Dungeons & Dragons Group The Hague 

Alliance of Wyvenhorn

Capital: Wyvernhorn

Population: 849,130 (humans 67%, elves 12%, dwarves 6%, half-elves 6%, halflings 3%, gnomes 3%, dragonborn 2%, other 1%)

Government: Democratically chosen representatives of the five free cities.

Imports: Leather, finished goods, metals, minerals, armor, weapons and trading goods.

Exports: Ale, cloth, timber, furnishing, pottery, all sorts of finished goods.

 

Life and Society:

The people of the Wyvernhorn union are free; some claim that freedom is their most valuable possession. This freedom is clearly visible in everyday life, where everybody works hard but occasionally there is also time for leisure and joy. Especially in the summer when many festivals take place in the towns and cities an atmosphere of joy and delight can be felt. Most good races are welcome here, people worship gods of freedom, goodness and prosperity and expect their governments to be just and fair. In general inhabitants of the area are kind, friendly and live life to the fullest. Bad experiences from the past leads to hostility towards various humanoid races, also Baruszians are generally disliked for their arrogance and aggression. Enmities are still hold against the elves of Falfarren, druids and other alike. The long war against the races of the wild took many Wyverhornian lives and occasionally people still blame the conservative elf for the death of a grandfather. The public expects to be protected by their leaders and their armies and the trust in the government is great; sometimes just and sometimes not.

 

Geographical Features:

Wyrm Plains: These green plains, stretching from the city of Telmasarne all the way west to the Deep Channel, are beautifully green to the eye and soft to the touch. Unfortunately, the Wyrm Plains are also one of the most dangerous places in this part of Tilea. On the place where currently the Wyrm Plains are located, thousands and thousands of years ago a great dragon war raged, hundreds of gargantuan beast tearing into each others flesh with one purpose; to kill and destroy. Today, little is left from that time, however the dragons honor the fallen. A great dragon cemetery is located in the north-west of the plains, and many dragons still fly there to find their final rest. Unfortunately, for the travelers of the Wyrm Plains, the dragons do make a habit out of it to raid one last caravan and eat their last meal while on their way to the cemetery. A safe place to rest can be found at the village of Dracwyn’s Crossing.

 

Ziva Swamp: This large dark swamp between the cities of Wyvernhorn, Gindar and Telmasarne is the least adored place in all of Wyvernhorn. The swamp is loaded with trolls, orc’s, goblinoids and other even darker creatures. Their exact numbers are unknown but a union of the many monstrous tribes would be a serious threat to the peace and prosperity of the Wyvernhorn area. The swamps border are as often as possible patrolled by the army of the Wyvern, occasional skirmishes are reported between the army and the monstrous creatures from the swamp.

 

Important Sites:

Wyvernhorn (Metropolis: 58,901): Wyvernhorn is a powerful, large metropolis on the coast of the serpent sea. Large parts of the city are built against the foot of the Ironpeaks, the higher you go, the bigger the homes and the richer the owners are. On the top of the Horn, the first mountain facing Wyvernhorn, a large towering citadel is build. The structure functions as the School of Magic of the city. And one of Tilea’s most famous wizards resides in its corridors and guards its secrets; the dwarf Baldbert Bong. Baldbert is also the founder of the school of magic: Advanced Magical Arts Academy.

 

Telmasarne (Metropolis: 27,082): Conventional; AL NG; 45,000 gp limit; Assets 112,831,000 gp; Population 27,082; Mixed (human 77%, dragonborn 12%, halfling 5%, gnome 3%, half-elf 2%, other 1%)

            Authority Figures: Lord Mandragoran Krayt (LN male human (rumored to be a dragonborn), Monk 4/Fighter 4/Sorcerrer 4 – Lord of the city),

            Important Characters: Gwealiron Theaseth (N male half-elf, Ranger 9/Fighter 4 – Leader of the Lynam Dragon Mercenaries), Aaserramos Woe (NE male human, Cleric of Eress 3/Rogue 4/Hand of Eress 7 – High Hand of Eress).

Temples: Samuel Goldenblade, Solange, Cylynet, Erichtus, Halldor, Eress, Kemp, Corellon Larethian, Frifares, Adebadegan, Bahamut and Illudus

            Customs and Notorieties: Telmasarne is a city driven by its dragon hype. On one hand the city is always threatened by the flying monsters from the Wyrm plains on the other side the city depends on the merchandize available from the dragons in the area.

Important Organizations: Lynam Dragon Mercenaries, Arcanium, Hands of Eress.

