The County of Voyreem

2143 Overview
(NOTE: This is out of date, because the current campaign year is LY 2163. Only the sections with blue headers are up to date. Take heart, brave souls! You can contact me or wait until I eventually update the rest of this page!)


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The Tale of Voyreem

 Voyreem has long been used to being a border town, but now it is a crossroads, too. Voyreem is an old town on the Benaaflen River, founded more than two hundred years ago. It sits at the site of the only bridges over the river from the east into Smeisserand for fifty miles in either direction. Rather than feeling part of Smeisserand, the town has always been a little bit separate. Its location on the east bank of the river places the town nearer to the great Aelvenwode Grove and the dangerous and xenophobic elves of the deep forest. The noble lords of Maastricht, the county across the western bank of the river, have never extended much interest in Voyreem, instead allowing the burghers to go their own way so long as they pay their county taxes. Because of this official disinterest and the threat of the forest elves, Voyreem has kept a different character from much of Smeisserand.

 Following the traditional Smeisserander policy of hatred for the elves has never been practical for Voyreem. The burghers are too close to the center of elven power and too little protected to be militant in their suspicions. Many of the townspeople would have gladly struck out against the elves if they could, but the opportunity has never presented itself. Instead, the town council kept up the yeomanry and a standing company of pikemen as a policy against agression and pursued the town's own quiet interests. In return, the elves have left the town mostly alone, preferring to remain in the deep woods. The few incidents that occur each year serve to keep suspicions simmering on both sides.

 The turning point in Voyreem's sleepy character came just a few years ago when the Scarlet Legionnaires arrived from the north. To the wonderment of the burghers, the Legion had managed to wrest control of the port city of Contradina away from the hells-spawned fiends and kzinti that had dominated it for twenty years. Leaders of the Scarlet Legion had even been able to defeat the fiendish Sorcerer-Queen of Contradina and free the enslaved populace. Now they had arrived in Voyreem to speak with the envoys of Smeisserand.

 The Grand Dominion of Smeisserand had been a tight-fisted feudal state for hundreds of years. The class structure was rigid and kept peasants firmly in their place at the bottom of the hierarchy. Although orcs were regarded with equal status to humans in the lower classes, they had almost no representation in the gentry or nobility. The harsh policies of Smeisserand drew criticism from the Legionnaires. Diplomatic overtures between Smeisserand and the Legion were brief and heated, and soon the two powers were at war.

 Maastricht Castle lay just five miles west of the river bridge and quickly fell to the Scarlet Legion. The rest of the County soon followed. Voyreem found itself to be an important hub on the Legion's supply line to the coast. The Scarlet Legionnaires were well-disciplined, polite, and zealous in their pursuit of their ideals. They treated the burghers well and built their own fort and barracks on the eastern edge of town. Much of the pay of the Legion's soldiers found its way into the purses of Voyreem craftsmen. The elves became allies of the Legion, and were occasionally seen within the town itself in the company of legionnaires.

 Voyreem continued to prosper as the Scarlet Legion brought more people, money, and education to the area. Komatsine schools were introduced to teach reading, writing, history, and religion. The druids of the local grove and the Great Grove nearby made no protest, so the people began to investigate what the priests had to say. The Legion also brought with it folk that the burghers of Voyreem had never seen before-dwarves, northern elves, and kzinti. The civility of the northern elves and the Legionnaire kzinti were astounding to the frightened burghers. Even after several years of contact with these strange visitors, however, most of the people of Voyreem are still wary of the newcomers. What they did welcome was the protection and the money that the Legion brought with it.

 The next year brought reversals to the Scarlet Legion. The King of Smeisserand marched his entire Northern Army into Maastricht to oust the red-cloaked invaders. Although the two forces were matched magically, Battle Wizards against Red Priests, the Smeisseranders could bring many more veteran troops to bear against the smaller force of crusaders. Dragons even arrived to aid both sides in battle as the common folk sensibly fled or cowered under shelter. By late summer, the Legion had retreated to its strongholds in the region and the Smeisseranders had retaken Maastricht County and Contradina. Voyreem remained under watchful seige as one of the more peaceful strong points of the Legion. King Wulfram had no need to engage the Legion in Voyreem as he had captured the bridges at the port far to the north, and he did not want to risk the destruction of Voyreem's bridge in an assault over the river.

 In the end, the assassination of the King's councilor, Duke Liezt, and his own prophetic dreams that followed the event led to the resolution of the war. The Scarlet Legion was appeased by the King's decision to remove many of the class barriers and restrictions that had been the tradition, and the elves withdrew once again to the Aelvenwode. A new Baroness was appointed to lead Voyreem, one Lady Anissette DuKott.

