officer. Its facade is three stories made of stone with three stone gargoyles still sitting on a small ledge under the eaves. The stonework is crumbling in places, but the structure appears sound. The upstairs windows are boarded over.
  • Eagle & Quill - The inn is a two-story stone-walled building with a heather-thatched roof and dwarf-wrought iron tables and chairs. It is exceptionally clean, and well lit by an iron chandelier. If pressed, the innkeeper, an old hobbit woman named Lyla Rose, will allow students to pull up an old wooden cot to the hearth to sleep after hours.
  • Filtch's Pawn - Set back from the intersection of The Cut and Twilight Road sits an unusual building without signage but clearly a business. The building is set upon a large stone foundation about six feet in height. The building is without windows. A large metal door on the southwest of the building is the only obvious entrance. The walls of the building are made of stone with a number of support pillars leading to a thick stone roof. The overall impression of the building is that of a fortress. The door has a sliding metal panel commonly used for secure viewing of visitors. The front room of the building is austere with simple metal shelves brackets securely to unfinished stone walls. The floor and ceiling also appear to be stone. A single metal door leads to a backroom. This door also has a sliding metal panel for security. The shelves are arranged with a variety of items - with a selection of weapons, tools, adventuring equipment, armor and shields. The room is illuminated by four smoking torches in each corner. Filtch is a burly half-orc with mostly missing teeth. His scars are a testimony to a hard life. He limps slightly on his left leg, but his eyes are bright and sharp. He is dressed in simple leather armor, also stained and cut. He smiles a toothless grin.
  • Fretful Porpentine - At the eastern terminus of The Crossing sits an ancient building, certainly re-purposed over the years. The Fretful Porpentine has stood on this site since 820 TA. Located south of the Military District, the pub is a favorite of the soldiers and adventurers. Most of the locals consider it too rough or too filled with the King's Men to be of interest. A weathered sign of a porpentine, its quills jumping from its back, hangs on a squeaky wooden signpost. The exterior is made of stone with a blue slate roof - a rarity in the city and a throwback to an earlier age. The interior of the pub is a single large room smoke fills the high-beamed rafters and a mahogany bar runs almost 60 feet along the room's edge. A small kitchen behind the bar is in constant motion. Wooden booths, deep and dark, run along three edges of the room. The walls of the room are decorated with shields, swords and orc and goblin heads.
  • Haggelthorn House - There is no apparent entrance to Haggelthorn House as a high stone wall surrounds the residence along the tree-lined Prospect Vale. The back wall is an old garrison wall that separates Old Town from the Royal Quarter. The three surrounding stone walls are 15' high and new - put in place by the Haggelthorns to insure privacy. The top of Haggelthorn House can just be seen by visitors coming down the street. The House is clearly an old chapel, hundreds of years old but in good repair. The roof is a green slate, popular in the mid-eighth century TA. The stonework is solid with all signs of religious iconography removed. By its design, the building was probably an early Church of the Hearth. The stained-glass windows have been replaced by dark green plain glass. The grounds are somewhat overgrown - making passage difficult. A number of large trees and shrubs are growing throughout the compound. Bits of stone are sticking up through the verge. The head of the Haggelthorn family is Elias Haggelthorn.
  • Redworth Home - 14 Tinwhistle Close - The front of the townhouse at 14 Tinwhistle Close shows that it was once a fine house now in decline. The dark green paint is peeling from the wooden shutters and door, and the grounds around the house are shabby. The most noticeable thing about the house is that the large front window is broken out. Shards of glass surround a chair that sits awkwardly amongst the ruin.
  • The Shunned Hall - One of the twelve baronial estates established in the Royal Quarter of the City-State, the Shunned Hall is the only not currently occupied. Rumor holds that the structure is built on the site of an ancient graveyard or chapel, although Crown records do not validate the claim. Originally slated to be the estate of Willowby Grimsby, the home has never been occupied by the family. After several grisly deaths of noble youths attempting to adventure in the Shunned Hall, a protective ward set about the place has kept the curious away. The structure is currently in ill repair.
  • Snuffy's - This building looks less like a shop and more like a slightly rundown home. The yard is overgrown and moss grows from the roof. A large bulldog behind an iron fence, does give the place a sense of security. The interior of the shop also looks more like a home. The walls are lined with portraits - mostly women and all bedecked in jewels. A small coffee table is surrounded by large overstuffed chairs. An overloaded bookcase stands near a door leading to a backroom that smells of baking bread.
  • The Storyteller's Inn - At the southern end of the Lesser Farthing Road stands The Storyteller's Inn a stone and timber structure in good repair. A low white-washed stone wall surrounds the building. Inside the yard a number of black swans can be seen strutting about. A signpost holds a bright green sign with a gold sigil of the Storyteller's Inn. Outside the Inn, several racks of shoes line the courtyard. The inside of the Inn is built for comfort. While there are a few long benches in the common room, the perimeter of the room is filled with overstuffed leather chairs. The smell of pipeweed and whisky is strong here. Two fireplaces at each end of the room blaze merrily. A short bar leads back to a kitchen beyond. At the far end of the room is a wooden stage.
  • Treadway Manor - Nestled against the western wall of the City-State, Treadway Manor sits on a small rise. The grounds leading up to the manor are well-tended with a natural expanse of exotic trees and shrubs. A single path winds up to the manor from the road leading through the Royal Quarter. The construction of the manor house is a dark grey and red stone with a slate roof. The manor house is two stories, and the house has excellent views of the Great Sea from the upper floor. Two wings of the house extend from the main house creating a courtyard in front of the house. The Treadways are known to throw extravagant parties in the front courtyard with entertainers, magical lights in the trees, and fireworks. The southern wing is called the "Lord's Wing" and the northern wing is called the "Lady's Wing." The current baron is Nils Treadway, the Ninth Baron of Huntington.

