Chroniques de Féérune : la Quête des Origines

Informations sur l'Aglarond

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Informations sur l'Aglarond

Message  Admin le Mar 1 Juin - 12:58

Capitale du Royaume de la Reine-Sorcière,VELPRINTALAR, compte 60 643 habitants.
Située sur la côte Nord du Pays , elle représente le seul port important d'Aglarond, aussi bien :
- Pour les échanges et trocs des nombreux pécheurs d'Altumbel, au niveau local...
- Pour les routes commerciales marines de la mer des étoiles déchues, pour les import-exports

Construite de batiments enchevêtrés, ses ruelles étroites et labyrinthiques, sont propices a l'égarement des visiteurs non avertis...

On peut aisément apercevoir le Palais de la Simbule avec ses reflets de jade...

Dernière édition par Admin le Mar 15 Juin - 13:55, édité 1 fois

Messages : 834
Date d'inscription : 22/11/2007
Age : 39

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Re: Informations sur l'Aglarond

Message  Admin le Lun 14 Juin - 17:30

Situated on a long peninsula that stabs like a knife
into the heart of the Sea of Fallen Stars, Aglarond
is a land of open water and deep woods. Here
humans and elves have intermingled for centuries, and nowhere
else in Faerûn is there a greater concentration of halfelves.
The land has long stood as a bulwark holding back the
Red Wizards of Thay from the western lands. This is a thankless
task, but the people of Aglarond take it up not for the
survival of other countries, but their own.

Geographic Overview
The Aglarondan peninsula is roughly 540 miles long from the
westernmost islands off the peninsula’s tip to the eastern edge
of the Umber Marshes. At its widest point, it’s around 180
miles across, but this narrows to practically nothing at its
western tip. The vast portion of this length of land is roughly
150 miles across from north to south.
Much of the Dragonjaw Mountains are also part of Aglarond,
although the northwestern range is generally considered
part of Thesk. However, the lands beyond the fortress
at Emmech are past the direct protection of the armies of
Aglarond and are thinly populated for this reason among
others. This is an unforgiving part of the country, beset not
only by monsters but by the ever-encroaching forces of
Thay. Today, the minions of the Red Wizards are more rare,
but the area’s monsters still pose a grave threat to homesteaders
and travelers alike.
Although Aglarond is at roughly the same latitude as
Cormyr, its weather is much more moderate. No place in
the country—even the heart of the Yuirwood—is farther
than ninety miles from the sea, and most of its cities are
actually on the peninsula’s rocky coast. The waters moderate
the weather, so the seasons are rarely as harsh as they
are elsewhere.
Aglarond is isolated from the rest of Faerûn by the
plateau of Thay to the east and the Sea of Fallen Stars on
three other sides. Thus it separates the Easting Reach of the
north from the Wizards’ Reach and the Alamber Sea of the
south. The Pirate Isles lie only a hundred miles or so off
Aglarond’s own western islands, but since piracy is punishable
by immediate execution in Aglarond, most buccaneers
give the land a wide berth. The length of water that separates
Aglarond from Thesk is known as the Sea of Dlurg.
This is more of a bay than a proper sea: At its narrowest
point, about midway down its length, only fifteen miles separate
the city of Furthinghome from the Theskian shore.
While the Yuirwood covers much of Aglarond, the land between
the trees and the shore consists of fertile, rolling hills
that make excellent farmland. Farms are rarely more than
ten miles from the shore. The half-elves who make their
home under the Yuirwood’s leafy canopy discourage largescale
settlement of the forest with a mixture of compromise,
diplomacy, and the occasional veiled threat. Despite such efforts,
though, the woods continue to recede every year.
Grasses, shrubs, and vines quickly reclaim abandoned farmsteads,
but trees are slow to return to territory stripped from
the Yuirwood long ago.

Major Geographic Features

From its rocky shores to the heart of the Yuirwood, Aglarond
is a land that defines its people as much as they define it. Its
isolation and its long history of sieges by Thay have made the
once-trusting Aglarondan people suspicious of outlanders—
anyone could be an agent of their hated enemy. As the edges
of the Yuirwood recede, Aglarondans have become exposed to
the scrutiny of the outer world, forcing them to interact more
with those from without.

To most people, all of the Aglarondan peninsula is one land,
but not to those who live in Altumbel. When Aglarond was
formed many centuries ago, after long years of war, humans
and half-elves agreed to share power in the form of a council
of locally appointed leaders led by a king. A number of
humans were too bitter from the wars to lay aside their animosity.
Rather than become part of this new nation, they set
out for the far western end of the peninsula, claiming it as
their own.
In addition to the narrow cape at the end of the Aglarondan
peninsula, Altumbel includes the mazelike archipelago of
the Thousand Swords. Most of these islets are desolate and
rocky, covered with low scrub and lichen, but some are fairly
large. Ghevden, the largest, is more than thirty miles wide and
is home to several populous villages of fishers, herders, and
merchants. One-third of Altumbel’s people live scattered over
the barren Swords. Pirates harry the islands, but many hail
from the Swords themselves—raiding one’s neighbors is something
of a local tradition.
Altumbel and its archipelago are almost entirely devoid of
woods. The people here don’t care for trees, which remind
them of the Yuirwood’s half-elves. Most make their living
from the sea, either netting fish or trapping shellfish. The
land is rocky and unforgiving, not much good for farming, although
some sheltered dells are suitable for gardening. These
sun-warmed and wind-protected valleys usually have springs
and the occasional cave.
Altumbel boasts a history of harboring pirates, daring (or
foolhardy) characters who knew the lay of the reefs beneath
the sea and used them to confound less knowledgeable pursuers.
In fact, Spandeliyon, the capital of the region, is still
known as the City of Pirates. These days, however, the Simbul’s
harsh punishment of pirates has put the lie to that name. Few
dare to brave the lady’s wrath, even in a city so far from her
home in Velprintalar.
Beyond the rocky, fog-cloaked northern shores of Altumbel—
and all Aglarond, in fact—the sea quickly drops off into
a deep trench. The seasonal upwelling of cold, nutrient-rich
waters make this place a fisher’s paradise.

Dragonjaw Mountains
The Dragonjaws separate Aglarond from Thesk to the north.
While relations between the two countries are generally fine,
both are happy to have a bit of distance between them. For
Aglarond, the Dragonjaw Mountains are another natural defense
against the forces of Thay or other invaders, preventing
armies from crossing the River Umber or the Sea of
Dlurg. The northern coastal settlements face only a few small
fishing villages across the watery gap, hugging the sheer faces
of slopes that drop rapidly into the sea.
Only the Tannath Mountains and the Tannath Gap—both
described later—are considered part of Aglarond. The rest of
the mountains belong solidly to Thesk.

This massive, magically engineered length of stone wall
stretches from the fortress city of Glarondar to the slopes of
Umbergoth. This extends the defensive barrier of the
Dragonjaw Mountains another fifteen miles, up to a rocklike
fortification containing one-third of Aglarond’s armed forces.
The galeb duhrs—a race of earth elementals—built the wall
during the reign of King Brindor, the first ruler of Aglarond.
In exchange, the king pledged the aid of his people whenever
the galeb duhrs might call for it. So far they have not, but
if the Thayans ever turn their attention to this secretive
people, the Simbul would be obliged to come to their rescue,
no matter the potential cost.
The Watchwall is 30 feet high and 10 feet thick. It is seamless
and features no gates or windows. Wide
stairs are carved into the Aglarond side of the wall every
quarter-mile or so, and the guards atop the wall—known as the
Watchers—carry rope to lower themselves down in case of
emergency. They sometimes throw a rope down to visitors
on the Thayan side, but only to those confirmed as friends
of Aglarond.
Units of the Aglarondan army stationed at Glarondar
patrol the length of the Watchwall at all times, staring out
across the desolate Umber Marshes. Recently they’ve observed
a number of shambling mounds staring back, but the creatures
have taken no further step toward the wall, watching quietly
even as the occasional lost unit of undead Thayan soldiers
makes a mad attack. Thayan diplomats explain away these incidents
as regrettable but understandable; the Red Wizards created
thousands of such creatures, many of which went missing
after the latest round of hostilities.
Guard barracks are set up on the Aglarondan side of the
wall, one at each mile marker. When not on patrol, the
Watchwall’s soldiers rest here, preparing for the call to arms
they know must inevitably come. Whether it happens sooner
or later is anyone’s guess.

The Fang
The Fang is the part of the north coast that juts out the farthest
into the sea. Although close to Aglarond’s capital, its
people here consider themselves part of another land. This
hard territory contains two settlements: Findar and Dhast.
Both are windswept fishing ports filled with people who are
as weathered as their homes.
The people of the Fang (derisively called Fangers) are even
more suspicious of foreigners than those of Altumbel. They
don’t dislike just half-elves; they can’t stand anyone who
wasn’t born and raised in the area. There are no inns in this
land. Strangers simply are not welcome.
A gleaming white tower known as the Fang Light stands
proudly at the far end of the Fang.

Tannath Mountains
The Tannath Mountains form the southern range of the Dragonjaws,
south of the River Umber, which flows from the heart
of Thay past the Aglarondan fortress at Emmech. Tall and
rugged, they form the bulk of Aglarond’s geographical defenses
against Thay. They are considered unscalable by humanoids—
especially the peak of Umbergoth at the easternmost edge—
but wide passes flank them on both sides. To the west is the
Tannath Gap, while the Shyvar Pass is wedged between the rest
of the Tannaths and Umbergoth to the east.
The steep, bare slopes of the Tannaths are a discouraging
prospect for most homesteaders. Little more than birds and
mountain goats reside here. The most notable exceptions are
the griffons that nest atop the highest peaks and the ancient
fang dragon of Umbergoth.

The Tannath Gap is a narrow range of woodland between the
Tannaths and the rest of the Dragonjaw Mountains. The
slopes drop steeply to the narrow plains surrounding the River
Umber, which winds down the middle of the gap. The fauna
is typical for the region: deer, foxes, squirrels, badgers, raccoons,
opossums, otters, beavers, and so on; there are few monsters
here. Travelers, Thayan invaders, and Aglarondan
defenders alike have hunted most dangerous species in the
region to near extinction—only the occasional mountain lion
is a threat. Those creatures smart enough to realize they were
not welcome have long since left.
Still, unnatural creatures wander through the Gap. Attentive
travelers can spot griffons from the Tannaths soaring
overhead, but they rarely get close enough to interact with
earthbound souls.
The River Umber, long a natural barrier between Aglarond
and its neighbors, has recently become a pulsing artery of
trade passing in and out of the country through Emmech. Despite
the recent improvement in relations between Aglarond
and Thay, though, few dare to eat fish from the waters of the
Umber, much less swim in it. Living downriver from a civilization
that has spent centuries trying to destroy them has
created generations of distrust that a few good years of trade
won’t allay.