Though a foreigner, Lady DuKott had performed some service for the King and the druids in the war, and was given the Barony as a reward. She brought new ideas and new prosperity to Voyreem. Her policies were firm and effective, and she quickly gained control of Voyreem's merchant and craft guild leadership. With this group unified and properly led, she instituted trade agreements with Contradina and with an archmage baron far to the north in the Kingdom of Landers. With wise policy, the respect of the burghers, and the support of the druids, Lady DuKott has advanced the lot of the people of Voyreem, and was advanced to Countess at Midwinter Festival in vS 783.

 With their survival and freedom reasonably assured, Voyreem has become a trading crossroads for goods from the north, south, east, and west. The population is beginning to grow rapidly, and the prosperity has attracted adventurers and rogues. The Scarlet Legion retains its fort, Redpost, east of town, and aids the militia in keeping the unsavory sort under control. The Countess has required adventurers to register with the newly formed Adventurer's Guild (and pay the 10% salvage tax) or move on within three days. The potential for adventure is excellent, even with the firm hand of the Countess in town. The Druid of the Great Grove sponsors adventuresome quests and there are several old ruins and dangers within two days' ride from Voyreem. Voyreem offers a base for the daring, and a fine place to spend the rewards of success for those who survive the danger.
 
 

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A Campaign in Voyreem

Voyreem can be a fine place from which to base an RPG campaign. There is plenty of opportunity for adventure in the surrounding area, interesting things happening in town, a great druid grove a day's ride to the northeast, and an interesting political situation to mix up the plot. The information presented here is for player and referee alike. There are also plot details, secret maps, treasure hints, and other information available to referees who email me.

Read also the Player's Campaign Primer to Voyreem. It contains most of the AD&D rules in use for the Saltwave Campaign, of which Voyreem is a part. Voyreem is a rapidly growing barony on the eastern edge of the Grand Dominion of Smeisserand, a lawful neutral(evil) kingdom. Smeisserand is on the western side of the continent of Jaastenland in Saltwave's southern hemisphere. The flavor to this campaign area is a combination of late rennaissance German, Dutch, and Afrikaaner. Those with greater actual experience of those areas must forgive my inaccuracies, and are welcome to suggest additional names, customs, and conventions (hint, send email!).

 Jaastenland has its own calendar. Refer to it for a list of days, months, and holidays for the region. There is also a listing of the laws of Voyreem for your perusal. Violate them at your own risk!

 Following here are some key people, places, and adventuring suggestions in the Voyreem area to help you establish an exciting and challenging campaign in Saltwave. Note that class, level, and alignment information is listed as it appears to public view. Actual statistics and motives may be very different from what appears on the surface!

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Inhabitants of Voyreem

Queen Anissette DuKott, Ftr 5/Rog 20/Ari 10?, N(G)

No list of Voyreem's inhabitants would be complete without a reference to its foremost lady. Anissette DuKott is the Queen of Lebensbrüke. She was appointed as Baroness of Voyreem in the fall of 780vS and led the rebellion against the injustice of the Grand Dominion of Smeisserand in LY 2143, before that conflict was cut short by the Sky Golems and the War of Falling Stars. Local bards liken her to the most beautiful winter days--crisp, pale, majestic, and breathtaking. Others are equally drawn to her looks, but less poetic. She appears to be a fit young woman with platinum blonde hair, icy blue eyes, and a confident gaze that belies her years. (Neither she nor her busband, Sir Drake, have aged a year since coming to power in LY 2143.) She is a skilled mistress of the rapier and the bullwhip, both weapons acquired in the years before she came to Voyreem. Queen Anissette moves with a fluid grace that is both attractive and somewhat disturbing. She has an exceptional understanding of trade, profit, and personal persuasion. Some citizens suggest that she might have been a rogue at one time, but never within her hearing.

She enjoys fine things and demands the best quality from her merchants. Her laws are firm and fair, intending to equalize privileges and responsibilities across the boundaries of class and race. She values competence and loyalty in her subordinates above all. Queen Anissette has admitted that she was of noble birth, but grew up in common surroundings due to misfortune. She came to Smeisserand from Landers, where she gained the friendship of the Baron Sir Drake Hedgerton, an archmage of great repute. It was also in Landers that she came to know and trust elves, and has extended a welcome to the elves of the Aelvenwode that has endured over twenty-five years. The Lady and her husband, Sir Drake, have five children.