Description of Shopkeepers and Notable Natives

  • Darby Longriver is an elderly hobbit woman who plays the silver pipes, often at the Storyteller's Inn, although her performances are in demand throughout the City-State.
  • Nob Puddlefoot is an old hobbit who runs the Storyteller's Inn. He can be found sitting at the end of a long porch outside the Inn strumming a stringed harp-like instrument on most days. His eyes, milky white, stare off into space. He is close friends with Simon Token, who runs the famous Vardan haunt. Nob welcomes all of the wee folk.
  • Snuffy - Snuffy is a large man. He speaks with a lisp and immediately hugs anyone coming into his shop. He speaks enthusiastically about his craft and his love of jewelry. He refers to his paintings by the name of the jewels - Boarshead Bauble, Queen's Fire, etc. Snuffy has an encyclopedic knowledge of metals, jewels and the like.

History of Teufeldorf

In the tenth century of the First Age, the first sailing ships from Rembia discovered the shores of the Reaches. Historians generally agree that this contact was made at the northern tip of the Orc Nation as the ships followed the coastline from their native land. Making their way south, it is logical to assume that mapping and brief exploration was made of the area. There is no evidence that any settlements were made.

In 1212 FA, an expedition of exiles from Rembia arrived in the sailing ship Luckstar and established a stronghold on the present-day site of Teufeldorf after displacing an existing native village. This date is generally accepted as the founding date of the City-State.

After its founding, Teufeldorf grew considerably in size and wealth. It's streets, shops and castles closely resembled those of its Old Kingdom homeland. Easy supplies of stone and other raw materials coupled with very little resistance from the indigenous population made rapid growth possible. While the city and nearby farms prospered, there was very little expansion into the wilderlands beyond. Surviving First Age maps show that the extent of the City State's expansion during the First Age to be less than fifty miles from the island stronghold.