The Shyvar Pass is a much more difficult passage through the
Tannath Mountains than the Tannath Gap, varying in width
from 100 yards to ten miles. It seems a natural invasion route
for Thay, and the Red Wizards have attempted the pass several
times over the centuries. However, it is high, narrow, and
tortuous, filled with places where a small company can hold
off an army. Aglarondan watchtowers keep an eye on the pass,
but these days they greet Thayan trade caravans instead of
fending off raiders.

Umbergoth is the mightiest mountain in all of Aglarond. In
recent years, Nartheling, an ancient fang dragon, decided to
carve out a home for itself in the caves riddling the snowcapped
crest. This creature plagues the trade caravans passing
back and forth between Aglarond and Thay. It doesn’t choose
sides, but it prefers the Thayan trade trains stocked with magic
items. It remains a mystery why the creature is gathering such
things and what it plans to do with them.
Umbergoth is so high that its peak always wears a snowy
mantle, even in the hottest days of summer. Griffons, hippogriffs,
and giant eagles used to soar in the updrafts around
the mountain, but Nartheling has scared off all but the most
foolhardy of such beasts.

Umber Marshes
The Umber Marshes are so named for their rust-brown color,
which they get from vast amounts of submerged iron. More
than one dwarf has commented, “If you could only drain it,
what a beautiful mine you’d have.”
These wetlands consists of almost impassable bogs, swamps,
and mudflats, run through with shallow streams that drain
south into the River Lapendrar and from there into the Wizards’
Reach. Both Aglarond and Thay claim the territory,
though neither country really wants the waterlogged lands.
Since they form the first line of defense between two nations
that have traditionally been at war, many conflicts have
played out here, the muck running crimson with the blood of
armies. The most effective troops in this miserable land are
Thay’s undead hordes. However, the dampness causes zombies
to rot at an accelerated pace, and undead foot soldiers fare no
better than the living when traversing the muck.
The Umber Marshes are also home to dangerous creatures,
including monstrous vermin, poisonous snakes, hydras, shambling
mounds, and trolls. Yet those threats seem minor compared
to the clouds of biting insects that follow every
red-blooded creature passing through the place. These pests
are sources of disease as well as discomfort, and more than
one noble warrior has met an ignoble end by such insignificant
Recently, the shambling mounds of the Umber Marshes
have either found a leader or developed some sort of collective
intelligence. At first, they lined up about a mile from the
marshes’ southern border, gazing out toward the River
Lapendrar beyond. Now they have formed a second line looking
up and out at the Watchwall, and some have been spotted
as far west as Glarondar.

The Wizards’ Reach
Along the southern shores of the Aglarondan peninsula lie the
cities of the Wizards’ Reach. Between the Sea of Fallen Stars
and the Yuirwood stretches a broad, sunny plain more than
300 miles long and up to eighty miles wide. Unlike the northern
coastal plain, the Wizards’ Reach is low, marked by extensive
tidal marshes and barrier islands, which makes
east-west travel difficult.
The Wizards’ Reach is not part of the kingdom of Aglarond
and never has been. It is so named for the powerful magical
empires that dominated this stretch of water for thousands of
years. Its cities were founded by the people of ancient Unther
(and Chessenta, which was subjugated by Unther at the time),
and over the last ten centuries they have been Untheric
colonies, independent, a loose league of their own, Chessentan
conquests, independent again, and finally Thayan conquests,
which is the current situation. In practice, the Red Wizards
hold Escalant in strength, Laothkund loosely, and Delthuntle
not at all.
The Wizards’ Reach has always been wilder and less settled
than the lands to the north. It has been nearly three centuries
since any single power grasped these cities in one hand, so communications
and settlement in the lands between are haphazard.
Monsters shelter in the southern eaves of the Yuirwood,
roaming the wilder places of the coastal plains, and the
marshes are home to dangerous lizardfolk and sivs. Most travel
and trade between cities is by sea—ruined settlements and forgotten
towers are common along the abandoned coastal roads.

he Yuirwood
The Yuirwood is named for the Yuir, the ancient star elves and
green elves who once made this part of the world their home.
Once this vast, green forest covered almost the entire peninsula,
but today Aglarond’s largest cities and most of its people
are scattered along its rocky northern coast. In six centuries
of human settlement, its northern edges have receded up to
fifty miles from the coast at some points, but the tenacious
forest seems to be making a comeback.
The Yuirwood divides Aglarond into two nations—or three,
if you count Altumbel as separate, as its inhabitants do. The
Aglarond most travelers see is the old human realm of Velprin
along the coastal plains of the northern shore. It consists
of wide, rolling farmlands and handsome port cities, interspersed
with the manors and estates of Aglarond’s human nobility
and wealthy merchants. While half-elves thrive here,
they are outnumbered by their human kin. Some fear that in
the lands north of the Yuirwood, Aglarond’s half-elven heritage
is slowly drowning in a rising sea of humanity.
The other Aglarond—the old, true land—consists of the
half-elf villagers and foresters who call the Yuirwood their
home. These are an insular people, suspicious of strangers,
even fellow Aglarondans of the coasts. They recognize the rule
of the Simbul and her advisory council but have as little to do
with the outside world as possible. Those who get to know the
people of the Yuirwood find them to be warm companions and
loyal friends. This is rare, however, since the half-elves hide
in the deep woods and do not confront strangers unless pressed
by need or circumstance.
The Yuirwood is a temperate deciduous forest, with milder
winters than typical of a land at this latitude. In the spring
and summer, it is a sweltering tangle of brush and dense
thickets, virtually impassable to anyone who doesn’t know
its ways. A low but rugged spine of forest-covered hills runs
the length of the peninsula, and from these well-watered
highlands innumerable streams descend to the coastal lands,
although few are large enough to be termed rivers. Game is
plentiful but wary, as dangerous beasts and monstrous predators
hunt through the green gloom. Few truly malevolent
creatures haunt the forest, but foul-tempered beasts such as
boars or monstrous spiders are every bit as dangerous to the
unwary traveler.
Strange enchantments and old, strong magic are thick in
the Yuirwood. The ancient star elves were masters of powerful
magic, and they left behind two legacies that continue to
be useful. First, the Yuirwood is impenetrable to detection and
scrying magic. Attempts to pierce the Yuirwood’s leafy canopy
reveal the wood, but that’s it. They cannot reveal any specific
location, nor can they magically locate or track anyone under
its boughs. The subject is not shielded in any way—it just
seems not to be there, or anywhere else, at all. Over the centuries,
this phenomenon has served Aglarond well, since enemies
who inspect the place magically find nothing to report.
Second, the Yuirwood is littered with ruins, remnants of the
great elven society that once called this land home. These are
wonderful places for treasure seekers, but the most amazing
ruins are the circles of menhirs, standing stone monuments
carved in an ancient Elven dialect. The magic of these circles
has faded with the strength of the Yuirwood itself, but there
is some power left in them.
The menhir circles, many of which are nearly swallowed by
the forest’s undergrowth, form a network of portals that can
be activated by those who know their secret. This knowledge
is guarded by an elite group of half-elven druids and rangers
known as the Masters of the Yuirwood.
Using these circles, they can quickly transport themselves and their friends
from one point in the Yuirwood to another instantaneously.
Menhir circles sometimes trigger themselves by the light of
a full moon, and they are frequently employed by the Yuirwood’s
fey folk on these nights.
Any of these portals can connect to any other menhir circle
within the Yuirwood, but never beyond—at least not intentionally.

More than two thousand years ago, the depths of the Yuirwood
held the realm of Yuireshanyaar, home to the reclusive
star, or mithral, elves. Faced with aggressive human settlers
along the Wizards’ Reach (most from Old Unther) carving
out lands of their own from the ancient forest, the star elves
decided to withdraw from Faerûn. Their High Mages forged
a forestwide network of stone circles and then worked a
mighty spell through the standing stones that created a demiplane
for the star elves to call their own. Most departed
Faerûn at that time.
Sildëyuir is a plane of eldritch beauty, a land of perpetual
twilight illuminated by a host of glittering stars. It extends
about as far as the forest’s borders, and like the Yuirwood,
is an unbroken expanse of deep green dells and hidden
brooks. The star elves raised great glass citadels for themselves
and live there still, masters of song magic and lords
of this fey realm.
Sildeyuir has been under assault by a race of alien sorcerers
of great power for several centuries now. The Nilshais, natives
of some distant, horrible reality, stumbled across the
existence of the demiplane long ago, and they seek to invade
Sildeyuir and subvert it to their own twisted purposes.
Each incursion is more difficult to fend off, and large portions of
the realm have been poisoned by the nilshais’ alien sorcery.
From these corrupted regions horrid, unliving spawn
emerge to haunt the silver woods and terrorize the citadels
of the star elves. Some among the mithral elves counsel
abandoning their extraplanar home and returning to the
Yuirwood, while others argue for seeking help from their
kinfolk in Aglarond’s forests.

Messages : 834
Date d'inscription : 22/11/2007
Age : 39

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Re: Informations sur l'Aglarond

Message  Admin le Lun 14 Juin - 17:31

People of Aglarond
Two different peoples inhabit Aglarond: those who live
along the coast and those who live beneath the trees. The
shore dwellers are predominantly descended from the
humans of old Velprin, while the folk of the Yuirwood are
mostly half-elves. The two cultures have learned to live and
work beside each other over the years, sometimes together
but most often in parallel, each ignoring the other. Aglarond’s
humans prefer to work and live along the coast, while
those with elven blood choose to remain hidden in their ancestral
woods, so there is little reason for the two cultures
to interact. Also, neither has something that the other is
ready to kill for, and so peace has endured ever since King
Brindor first donned his crown.
The geography of the land has made this strange symbiosis
possible. Its isolation means that threats come from only
one direction: Thay. This single threat has been a unifying
force: If the people of Aglarond weren’t willing to stand together,
they would surely die alone. With no current threat
from Thay, some feel the time is ripe for dividing the nation.
Ambitious human merchants and nobles dream of logging the
Yuirwood, while the more elitist half-elves hope to shift the
kingdom’s balance of power away from the teeming human
cities and back to the old elven forests. Fortunately, Aglarond
has been blessed with rulers of unusual personal vision and
wisdom, and under the governance of House Olossyne (and
more recently, the Simbul) these bitter divisions have rarely
given rise to acts of open rebellion.