Her official colors are black and red, and her symbol is a black wyvern on a red circular field. She is fond of wearing black and silver clothes, and favors fitted trousers over skirts. She enjoys riding, fine dining with her few confidants, and outmaneuvering her opponents. Her first palace was constructed by dwarves freed from slavery in the Forbidden Lands to the west by the Dragon Wizard. The new palace, a tall and gleaming edifice apparently made of mirrored glass and mithral, is the largest and most beautiful structure on the continent. Queen Anissette is confident enough of her power to appear frequently in public without a weapon other than her rod of office.

Sir Drake Hedgerton, Baron, Archmage, Ftr 5/Wiz 30/White Knight 10, NG

Sir Drake became a regular part of the Barony of Voyreem since his marriage to the Lady DuKott in 782vS. The two met while adventuring some time ago in Landers, and have been friends for many years. Some people say that the two were initially on opposing sides of some battle or conflict, but official sources disagree. Sir Drake himself is a handsome fellow of medium height, with hazel eyes, brown hair and a ready grin. Despite his outward appearance, he radiates a personal charm and confidence that sways many an otherwise stern soul and makes it extremely difficult to dislike him. Rather than appearing the ancient archmage, Sir Drake looks to be in his mid-thirties and is clean-shaven and well dressed. He often wears dove grey and blue trousers and tunic, with gold accents and trim, and usually has a curved oriental longsword at his belt in a fine scabbard. As befits one of the world's most powerful wizards, he has layer upon layer of magical protection to safeguard himself and his family and retainers.

Sir Drake leaves rulership and policy to his wife, and does not involve himself in the political affairs of Voyreem. Citizens believe that the archmage does more to advance the barony's aims behind the scenes, but Sir Drake makes no claims of such. He sponsored the University of Voyreem, the Air Market (see below), the Knights of the White Mantle, many strong and ecologically friendly corporations, and the rebellion that freed Lebensbrüke from Smeisserand. He was also responsible for the effort of heroes the world over that stopped the Sky Golems and ended the War of Falling Stars. Sir Drake stands for high ideals, and is a knight of the Royal Order of the Swan, the highest order awarded by the King of Landers. He was a widower for several years before marrying the Countess, and some say that his entire family was slain by an archlich who resented him for his goodness. Although he does not make waves or a big show in public life, the burghers are happy to have him around.
 

Master Gerhard Oakhallow, Drd 20, N

The keeper of the Aelvenwode Grove, Master Oakhallow is a middle-aged man in excellent health. He is the epitome of druidism-wise, stern, and aloof. He sometimes disappears for a week or two on business of his own, leaving the grove in the care of his leading initiates. He enjoys walking through the forests and fields, observing the natural world and conversing with the people and animals he meets. He keeps a watchful eye on the foresters and corporations of Lebensbrüke and on the town's growth, ensuring that nature and civilized needs are balanced. He advises the Queen and others upon request, and is often sought out by those with difficult decisions to make or issues to resolve. Petitioners must come to him, however. He does not dispense wisdom, but asks questions of the questioner that often prove more effective than any advice could be. He is fond of his young initiates and spends long afternoons nurturing their growth and understanding.
 

Sir Wilem Brust, Lord Chamberlain, Ftr 17, NG

Sir Wilem is the Lord Chamberlain of Lebensbrüke, managing many routine matters for the Queen. He is a hale and healthy Kraanicher knight in his late forties. He came to his post after seeing the Lady DuKott at court in Katraal, before its destruction. He came to Voyreem to ask to enter her service. He has fought battles against the Scarlet Legion, the kenku, and the kzinti in the south, though he now counts some Legionnaires as his friends. He is skilled at warcraft, strategy, and managing complex undertakings. Most burghers appreciate his no-nonsense, pragmatic approach to the kingdom's day to day administration. Sir Wilem is reserved, exceedingly polite, and a stickler for detail. He aims to support the Lady DuKott in her efforts to make Lebensbrüke prosperous. He is married to Lady Lizelle Brust, formerly Kagaard, the queen's Minister of Finance. Rumormongers whisper that Sir Wilem is the Queen's lover, but this is not likely, given the presence of the archmage. Sir Wilem always has a kind grin and a bit of candy for the children he meets on his rounds through the town.
 