Vibrant throughout the Second Age and Third Age, the past century has seen a number of conflicts in Teufeldorf. The city-state withstood attacks during the Second Demon War from 821 -828 TA. However, Teufeldorf fell in 832 TA with the abdication of the Paladin King Gregory to the dark powers of the Shadowland Empire. It was conquered again in 833 TA by the undead forces of Grim during Hastur's Dominion. For the next fifty years, the city suffered under the cruel rule of Grim who turned the thriving port city into a walking graveyard. Finally, the city was reclaimed during the Hastur Rebellionss of 883-885 TA.

Recent Rulers of Teufeldorf

Vince the Invincible (885 TA - present): First Ranger King of Teufeldorf (since the Second Age)

Grim (833-885 TA): Skeletal Son of Hastur

  • Transformed Teufeldorf into a city shrouded in darkness
  • Enslaved large portions of the population to feed his research and armies

Baradar (832-833 TA): Member of the Brotherhood of the Seven

  • Founded the short-lived Shadowland Empire
  • executed in 833 TA by Grim

King Gregory the Even-Handed (817-832 TA): Last of the Paladin Kings

  • Founder of the Order of the Knights
  • Successfully defended the Crown during the Second Demon Wars (823-828 TA)
  • Exiled in 832 TA by Baradar and the Brotherhood of the Seven

Nearby Places of Interest

Bryn Mawr

Directly east of Teufeldorf lies the ancient hardwoods of Bryn Mawr. A source of lumber to the early builders of the city, this forest would have been completely destroyed for its resources if not for the intervention of the elves in the First Age. The elves established the small community, Berwyn, within the forest and negotiated with the ruler of the Teufeldorf to provide for a balanced use of the forest. While early skirmishes were fought with rogue lumber barons and others seeking personal fortune Bryn Mawr, the elves were able to retain control of the forest. Later, control of Bryn Mawr and the village of Berwyn were turned over to the Druids. Today, the woods are a source of many goods sold in the city markets including mushrooms, honey, syrup, nuts and berries.


Ditchburn is a small village just outside the eastern walls of the City-State of Teufeldorf. The village sits on a ledge of level ground which drops steeply into the tangled woods of the Bryn Mawr. A single road that runs between the Orc Gate and the New Farthing Gate makes up the principal road in the town - called the Ditchburn. The village boasts a long-abandoned chapel, the Mourning Wood Pub, and several dozen homes. The people of Ditchburn are exceedingly private. Some villagers collect mushrooms and herbs from the forest while others hunt wild boar and small woodland creatures. Few visitors stop at the Mourning Wood Pub even for a quick pint.

Lost River

Flowing down from the Iron Hills across the fertile grasslands south of Teufeldorf and finally arriving at the Great Sea at the town of Vardan, the Lost River is an important source of water for the farmsteads that line the riverbanks. Named the Lost River after a long drought in the early seventh century of the Third Age caused the river to dry up for five years, this river has flowed swiftly and uninterrupted for the past two hundred years. In the early ninth century of the Third Age, a massive dragon, Blue Fang, was known to have his lair at the headwaters of the Lost River. After the dragon's death sometime during the early 820's TA, it was rumored that gold pieces and small cut gems could be found bouncing along the riverbed as the current pulled them towards the sea.

Plains of the Mantis

The rich farmlands rolling east from the City of Teufeldorf are known as the Plains of the Mantis, a colloquial name given to them during a bygone era when the area was infested with large predatory preying mantises. Now the area is well settled with prosperous farmers planting all manners of crop in the dark, black soil. A patchwork of small roads cover this land converging on the city markets in Teufeldorf.

Found in the Plains of the Mantis are a number of interesting historical sites including the Tower of Skaldor the Mutator.

Teufeldorf Manor

Located in the small, dark, tangled forest known as Teufelwald, immediately south of the city of Teufeldorf, lies an ancient manor house. Now abandoned, and rumored to be cursed, this spot has significant historical value. Archaeological evidence shows that a structure has stood on this spot since the First Age. The last known inhabitants, the Belreg Family, occupied the manor until August 825 TA when an expedition led by Lord Treadway, Condor the Cleric, Father Guido Sarduici, Count Demoney III, and Ikcin Namffoh was lost adventuring near the site. Shortly thereafter, the structure fell into disuse. It is rumored to be haunted.