Races and Cultures
The humans of Aglarond are descended primarily from the
people who settled Altumbel, Thesk, and the Wizards’ Reach
ten to fifteen centuries ago. Most of these folk were Chessentans,
Chondathans, and Damarans, but with the passage of
time, these cultures have blended into a unique national identity.
Aglarondans have a reputation as honest and hardworking,
slow to make friends but quick to come to their aid.
Despite this, they enjoy raucous revelry during their off-hours.
Aglarondan beer and liquor is brewed for potency rather than
taste, and the inhabitants take advantage of this fact as often
as possible.
In the early years of the nation, humans and half-elves harbored
mutual resentment, and echoes of these old divisions
still resound. The two cultures tolerated each other’s company
only grudgingly, and every meeting of the Royal Council
threatened to dissolve into chaos without the strong guiding
hand of the monarch. Today, open racial strife is a thing of
the past. Most of those humans who refused to share the land
with the half-elves left for the western part of the peninsula,
settling in either Altumbel or the Fang. Neither region has
much of a say—if any—in Aglarondan politics or culture
these days.
Human Aglarondans are sturdy, dark-haired people with
brown or blue eyes and ruddy skin from regular exposure to
the elements. The men average about 5´8˝ tall, while the
women stand around 5´2˝. Aglarondan half-elves, descended
from humans and wild elves, have coppery skin, sometimes
with a greenish tinge, with black or blond hair. Their ears show
a subtle elven point, and their eyes tend to be gold-flecked and
wise. Aglarondans of both races are stoic by nature and harbor
a deep love for the woods and shores of their peninsula. Most
take any chance they can get to hike or travel along the rocky
coast or the eaves of the Yuirwood, although few without
elven blood find the forest’s depths comforting.
Aglarond’s half-elves include both wary foresters, living as
simple, nomadic hunters in the heart of the Yuirwood, and cosmopolitan
city-dwellers living alongside humans in shoreside
towns. Most fall somewhere between these two extremes: They
live under the forest’s canopy but are schooled in the ways of
the outside world; they treasure their own culture while recognizing
those of others. They participate in governing their
nation, because if they fail to moderate the commerce and expansion
of their human neighbors, open strife between the
races may one day return to Aglarond.

Life and Society
Aglarondans prefer to live alone and in peace, but they’ve
rarely been given that opportunity. The rest of Faerun does
not think much of the peninsula nation (if they think of the
place at all) but the same can’t be said of the Red Wizards of
Thay. Before the recent cessation of hostilities, Aglarond lived
under the constant threat of invasion by the zulkirs, who saw
the peninsula as the first stepping-stone in their ongoing campaign
toward world domination.
Despite this, the outside world rarely touched Aglarondans
who weren’t part of the nation’s well-trained military force.
While not ignorant of foreign affairs, most Aglarondans chose
not to be affected by distant events. The humans quietly fished
the Sea of Fallen Stars and tended the broad fields and pastures
between the shore and the trees. The elves harvested
nature’s bounty beneath the Yuirwood’s leaves.
Coastal and arboreal Aglarondans have differing attitudes
toward magic. Those who live under the trees have a healthy
respect for and appreciation of magic. Those who don’t are
fearful of all things magical, especially if they come from outside
the country, an attitude likely rooted in generations of
trouble with Thay. Even native Aglarondan spellcasters are
regarded with suspicion until they have demonstrated their
The Simbul is aware of the coastal attitude to magic. She
personally takes in citizens who display a talent for spellcasting
and arranges for their schooling in the art. The most
promising she instructs herself. These spellcasters are
known as the Simbul’s Hands. Once they are ready, the Simbul
scatters her students as both ambassadors and spies throughout
the wider world.

Aglarond’s economy is traditionally self-contained and selfsufficient.
The recent peace with Thay has made the ports
more open every day. While the people here still have few
needs from the outside world, they are happy to open up new
markets for their goods.
Aglarond’s main exports are grain, gems, copper, iron, textiles,
and produce, as well as lumber milled from trees fallen
throughout the Yuirwood and cleared out by the half-elves.
The most commonly exported gemstones are the black pearls
that divers harvest off the northern and eastern coasts. These
are highly prized in distant lands, as is the Aglarondan blood
wine favored by the half-elves.
The nation has no merchant fleet to speak of, although a
number of noble merchants own a ship or two. Most goods
that come in and out of Aglarond are carried in Impilturan
or Sembian vessels, and foreign merchants maintain warehouses
and mercantile emporiums in large cities such as Velprintalar
and Furthinghome.

The people of Aglarond follow a simple set of laws that proscribe
most acts of violence against people or property. The
local ruler settles all matters of justice, often through punitive
fines, unless someone has been hurt or killed. There is
no national police force, but any officer in Aglarond’s army
can enforce the laws of the land and apprehend anyone
breaking them. Technically, anyone can appeal a local sentence
to the Royal Council or even the Simbul, but in practice,
this rarely happens.
The written laws are kept in the library of the Royal
Council. However, they are often misunderstood, so local officials
often apply common sense to any situation. If the city
watch believe an action to be a crime, they treat it as such.
One universal law is compulsory enlistment in the army,
served when an Aglarondan reaches the age of majority. Service
is at least one year, but many youths choose to serve for
several. Many conscripts are assigned to local militias and
garrisons and never serve in the distant border fortresses of
Emmech or Glarondar.

Aglarond has often been a country at war but is not a
nation of soldiers. The Aglarondan fighting force consists
of three small armies, almost all of which are stationed
along the border between their home and Thay. The Army
of the Green Drake consists of 4,000 troops stationed at
Glarondar Keep and the Watchwall, while the Army of the
Lion numbers 1,500 soldiers in Emmech. An additional 500
soldiers garrison Velprintalar, and the Simbul’s navy (a fleet
of a dozen warships, crewed by about 1,000 sailors) is based
there as well.
While there are only 6,000 troops on the Simbul’s payroll,
the farmers, hunters, and fishers of the land are ready to fight.
In times of war, the number of available troops can easily
swell to 30,000 or more. Invaders who reach Aglarond’s cities
can expect to fight against every able-bodied man and woman
in the region. As residents of a peninsula, the Aglarondans
have few places to run.
Aglarondan soldiers are mostly infantry armed with
bows, pikes, and swords. About 15% of their forces are
mounted, including an elite guard of about a hundred
griffonriders stationed at strategic points around the
country. These elite units are normally used as scouts and
messengers rather than in open battle. They are too precious
to risk unless absolutely necessary.
Despite being surrounded by water on three sides, Aglarond
has a small navy. To reach its cities, a fleet from Thay would
have to circumnavigate the entire peninsula, well out past the
cape of Altumbel and the archipelago of the Thousand Swords.
Thus, the Simbul’s ships are primarily intended for pirate-chasing
and spend most of their time at sea patrolling the western
coasts. Aglarond’s army uses small “coastboats,” shallow,
cheap boats like long canoes propelled by oars and a lateenrigged
sail. These can move up and down rivers as well as along
the coast and are particularly useful for hit-and-run attacks
against invaders.
The half-elves of the Yuirwood have an elite corps of
rangers known as foresters. These men and women are loyal
to the crown, but they are more of a police force than a military
unit. They patrol the edges of the Yuirwood, keeping
an eye out for invaders or even travelers who have lost their
way. They also help keep the peace between nonnatives and
the more xenophobic half-elves who live in the forest’s
deepest parts.

Aglarondans are not particularly devout. The typical Aglarondan
believes the gods are not directly involved in ordinary
daily events and does not pay them much mind. Aglarondan
farmers favor Chauntea, while fishers pay tribute to Valkur,
patron of sailors, and Selune, who is in charge of the stars by
which they navigate. Half-elves often worship forest gods like
Mielikki and Silvanus or any members of the Seldarine, particularly
Rillifane Rallathil.

In the past, adventurers have passed by Aglarond for what
they thought were richer lands, ignoring the dozens of ancient
ruins scattered throughout the Yuirwood in favor of betterknown
locations. With the recent influx of trade in this part
of the world, rumors about the hidden treasures of Aglarond
are spreading.
The people of Aglarond aren’t hospitable toward adventurers.
As the local saying goes, “It’s better to leave some
stones unturned.” Besides the coast-dwellers’ traditional suspicion
of spellcasters, folk here believe that poking around
in ancient ruins can only lead to trouble. There’s a reason
why such places have been undisturbed for so long, after all.
The people of the Yuirwood are no less suspicious of intruders
tromping through their lands. Any foreigner is a potential
Thayan spy and is generally treated accordingly until
proven otherwise.

Politics and Power
Ever since half-elves prevailed in the racial wars that tore the
country apart over three hundred years ago, a monarch has
ruled the people of Aglarond, starting with the legendary King
Brindor. The Simbul has been Aglarond’s queen for a little
over fifty years, and during that time she has built up an informal
hierarchy of trusted officers, civic-minded merchants,
and noble allies who serve as a civil administration. The
Simbul’s cult of personality has drastically increased the
monarch’s ability to get things done, but she has so far neglected
to formalize any of her appointments or arrangements,
so her death or disappearance would signal the end of effective
centralized rule in the country, at least for a time.
A Royal Council of powerful nobles and representatives
from participating Aglarondan communities advises the
monarch. Not all take advantage of the opportunity, preferring
instead to chart their own course, distinct from that of
Aglarond as a whole. The Simbul keeps her own counsel, despite
what her advisors may have to say. They are not often
privy to her larger plans for guiding the land’s destiny. Instead,
they handle the daily affairs of the nation. The council
numbers thirty-three members, some of whom are the
designated representatives of cities and towns, and others of
whom are nobles with hereditary seats. About a dozen council
members are close allies of the Simbul and part of her administration,
but a handful oppose her rule and constrain her
ability to do as she wishes.
Aglarond’s ruler has traditionally chosen his or her own
successor. Often this is the monarch’s heir, but the last few
rulers have not been related by blood. Since the Simbul has
no children of her own, it’s anyone’s guess as to whom she
might name to follow her. Given her penchant for disappearing
for months on end, the Simbul has acceded to the
council’s request to tentatively name a successor. She hasn’t
been so foolish as to make public the identity of this individual,
however. Instead, she has given magically sealed envelopes
to several trustworthy Aglarondans (including her
High Steward), to be opened only upon conclusive proof of
her death. On several occasions in the past, various of the
Simbul’s sisters impersonated her during some of her absences
(at her request, and with her later support of their ruling
decisions), so proof of her death may not be readily accepted
by Aglarondans.