Sir Ethan Ford, Knight Commander & High Priest, Clr 19, LG

Sir Ethan is the knight commander of the Scarlet Legion garrison in Voyreem. His brown hair is usually tousled and he seems eager as a puppy to meet new people. His carefree appearance lends an innocent air to his competence as a Red Priest. The former squire of Sir William Winchester, dwarven High Priest of the Legion, Sir Ethan distinguished himself in battle and in diplomacy as the Smeisserander army drove on past the field of victory at Aalfa Keep to Maastricht Castle in LY 2138. He received word of the Legion defeat and evacuated everyone to Voyreem but for a few legionnaires left back to hold the castle against an immediate assault. The rest of the forces he commanded to guard the bridge and let no Smeisserander cross. When the King's cavalry arrived, Sir Ethan negotiated for the safe passage of legionnaires and allies across to Voyreem in exchange for withdrawal from the castle. Sir Ethan has excellent judgement and administration skills, and keeps the stream of Scarlet Legion troops appropriately marshalled to serve the needs of justice and freedom throughout Jaastenland. He respects valor and skill, and frequently trains with his troops and assistant priests. He supports Queen Anissette's efforts to improve relations among all races, and offers legal advice upon request. He is also active in extending schooling to the people of Lebensbrüke through the public schools. Sir Ethan always wears his red cloak and golden kra-thesh rose holy symbol when about in town.
 

Goody Mehitobel "Mettie" Gutmann, Wiz 17, CG

Mettie is the hosteler of the Goodhouse, a big, homey inn in Northbridge. Her cooking is widely acclaimed by locals to be the equal of any fancy chef in Norton or Katraal. The Goodhouse accepts travelers who need a place to stay that won't set them back much cash. Goody Mettie expects those who can pay to do so, and asks others to help out around the place. Mettie is an attractive blue eyed blonde Heidann woman who doesn't look old enough to have great grandchildren. She'll tell anyone who asks that good cooking, good manners, and a happy marriage will keep a body young. Everyone in Northbridge and quite a few other burghers of Voyreem are her friends, and Mettie hears about just about anything that happens in Voyreem. Despite her knowledge of events, she discourages idle gossip with a sharp word and refuses to pass on anything that might be considered personal or confidential. Goody Mettie is usually seen wearing her blue apron and accompanied by a big grey tabby named Umbrella, so named because of the cat's ability to spread out over whatever she likes--laps, food, reading material, and the sleeping faces of guests in their beds.
 

Captain Georg Vandermeer, W7 (Battle Wizard), LG

Georg is the handsome and dashing commander of the Duke's troops stationed in Voyreem to help the Countess maintain law and order. He is the sort of wavy blonde-haired, blue-eyed soldier that young girls have mooned over for millenia. Unfortunately for those same girls, Captain Vandermeer is happily married to Voyreem's physiker, Minerva Vandermeer. He is a capable, innovative, and respected leader. He allows a great deal of freedom to his sergeants and soldiers, as long as they do their jobs and maintain good discipline in and out of ranks. The greatest rewards in his company go to those who find ways to defeat the enemy before they know they have been engaged. Captain Vandermeer hopes to develop many troops capable of independent action for promotion as scouts, sergeants, and future officers. Here on the Smeisserand border, quick thinking and action are valuable military assets.

Captain Vandermeer keeps tabs on the Scarlet Legion, bandit activity, the elves of the forest, and the Countess' merchant trade. Some burghers think that the Duke sent him to Voyreem to keep an eye on the Countess. The captain chuckles at such suggestions and remarks that, if that's the case, there's nothing to report. He and his company wear the irridesium dragon of shimmering black on the blue field of Duke Nassir. His troops are equal parts heavy foot (banded mail, greatsword, shortsword) and pike (studded leather, pike, shortsword).

Notes on Battle Wizards:

As one of the members of the elite corps of Battle Wizards, Georg can cast spells while fully armored. Battle Wizards are like multi-classed fighter-mages with a specialization in combat magic (both offensive and defensive). Graduates of the respected War College of Elantra, in Kyriabor to the east of Smeisserand, they are rarer than rangers or paladins and just as highly trained. They have significant advantages but equally heavy restrictions. Battle Wizards cannot cast spells that have no combat application, and must abide by a special code of ethics. Most spend their lives in service to the powerful people who sponsored them to the College, fighting where, when, and for aims dictated by others. See the file on Battle Wizards.
 

Minerva Vandermeer, W7 (Healing Specialist), NG

Minerva is the daughter of Goody Mettie and the wife of Captain Vandermeer. Travelers will most often encounter her in her role of the town physiker. Minerva has been fascinated for many years by the guts and internal workings of animals and people, much to the dismay of the burghers. She turned this curiosity into a suitable calling by learning additional herbcraft, magical healing, and surgery from various local and traveling experts. She once even reattached the severed leg of an orcish adventurer by skill alone, magical healing applied just to bind and close the wound.
 

