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| + | /* À compléter */ | ||
| + | /* Predator */ | ||
| + | ====== Valénar ====== | ||
| + | <WRAP box bggreen fgblack 350px left : | ||
| + | <panel type=" | ||
| + | ^Capitale | ||
| + | ^Population | ||
| + | ^Races | ||
| + | ^Religions | ||
| + | ^Exportation | ||
| + | </ | ||
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| + | Le **Valénar** est une nation qui s'est séparée de la nation de [[: | ||
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| + | Les Elfes du Valénar se consacrent aux arts de la guerre. Leur cavalerie est sans égale sur Khorvaire, et ils allient un talent pour la magie à la furtivité et au maniement de l' | ||
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| + | Les Elfes du Valénar passent peu de temps au repos, opérant en petites unités appelées bandes de guerre. Ceux qui ne patrouillent pas dans le royaume partent à l' | ||
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| + | ====== Localisation ====== | ||
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| + | Le Valénar est situé dans la partie sud-est du continent de [[: | ||
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| + | Les sables arides du [[:Désert des Lames]] recouvrent le nord du Valénar et forment une barrière naturelle entre cette terre et le reste de Khorvaire. Au-delà du désert, Valénar passe des steppes vallonnées aux plaines fertiles. Le désert peut être mortel, mais les Elfes du Valénar y représentent le plus grand risque pour les aventuriers. Les Elfes n' | ||
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| + | ====== Société ====== | ||
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| + | {{: | ||
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| + | La nation de Valénar est principalement habitée par les Elfs [[:Valaes Tairn]], et secondairement par des êtres humains qui étaient autrefois des citoyens de [[: | ||
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| + | Les réfugiés ayant fuie [[: | ||
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| + | La nation entretient des relations tendues avec les [[plaines_de_talenta|Plaines de Talenta]] et [[: | ||
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| + | ===== Industries ===== | ||
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| + | Les Elfes du Valénar démontrent un talent étonnant pour l'art de la guerre et l' | ||
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| + | ====== Groupes Influents ====== | ||
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| + | ===== Maison Lyrandar ===== | ||
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| + | La race [[: | ||
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| + | ===== Gardiens du passé ===== | ||
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| + | Les Gardiens du Passé sont des bardes et des prêtres qui déterminent quel ancêtre guidera un nouveau-né Tairnadal tout au long de sa vie. Dans la religion Tairnadal, chaque [[:elfe]] a le devoir d' | ||
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| + | ===== Siyal Marrain ===== | ||
| + | {{: | ||
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| + | Les [[:Siyal Marrain]], ou " | ||
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| + | Les [[classe: | ||
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| + | La [[maison_létourneau|Maison Létourneau]] ne rêverait rien de plus que d' | ||
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| + | ====== Histoire ====== | ||
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| + | ======= Pré-Galifar ===== | ||
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| + | La côte sud-est du [[: | ||
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| + | On pense que les [[Humains]] du Valénar descendent d' | ||
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| + | ===== Sous Galifar ===== | ||
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| + | Le Valénar fut intégrée au royaume de [[:Cyre]] et resta inhabitée par les Elfes pendant des millénaires, | ||
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| + | ===== La Dernière Guerre ===== | ||
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| + | Ces mercenaires elfes [[: | ||
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| + | Il existe un dicton populaire à Taer Valaestas : | ||
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| + | De ce fait, la nation reste sur le pied de guerre. Les villages peinent à produire les fournitures nécessaires à l' | ||
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| + | ====== Villes et colonies ====== | ||
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| + | La plupart des communautés de Valénar sont des villages agricoles ou des hameaux habités par des Humains et des Demi-Elfes. Six forteresses aux frontières du royaume, chacune de la taille d'une petite ville, servent de relais aux clans guerriers nomades. | ||