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Re: Informations sur l'Aglarond

Message  Admin le Lun 14 Juin - 17:32

History of Aglarond
The past of Aglarond is filled with strife, both from without
and within. The nation has existed since the battle of Ingdal’s
Arm in 1065 DR, ruled by a line of mostly half-elven royalty
until the Simbul came to power.
All dates in the timeline below are Dalereckoning (DR).
–9800 Yuirwood settled by small numbers of green elves in
the aftermath of the Elven Crown Wars.
–6950 Star elves begin to gather in the Yuirwood, leaving the
other elven nations.
–6600 Yuireshanyaar is founded by the star and green elves.
–1250 Unther battles Yuireshanyaar for control of the southern
Aglarondan coast. The Yuir are driven back into
the woods.
–1076 The Orcgate Wars. Yuireshanyaar pressed hard by
to –1069 orcs.
–900 Rise of Narfell and Raumathar. Star elves of
to –600 Yuireshanyaar, foreseeing disaster, begin construction
of the extraplanar refuge of Sildeyuir.
–699 Year of Moon Blades Crashing: The star elves abandon
Yuireshanyaar for Sildeyuir. Many wild elves
choose to remain in the Yuirwood.
–255 Year of Furious Waves: Jhaamdath destroyed; some
survivors settle in Altumbel.
–160 Year of the Stone Giant: Narfell and Raumathar
destroy each other.
–100 Humans settle the Wizards’ Reach. Jhaamdathan
to 250 settlements dot Altumbel’s islands, and Chessentans
colonize a broad stretch of coastline from Delthuntle
to Laothkund.
400 Year of the Blue Shield: Escalant founded on the Wizards’
Reach by Chessentans.
482 Year of the Blighted Vine: Delthuntle and Laothkund
rebel from Unther, forming the League of Samathar.
504 Year of the Eclipsed Heart: Unther begins a campaign
to retake the Wizards’ Reach cities, fighting the
League of Samathar.
625 Year of the Torrents: Escalant rebels from decrepit
Unther, joining the League of Samathar.
677 Year of Resonant Silence: Gilgeam of Unther organizes
an expedition to crush the rebellious Wizards’ Reach.
The Untheric fleet suffers terrible losses in a great
storm and turns back without landing.
679 Year of the Scarlet Sash: Unther recognizes the League
of Samathar. Unther never recovers from the long, costly
campaign to retain the Wizards’ Reach.
756 Year of the Leaning Post: Humans (mostly from the
Wizards’ Reach) begin to settle Aglarond’s northern
coasts in numbers. Velprintalar founded.
773 Year of the Auromvorax: Velprintalar and other
towns of the northern Aglarondan coast unite as Velprin,
a human kingdom with designs on the entire
870 Woodsfolk and adventurers from Velprin meet
to 880 the Yuir elves, who had avoided contact with their
human neighbors for centuries.
900 Human settlers and green elves mix in the
to 1050 Yuirwood, giving rise to a nation of half-elves.
929 Year of the Flashing Eyes: Chessenta rebels against
953 Year of the Guiding Crow: Tchazzar of Chessenta attacks
the Wizards’ Reach cities. The League of
Samathar breaks apart as the various cities fall to
Tchazzar or make a separate peace with the warlord,
becoming tributary states.
1018 Year of the Dracorage: Tchazzar dies (or disappears)
battling sahuagin.
1033 Year of the Dreamforging: The half-elves of the Yuirwood
take up arms to resist the humans of Velprin.
Border clashes grow bitter.
1058 Year of the Spider’s Daughter: Indrila Demaz becomes
Queen of Velprin. Under the influence of her High
Council, she marshals an army to invade the Yuirwood.
1059 Year of the Broken Pillar: Indrila’s army destroys a
hastily mustered militia of half-elves and drives the
Yuir deep into the forest. Brindor Olossyne, the war
leader of the Yuir, retreats and begins to build up his
own forces.
1065 Year of the Watching Wood: Battle of Ingdal’s Arm.
The Yuir defeat the human army and dictate peace to
the human settlements of Velprin, forging a single
nation. Brindor becomes first king of the new nation
of Aglarond.
1117 Year of the Twelverule: Chessenta begins to break up
into rival city-states. The Wizards’ Reach cities regain
their independence.
1128 Year of the Peryton: Brindor passes away. His son Althon becomes
King of Aglarond and rules long and well.
1189 Year of the Lynx: Althon the Old dies; his son Elthond
becomes king.
1194 Year of the Bloody Wave: Battle of the Singing Sands.
Aglarond repels the first invasion of the Red Wizards,
but Elthond perishes in the fighting. His younger
brother Philaspur becomes king.
1197 Year of the Sundered Shield: Battle of Brokenheads.
Philaspur dies repelling another Thayan attack. His
daughters Thara and Ulae share the throne, becoming
known as the Gray Sisters.
1237 Year of the Grotto: Aglarond and Thesk ally.
1257 Year of the Killing Wave: The Gray Sisters pass away.
Ulae’s son Halacar takes the throne.
1260 Year of the Broken Blade: Halacar leads a rash expedition
into Thay, where he is defeated in a complete
1261 Year of Bright Dreams: Halacar dies of poisoning; his
sister Ilione, an accomplished sorcerer, becomes
1320 Year of the Watching Cold: Ilione, the last member of
Aglarond’s royal line, passes away. She leaves no child
behind but names her apprentice, the Simbul, as her
1357 Year of the Prince: A Thayan army reinforced by fire
elementals takes Escalant and Laothkund. Most of the
Wizards’ Reach is under Thayan control.
1360 Year of the Turret: The Tuigan Horde invades Faerun;
Aglarond sends archers to the defense of Thesk. The
ancient fang dragon Nartheling moves into the peak
of Umbergoth.
1365 Year of the Sword: The Thayan army marches on
Emmech. Aglarondan griffonriders spot a second
Thayan force moving toward the Shyvar Pass. Forces
from Glarondar meet the southern Thayan army and
force them back, then come around through the
Tannath Gap and take the Thayans at Emmech
from behind.
1367 Year of the Shield: The Simbul disappears for three
months during the spring. Councilors begin to jockey
for position, many hoping to be named the new ruler
by acclamation. When the Simbul finally returns, she
makes clear arrangements to notify the council in the
event of her death.
1369 Year of the Gauntlet: Thay launches its latest invasion
attempt against Aglarond in the winter. Szass Tam creates
a vast army of undead to cross the frozen Umber
Marshes. The animated corpses crash like waves against
the Watchwall but fail to overcome the fortification.
1370 Year of the Tankard: Although the Red Wizards withdraw
from the Umber Marshes, the battle is not over.
As autumn falls, undead creatures trapped in the
swamp claw their way out of the thickening muck.
Without the leadership of the Thayans, they wander
about aimlessly to this day, hurling themselves upon
the Watchwall.
1371 Year of the Unstrung Harp: The zulkirs of Thay, tired
of the incessant battles with Aglarond, offer a truce.
The Simbul accepts with reservations.
1372 Year of Wild Magic: Brisk trade continues
between Aglarond and Thay, despite Aglarondan
wariness of the Red Wizards.
1381 End of the truce with Thay

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Re: Informations sur l'Aglarond

Message  Admin le Lun 14 Juin - 17:32

“Loose” is a generous description of the governments of Aglarondan
towns and cities. They are chiefly concerned with only
one thing: staving off invasion by Thay. In many ways, Aglarond
is not a nation so much as a defensive league—one reason
the people of Altumbel and many of the cities along the
nation’s southern coast consider themselves independent. With
the rest of Aglarond between them and Thay, they are confident
of weathering any Thayan storm.
A lady or lord governs each Aglarondan community. Hereditary
nobles hold many of these positions, while others are
awarded by acclamation (whether given willingly, extracted by
blackmail or force, or taken simply because no one else wants
the thankless job). The chief duty of an Aglarondan lord is to
represent the community on the Royal Council. Some eschew
this to set themselves up as petty lords answerable to no one,
but most take their duties seriously.
The Royal Council meets once a month, so local rulers
spend a great deal of time traveling to Velprintalar and back.
Some live in the capital most of the time and come back every
other month or so to report what’s happening in the court and
to check on events at home.
Those who have earned the Simbul’s trust carry out most
of Aglarond’s administration. While the Simbul does not intervene
in the selection or accession of council members, she
is not above dispatching one of her apprentices or elite captains
to act as her surrogate in a town, thus circumventing
troublesome individuals. Some view the Simbul’s willingness
to ignore the council as tyranny and worry about the precedent
she is setting.

Aglarond’s relative isolation should mean potential enemies
pass it by, but that hasn’t been the case. A number of different
organizations would love to see the downfall of the Simbul
and her people. Four of the most prominent are described here.

The Red Wizards of Thay are by far the most consistent
thorn in Aglarond’s side. They have tried to invade at least
ten times since King Brindor began his rule, and three of
those attempts have come during the Simbul’s reign alone.
For more details on the Red Wizards and their plots.
The Thayans have chosen commercial expansion over military
conquest, but that doesn’t mean they no longer covet
Aglarond. Their desire to conquer this land stems from two
reasons. First, the zulkirs believe they can’t attack other parts
of the world while leaving their western flank exposed. And
while Aglarond may not have much of a navy, the Red Wizards
would gladly clear-cut the Yuirwood to build one. They see
Aglarond as the perfect base for further advances, providing
Thay not only the needed routes and resources, but also a
buffer against any retaliation from the western powers, which
would have to fight through the peninsula to reach Thay.

The Cult of the Dragon has a secret cell in Aglarond but where ?

Sinister creatures from some far dimension, the nilshais are
alien sorcerers who have constructed dark gateways into
Sildeyuir, the extraplanar refuge of the star elves. Worse yet,
some of the elven realm’s portals linking it to the Yuirwood
have fallen into the hands of the nilshais, and the invaders
have dispatched marauding bands to scout out the ancient
forest and learn more about the world beyond. The nilshais are
contemptuous of Material Plane life and hunger for new lands
to conquer; it is only a matter of time before they gather their
strength for a major incursion, bringing madness and vile sorcery
to the green haven of the Yuirwood.

The Sons of Hoar are a newly formed group that aims to
peacefully remove the Simbul from her throne and install a
“normal” person on the throne. In their parlance, “normal”
means a high-born human noble of Velprin’s old line, preferably
one who isn’t a spellcaster. This group plays on Aglarondans’
natural distrust of magic, even that used by their
neighbors. They want a real hero on the throne, one of the
people, not someone catapulted to power through pacts with
unnatural forces.
The Sons of Hoar have great support in the nominally independent
regions of Aglarond, particularly in Altumbel and
the Fang. While some of the Sons are cynical racists acting out
of naked ambition, they have also attracted misguided idealists
to their cause. The cold, hard core of the secret society
plans a well-orchestrated coup to seize power over their homeland,
while the rank and file believe their leaders are honorable.
The leaders of the Sons are carefully feeling out the
appointed rulers of every major settlement in the nation, convincing
them to side with them or step aside for someone who
will. They call for the oft-absent Simbul to give up her throne.
When she does, they plan to install one of their own as ruler
over a human-dominated Aglarond.