Other Aspects: This second largest city in the area is also occasionally called the tower city. Telmasarne owns its nickname to a series of wonderful high walls and towers surrounding the city. Telmasarne build such astonishing defenses against the frequent dragon raids coming from the Wyrm Plains. For the defense against the same dragons the city guard contains an elite team of dragon hunters, who engage the beasts in combat. The flying guard as they are called consists out of 18 raiders and their flying mounts, out of which some dragons. At least one flying guard controls the city and at all times. Telmasarne has the largest population of dragonborn in the region, and the citizens are used to their presence in the city. This does not stop the city from being well known for its large school of dragon hunters, slayers and mercenaries. All dragon products are available in the city and the can be bought for 20% cheaper than usual. Most dragonborn accept this business focus of the city, while some even use their heritage to earn their living. Adventurers of all kinds are welcomed in the city, no special weapon or spellcasting rules are in effect within the city walls. However the city guard makes sure that all newcomers to the city are accustomed to the strict laws. Upon entering Telmasarne a guard reads the main city law to all travelers. The city has no magic school, nevertheless a respectable amount of powerful wizards and spellcasters live in the city.

 

Agger (Large City: 17,790): This city located just south-east of Sarennaia is also the gate to the half-elf land. The one and only road to Sarennaia leads through Agger, since this is one of the last signs of civilization for a long while many merchants stay here for the night and collect supplies and equipment for the long road ahead. Agger is a very friendly and safe city; too far away from all possible danger, and close enough to the safe arms of Sarennaia.

 

Gindar (Large City 11.190): Conventional; AL LG; 17,000 gp limit; Assets 6,917,000 gp; Population 13,190; Mixed (human 77%, halfling 15%. dwarf 4%, elf 3%, other 1%)

            Authority Figures: Baron Lionair Heroldes Numar (LG male human Paladin 11 – leader of the Lionairs); High Patron Sharanya Lastew (LG female human Wizard 11/Loremaster 3 – chair of the College of Arcane Arts).

            Important Characters: Juxt Wervwin (CE male wererat Rogue 6/Fighter 4 – the leader of The Trackless), Orna Graybeard (LG female dwarf Expert 8 –renowned weaponsmith), Agrar Thunderstorm (LE male dwarf Fighter 8 – merchant and important member of the Arcanium), Lionair Torin Dewery (LG male human Palading 9 – commander of the city guard, Patron of Destruction Chagel Caraval (CN male human Evoker 11 – capricious and slightly crazy head of the evocation department at the College of Arcane Arts).

            Temples: Samuel Goldenblade, Solange, Cylynet, Illudus, Cyan, Erichtus and Kemp

            Customs and Notorieties: Spellcasting is forbidden in the city, all non-resident spellcasters are by law enforced to peace bond their fingers (30% spell failure) and secure their spell component pouches and/or holy symbols (full round action to recover). During the summer there is a 4 ten-day long summer fair organized by the local halfling population worshipping Cyclynet. Large bell towers stand around the city and sound when an hour passes. The Baron of the city lives in a large landhouse central in the city. The large gardens of the house are guarded by a Behir, which attacks all trespassers. The Baron, his family and only the most trusted allies are familiar to the creature.

             Important Organizations: Lionairs, Extensionate College of Arcane Arts, Arcanium, The trackless.

Other Aspects: Gindar is home to a big magical school called: The Extensionate College of Arcane Arts. The school has been known to educate specialized wizards in any form of magical arts. The college has several large buildings scattered around the city serving as faculties, study areas or libraries. Gindar is well known for its enforcers of the law. The city is governed by the Lionairs - a paladin order strictly dedicated to the Lawful Good deity Samuel Goldenblade. They are the rulers of the city, the city lord is chosen from among the most influential and experienced Lionairs and serves also as their leader. Lionairs watch the city by day and night always accompanied by several city guards. Thanks to the paladin order Gindar can be counted as one of the safest cities in the area. A wererat thief gang operates within the city, their power diminishing every day. The wererats call themselves the trackless, indicating their ability to be hard to find. Originating from the city is also The Arcanium, a merchant guild specialized in magical wares, the Arcanium trades everywhere on the northern part of Tilea. The most frequent profession within the city is that of a woodcutter. Daily, many woodcutters leave the city to their job in the woods and in the evening the return to spawn the many inns of Gindar.

 

Iandor (Large City 16,080): City that is growing larger every day because of the wealth gained from various activities from the forests of Falfarren. Iandor has always been hard pressed, usually by the army’s of orc’s coming from the swamps and forests nearby. The city has been destroyed and rebuild many times. Iandor has strong defenses, big strong walls and it has a large militia. A small fleet patrols its waterways. Iandor currently focuses on its merchants activities. The surrounding countryside is mostly farmland and more farms are being created every day because of the receding forest.

 

Dracwyn’s Crossing (Village: 612): This small village, named after its founder Dracwyn, has grow from several houses into a respectable trading outpost in several years. For some mysterious reason the village remains unaffected by dragon attacks and is therefore a safe heaven for all travelers.