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| + | ====Vieille Route==== | ||
| + | Bien que les villages et hameaux khunans soient disséminés à travers le Valénar, le territoire ne compte qu'une seule route principale : | ||
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| + | Un voyageur qui évite de provoquer les Valaes Tairn trouvera peu de risques sur la Vieille Route. Cependant, même s'il n'a pas à craindre les bandits et autres prédateurs, | ||
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| + | ====Keth==== | ||
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| + | Situé sur la vieille route à la sortie du désert, la ville de Keth, troisième plus grande communauté du Valenar, offre logis et nourriture au voyageur. Bien que les habitants khunans sont méfiants des étrangers, sous la direction de la [[:Maison Lyrandar]], Keth a fait venir des représentants de nombreuses maisons de marques. Outre l' | ||
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| + | ==== Taer Valaestas ==== | ||
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| + | (Grande ville, 19 060 habitants) : Les Valaes Tairn n' | ||
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| + | ====Pylas Maradal==== | ||
| + | Deuxième plus grande ville du Valénar, [[:Pylas Maradal]] est un port sur la côte sud. La Maison Lyrandar a investi dans la ville et y a construit des chantiers navals et une vaste zone résidentielle. Le port accueille du trafic en provenance de [[: | ||
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| + | ====Ombre-de-Lune==== | ||
| + | Un paisible village [[: | ||
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| + | ===== Autres Sites Notables ===== | ||
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| + | *[[mer_aride|Mer Aride]] | ||
| + | *[[desert_de_lame|Désert des Lames]] | ||
| + | *[[: | ||
| + | *[[:Baie du Kraken]] | ||
| + | *[[: | ||
| + | *[[:Étoile Hantée]] | ||
| + | *[[: | ||
| + | *[[: | ||
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| + | Taer Sadaen: This fortress, built during the Âge des Monstres, was the site of a terrible fi nal battle between the elves and hobgoblins. The ruins have never been found. A powerful elven curse pulled the fortress out of time, and when the stars and the rings of Siberys align, Taer Sadaen reappears for a night, the battle still raging. | ||
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| + | ======Choses Intéressantes====== | ||
| + | * La Maison de Marque [[: | ||
| + | * Les ancêtres des Elfes ont combattu les [[: | ||
| + | * Les bandes de guerre de Valénar comprennent des druides et des Rôdeurs, et la magie druidique renforce leur arsenal militaire. Des murs d' | ||
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| + | ====== Gallérie ====== | ||
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| + | {{: | ||
| + | {{: | ||
| + | {{valenar_hound.jpg}} | ||
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| + | <ifauth @admin>< | ||
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| + | VALENAR ANIMALS | ||
| + | The elves of Valenar say that when their ancestors fought the giants of Xen' | ||
| + | Valenar animals are awakened to advanced intelligence and power by the touch of an ancestral spirit. Traditionally, | ||
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| + | VARIANT: ANCESTRAL TRAITS | ||
| + | Each Valenar animal can be customized with an ancestral gift, a supernatural trait granted by its ancestral spirit. Choose a trait or roll on the Ancestral Traits table for each Valenar animal. | ||
| + | ANCESTRAL TRAITS | ||
| + | d8 Trait | ||
| + | - Bestow Luck (1/Day). As a bonus action, the animal chooses one creature it can see within 30 feet of it. The next ability check, attack roll , or saving throw the target makes in the next hour has advantage. | ||
| + | - Burst of Speed (Recharge 6). The animal can take the Dash action as a bonus action. | ||
| + | - Camouflage. The animal has advantage on Dexterity (Stealth) checks it makes while outdoors. | ||
| + | - Lie Detector. The animal knows when a creature within 15 feet of it tells a lie. | ||
| + | - Fey Ancestry. The animal has advantage on saving th rows against being charmed or frightened , and magic can't put it to sleep. | ||
| + | - Fey Step (1/Day). The animal, along with anything it is wearing or carrying, teleports up to 30 feet to an unoccupied space it can see. | ||
| + | - Quickness (Recharge 6). The animal can take the Dodge action as a bonus action. | ||
| + | - Shrouded Step. The animal can't be tracked except by magical means, and it leaves behind no tracks or other traces of its passage. | ||
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| + | Crossing ValenarD& | ||