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Re: Informations sur l'Aglarond

Message  Admin le Lun 14 Juin - 17:32

Cities and Sites
The coast of Aglarond is dotted with dozens of fishing communities,
but few are substantial. Most of the larger settlements
are along the northern coastal plain. These include the
cities of Velprintalar, Furthinghome, and Emmech. The one
major exception is Glarondar, which rose up around the
fortress at the near end of the Watchwall. Delthuntle and
Laothkund, on the southern coast, are independent cities of
the Wizards’ Reach and not under the Simbul’s rule. All these
cities are populated mostly by humans, but they are also home
to a substantial number of half-elves.
The small settlements of the Yuirwood, on the other hand,
are almost exclusively elven and half-elven. Most are not
even permanent, consisting of shelters erected for a season
or two and then abandoned when the forest folk decide to
move on. The largest of these communities, and one of the
few permanent ones, is Relkath’s Foot, the unofficial halfelven

Delthuntle (LARGE TOWN)
Situated on the southern coast of Aglarond, just to the south
of the cape of Altumbel, Delthuntle is not part of either Aglarond
or Altumbel. Like the other free cities of the western
Wizards’ Reach, Delthuntle is on generally friendly terms
with Aglarond, and its people often think of the Simbul as
their protector as well as Aglarond’s. In most cases, if either
side were to ask the other for aid, it would be readily granted.
Pirates founded Delthuntle only two centuries ago. These
were a bloodthirsty lot who raided up and down the Wizards’
Reach for decades before deciding the potential gains
no longer outweighed the risks. The city’s architecture still
reflects this nautical heritage. Much of its timber was
stripped from the original pirates’ ships, as well as from the
husks of unfortunate boats that foundered on the nearby
reefs. The people of Delthuntle are almost exclusively
human, and they have little if anything to do with the halfelves
of the Yuirwood.
Delthuntle’s harbor is small and shallow, making it a poor
choice for merchants. It’s perfect for fishing, though, and
this is how the vast majority of the people here make their
living. Delthuntle’s ruler is known as the Master of Pilots,
a position handed down from one generation to the next by
popular acclamation. A Master who is ready to retire calls
a town meeting and makes the announcement, traditionally
putting forward a nominee to take over. Others can be suggested
by anyone, but it’s rare for any but the favored choice
to win.

This town at the mouth of the River Umber hosts a fortress
that houses the Army of the Lion, which numbers about onethird
of Aglarond’s soldiers. The Army of the Lion is the first
line of defense against Thayan invaders intent on forcing the
Tannath Gap. Despite the current truce between Thay and
Aglarond, the leader of the soldiers here, Lord Gante Demelin
(male half-elf Ftr), keeps his troops prepared for any
eventuality. He has seen too many Thayan tricks over the
years to trust the Red Wizards, although the Simbul has
guardedly accepted their offer of peace. It hasn’t been that
long since the last Thayan invasion.
Emmech was originally little more than a campsite set up
by hangers-on who served the needs of those inside the grim
stone fortress. Today, it is a large, ramshackle town with a military
air, although the tents have been traded in for buildings.
Most homes in Emmech are made of stones hauled up from
the coast, typical of architecture in the cities along the rocky
shore. Such building supplies are plentiful, and they provide
good protection against both the elements and the few Thayan
invaders who make it this far into the land.
Fortress Emmech is a simple, gray affair squatting atop a
low hill in the center of town, overlooking the river. Two
strong towers on either side of the Umber hold a great riverchain
that can be raised to bar the passage of ships; the chain
lies on the river bottom most of the time. The fortress bristles
with towers and parapets. Every wall is crenellated, and
the commander stocks enough supplies to hold off a six-month
siege. In times of trouble, the townspeople leave their belongings
behind and move within the fortress’s gates.

Emmech (Small City): Conventional/nonstandard; AL
NG/LG; 15,000 gp limit; Assets 5,715,000 gp; Population
7,620 (including 1,500 troops); Mixed (human 85%, half-elf
14%, halfling 1%).
Authority Figures: Lord Gante Demelin, male half-elf
Ftr(commander of the fortress and a marshal of Aglarond).
The ruler of the city is Lady Mantelia Parsuns, female half-elf Ari/Sor (a noblewoman whose lands stretch from Emmech to the Dragonjaw Mountains).
Important Characters: Canton Karlesad, male human
Wiz (leader of the battle wizards attached to Lord Demelin’s command); Captain Araevil Darkeye, male star elf fighter/rogue/Aglarondan griffonrider(commander of the griffonriders based in Emmech).

Furthinghome (METROPOLIS)
Built on the site of one of the first human settlements in what
would become Aglarond, Furthinghome (population 40,643)
is one of the largest cities in the land, second only to Velprintalar
itself. Lord Fardyl Albin (male human Ari),
a descendant of the old royal line of Velprin, rules the city.
He is a member of Aglarond’s Royal Council but prefers to
leave the affairs of the kingdom to the Simbul, concentrating
on keeping things as they’ve always been in his city and catering
to the interests of its powerful merchants (many with similarly
noble pedigrees).
Ships from many nearby nations continually scud in and
out of Furthinghome’s port. The harbor is smaller and shallower
than that of Velprintalar, so only merchants with
smaller vessels can use it. The people of Furthinghome are
hungry for exotic imports from other lands and export goods
of all sorts to the rest of Faerun, including fish, produce, a
limited amount of Yuirwood timber, and the famous herbs and
flowers grown in the city’s numerous greenhouses.
Furthinghome is built in and around a circular road that extends
from the port into the rest of the town. Near the port,
in the center of the business district, is a large, cobblestoned
public park known as Old Furthing, which is the social and financial
center of the city. Merchant princes and magnates
meet here to arrange trades and broker deals affecting the fortunes
of the entire kingdom. Most of the buildings are extremely
old, built of stone and weathered wood. As in the rest
of Aglarond, there is little new wooden construction.
Furthinghome’s eastern hills are blighted by one of the
few truly impoverished areas to be found in Aglarond. Generations
ago, settlers driven off from the eaves of the Yuirwood
came here and raised a sprawling shantytown of
lean-tos and thatch huts called Furthingharrow. While the
lords and merchants of Furthinghome live in grand manors
overlooking the sea, the poor folk of Furthingharrow scrabble
to make a living by hiring themselves out as dockworkers,
laborers, and drivers. The slums have become a center of
human racist sentiment, since most of the people here blame
the elves for their lack of prosperity. They believe it takes
elven blood to get ahead in Aglarond, and the Sons of Hoar
have found the warrens of Furthingharrow a fruitful ground
for recruiting to their cause.
Furthinghome is also known as the City of the Peacock.
Flocks of the birds roam the countryside, having been brought
here nearly a century ago for a Mulhorandi nobleman by the
name of Lord Ceraut. Since his death, his beautiful estate has
gone to seed, and the peacocks run wild.

Glarondar (SMALL CITY)
Glarondar isn’t a true city, although it is home to more people
than all but a handful of communities in Aglarond. More
than two thousand troops are stationed here at the end of the
Watchwall, in a fortress of black stone built by the same galeb
duhrs who fashioned the massive wall for King Brindor. Another
two thousand soldiers guard the Watchwall itself,
stretching another thirty miles to the north. This is the Army
of the Green Drake, and it is also the largest garrison ever
posted on this front—Glarondar and the Watchwall are bursting
at the seams.
Glarondar Keep is made of a nearly indestructible, shiny,
black stone resembling magically enhanced obsidian, giving
rise to its nickname: the Night Fortress. A small town of
1,500 or so people sits in the shadow of the great keep, between
the massive structure and the Yuirwood. Most of the inhabitants
here are half-elves, many of whom migrated from
the wood to start anew in the open air. The structures here are
mostly made of weathered wood harvested from trees that
have naturally fallen in the forest.

Glarondar (Small City): Conventional/nonstandard; AL
LG/LN; 15,000 gp limit; Assets 4,116,750 gp; Population
5,489 (including 4,000 troops); Integrated (human 58%,
half-elf 42%).
Authority Figures: Lady Benetia Ordo, female human
Exp (appointed ruler of Glarondar); Lord-General Nartandil
Greatshield, male half-elf Ftr (Marshal of the Keep and
commander of the Army of the Green Drake).
Important Characters: Captain Alwyl Madrell, female
human Ftr (a high-ranking officer in the garrison).

Relkath’s Foot (SMALL CITY)
This is the largest permanent settlement of half-elves in the
Yuirwood. To many of the locals—those who believe in such
“civilized” things as cities—this is the capital of the Yuirwood,
much as Velprintalar is the capital of the encompassing nation
of Aglarond. Princess Blindelsyn Olossyne (female halfelf
Ari/Sor) is a distant descendant of King Brindor himself.
Her brother, Prince Branelwyr (male half-elf
Ari/Rgr) is the city’s current representative on the Royal
Council and rules in his sister’s absence.
Relkath’s Foot is built around four tall, majestic trees that
rise more than 100 feet out of the forest’s thick canopy into
the open light. These are said to have sprung from the buried
foot of an ancient god, Relkath of the Numberless Branches.
Relkath, along with other mysterious powers who predate the
elves, is said to be sleeping beneath the forest’s soil, someday
to awaken when the people of the Yuirwood need their ancient
gods again.
Many inhabitants of Relkath’s Foot live on the ground, constantly
on the lookout for invaders or strangers of any kind.
The rest make their homes on wooden platforms in the massive
trees and the surrounding forest, all strung together by a complex
network of ropes and suspension bridges. Outsiders are
rarely permitted in the boughs of the trees. A merchants’ square
is set up on the ground near the four trees, and a pair of inns
flank the town to the north and south. Travelers are welcome
as long as they respect the natives and their way of life.
Relkath’s Foot is more a center of barter, celebration, and
lorekeeping than of commerce and industry. The local hunters
bring their game and furs here to sell, usually bartering for
needed goods rather than hoarding the Simbul’s coinage. Many
skilled woodworkers, including some of the kingdom’s finest
bowyers, keep workshops in and around the town. The Masters
of the Yuirwood have their headquarters here. Just outside
the city stands a menhir circle portal that leads directly
to the Sunglade. From there, the Masters can reach anywhere
else in the forest in less than a day.
The rangers of Relkath’s Foot—many of whom are masters
of the Yuirwood—are legendary. Human rangers from all
over Faerun journey here to learn from these seasoned

There are two excellent inns in Relkath’s Foot: the Green Man
(to the north) and the Taproot (to the south). Both are fine
places, although outsiders are more common at the Taproot,
which boasts a first-class alehouse as well as private rooms. The
Green Man has only a single common room.
The two inns often hold competitions between their regular
patrons. These include tests of forester skills, such as climbing
greased poles or firing arrows at a moving target through
a stand of trees. Outlanders are welcome to join but rarely do
well against the local experts.