Lady Lizelle Brust, Minister of Finance, Wiz 12/Exp 6, N

Lady Brust is the Queen's lieutenant in charge of mercantile matters for Lebensbrüke. She is a successful Kraanicher woman in her late forties and maintains a wry air of nonchalance about things. Lizelle is fit and athletic and likes to wear silk gowns of red and green. She got her start in Voyreem's merchant guilds as a trading assistant, and rapidly worked her way up to a seat on the guild council. Once she had gained enough money from her trading profits, she invested in the study of magic at the College of Wizardry in Norton. Folk whisper that Lizelle's business dealings have not always been honest and above board, but no one can recall any specific instances of aggrieved parties or theft.

Lizelle maintains a direct hand in managing the corporate and mercantile affairs of the kingdom. She acts in the interests of Queen Anissette, and is a close confidant of the Queen. She also maintains a close eye on the Thieves' Guild activities in Voyreem and across the kingdom. Some burghers once said that she runs the guild, but Lady Brust's efforts to discourage crime and enforce the law has long dispelled this rumor. As a Krannicher, Lizelle has bronze skin, honey-colored eyes, and dark brown hair. She wears her hair long, down to the center of her back, and Lizelle is somewhat vain about her appearance. She frequently brushes out her hair during business meetings as she listens to the plans and proposals of other merchants.
 

Sir Vincent Leo, Elf Ftr 6/Sor 29, N(G)

A tall, golden-haired elf from a distant land, the Queen originally employed Sir Leo to train her elite guard and border patrol in advanced tactics. His efficiency at this task found great satisfaction in her eyes, and she offered him a position as her Court Mage. Leo accepted on the condition that she confer upon him the honor of knighthood. Lady Annisette was amused, and thus was born the order of the Knights of Voyreem. Sir Leo was the first of these peers, knighted by the Lady Countess at the Harvest Festival in 781vS (2140 LY). He later accepted the challenge of helping to lead a rebellion (and soon after a planet-wide war) with grace and quiet enthusiasm.

Sir Leo practices a foreign brand of magic that allows him to cast powerful battlefield spells while armored. He also has healing and mind reading spells available to him. He is equally adept with advanced weapons, and has a genius for tactics. When seen from afar, Sir Leo always appears calm or detached, moving with a regal air. In person, he is very likeable and friendly and displays a charismatic flair for leadership. He prefers to dress in green and gold clothing, usually leaving armor for the battlefield.
 

Master Vansgird Lichter, W8, LN

Master Lichter represents both the College of Wizardry in Norton and the interests of Count Aalfa of Maastricht. He is a cheerful fellow who looks like people imagine a noble Kraanicher wizard should look-wrinkled bronze skin, salt-and-pepper beard, dusty robes, and a big pointy hat with symbols on it. Master Lichter has a large home opposite the Voyreem market from the constable station, surrounded by a tall wrought iron fence and neatly trimmed hedges. He entertains visitors with questions and requests from 1.00 to 3.00 each workday afternoon, by appointment only. His apprentices, Joos Helgaard and Kilessa Jansdottir, do the traditional busywork of cleaning, cooking, and scheduling appointments for him.
 

Master Alden Skeener, NM0, LN

Master Skeener is Voyreem's Craftsguild master. He is a stout, middle-aged fellow who wears his stern expression like a cloak. Although he is one of the wealthiest men in the barony, he dresses himself in plain, servicable clothing. Always on the lookout for trouble, he is one of the stauchest advocates of the Lady's adventurer registration and taxation policy. He seems truly concerned for the welfare of the burghers and the trade that flows into and out of Voyreem, and will go to great lengths to convince visitors of the benefits of doing business in the barony.
 

Master Malachai Silber, F15, LN

Master Silber is a fencingmaster from Norton who decided that Voyreem had grown to the point that there would be young gentlemen who would need to learn manners and swordsmanship, were they to get ahead in society. Having so elevated the status of the barony in his own mind, he travelled to Voyreem to set up a fencing hall. Master Silber's hall is a combination training ground, gymnasium, and gentlemen's club. He caters specifically to young men of the merchant and military classes who would otherwise lead idle and dissipative lives, living on their families' wealth. Although women and men of other social standings are welcome to train at the fencing hall, they have not yet broken into the gentlemen's clique.