South of Teufeldorf, hugging the rocky coastline and bounded by the Greater Farthing Road on the east, lies a small wood of dark and tangled trees known as Teufelwald, the Dead Man's Forest. Long a place of shrouded mystery, this forest is shunned as haunted. A common stop for travelers moving along the Greater Farthing Road, the infamous Slaughtered Turkey Inn is supposedly haunted by one of the areas most famous spirits, James Lostsoul. A trail leading west at the Slaughtered Turkey Inn passes into the dark woods and to the ruins of Teufeldorf Manor.

Purchasing Equipment in Teufeldorf

Teufeldorf is the largest city in the Reaches and has a wide variety of merchants and craftsmen providing a wide range of wares of all imaginable quality. Adventurers may purchase any mundane items from the Pathfinder Core Rulebook equipment list (pp. 140-163) with the exceptions noted below for the list price without roleplaying. Teufeldorf also has a small number of magic items available from its vendors, and it boasts several shops which sell a limited number of powerful items. Purchasing all magic and unusual items will need to be roleplayed.

Silver Weapons

Characters may buy masterwork versions of all weapons and armor. In addition, any normal weapon may be bonded with alchemical silver using the following costs. Creating items with special materials such as adamantine, darkwood, dragonhide, cold iron, mithril, etc. must be roleplayed.

Item Cost Shop
Ammunition add 2 gold Magical Maladies
Light Weapon add 20 gold Magical Maladies
One-handed Weapon add 90 gold Magical Maladies
Two-handed Weapon add 180 gold Magical Maladies

Magic Items

There are magic items for sale in Teuefeldorf. Adventurers must roleplay buying these items as their purchase may alert important NPCs to party actions. And, clever adventurers may want to try and bargain for a better price. The items listed below can be bought for any sized creature.