Many members of the elven pantheon are traditionally represented
in Relkath’s Foot. Rillifane Rallathil, the elven deity
of woodlands and nature, is held in especially high regard, and
the House of the Leaflord, in a tree-shaded glen a mile from
the town, is one of the largest of Rillifane’s temples anywhere
on Faerun. Ilmiryl Oakheart (NG male half-elf Drd17 of Rillifane),
the ranking druid of the Yuirwood, watches over his
domain from this place. Smaller shrines to Corellon Larethian
and Silvanus also exist.

Relkath’s Foot (Small City): Conventional/monstrous; AL
CG/LG; 15,000 gp limit; Assets 3,810,000 gp; Population
5,080; Isolated (half-elf 86%, wild elf 8%, human 4%, star elf
1%, other 1%).
Authority Figures: Princess Blindelsyn Olossyne, female
half-elf Sor/Ari (appointed leader of the town and direct descendant
of King Brindor); Melordianix, female Sor
Important Characters: Dervila Greenbow, female halfelf
ranger/master of the Yuirwood (leader of the order);
Hamafil Sylerin, male wild elf Sor (the Green Mage, a
powerful and influential advocate for the preservation of the
Yuirwood’s borders); Yesveld Reshagar, Rgr/Exp (noted
woodcarver and a leader of the community).

Spandeliyon (LARGE TOWN)
The people of Altumbel are almost entirely human and notably
xenophobic, far more so than their neighbors in Aglarond
proper. They live almost exclusively in small fishing
villages scattered along the western shores like seashells. The
one exception is the capital, Spandeliyon, the City of Pirates.
Spandeliyon is little more than a cluster of low-slung
wooden buildings made gray from constant exposure to the
harsh winds and rains that lash the lands. The architecture
here is more eclectic than in the rest of Aglarond, which isn’t
saying much. The regular influx of “retired” pirates along
with fisherfolk from all across the Sea of Fallen Stars would
seem to give the place a more cosmopolitan flavor. The truth,
however, is that people come here to be left alone—or at least
to get away from their former lives. When facing an outside
threat, though, the people of Spandeliyon are thick as thieves.
Spandeliyon is governed by a ruling council of those merchants
who chose to buy a voice in governing the city. Similar
councils run most of Altumbel’s towns, although in some
places, hereditary nobles are born to hold seats. The First
Consul of Spandeliyon also sits on the High Council of Altumbel,
which is composed of representatives from all of Altumbel’s
towns and villages. In practice, the High Council
never meets except under the most dire of emergencies, and
even then is incapable of agreeing on a course of action. About
half of the delegates follow the lead of the First Consul, while
the rest refuse to go along and return to their homes.

Spandeliyon (Large Town): Conventional; AL LN; 3,000
gp limit; Assets 718,350 gp; Population 4,789; Isolated
(human 96%, half-elf 3%, halfling 1%).
Authority Figures: Lord Kargil Ninton, male human
Ari (First Consul of the city, elected to represent Spandeliyon
to Altumbel’s Ruling Council and administer the city);
Mard Dantakain, male human Ftr (Captain of the
Guard, leader of Altumbel’s military forces; Mard despises politics,
leaving such things to Kargil Ninton).
Important Characters: Aldemus Rington, male Wiz
(retired adventurer who lives on the edge of town); Llewellen
Nash, female Drd (in charge of helping with the weather
in bad times).

Messages : 834
Date d'inscription : 22/11/2007
Age : 39

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Re: Informations sur l'Aglarond

Message  Admin le Lun 14 Juin - 17:39


Le Premier Cercle


Le palais emeraude, demeure de la reine sorcière d'Aglarond
surplombe le port et la cité, siégeant sur la plus haute colline.
Taillé dans la pierre verte de Mulhorande, l'édifice ancien fut commandé par le roi Brindor.
Ses magnifiques structures de bois vivant entremêlées à la pierre verdâtre
furent jadis endommagées par les souffles d’un grand dracosire rouge
dont le corps finit par s’écraser dans les eaux du port.
A travers les ages, les différents monarques ont protégé
l’édifice au moyen de sortilèges gardiens et de runes protectrices,
la Simbule elle méme ayant apporté ses propres charmes à
l’ouvrage, faisant du Palais émeraude l’endroit le plus sur
de L’Aglarond et de la péninsule.
Au sommet de la "Colline de l'Ecrin", trône majestueux, le Palais de pierre verte de la Reine-Sorcière.
Accueillant les membres du Conseil d'Aglarond, il domine la capitale, cerclé d'un sublime jardin d'essences tropicales.
Certains prétendent que d'un regard trop longtemps posé sur le palais de la Simbule peut venir la folie...
Dont le seul mal réside en un état de stupeur éternelle...

Palais et alentours

La Cour du Conseil Royal
le conseil royal d’Aglarond se réunit une fois par mois, traditionnellement à la pleine lune. Chaque colonie peut y envoyer un élu local la représentant, mais toutes ne saisissent pas cette opportunité. La plupart des siéges du conseil sont des charges héréditaires dévolues aux vieilles familles nobles de la cité ou des provinces importantes.
Le haut sénéchal Nerrol hamastyl et le représentant de la Simbule la plupart du temps, s’éclipsant dés lors qu’en de rares occasions, la reine décide de s’adresser personnellement au Conseil Royal en personne.
La cour est bâtie dans le bois dans le style traditionnel aglarondien. Jadis, c’était une simple structure consistant en un vaste hémicycle, mais au fil des siècles, le conseil n’a cessé d’y effectuer des ajouts. Aujourd’hui, sa visite requiert un guide, ou a défaut une carte pour s’aventurer dans les dédales de ce vaste complexe en bois ouvragé de moulures anciennes. Sur place, les visiteurs ont accès à un grand nombres de commodités, cuisines, chambres, salle de rencontre, alcôves, boudoirs, le tout centré sur la structure principale, l’hémicycle.
La place revêt toutefois un caractère fantomatique lorsque le conseil n’est pas réuni en session, méme si celles-ci se prolonge parfois une dizaine de jours.


On peut trouver dans le deuxième cercle toutes sortes de commerces et batiments... Toutefois, quelques uns sont plus réputés que d'autres car fréquentés par les locaux...
La frontière entre le deuxième et troisième cercle est marquée par la grande avenue, sillonant géographiquement le fond d'un vallon naturel qui permet l'evacuation des eaux pluviales.
Plus on se dirige vers le palais de la Simbule et son sublime jardin tropical, plus on monte vers les ruelles les plus fréquentées du deuxième cercle.


Il s'agit d'une bibillothèque circulaire, décorée d'objets servant sur les bateaux. Son enseigne est un drapeau bleu orné d'un gros livre a la relèure rouge. Sur les murs lorsqu'on pousse la curiosité d'y entrer, sont accroché des tableaux, representant raffiots, et scènes marines.
La bibillothèquaire, Katrin, est une femme d'un age avancé, au regard percant et a la silouette chétive, elle hante les rayons de la bibillothèque a la recherche d'un potentiel faiseurs de trouble.
Son sabre asséré et sa voix glaciale, ne donne cependant pas envie de créer le vacarne dans son établissement.
Cependant Katrin n'est pas réputée pour etre une femme désagréable si l'on ne lui manque pas de respect, bien au contraire, ses récits maritimes sont connu de tous, et elle se complait a les raconter a quiquonque veux les entendres...
Les rayons de sa bibillothèque contiennent maintes ouvrages, venant de tous les coins de faerun, et certains dise même de plus loin...

Katrin est une ancienne pirates à la retraite. Passionnée par la culture et le savoir depuis toujours...
elle consacra sa vie de marin à récolter des livres un peu partout ou elle put.
Grande femme d'un mètre quatre-vingt, elle est vive, bien que chétive.
Un bandeau recouvre son oeil gauche, dut à une escarmouche dans les eaux de la mer des étoiles, ou elle s'était rendue afin d'aquèrir un nouveau manuscrit.
Elle posède un petit tatouage sur la joue droite, mais se refuse d'aborder le sujet quand on lui en parle.
Mariée à Aneck le tavernier du "Repas Chantant", elle reste nostalgique de la mer, bien qu'elle sache obstinément qu'elle finira ses jours sur la terre ferme.


Tenue par Aneck, ancien marin, époux de la bibillothécaire Katrin.
L'endroit rapelle la cale d'un navire, l'ambiance y est feutrée et chaleureuse.
Eclairé par deux immences cheminées, il y fait bon vivre, surtout apres deux ou trois verres d'alcool exotique.
Divers cordage sont accrochés aux murs, chacuns représentant un noeud.
Dans ce lieu jovial, marins de passages et habitués, viennent s'echanger leurs histoires autour d'un repas chaud et d'une bonne choppe, riant et chantant sur les louanges de la mer.

Aneck est un ancien marin trop agé pour continuer a voguer.
Cet homme bien en chair a un sourire acceuillant,bien qu'encadré d'une épaisse moustache.
Diverse cicatrices sont visible sur son visage. Ses cheveux sont assez longs, bien que son crane commence a se faire dégarni.
Ce dernier aime a chanter avec ses clients, amoureux transit des eaux de la mer,
il parle cependant souvent de son autre amour, Katrin, sa femme.
Paternel et joyeux, il fait un hôte chalereux, et il est agréable d'aller passer la nuit dans sa taverne...


Maison close réputée pour ses filles, toutes plus belles les une que les autres.
La maison, appartenant a Trimia, est entretenue par cinq filles, Janiss, Gali, Salianne, Itarie et Danila.
De l'exterieur La Maison des Milles Délices est un grand batiment clair, aux volets pourpres et aux fleurs abondantes sur les balcons.
Une fois à l'interieur, il faut longer un petit couloir aux parois rougeâtres éclairé par des chandeliers, pour arriver dans la salle principale d'ou partent deux escaliers, menant a deux ailes superieures de la batisse.
Le centre de la salle principale est une fontaine, autour de laquelle sont étalés de gigantesques cousins.
Dans le fond de la salle, une estrade, animée le soir par des musiciens...
L'aile superieure gauche comporte trois porte, la chambre de Janiss et celle de Itarie, L'aile droite est l'exacte replique de l'autre, là se trouve les trois chambres distinctives des autres filles.
Les deux ailes se rejoignent devant une immence porte rouge, surpomblant la salle principale grace a une balustrade.
Il s'agit la de la chambre de Trimia.

