Email 2021-03-18 18:55

Tobar
In the heart of the Werewoods, this city was the site of a major Druidic spellweaving, which left Zarathan Overlord of the City, and brought an end to the decades-long tension between the Werefolk of the forest and the Clans. Since then, the city has become a major centre for the Wyldwood religion and a fiercely independent city state.
The city has no walls as such, although is surrounded by dense belts of forest that prevent any organised assault, and the trees themselves are nourished and protected by the Wyldwood Church. Any hostile forces in the area would have to contend with both the cities organised military, centred around the Wolf Knights, plus the citizens themselves – many of whom are were-creatures with a strong history of self organising to defend the woods.
Note that Lycanthropy within the Werewoods, and in particular within Tobar is regarded as a blessing as opposed to an affliction. The Shrine of Change teaches those blessed with the condition how to control and evolve the condition over a number of years, in the rare cases where control cannot be achieved – the sufferer either has the condition forcibly reversed or is sadly removed from this mortal plane.
The city has little in the way of organised streets, and to an outsider can be difficult to navigate once you move away from the main thoroughfares. Dwellings and businesses are scattered throughout the city, if you can call it a city, with the only concentrations being of merchants and innkeepers who tend to huddle around the main North-South road. Visitors who wish to explore the city are strongly encouraged to engage the services of a city guide, they can be found at the Palace complex (known as the tower).
Major Personages
Zarathan (Male Greathawk - Werehuman): Lord of the City, he is reputed to be a Greathawk with the were-Human affliction. He took on this form in order to unite the Werefolk of the North and secure peaceful cooperation with the Clans, and the need for this demeaning transformation is a source of some irritation to him, occasionally resulting in outbursts of uncharacteristic temper. An extremely skilled diplomat he has managed to keep Tobar and the Werewoods neutral despite the proximity of Solara and the Lizardmen.
Thamon Weird (Female Human - Weretiger): High priestess of Wyldwood, leads the congregation at the Shrine of Change. Is quite old now and there has been rumour of her imminent retirement.
Thain Hindclaw (Male Maratasen – Werejaguar): Priest of Wyldwood, seen as the natural successor to Thamon. Politically savvy and well connected within the church, Thain is rumoured to have ambitions beyond the High Priest post at Tobar.
Char Warstripe (Female Maratasen - Wererat): High Priestess of Barosa in the Church of the Silent Forest. Char is a one of Zarathans closest advisors, and all of the good money is on her running the cities intelligence service, very efficiently.
Keeper Tirn (Male Dwarf): One of the few Dwarves in the city, Tirn runs the “Fur and Feather” Inn, probably the largest and most welcoming of the taverns in the city. He runs a strictly ‘no violence’ rule in his establishment, those violating it are likely to find themselves in need of some medical help (after all the rule does not apply to him and his staff).
City Areas/Locations
The Palace: A large complex, housing the cities administrative functions as well as Zarathan, his family and personal guard. The complex is dominated by a large, tall tower that rises well above the treetops. Since Zarathan has taken charge, the city strives to maintain an even handed approach to werefolk vs. non-werefolk, however certain officials are still not above some degree of discrimination.
The Open Temple Complex: A large public garden, dominated by the Wyldwood Shrine of Change at its centre. All faiths are allowed to establish a presence here, if they wish, and in fact the only absence is Temple of the Dead. However apart from a major Barosan temple, the ‘Silent Forest’, the other religions only have small shrines and limited following within the city.
Wolf Halls: A military training complex surrounded by most of the city barracks. The city elite forces the ‘Wolf Knights’ are housed here. It is worth noting that the Wolf Knights do not ride wolves, nor are they Knights, in fact they are organised more along the lines of light medium infantry (and no, they do not have to be werewolves either). Most citizens are expected to do 2 years military service, with those that excel being offered positions within the regular armed forces.