Page 60 - D&D - Player's Handbook
P. 60

locals creatively call the Three Rivers), Yartar is a fish-  with one another, and have neither the resources to
         ing town, and its tables have fish as fare at every meal.   seek new customers, nor the space or funds to explore
         Fresh crabs, eels, and other river life are available both   new trades. As a result, a good deal of the gossip, thiev-
         to eat and to purchase, and serve as a primary means of   ery, and assault in Yartar has at its roots one merchant
         income for the fisherfolk of the town.            trying to get the upper hand on a rival, either through
          The other major industry ofYartar is barge building.   damage of goods, intimidation of workers, or theft of
         Most of the region's river barges are built, or at least   patrons and customers.
         begin their service, in Yartar, and the works of the   To curb and control rowdiness, the Waterbaron
         town's bargewrights are famous all up and down the   employs the Shields ofYartar, a mounted force of guards
         Dessarin and its tributaries. It is the importance ofYar-  who police the town, keep order, and chase off the Uth-
         tar's barges to the commerce of the North that earned   gardt raids that occasionally menace the lands nearby.
         the town a place in the Lords' Alliance, to ensure that   The Shields are housed in the Shield Tower, a fortified
         Yartar doesn't fall to enemies and cause upheaval in the   structure on the west bank of the Surbrin (the town sits
         trade network along the rivers.                   primarily on the east), whose outer wall has frequently
          What can't be transported to or from Yartar by barge   been torn down and rebuilt. It's rumored that guardian
         comes and goes by caravan instead, and the town's   skeletons rise when unauthorized folk tread the ground
         location makes it a key stop for most caravans pass-  between the walls, but no one has tested the area to see
         ing between Waterdeep and Silverymoon. In Yartar, a   if its magic still functions; even if it doesn't, more than
         caravan can arrange for swift repairs, replacements of   a hundred angry warriors charging out of the tower
         wagon wheels, carts, or full wagons, or the replenish-  at trespassers is enough danger to scare people out of
         ment of tack and other accessories.               pursuing the idea. A fortified bridge connects the banks
          Because Yartar has so few industries, and fewer close   between the tower and the town proper.
         neighbors, its merchants are often in direct competition   More impressive than either the Shields or the Shield
                                                           Tower is the Waterbaron's Barge. This massive vessel
                                                           can carry two hundred soldiers or seventy-five Shields
           FALLEN  DWARVEN  KINGDOMS  AND THEIR  MARKS
                                                           of Yartar with their horses. Its sides above the waterline
           The  North is  littered with the remnants of many dwarven
           realms. Although much of the wealth at these sites has   are armored with iron. Behind its walls stand multiple
           been  plundered by monsters and adventurers over the   crossbow contraptions, each able to fire a dozen bolts
           centuries, evidence of the settlements and their borders   at once. When brought to bear against a force on the
           remains graven on cavern walls, trail  markings, and scat-  riverbank, the Shields loose two volleys against their
           tered coins. Some of these realms, and the marks that   enemies, then bring the Barge ashore and charge. No
           bear testimony to their presence, are detailed below.   raiders have stood firm against such an assault.
            Haunghdannar. The oldest evidence of dwarven settle-  In the center of town is the Waterbaron' Hall, a grand
           ment in the North comes from the former site of Haungh-  structure that is both the ruler's home and the location
           dannar. This  small coastal realm arose nearly sixty-five cen-  where she hears audiences. Feasts are often held here,
           turies ago in  the northern Sword  Mountains and along the
           Sword  Coast, then fell  quickly and  mysteriously some fif-  though more often, the hall sees activity in its side
           teen hundred years later. Some records suggest that many   rooms, where merchants dealing in large quantities of
           of the citizens, driven  mad  by the sea, sailed westward and   goods, or making deals and proposals that affect the
           never returned.  Mark: A mountain, with a left-facing fish,   entire community, can meet in comfort.
           surmounted  by a seven-pointed star.
            Gharraghaur. The dwarves of Gharraghaur were the   DWARFHOLDS  OF THE
           original delvers  beneath the earth at the site of present-day
           Mirabar. The kingdom was founded  soon after Haungh-  NORTH
           dannar but didn't last as  long; twelve hundred years  later it
           succumbed to a horde of ravaging ores.  Mark:  Four verti-  WHO AM l? SO  , I'VE GOT HAIRS ON MY BACK LONGER
           cal, diamond-shaped gems, three set in  a triangle, with the   than that little beard o'yours. I fought with Emerus to
           largest in the center.
            Besilmer.  Nearly six thousand years ago,  shield dwarves   retake Felbarr, and marched with every dwarf king of the
           established an  aboveground  realm  in  the Dessarin valley   North to win back Gauntlg1ym. Lost half my foot to an
           that they named  Besilmer. They were the builders of two
                                                           ore's blade, and slew every damned one that got in my way
           noted landmarks on the Sword Coast: the Stone Bridge
           and the Halls of the Hunting Axe.  Less than three hundred   marching home. If I want to sit and enjoy my old age now
           years after it came into being,  Besilmer was overrun and   that we finally drove the ores back, I'll do just that, and
           destroyed  by a horde of humanoids and giants.  Mark: a
           wheel  over a plow.                             courtesy be damned. I've earned my rest. Your little lordling
            Delzoun. The great North kingdom of the dwarves,   don't like it, let him come and tell me himself. I'm not get-
           Delzoun was carved out of the rock  beneath the area
                                                           ting up until I finish  my ale.
           known  until  recently as the Silver Marches.  Founded soon
           after the fall  of Besilmer,  Delzoun  remained a great power   - Drorn Waranvil, to the envoy of the Marchion
           for  nearly four thousand years,  until ore hordes and sub-                         of Mirabar
           terranean  monsters did  it in.  Many of Delzoun's greatest
           works, citadels such as Sundbarr and Ad bar,  survive and
           thrive yet today.  Mark: a horizontal, double-headed ham-  The history of the dwarves in the North is a long and
           mer in  a triangle of three sparkling gems.     violent one, dating back more than six millennia. Before


         CHAPTER  2  I THE  SWORD  COAST AND THE  NORTH
   55   56   57   58   59   60   61   62   63   64   65