Master Silber himself is a spare, wiry fellow in his early fifties. His skill with duelling weapons is renowned throughout the Dominion, but he is a particular master of the saber (grandmaster status from POCT). While not a member of the nobility himself, he holds the keys to social status for others through his training in swordsmanship, etiquette, and the ways of the upper class. He always acts with grace and deportment. His taste is for fine, understated elegance. He advises against foppishness, garish dress or artwork, and is always impeccably dressed. He has seen and lived through many field battles and back alley duels, and uses the stories of his experiences to teach his protégé's.
 

Master Jann Wenner, B19, NG

Jann Wenner is a favorite son of Voyreem, a local lad who has done well. He is a cheerful fellow in his early twenties with a rakish air, a wry grin, and a feathered hat. He is seldom without one of his two guitars, one black and one white. Jann sought adventure to provide some exciting experience for his songs, and he has found it many times over. After making his fortune from plundering ruins, kenku, kzinti, and several dragon lairs, he moved to Griffon Peak, in Tarnia, to build his own great inn. Although he resides in Tarnia, to the northwest of Voyreem, he still frequents the Goodhouse and other drinking establishments in town. He is usually accompanied by Angelika, a beautiful warrior-wizard Jann rescued from an enchanted slumber in the depths of a mountain.
 

"Dark" Schniedar, Wiz 18/Dr 12, CN

Dark Schniedar is a mystery to most of Voyreem's burghers, but generally a good mystery to have around. The son of one of Voyreem's noted merchants, Dark Schniedar earned his nickname early on in childhood for his bravado, paranoia, and black humor. After attending college in Norton, Schniedar returned to Voyreem to become an initiate at the local grove. Although his respect for nature has always been of a different sort than most druids, he rose to a high initiate rank. Some people say that the druids would not let Dark Schniedar into the upper ranks, and his current unwelcome status at the Voyreem Grove adds weight to their words. Others say that he was just too fond of destruction, and wanted to wield more dangerous powers. Whatever the reason, he turned his attention to wiardry and has been pursuing it with a passion. He started out as an apprentice to Dirk Walder, the Dragon Wizard, and gained enough practical experience to complete his apprenticeship in only a year.

Dark Schniedar is the epitome of the dark and mysterious wizard. He has been known to carry a great scythe with him in place of a wizard's staff. He usually dresses in dark clothing and a great hooded robe. He has two henchmen who are never very far from him. One, a warrior named Marta, watches his back and helps him keep his mind on business. The other, a big kzin female named Friday, helps Dark Schniedar fend off opponents in a fray and looks generally menacing at other times. All three of them use heavy, bullet-throwing firearms. The burghers of Voyreem much as they would a crazy inventor; he's both fun and disturbing at the same time.

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Places of Note

The Goodhouse

The Goodhouse is a multi-roomed bed and breakfast, of sorts. It has the most reasonable prices and best viands in all of Voyreem. The establishment is run by Goody Mettie Gutmann and her family, with some help from other local folk. The Goodhouse stands near the North Bridge along both the Air Market Road and the Benaaflen Trade Road. Many adventurers who like quiet company and good food frequent the Goodhouse, and the Gutmann family has recently built an addition to keep up with the demand for their excellent services.

The Cock & Biscuit

The Cock & Biscuit used to be a run-of-the-mill tavern and cheap inn until the Lady established the Adventurers' Laws. Now it is the Voyreem adventurers' guildhall. The place is lively, with many rowdy, good-natured patrons, good food, and excellent drink from far off places. The place is operated by the nervous proprietor, Josiah Helmberger, and his large and capable staff. Expect to pay higher prices here than elsewhere in town, but the freedom from disapproving glances and stares is worth it to many of the adventurous sort.

Trader's Haven

This is a large and sprawling inn and livery near the market section of town. The place has been operated by the Wiestr family for six generations, and the history of the place attracts many travellers, most of whom have money to spend and business to arrange. Trader's Haven also serves as a trading center for caravans and the weekly meeting site of the Voyreem Craftsguild. It is regarded as a very safe place for members and other well-off merchants and crafters.

The Bridge House

A fine white brick inn marks the spot of the Bridge House, an upper-class establishment providing the best food and lodging. It stands near the River Bridge on the Trade Road. It is a quiet and refined inn, catering to the nobility and great merchants who wish privacy and seclusion during their stay in Voyreem. Per Voorhees is the owner and manager of the Bridge House. Travellers must expect to pay premium prices to stay here.

