Difference between revisions of "City-State of Teufeldorf"
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<li>'''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. | <li>'''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. | ||
+ | <li>'''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. | ||
<li>'''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. | <li>'''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. | ||
<li>'''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. | <li>'''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. | ||
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<li>'''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. | <li>'''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. | ||
<li>'''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. | <li>'''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. | ||
− | <li>'''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 | + | <li>'''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. |
<li>'''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. | <li>'''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. | ||
</ul> | </ul> | ||
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<ul> | <ul> | ||
+ | <li>'''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. | ||
+ | <li>'''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. | ||
<li>'''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. | <li>'''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. | ||
</ul> | </ul> |
Latest revision as of 23:15, 14 September 2021
Founded | 1212 FA |
---|---|
Size | Minor Kingdom |
Fealty | Western Reaches |
Ruler | Vincent Fleetwood, The Invincible, King of the Western Reaches |
Hex | 0811 |
Overview
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.
Government
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
Establishments, Buildings, Shopkeepers and Notable Natives
|
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)
- Successfully retook Teufeldorf from Grim during the Hastur Rebellions (883-885 TA)
- Instrumental in securing the northern and southern reaches from the Orc Nation and Sandal during the First War of the Reaches (886-890 TA)
- Repelled the Tang Empire invasions and eventually forced the Tang surrender (899-905 TA).
- Successfully defeated the Old Empire in their invasion in league with the Wolfshaunt ending the Second War of the Reaches (906-907 TA).
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
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.
Teufelwald
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.
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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.
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Stranger Things
Stranger Things has a handful of powerful magic items for sale in Teufeldorf. Adventurers must roleplay buying these items.
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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:
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Items unique to Teufeldorf are included below.
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