Founded in the Age of Wars by the refugees of the Plains Halflings, Delwynvale occupies the site of the original Telholme. Over the years it has risen from this fledgling status to become an important city in Northrealm, and now is home to populatiosn of Plains Halflings, Tel-Kabal, and various humans. It is officially part of the Kingdom of Valdrent, but joined the kingdom under a lucrative treaty, retaining all of its independence.
History[]
Age of Wars[]
As the rampage of the Brobdangeon outcast by the Truebloods reached the Plains, they began slaughtering the peaceful halfling population wholesale in competition for the territory. Forced to flee eastwards, learning to fight on the way, the halflings lost many of their tribes. Eventually coming to a barrier at Telholme, the halflings managed to hide themselves amidst the forest.
The Tel-Kabal ventured forth to face the pursuing Brobdangeon, believing them to be aimed at Telholme. During this battle, the halflings leader, Delwyn Longstride, led them into the town, seizing it, and holding it against the returning Tel-Kabal. They named the town “Delwyn's Vale” in his honor.
Continuing hostilities between the halflings and the Tel-Kabal would be interrupted by the assault of Alraius Dessecar and his Daemons, bent on domination of Northrealm. In an alliance borne of necessity, Delwyn and the Tel-Kabal's leader Dorak T'rek would lead their combined forces to throw back the forces of the warlock, both perishing in the process.
Delwynvale would also join with Obsidian City and the Wilderlanders of the Northern Forest in the effort to defeat the forces of Xanatumyich the Destroyer. After his defeat, the remains of his mortal body were sealed in the ancient catacombs (of Tel-Kabal origin) below the town.
Kalen Stormwind would retrieve the Skull of Xanatumyich from there, after deceiving the halflings to his trust by defeating the Brobdangeon Lord Jabad, who aimed to capture the town. A second assault by Dessecar and his forces saw the town again repel the Daemons, led by the Arbiter Eli and Drogo the First.
Age of Cataclysm[]
Delwynvale sustained significant damage from the Night of Falling Stars, but was rebuilt with aid from the Khazadryn, who owed the halflings a debt for being unable to prevent the Brobdangeon savagery on their race. They would also take in many Tel-Kabal refugees from the cataclysm, though tensiosn remained between the groups. Delwynvale's forces joined with the Dawn Legion in the crusade against Xylnulifein's armies in the Second Daemon War, largely acting as forward scouts to the Legions heavier infantry.
Age of Reclamation[]
Valdrent and the New Church would turn upon Delwynvale, seeking to cleanse the non-humans from Northrealm. This assault would mark the Dawn Legions breaking of their treaty with Valdrent to defend the town, and mark a turning point in the war. The town would also provide forces in the Revenant Crisis, joining in the siege at Black Sands against the stronghold of the Dark Revenants.
Age of Mortals[]
Now more prosperous then at previous times in its embattled history, Delwynvale remains a keystone in the Northrealm. The fledgling church of Wiladrin is taking hold there, providing the first major religion for the halflings in centuries. The town does suffer from tensions owing to its mixed population of halflings, Tel-Kabal, and humans, and is still struggling with holdouts of the New Church.
Government[]
Delwynvale is ruled by a Mayor, with a council of sorts formed around him. Since the election of Drogo the First, the Drogo family has remained in the mayoral position. The remainder of the council often consists of the heads of community amognst the Tel-Kabal and humans, as well as the Captain of the Guard, and more recently, the Priest of Wiladrin.
Resources[]
Delwynvale is at a key point in trade routes, sitting astride the crossroads between Khazad-Mor, Valdrent, and the Southrealm. It benefts heavily in tariffs and services to visitors. Besides this, it maintains lumber operations in the Forsaken Forest, and quarries in the northern edge of the Spine Range, though both locales are vulnerable to difficulties with banditry and beasts, leading to a surplus of “adventurer work”.
People of Note[]
Barridin Drogo the Second The fourth Drogo to hold mayoral office, inherited from his father who was slain by the New Church army. Though younger then many find suitable, he has done well handling the crises of his time in office. He is Wiladrin Drogo's cousin, having sent him on the task of aiding the New companions that would result in his eventual transition to a New God.
Malgrion Three-Fang[]
The head of the Tel-Kabal community in Delwynvale, and acting Captain of the Guard. Malgrion owns the Groghouse, the center of the Tel-Kabal district, and their gathering place. He inherited his command of Delwynvale's forces when the prior Captain, Pietyr Vander was slain in the siege of Black Sands.
Calt Noren[]
Malgrion's second in command, Calt is a human, and typically handles the in town portion of the guard, while Malgrion handles what has largely become Delwynvale's military as the town has grown in size. While generally unbiased in his duties, he's taken on a personal mission to try and root out the remnants of the New Church, fearing the result if they incite the three races into conflict in the city.
Renip Quin[]
The first and current High Priest of Wiladrin, he can often be found amidst the trade campgrounds in the city, where he maintains a shrine, preaching his message to travellers and recruiting new followers. He also seeks donations to expand the shrine into a proper temple.
Thomas Darens[]
Owner of the local stables, he represents the human community on the council. He has a noted disdain of the Tel-Kabal. Informally, he also acts as a minister of trade for the city, handling many of the negotiations with the mostly human nations that Delwynvale trades with.
Yaerea Drogo[]
Officially a perfume maker, Yaerea runs the Thieves Guild in Delwynvale. Aside from conning the occasional unwary traveller, the Guild primarily acts as an intelligence service to the Mayor, though all involved deny its existence.
Places of Note[]
The Groghouse A feast hall that operates as a tavern most days. Patroned almost exclusively by the Tel-Kabal, it is also used for their various holy days, and other important events. Foudn in the Tel-Kabal district in the northwest part of town, it stands out in its primal architecture from the other structures in town.
Wiladrin's Shrine[]
A modest shrine found amidst the trade campgrounds in the southeast part of the city. The Mayor refused to authorize funding for a temple to avoid implications of favortism, leaving the priest to find his own funds.
The Catacombs[]
Stemming from the days when Delwynvale was Telholme, the catacombs run under the city. The crypts house hundreds of Tel-Kabal tombs, and while both the Guard and the Thieves Guild make use of the upper tunnels on occasion, have never been mapped out in their entirety. Since the return of Tel-Kabal to Delwynvale, they have begun to work on restoring the catacombs for use.