 

Organizations and Institutions:

The Extensionate College of Arcane Arts: is a big magical school of magic located in Gindar. The school has been known to educate specialized wizards in any form of magical arts. The college has several large buildings scattered around the city serving as faculties, study areas or libraries. Each magical specialization is headed by a patron; patrons from all schools meet regularly to discuss college affairs. The college has no secret agenda and simply strives to educate talented and responsible wizards.

 

Lionairs: Gindar is well known for its enforcers of the law. The city is governed by the Lionairs - a paladin order strictly dedicated to the Lawful Good deity Samuel Goldenblade. The heraldy of the Lionairs is a big lion head on a shinning blue background. Experienced, senior Lionairs usually wear the armor so typical for the guild: shinning plate with Lion like motives and forms and exceptional lion like abilities. Many lower level Lionairs  venture into the world to do good and learn, their work in Gindar is a good resting place from other adventures.  

 

The Trackless: A wererat thief gang operates within the city of Gindar, their power diminishing every day. The wererats are hard to find and always ménage to escape the scene of crime before the authorities arrive. Usually the trackless keep themselves occupied with thievery, blackmail, kidnappings and very occasionally robbery or murder.

 

Arcanium: The largest merchant group from the Wyvernhorn area is the Arcanium, a merchant guild specialized in magical wares. The Arcanium handles in all kind of magical goods, usually buying them directly from adventurers and selling for higher prizes to the best bidders. Occasionally they also search for specific magical wares for wealthy buyers, in such cases they employ adventurers themselves. Their influence in the area is undisputed.

 

Lynam Dragon Mercenaries: This Mercenary organization is unlike any other; it specializes in fighting and hunting dragons, but basically trains any kind of fighters. The organization has a school in Telmasarne, where everyone with enough coin in his pouch can learn how to fight a dragon. Next to the teaching activities, the Lynam Dragon Mercenaries operate on a few other fields as well; serving as guards or mercenaries. The Lynam Dragon mercenaries wear a dark blue tunic with a slim, tweaking yellow dragon decorating the clothes across the arms and chest.

 

Hands of Eress: The long secret part of the church of Eress is called the Hands. The Hands of Eress serve as the assassins, fighters and rogues for goals Eress has designated for them. The most respected and highest members of the hands are high level rogue/clerics of Eress, they usually perform an important leading role within the church, next to the being in the hands.

 

Advanced Magical Arts Academy: The magic academy in Wyvernhorn is the largest in this area, and also the only one that teaches experienced wizards. To apply for this academy you need to be at least 4th level, and the school teaches wizards up to 10th level. No novice spellcasters can join this school of magic. The most famous tutor at the college is the world known dwarf Baldbert Bong.

 

Regional Facts and History:

Wyvernhorn is not just a beautiful city; Wyvernhorn represents the union of 5 cities, its lands stretch from the rocky wild coast of the Serpent Sea through the Ziva Swamp all the way west to the end of the Wyrm Plains. The five cities are allied and try to cooperate on many occasions, it is however not unusual for a city to brake all ties with the remaining four for a period of time due to arguments over the followed politics. The actual control from the council of the cities is more on a conceptual basis, in the end the local lords determine the to be followed politics. The Council of Wyvernhorn meets every month; it consists out of the leaders of the five largest cities. The council rules the city and the lands that fall under its authority. Every city chooses their major, lord or baron ‘democratically’ however not everyone can apply to compete for the title – the prerequisites are diverse depending on the city. But usually the possession of a title and a respectable amount of money is fundamental.

 

Important Characters:

Dracwyn (male dragonborn fighter 12): This dragonborn son to a red dragon and a human mother started an outpost in the wyrm plains several years ago with a single building. Currently he is the proud owner of The Sunrise Inn in the village named after him and the only authority in the area. Dracwyn has a muscular build, he shines with an aura of power and in combat he is rumoured to be fearless and deadly.

 

Baldbert Bong (male dwarf wizard 27): The mightiest known wizard on Tilea is the old and wise Baldbert Bong. The unimpressive looking dwarf, prefers to wear simple garments and straightforward gray clothes. However he always carries with him his magnificent staff, whose properties are unknown to all but him. Baldbert is a wise and friendly dwarf, kind even to the youngest child. Baldbert spends most of his time traveling, but he always appears at his weakly colleges in the wizard academy.

 

Emerence Thailone (male tiefling rogue 7 / Sorcerer 8): Emerence is a member of the city council of and the most feared investor in Wyvernhorn. He made most of his fortune as an adventurer and traveller but now resides in Wyvernhorn the city he dreams to rule one day. He currently owns 30% of the businesses in the sea quarter, and desperately tries to get in control of more. Emmerence is a formidable sword fighter, what an elvish outlook and an undisputable charisma. He uses his assets in his benefit in every situation.