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| + | The people of the Five Nations know little of Valenar, and if you intend to travel to Taer Valaestas, you would do well to learn the history of this land. Human, elf, or Khoravar, the people of Valenar are proud folk, and their ways are quite different from those of the Five Nations. The differences between villages are remarkable; the khunan people of Ariolan still speak the Old Common tongue their ancestors carried from Sarlona, while Moonshadow is a new settlement founded by House Lyrandar and populated entirely by the Khoravar. | ||
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| + | Valenar is home to two sorts of people: the restless and the anchored. The warbands of the Valaes Tairn remain in constant motion, traveling along the Old Road and through the wilds. Even those who serve the Darkwood Crown as defenders of the kingdom rarely dine in the villages they protect, preferring to live off the land using their skills and cualra. But while you may not see elves in the villages of Valenar, you will certainly encounter a warband before you have spent a day in the realm. Expect to be stalked by the Tairnadal as you travel across the land. Some will act openly, while others will watch you from the shadows. Unless you actually seek battle with the Valaes Tairn, your wisest course of action is to ignore any provocation. Act with humility. Conceal what gifts you have, and pretend that you do not see their hidden scouts. Don't make the mistake of thinking yourself so mighty that the elves pose no threat to you; it was this pride that laid low the giants of Xen' | ||
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| + | Where the restless elves hate to stand still, most of the other people of Valenar might as well be rooted to the earth. The humans of this land live in villages, hamlets, and thorps, and few of these people have ever traveled farther than ten leagues from the ground on which they were born. By and large, the only traditions the people of Shivairn have in common with the folk of Norinath are those forced upon them by the lords of Galifar –- including distrust and sometimes open hostility towards westerners. Those who venture off the Old Road will find a cold welcome in Valenar villages, along with few services for travelers; the humans of Valenar keep to themselves and expect the same of their neighbors. | ||
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| + | Most of these anchored people of Valenar are humans and half-elves. Most humans can trace their roots back to the fallen nation of Khunan in Sarlona, and they are proud of their ties to the soil of the east; along the old road, Shivairn, Keth, and Norinath are largely human communities. The Khoravar are more recent arrivals, who have traveled east over the course of the last four decades. Some have founded new communities, | ||
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| + | On Aerenal, much of the mundane work is done by elves who have yet to earn blade or steed. But there are master craftsmen among the elves of Valenar, those who dedicate their lives to the work of supporting the soldiers. This is not a choice; it is religious duty. When a child comes of age among the Tairnadal, the Keepers of the Past perform divinations to see which of the ancient heroes has chosen the initiate. Honorable warrior, stormcalling druid, merciless hunter, master smith –- these are just a few of the archetypes found among the ancient Tairnadal, and it is up to the young elf to follow whatever path is laid before him. Most of the Valaes Tairn are deadly warriors, but some are destined to support their kindred as smiths, engineers, or other vital tasks. These elves are known as the zaelantar, " | ||
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| + | Some young elves seek to escape this fate, but there is no denying the spirits in Tairnadal society; as a result, those encountered in Valenar are usually serene about their roles, striving to match the skills of their legendary predecessors. For the zaelantar smith, the forge is a battlefield and each blade a struggle; he too seeks to match the legendary deeds of his ancestors. Only a few of the zaelantar have come to Valenar, and they are largely found in Taer Valaestas and the fortresses. | ||
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| + | Now you know something of the people of the land, let us consider the road to Taer Valaestas. | ||
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| + | The Border Keeps and the Blade Desert | ||
| + | House Lyrandar has a strong alliance with the Darkwood Crown, and if Taer Valaestas is your destination you should consider traveling by airship or elemental galleon. If this is not an option –- if you must travel south from the Talenta Planes –- you will find it a hard road. | ||
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| + | The first you will see of Valenar is a pillar of stone rising up from the barren flatlands, a spire that seems unnatural in its height and perfection. It should seem unnatural; it is a taer, one of the fortresses of the Valenar. Stories say that these monoliths were raised from the earth during the Age of Monsters, shaped by the hands of the legendary druid Maezan Shal, also known as the Thunderhand. Six of these stone keeps ring the Blade Desert -- [[:Flèche des Plumes]], [[:Taer Valior]], [[: | ||
