Starting Date: 2 Mirtul 1493
In the aftermath of the Fire Giant battle in Triboar, the party assists the town in its recovery. Ghelryn Foehammer and Harriet are working together on the plate for Houblon, and it will be ready in a couple of days.
While waiting, part of the Heroes go meet Hyuth Kolstaag at his home called the Boar’s Rest. Darathra does not like Kolstaag, considering him arrogant and a trouble-maker. After a recent attack on his home by old adversaries, Kolstaag has hired 4 gargoyles to guard his estate. The group interview Kolstaag but he provides them no new information.
Knowing they are heading north, the Darathra suggests the party visit her friend Dral Trelev at the House of Danivarr, in Everlund. While it is a little out of the Heroes’ way, they decide to head there in case there is anything that will aid them in their quest.
Over the next few weeks, the Heroes encounter the following towns and villages.
The fortified city of Yartar stands on the east bank of the Dessarin River. On the west bank is a walled citadel under the city’s control. Between them stretches a wide stone bridge. Travelers must move through the citadel and pass inspection before continuing west to Triboar or crossing the bridge to the city’s west gate. The Evermoor Way cuts through the heart of Yartar, connecting the city’s western and eastern gates. East of the city, the trade road becomes a gravel trail.
Yartar is prosperous and becoming increasingly crowded. Some of its old buildings have been torn down and taller ones built — four stories high, in some cases.
Because the city is a major river port, Yartar’s elected leader is called a Waterbaron. The current Waterbaron is Nestra Ruthiol, but she is being challenged by a noble by the name of Khaspere Drylund.
Yartar is a member of the Lords’ Alliance.
The group sells most of the plate armor they had in the party treasury in Yartar.
A small village owned and controlled by Tamalin Zoar (female human noble) who bought the inn and retired here.
Calling Horns stands where Jundar’s Pass meets up with the Evermoor Way. The intersection is marked by a cairn of weathered and lichen-covered orc skulls that commemorates the long-ago slaughter of a horde here. The village proper is made up of rows of small log cottages with bark-shingled rooftops. The Calling Horns Inn, a large fieldstone structure with adjoining stables, stands atop a ridge that overlooks the intersection, surrounded by tall, old trees.
A fortified keep stands on the northern side of the Evermoor Way between Yartar and Everlund. Enclosed within the high walls of Olostin’s Hold is a small village with a market, a smithy, a caravan supplier, an inn called the Headless Troll, and a tavern known as the Flaming Flagon. The inn gets its name from an incident involving a beheaded troll that wandered into the village, caught fire, and nearly burned down the establishment. The tavern is the namesake of an ordinary flagon that was ensorcelled during a wizards’ duel long ago and now floats and sheds light in the middle of the taproom.
It is here the party sells the last of their captured armor to the keep and caravan keepers.
Situated on the banks of the Rauvin River, Everlund is one of the North’s most active mercantile communities. A thick stone wall encloses the city, pierced in five places by gates. Like the spokes of a wheel, broad, straight avenues lead from each gate to the Bell Market at the city’s center. The streets are clean and wide enough to accommodate large caravan vehicles. Soldiers of the city’s army make a show of patrolling the walls, reassuring citizens and visitors, as well as discouraging attackers. The buildings of Everlund are stately and well maintained, with steeply pitched rooftops and tall spires that sport colorful banners. Two bridges span the river, which has parks and trees along its shores.
Until recently, Everlund was a member of the Lords’ Alliance. The five leaders who currently comprise the city’s Council of Elders voted three to two in favor of separation. The decision was touted as an opportunity for Everlund to chart its own course.
The most prominent edifice in Everlund is Moongleam Tower, a keep of black stone that serves as a Harper stronghold in the North. It rises from one of the higher knolls in the city and consists of four narrow, cylindrical towers joined together, surrounded by a dry moat that can be quickly flooded through a system of cisterns and pumps. Crowning the roof is an open turret, where a signaling mirror shaped like a crescent moon stands.
The city boasts many temples, the most prominent of which are dedicated to Helm, Mielikki, and Corellon Larethian. Everlund also has many excellent places to eat and rest, the oldest and most significant being House of Danivarr House. Once a noble’s mansion, this rambling inn is a favorite haunt for adventurers.
Upon arrival, the Heroes head to the House of Danivarr. There they meet the one-eyed Orc proprietor named Dral Thelev. Following Darathra’s directions, they present the platinum Triboar badge to him. Dral offers them a cup of the “best elven wine in Silverymoon.” Upon taking the first sip, Aaron, Eleindar, Erky, and Galadhon are teleported to the Moongleam Tower, to the home of the Harpers.
In the Tower they meet Krowen Valharrow, the Harpers’ archmage. He offers help in the way of information about the Giants, the Temple of the All-Father, and Savage North. He also allows them access to the secret network of Harper teleportation circles until, as he puts it, “The Harpers decide otherwise.”
The Harpers have almost no information on the Temple of the All-Father. Krowen is more knowledgable about dragons in the region, including Klauth (ancient red dragon), Iymrith (ancient blue dragon), and of course, Old Gnawbones.
He gifts the party six spell scrolls, consisting of:
- Dispel Magic
- Magic Weapon
- Water Breathing
End Date: 24 Mirtul 1493
The Heroes are 7th Level.