Janiss :
Janiss est une jeune femme originaire du Calimshan, rousse aux yeux violet, elle est réputée pour ses danses déanchée.
(4 po la nuit)...
Gali :
Gali est une humaine, un peu plus agée que les autres, à la peau mate et aux yeux noissette.
(3 po la nuit)...
Salianne :
Salianne est une jeune femme venant de Kara Tur. Sa peau est albatre et ses yeux vert foret.
Elle est réputée pour sa fougue et son grand potentiel de séduction.
(5 po la nuit)...
Itarie :
Itarie est une sublime demi elfe aux longs cheveux d'or et aux yeux d'un vert percant...
Elle est réputée pour son calme, sa douceur et ses caresses abiles.
(6 po la nuit)...
Danila :
Danila est une femme de petite taille, aux longs cheveux blanc aux pointes rouges.
Elle est vive, et extremement appréciée par les nains et les personnes de petites tailles...(faut bien contenter tout le monde :p )
(3 po la nuit)...


L'herbe blanche est un magasin d'herboristerie tenu par une demi elfe aquatique prénomé Gluana.
Dans ce lieu on peux trouver toutes sortes de poudres, herbes, tisannes, potions et bien d'autre choses encore.
Des rumeurs raccontes que Aneck le tavernier, viendrai acheter les composant de ses sauces ici.
Quoi qu'il en soit, la boutique est composée de dixaines d'étagères, remplies de bocaux et de sachets, aux couleurs étranges et aux parfums enivrants...

Gluana est une créature des eaux, sa peau verdatre et ses cheveux tentaculaire ne laisse aucun doute sur une quelquonque autre origine.
Elle a sut cependant se faire accepté par les autres commercant du quartier, toujours serviable et aimable, elle reste étrange et mysterieuse, ne dévoilant pas beaucoups son passé, préfèrant parler du savoir des herbes, qu'elle semble connaitre sur le bout des doigts.


Petite boutique, nichée entre deux batiments, dont la qualitée de fabrication est reconnue de tous.
Le marchant d'arme, Xenor, travaille en colaboration avec les meilleurs artisants, ainsi que le forgeron du coin, afin d'avoir la meilleure marchandise possible.
Dans ses étalages regorgeant d'armes, l'on peux trouver de tout, les prix restant cependant élevés vu la qualitée du materiel.

Xenor est un demi drow au regard dur et a l'allure peu rassurante.
Il est cependant connu pour etre un commercant de confiance, respectant toujours ses engagements face à ses clients.

Auberge de Caytran Halvasyn, barde de renom, bourgeois, marchand.
Prix élevés mais services à la hauteur

Le fort de la Dame Verte :

Le fort de la Dame Verte est situé dans les terres, à l’écart du port encerclé de collines, dans un cadre que les moines ont su rendre charmant. Dans le jardin, magnifique écrin de verdure serpente un cours d’eau bordé d’arbres, qui forme un bassin au sud du temple.
Les bâtiments qui composent le temple son bas et étendu, constitué d’un lieu de culte proprement dit, d’une grange commune et d’une abbaye aux airs de forteresse qui accueille plus d’une centaine de moines réputés pour leur bière verte fortement alcoolisée qui contiendrait d’après les ont dits du persil fermenté, et constitue l’une des exportations les plus appréciées de la cité royale de l’Aglarond.
Le cloître fait la transition entre l’abbaye et le magnifique jardin du temple tant le passage se fait avec la douceur de la nature… Les galeries sont décorées harmonieusement, pas de motifs agressifs dans le temple de la Mère nourricière, non, partout autour du visiteur s’étendent sur les murs, les colonnes des motifs floraux, bientôt rejoint par une authentique vigne vierge… qui court et s’insinue partout, tout en douceur… qui pourrait en se déplaçant en ces lieux porter atteinte à la nature, avec les bas reliefs présentant des scènes de la vie agricoles…rappels que ensemencements et moissons sont des éléments du cycle éternel et partie essentielle de la vie.
Les dortoirs consistent en de grandes salles voûtées en un berceau brisé dont l'arc descend jusqu'au sol. Les pièces sont éclairées par deux baies cintrées et sont somme toute très sobres.
Faire pousser et moissonner sont des éléments du cycle éternel et ils sont une partie essentielle de la vie. Il faut anathématiser toute destruction sans but et sans volonté de reconstruction. Ne laissez jamais passer un jour sans aider une chose vivante à se développer. Soignez, entretenez et ensemencez des plantes dès que vous en avez l’occasion. Protégez les arbres et les plantes. Sauvez leurs graines de manière à faire en sorte que ce qui a été détruit puisse repousser. Préoccupez-vous de al fertilité de la terre, laissez les humains s’occuper de leur propre fertilité. Evitez le feu. Plantez une graine ou une petite plante au moins une fois toutes les dizaines.
Le clergé célèbre un festival de la fertilité à chaque Herbeverte, jour de paix et de réjouissances, invitant tous le monde à participer à cette fête qui annonce le début du Printemps. Grand événement de la vie Velprintalienne où les nobles mettent un point d'honneur à exposés leurs fleurs cultivées en jardins et serres puis distribuées aux gens du peuple, mais surtout pour la campagne alentour. Les paysans viennent vendre leur production. Danses et chants religieux s’enchaînent toute la journée pour finir à la nuit tombée par un repas champêtre à la lumière des torches
Les Grandes Moissons
C'est l'arrivée de l'automne et des moissons !! Le rituel des Hautes prières des Moissons. C'est aussi la journée des grands voyages, pèlerins aventuriers commencent leurs voyages le lendemain bien souvent. Avant que les routes soient boueuses par la neige se transformant en pluie. A cette occasion a lieu un grand concours de fauchage des champs, ou il faut faire vite et bien. Les hommes annoncent leurs fiançailles ou décorent leurs maisons avec des pommes sculptées et des mosaïques d'épis de maïs.

L'abbé Dalmar (hm Prê, 1.72m, 45-50 ans, robuste, barbu,
tignasse châtain clair, barbe épaisse, yeux noisette, robe verte avec le symbole d'une rose sur
fond de soleil éclatant (celui de Chauntéa (Conn. Religion DD 10 pour les Humains, 15 pour les
autres)), bâton, 1 chance sur 3 qu'il soit légèrement éméché, 1 sur 10 qu'il soit " indisponible ")
est un individu jovial et qui offrira des provisions aux aventuriers bienveillants contre un don
modique au temple. Lui aussi a ses entrées en ville, mais son seul petit 'point faible' vient de
l'alcool léger distillé au temple, un sorte de mixture gazeuse de couleur bleu/vert, au goût très
frais et assez fortement alcoolisée, fabriquée (chut, c'est un secret) à partir de persil et de menthe fermentés.


Tenu par la haute prêtresse Dyltharra (½ e(lune)f Prê, 1.75m, svelte,
peau pâle, yeux bleu, chvx blond longs, robe blanche avec un symbole représentant une paire
d'yeux féminins entourée de 7 étoiles (Sélûné, évidemment, Conn. Religion : voir paragraphe
précédent). Dyltharra n'est pas forcément disponible (1 chance sur 3), celle-ci ayant la lourde
tâche de faire le lien entre le Conseil d'Aglarond, la Simbule, les Ménestrels et d'autres forces
du Bien. Mais elle verra l'arrivée de PJs bienveillants comme un signe favorable de la Dame
d'Argent, et les aidera de son mieux (accordez, par exemple, un ristourne de 10% sur le prix
des potions et des sorts que vos PJs achèteraient à ce temple…si les aventuriers achètent des potions avant que l'épidémie ne se déclenche. Après, la rupture de stocks est certaine).


La Capitainerie

La capitainerie du port de Velprintalar, capitale maritime de l'Aglarond, se dénote par la facture d'un bâtiment de pierre fondé sur la base d'un rocher aux côtes acérées. Quelques marches de bois permettent de monter jusqu'a une terrasse de bois surplombant le port, d'où l'on parvient a apercevoir les tonneaux flottant, bouées de fortune qui marquent l'entrée de chenal des bateau de commerce, ainsi que la passe du chenal des bateau de la marine royale qui mouillent dans les parties les plus profondes du port. En contrebas, la cale de mise a l'eau des bateau de pêcheurs est limitée par des piquets de bois aux fanions blancs... La battisse comporte plusieurs étages et ressemble a une tour de garde aux ouvertures très larges, elle ne dépasse pas toutefois la tour du mage ni la tour du phare. Le toit en pointe est constitué d'un mélange étrange de fines branches de bois, de paille et d'une sorte de plâtre blanchit recouvre le tout. Quelques marins vont et viennent dans ce lieux qui semble fourmiller d'activité à l'approche du retour des bateau de commerces du grand marché maritime de Telflamme...

Légende de la carte

1. Le Port

2. Les Docks

3. Les Plages

4. Baie des pécheurs

5. Nytus l’Armateur

6. Balise portuaire

7. La Taverne du Paladin

8. La Maison du Marin

9. La Cour du Conseil

10. Le Palais Emeraude

11. Le Temple de Chauntéa

12. La Place du Marché

13. La Maison des Quatre Lunes

14. Le Manoir de Lady Myta

15. Le Hall des Forestiers

16. Le Hall d’Argent

17. Tour de Sumcha le mage


19. Taverne du Griffon Emeraude

1. Le port
Les bateaux de pêche aglarondiens, les vaisseaux de la Marine Royale, ainsi que les galions marchands de tous horizons mouillent ici, dans la baie du port de Velprintalar. La capitainerie du port de Velprintalar, capitale maritime de l'Aglarond, se dénote par la facture d'un bâtiment de pierre fondé sur la base d'un rocher aux côtes acérées.
Quelques marches de bois permettent de monter jusqu'a une terrasse de bois surplombant le port, d'où l'on parvient a apercevoir les tonneaux flottant, bouées de fortune qui marquent l'entrée de chenal des bateau de commerce, ainsi que la passe du chenal des bateau de la marine royale qui mouillent dans les parties les plus profondes du port.
En contrebas, la cale de mise a l'eau des bateau de pêcheurs est limitée par des piquets de bois aux fanions blancs... La battisse comporte plusieurs étages et ressemble a une tour de garde aux ouvertures très larges, elle ne dépasse pas toutefois la tour du mage ni la tour du phare.
Le toit en pointe est constitué d'un mélange étrange de fines branches de bois, de paille et d'une sorte de plâtre blanchit recouvre le tout. Quelques marins vont et viennent dans ce lieux qui semble fourmiller d'activité à l'approche du retour des bateau de commerces du grand marché maritime de Telflamme...