Item Cost Shop
Studded Leather +1 1500 gold Hyde's Hides
Chain Shirt +1 1500 gold Boots and Barding
Chainmail +1 1400 gold Boots and Barding
Banded Mail +1 1700 gold Boots and Barding
Full Plate +1 2650 gold Boots and Barding
Buckler +1 3200 gold Boots and Barding
Heavy Wooden Shield +1 1400 gold Boots and Barding
Heavy Steel Shield +1 1400 gold Boots and Barding
Simple Weapons
Light Crossbow +1 2800 gold Straightwood Bows
Heavy Crossbow +1 2800 gold Straightwood Bows
Dagger +1 2800 gold Sturdy Sheath
Heavy Mace +1 2800 gold Sturdy Sheath
Morningstar +1 2800 gold Sturdy Sheath
Quarterstaff +1 3100 gold Straight Edges
Martial Weapons
Battle Axe +1 2800 gold Sturdy Sheath
Heavy Flail +1 2800 gold Hyde's Hides
Greataxe +1 2800 gold Sturdy Sheath
Greatsword +1 2800 gold Sturdy Sheath
Handaxe +1 2800 gold Sturdy Sheath
Longbow +1 2800 gold Straightwood Bows
Longsword +1 2800 gold Sturdy Sheath
Rapier +1 2800 gold Roldand's Rapiers
Scimitar +1 2800 gold Sturdy Sheath
Shortbow +1 2800 gold Straightwood Bows
Short Sword +1 2800 gold Sturdy Sheath
Throwing Axe +1 2800 gold Sturdy Sheath
Warhammer +1 2800 gold Sturdy Sheath
Arrow +1 60 gold Hunter's Mark
Crossbow Bolt +1 60 gold Hunter's Mark
Sling Bullet +1 60 gold Sturdy Sheath
Ring of Protection +1 2400 gold Fine's Goldsmith
Ring of Feather Falling 2600 gold Fine's Goldsmith
Ring of Climbing 3000 gold Fine's Goldsmith
Ring of Jumping 3000 gold Fine's Goldsmith
Ring of Swimming 3000 gold Fine's Goldsmith
Rods, Staves and Wands
Rod of Lesser Extend Metamagic 3600 gold Stranger Things
Rod of Lesser Silent Metamagic 3600 gold Stranger Things
Wand of Detect Magic 500 gold Stranger Things
Wand of Light 500 gold Stranger Things
Wondrous Items - Potions, Elixirs, and Oils
Universal Solvent 60 gold Magical Maladies
Potion of Cure Light Wounds 60 gold Magical Maladies
Potion of Mage Armor 60 gold Magical Maladies
Oil of Magic Weapon 60 gold Magical Maladies
Elixir of Hiding 300 gold Magical Maladies
Potion of Enlarge Person 300 gold Magical Maladies
Potion of Blur 360 gold Magical Maladies
Potion of Darkvision 360 gold Magical Maladies
Potion of Delay Poison 360 gold Magical Maladies
Potion of Invisibility 360 gold Magical Maladies
Wondrous Items - Defensive
Bracers of Armor +1 1200 gold Hyde's Hides
Cloak of Resistance +1 1200 gold The Curious Courtier
Amulet of Natural Armor +1 2400 gold Lord of the Rings
Wondrous Items - Adventuring
Boots of Elvenkind 3000 gold Hyde's Hides
Bag of Holding (Type 1) 3000 gold The Curious Courtier
Stone of Alarm 3200 gold Lord of the Rings
Rope of Climbing 3600 gold A Tough Climb
Wondrous Items - Scrolls
Scroll of Remove Fear 60 gold Bookworm & Silverfish
Scroll of Bless Weapon 120 gold Bookworm & Silverfish
Scroll of Identify 150 gold Bookworm & Silverfish
Scroll of Silence 240 gold Bookworm & Silverfish

Stranger Things

Stranger Things has a handful of powerful magic items for sale in Teufeldorf. Adventurers must roleplay buying these items.

Item Cost Shop
Boots of Levitation 9,000 gold Stranger Things
Shirt of Immolation 9,600 gold Stranger Things
Staff of Minor Arcana 9,600 gold Stranger Things
Necklace of Fireballs (Type VI) 9,720 gold Stranger Things
Monocle of the Investigator 79,200 gold Stranger Things
Ring of the Ram 10,320 gold Stranger Things
Scholar's Ring 10,440 gold Stranger Things
Gloom Blade (any weapon) 10,570 gold Stranger Things
Bracers of Armor +3 10,800 gold Stranger Things
Robe of Blending 10,800 gold Stranger Things
Belt of Thunderous Charging 12,000 gold Stranger Things
Adamantine Breastplace 12,240 gold Stranger Things
Cap of the Free Thinker 14,400 gold Stranger Things

Miscellaneous Items and Services

There are also a number of miscellaneous items and services for sale. Again, any services from the Pathfinder Core Rulebook services list (pp. 140-163) can be purchased directly (exceptions noted below). In general, you will need to roleplay in order to get anything out of the ordinary.

In Teufeldorf, the following inns service travelers:

Service Cost Inn
One night's stay, 2 meals, stable access (good inn) 4 gold/night Armitage Inn
One night's stay, 2 meals, stable access (good inn) 4 gold/night Good Knight's Rest
One night's stay, 3 meals, stable access, and footman (common inn) 2 gold/night Ship & Half Moon Inn
One night's stay, 3 meals, stable access, and footman (common inn) 2 gold/night Sword and Board

Items unique to Teufeldorf are included below.

Item Cost Shop
Hobbit Elderberry Wine 806 TA imported 10 gold Fretful Porpentine
Resurrection cast by Father Rammus Kindheart 12,500 gold Church of the Hearth