Northbridge

Northbridge is the growing area on the outskirts of the town of Voyreem near the new Air Market Bridge. The area is popular with people who have recently moved to Voyreem from other places. It is close to the trading center of the Air Market, and sits along the Benaaflen Trade Road. In the last three years, many crafters, farmers, and tradesmen have built homes and shops in Northbridge. One will find it to be a center of younger burghers and new ideas. Elves find a more hearty welcome here than in other areas of the barony. The district is prosperous and hard working, and the people like to welcome strangers.

The Voyreem Grove

To the southeast of town lies the local grove. Being so near to the Great Aelvenwode Grove, the Voyreem Grove has a dual role. Not only do Master Oakhallow and his initiates advise the burghers of Voyreem, but they also carry messages to the Great Grove from travellers passing through Voyreem. Those who are wounded can be healed at the grove, although the druids will expect a donation corresponding to the amount of help provided. Adventurers should expect to pay 10 kruger per hit point healed. Other advice about the weather, planting, where to build or refrain from building, and the like may be less costly. The druidic cycle is currently in a phase of making things grow and be bountiful. Missions or requests that futher that end will meet with more ready cooperation.

The Aelvenwode

The Aelvenwode is the great, ancient forest that is home to the elven people of the Smeisserand region. The deep woods are considered to be an elven domain by both the elves and the Lady Countess. Trespass is not welcome and only diplomats or friends of the elves may travel within the deep wood. Others may use the outer edges of the wood in the north and west, as long as they care for the wood as the druids advise. There are mysteries within the Aelvenwode that humans cannot understand, and that the elves are not likely to discuss. In the portions of the Aelvenwode close to Voyreem are several ruins. The elves do not venture to these places and seldom speak of them to humans. According to one rumor, these ruins pre-date the founding of Smeisserand. Some adventurers have ventured within and returned successfully. Other parties have entered, never to return.

The Great Aelvenwode Grove

At the north end of the Aelvenwode is the Great Grove. This is one of the sixteen groves within Smeisserand tended by name level druids of Druid, Archdruid, or Great Druid rank. Many followers of the druidic faith journey to the Great Grove as pilgrims. There are many times in a person's life when he or she might make a pilgrimage to a Great Grove. Births, deaths, weddings, times of great joy, and times of great sorrow are some of the reasons one might undertake a pilgrimage. Receiving the blessing of fertility from the everblooming trees of the Great Grove is said to ensure good luck in all endeavors. The Druid of the Aelvenwode Grove officiates at the major celebrations and observances. He or she may be willing to speak to outsiders at other times, if the cause is important.

Wano Forest & Tarnia

To the northwest of Voyreem and to the west of Contradina, the great Wano Forest stretches for sixty miles until it reaches the western sea cliffs of Tarnia. The Great Wano Grove stands in the southwest reaches of the forest. Until recently, most of the forest was the private domain of the ancient green dragon that called herself Baba Yaga. The dragon kept the forest as her own game reserve, slaying humans and other monsters that dared to intrude. Not long ago, the dragon was slain by a great hero named Killian Grey and his companion, Uta the Wanderer. Lord Killian claimed the forest and the surrounding unoccupied lands, naming the place Tarnia. He organized a great fleet of immigrants from the Kzin Highlands to settle the country. By the end of the year, Tarnia was well established. Tarnia now stands as an independent kingdom on Smeisserand's northern coast. Visitors are welcomed, although King Killian maintains a strong standing army of foresters and griffon-riding Catskinners to protect against agression or duplicity from Smeisserand.

DuKott Castle

This is the place where the Lady Countess DuKott and her husband, the Archmage, live. DuKott Castle is an elegant fortress and palace on a hill south of town. From its walls, one can observe the Benaaflen River, the town, the Peace Market, or the forest, depending upon one's vantagepoint of the moment. The castle presents a visitor with a three-tiered approach, with each set of walls and gardens offering greater defense and beauty than the tier before. The palace stands like a sculpture at the center. The castle was designed by an elven master architect and the construction managed by dwarven stonemasons and crafters. The guards are efficient and watchful, and the Archmage has let it be known that the castle is protected by wards and enchantments. Burghers take heed and go there only when they have important business to conduct.

Peace Market

The Peace Market is the site of the trading center for commerce between humans and elves. Fine elven goods are available for purchase at reasonable (translation: only three to five times book value) prices. Here, also, is where the elves purchase fine raw materials upon which to work their crafts. The Peace Market is guarded, and the soldiers have strict instructions to break up any signs of hostility between elves and others.