On entre dans l'enceinte de la capitainerie sans encombre suivant le flux... A l'intérieur une grande pièce accueille les marins, sur la droite des escaliers montent a l'étage supérieur vers une coursive arrondie comme le bâtiment. Deux personnages semblent gérer les problèmes inhérents au port de la capitale, débordés par les demande de réservation de place d'accostages ou de bouées de mouillage...
L'un d'entre eux est un homme d'age mûr qui maîtrise parfaitement la situation connaissant manifestement très bien les lieux, le deuxième est un peu moins affranchi et cherche des solutions pour échapper aux questions qui fusent...

2. Les Docks
La rade et les docks constituent la première source d’animation à l’entrée de la zone portuaire. Ici se mêlent tavernes accueillant la faune maritimes de tous bords, entrepôts de denrées alimentaires, et ateliers d’entretien des vaisseaux marchands.
Les tavernes ont leurs habitués, et mieux vaut avoir des accointances avec le milieu maritime, les étrangers ici sont mal vu…ceux qui posent des questions ont des chances de rencontrer quelques dangers inattendus…

3. Les Plages
Passée la tour du mage et les agglomérations globulaires des demi-elfes aquatiques, les criques s'enchaînent en une baie semée de bandeaux de sables fins mélangé à des coquillages brisés. Peu après, un roulement changeant sonne dans un passage semi-immergé qui sépare d'un large rocher de granit, la précédente baie, de la plage des galets roulants. En venant de Velprintalar, deux accès sont possibles : soit les pieds dans l'eau par le passage, soit en escaladant le bloc granitique aux formes arrondies érodé par les vagues...

La plage des galets roulants est constituée de superbes rochers posés sur une multitude de cailloux ronds de toutes tailles. Sur le front de mer, une digue rocailleuse sépare la route de Lointainlogis de la longue bande de galets... Lorsque l'on marche pieds nu sur cette plage, la première impression est une douleur désagréable sous les plantes, puis s'installe l'habitude et la douleur devient un véritable massage de la voûte plantaire, si bien qu'on s'y régénère un point de vie par heure de ballade.

Certains disent que cette plage bénie fut celle ou le roi Brindor connu son épouse, d'autres prétendent qu'il s'agit des larmes rondes de Séluné tombées des cieux qui roulent dans les vagues pour venir s'échouer sur cette baie du royaume de la reine sorcière... Peu importe la vérité, la plage des galets roulants envoûte de son charme sauvage...

4. Baie des pêcheurs
Les bateaux de pêche aglarondiens, les vaisseaux de la Marine Royale, ainsi que les galions marchands de tous horizons mouillent ici, dans la baie du port de Velprintalar.

5. Nytus l'Armateur
Nytus est un marin en retraite qui s’est lancé dans le commerce de la construction de navire. Sa réputation pour ses bateaux marchands d’excellente facture n’est plus à faire.

6. Balise portuaire
Cette balise couvant un feu magique signale l’entrée du port et délimite les règles de navigation ainsi que les espaces de mouillage. Vuraz le magicien a la charge de veiller sur le feu de signalisation. (Vuraz, magicien Humain niveau 5).

7. La Taverne du Paladin
En dépit de sa promiscuité avec les docks, cette taverne est des plus réputée, accueillant des dignitaires des nations faerunienes, marchands et nobles consulaires, on y dort pour un minimum de 5 pièces d’or la nuit.
Une immense salle s'ouvre alors qu'on s'avance dans un court hall, garni de dorures sur les encadrements de bois dessinant les murs, autour des tentures brodées sur motifs de chasse...
Une multitudes de tables rondes équipées de chaises au bois tourné et patiné a l'or fin accueillent une foultitude de clients, tous aussi distingués que des princes ou riches marchands...
Les conversations vont bon train, la bière et les vins fins coulent a flot, devant le regard scrutateur d'un homme a la carrure imposante et à la barbe vivace...

8. La Maison du Marin
Ici se regroupent les gens de la mer de tous les acabits, du modeste pécheur au pirate anonyme, sous la vigilance de Mharus, le tavernier. Beaucoup de chose se trament ici, et mieux vaut savoir nager en eaux troubles avant d’aborder un étranger…on dit aussi que les plus grands secrets circulent sous le manteau…pour qui est suffisamment téméraire pour poser la question !

9. La Cour du Conseil

10. Le Palais Emeraude

11. Le Temple de Chauntéa

12. La Place du Marché
C’est ici que les pécheurs viennent vendre leurs prises à la criée, mais pas seulement, les agriculteurs des plaines de Hallendos viennent y vendre leur grain, leur lait, ainsi que les marchand de la lointaine Sembie et du brûlant Calimshan, sur quelques étals exotiques on peut trouver thé, café et autres denrées exotiques.

13. La Maison des Quatres Lunes

14. Le Manoir de Lady Myta
Cet édifice représente le siége très informel du groupuscule anti-humain descendants des elfes de Yuir nommé « La Flèche Verdoyante ». On pense que cette faction, qui évolue sous la direction du guerrier demi Elfe Gulthrae a tissé des relation avec d’autres groupes anti-humains. Tout comme leur ennemis, les Fils de Hoar, ils sont étroitement surveillés par le Simbulmyn…

15. Le Hall des Forestiers
Ce bâtiment, partiellement végétal est enraciné par des arbres vivants dans le sol. Il représente une voûte végétale splendide. Orné d’emblèmes totémiques liés à la magie de l’ancien Yuirshandar, c’est le lieu de prédilection du corps d’élite des Forestiers de la Simbule. Véritable havre de la culture elfique, on y trouve les anciennes runes du bois de Yuir et méme d’antiques artefacts exhumés des bois sacrés. Les forestiers, pour majeure partie elfes ou demi elfes, s’accommodent de la promiscuité avec les humains, ils sont le liens entre l’Aglarond des hommes, et la nation demi elfe du Bois de Yuir, xenophobique et conservatrice.

16. Le Hall d'Argent

17. Tour de Sumcha le mage
Sumcha (hm Rou, 1.65m, 55 ans, un peu de bide, souriant, yeux
bleu qui " scannent " en permanence ses interlocuteurs, cheveux bruns striés de gris, dégarni
sur le somment du crâne, voix légèrement nasillarde, habits de bonne qualité) sera ravi de
converser avec des étrangers, tant que ceux-ci se montrent courtois et respectueux. Il connaît
beaucoup de choses sur la ville, mais ne fera rien qui puisse mettre celle-ci, sa famille, ou sa
couverture de marchand en semi- retraite, en danger

18. Haltegriffon, Caserne de Haut Griffon
Dans cet espace dégagé, s’élève au centre d’une architecture circulaire la grande tour d’envol des cavaliers Griffons, la cavalerie d’élite de l’Aglarond. C’est ici que stationnent en permanence quelques 500 soldats de la Garde Royale et une centaine de Cavaliers Griffon avec leur coursier.
Haut Griffon est le centre névralgique de commandement des forces armées de la capitale, ses cavaliers volants font le lien avec les armées d’Emmech et de Glarondar, ils couvrent l’ensemble du territoire. Le commandement est assuré par Sir Tyman, Commandeur de la cavalerie aérienne (Demi-elfe, CB, m).

19. Taverne du Griffon Emeraude
Quand on prend le risque de s'enfoncer dans le second cercle de Velprintalar, et qu'on se hasarde à parcourir ses rues tortueuses, on peu trouver refuge dans une allée transversale qui s'avance sous les feuillages d'essences exotiques et odorantes... Les plantes qui constituent les parois vivantes de ce couloir végétal sont diversifiées et étranges, faisant du passage un diverticule du grand parc du palais.
A son extrémité, une petite place aux dalles verdies offre un noyau frais et discret loin des rumeurs de la ville. Le silence ici semble de rigueur. Une seule porte est visible en ce lieu : épaisse, en bois sombre renforcé d'acier noir et de gros clous, le battant est surmonté d'une enseigne montrant un griffon vert... Et si l'arche fut un jour décorée de sculptures, celles ci ont disparues sous les reptations végétales.
Quand on entre, la transition n'est pas tout de suite évidente : du couffin végétal on passe à un nid obscur de tentures lourdes, éclairées par quelques bougies qui révèlent sur une petite zone, les couleurs des tissus. La majeure partie de la lumière qui arrive dans l'entrée vient de la salle commune et est plusieurs fois filtrée par les rideaux qui barrent le couloir. Les pans opaques, une fois dépassés, frôlant les épaules dans un attouchement à l'odeur d'épices étranges, révèlent un lieu aménagé dans un soucis de confort et d'élégance. Depuis le parquet de sombre bois exotique, jusqu'aux murs tendus de haut en bas de tapisseries épaisses, le lieu respire le luxe et la discrétion : Les tables sont isolées les unes des autres par des panneaux glissant sur des tringles, alternant avec les candélabres qui maintiennent une pénombre reposante et intime.
Entre chaque cellule, répondant aux désirs des consommateurs, circulent les serveuses de la maison. Toutes jeunes, offrant un minois agréable et souriant aux clients, elles sont les assistantes nécessaires, discrètes et mutines de Gaborn, le maître des lieux, qui siège au comptoir, parmi les bouteilles des alcools rares et diversifiées montées de sa cave personnelle.
Le demi elfe est assis en homme d'affaires esthète et vigilant, au côté d'une proue de navire présentant un grand griffon en bronze verdi qui donne son nom à l'établissement : La Taverne du Griffon Emeraude...

Messages : 834
Date d'inscription : 22/11/2007
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Re: Informations sur l'Aglarond

Message  Admin le Lun 14 Juin - 17:41

The Simbulmyn

The Simbulmyn, or Simbul’s Guard, is a small company of elite
palace guards who do much more than simply protect Aglarond’s
queen. They are also expert spies, engaging in secret missions
in lands all around the Inner Sea. The primary concern
of the Simbulmyn is the safety of the Simbul, but the general
security and good order of Aglarond is a very close second, and
they maintain a vigilant eye on all potential enemies.
The Simbulmyn devote most of their efforts to watching the
armies of Thay and spying out the plans of the zulkirs, tasks
that call for lengthy undercover journeys into the heartland of
Aglarond’s forbidding neighbor. The Guard also work assiduously
to identify and neutralize Thayan spies in Aglarondan territory.
Of late, the rise of the Sons of Hoar has
attracted their attention, although the Simbulmyn are hesitant
to suppress the movement for fear of throwing fuel on the fire.
The Simbul’s Guard is under the command of High Captain
Hovor Seawind, a former adventurer who is fanatically devoted
to his queen and would give his life for her in a heartbeat.
Only experienced combatants who have demonstrated their
loyalty to Aglarond are invited to join the Simbulmyn.

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Re: Informations sur l'Aglarond

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