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| + | Depending on the day that you arrive, you may find a Lyrandar airship docked at the fortress, or you may see a patrol of the Kel Gryfaen, the griffon riders of Valenar. The Valenar are best known for their wondrous horses, but they are warriors through and through, and they know the value of commanding the air. The Kel Gryfaen were born in the struggle between the Valaes Tairn and the hobgoblins of the Dhakaani empire; today a single warclan has reclaimed that heritage, bonding with the wild griffons to claim the air over the desert. Each taer is also the home base of a full warclan of ground troops. Only a small complement of soldiers walk the walls of the keep; the elves prefer to remain in motion, and most of the warbands are in the field, patrolling the lands around their fortress. However, animal messengers and other tools are used to signal the soldiers in the field, and the danger posed by the elves is always greater than it appears. | ||
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| + | The only people who can find shelter at a Valenar fortress are the Tairnadal themselves and their Lyrandar allies. If you travel with a Lyrandar heir or a Valenar warrior, you might be allowed to rest and refresh yourself, but don't plan on staying long. | ||
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| + | Beyond the line of taers lies the Blade Desert, sharp and deadly as its namesake. In addition to the natural dangers of any desert, strips of the Blade Desert are touched by the planes. Manifest zones bound to Fernia are filled with unearthly heat and furnace winds. Fearsome flaywinds tear across areas bound to Shavarath, and it's said that the ghosts of fallen warriors -- Dhaakani hobgoblins and other soldiers who have died in the desert -- haunt these regions. A good guide can avoid these treacherous areas, and possibly even find a Lamannian oasis within the burning sands. But traveling blind is a deadly business; a few tales even speak of unlucky wanderers who entered the desert only to end up on Shavarath itself. | ||
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| + | Adventure Hooks | ||
| + | House Létourneau believes that the Kel Gryfaen are using druidic magic to breed a superior form of griffon, and they hope that this secret will be easier to crack than the mystery of the Valenar horses. Can you penetrate Griffonclaw fortress, charm a group of griffons, and reach safe haven before the riders find you? Are the griffons of the Valenar mundane creatures, or do they have some magic uncommon among their kind? | ||
| + | One night, when the party is camped alongside the Old Road, the sentry spots stealthy figures at the edge of sight. Most likely, these are Valenar hunters testing the PCs to see if they pose a worthy challenge. Of course, it's possible that they are bandits … or something worse. | ||
| + | While crossing the Blade Desert, the adventurers find the corpse of a hobgoblin warrior, including a beautiful greatsword, with enough magical power to appeal to the party. This might be just as it seems -- a fortunate find. Or it could be a weapon of legacy with a fearsome history and a grim destiny. Forged to battle the Valaes Tairn by the ancient swordsmiths of Dhakaan, it will drive its user to battle the Valenar. It will also bring trouble from Darguun, as hobgoblin and bugbear heroes seek to reclaim the blade of their ancestors. While it holds great power, is it worth the danger? | ||
| + | In 994 YK, thousands of Cyrans were killed as they sought to flee the mists of the Mourning. Some were killed by the Valenar guardians of Griffonclaw and the western fortresses. Others were slain by humans –- the khunan people who live in hamlets close to the taers, who sought pointless vengeance for the indignities suffered by their ancestors. It was a time of panic and madness, and an incident that left deep scars on those Cyrans who survived it. Now an elite unit of Cyran avengers (Five Nations page 86) is preparing to take revenge, slaughtering as many khunans as they can before they are forced into conflict with the Valenar. None of them expects to survive this campaign -– but they hope to massacre multiple hamlets before they are brought down. What do the PCs do when they encounter these psychotic soldiers? If any of the PCs fought for Cyre, they might have served alongside one of the avengers during the war; the PC might have lost loved ones of his own at khunan hands. Will the PCs help the avengers carry out their vendetta? Will they work with the Valenar to defend the villagers? Or will they try to turn the Cyrans away from this suicidal quest? | ||
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