Kelvaaren Castle/Shadowdark Keep

On the western bank of the Benaaflen River, about ten miles south of Voyreem, lies the ruined castle known as Shadowdark Keep. It was taken by the demon forces from Contradina almost fifty years ago, and then sacked by a dragon. This marked the farthest advance of the Demon Queen's forces. To this day, no one knows whether the dragon came to stop the demons, or merely steal their gold. In older days than those, the place was known as Kelvaaren Castle, and was the seat of government for Maastricht County. Now it is a lure for adventurers. Some have spotted shadowy figures moving about the grounds by day. No one goes there at night.

Airfield Market

On the flat fields across the northern bend of the river from Voyreem is the Air Market. Two or three times a month, on Marketday, great flying ships arrive carrying trade goods from Shalecourt, the Archmage's barony in Landers. The goods are very valuable and useful, and sell for far less than one would expect. Sample items include: dwarven light-weave body armor, pre-packaged food, Japanese and Qoolmian silks, heatstones and coldstones, tools of fine steel, assorted sweetmeats, and other things not easily obtained in Smeisserand. These skyships are made of metal, and create a hideous, thundering roaring noise when they fly, as if they were dragons. A permanent market has grown up around the area, and it is a place one can go to find or trade unusual items any time of the month.

Redpost

The Scarlet Legion of Landers maintains a fort east of town and north of the druid grove. They usually have a company of knights and militant priests in residence at any given time, and are willing to train others in religious or fighting skills for little in return. The Red Priests also perform healing services, but expect donations for doing so, unless the need or cause is great. One can even see kzin warriors practicing alongside their human and orcish allies at this fort.

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Adventure Suggestions

The Ruins of Shadowdark Keep

What happened to the dragon that drove out the demons? What are the mysterious shadowy figures that people talk about? Did the dragon get everything when it sacked the castle? A local adventurer returns from a foray into Shadowdark Keep looking for some additional help to penetrate a secret door he's located in the basement of the keep. Will you be ready to help?

The Reason People Stay Out of the Forest

There are several ruins between Voyreem and the Deep Aelvenwode. What do the elves really know about these places? Why do they avoid the ruins? Are they really older than Smeisserand? These are questions that brave adventurers might be able to answer, with a little luck and daring.

Never Anger a Druid

The druids of the local Voyreem Grove frequently relay messages to the Great Aelvenwode Grove and the Great Wano Grove to the northwest. What would happen if some evil denizens of the forest ruins intercepted one of these messages? Perhaps the druids would turn to some adventurers to retrieve the message and deliver a stern reminder about who's really in charge.

The Trouble with Bandits

Bandits are a traditional problem for any border barony. The Countess has several troops of expert border watch, but they can't be everywhere at one time. Recently, a group of bandits has been striking at caravans travelling the trails on the north bank of the Benaaflen River. They are probably hiding out somewhere near the border of Tarnia. The Wyvern Watch of Voyreem is willing to sponsor adventurers who will put an end to the menace.

Why do the Stones Stand?

Below the ruins of Shadowdark Keep is a less talked about mystery. Across from the place where the Benaaflen and Aelvenwode rivers meet is a circle of five large standing stones. Because they are across the river from the ruin, and technically within the Deep Aelvenwode, no one goes there. Still, there is no druid grove or holy site there, only the lonely stones. What power might these stones hold? Could they mark an ancient site of power or treasure? Only the adventurous may be able to find the answers to these questions. The elves may have some answers to offer, and they will certainly have questions to ask of humans trespassing in the Aelvenwode.

Hill Goblins on the Move

Recent troubles further south in the mountains have forced the hill goblins to move into Smeisserand. Because the goblins live by hunting and raiding, they are not welcome in Voyreem. Scouts have reported that the goblins may be taking up residence in the hills east of the Aelvenwode, in Hillsfar Province. The Countess is willing to pay for accurate information about the goblins' plans, or for driving them back out of the barony!

The Peace Market Brawl

While shopping for elven goods at the Peace Market, the PCs notice a brawl taking place behind some caravan wagons between an elf and several armored humans. The humans are accusing the elf of stealing something from their leader, and appear ready to do the elf permanent harm. The watch isn't in sight at the moment, and the PCs are likely to go to the aid of the elf. If they do, they win a friend. They also find that the elf really has stolen something from a leader of a group of human mercenaries-a map case containing a map of the Hillsfar area and a set of plans for a group of soldiers to infiltrate the Barony!

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Last updated 22-Aug-2004
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