# Yartar Player's Gazetteer ## Festivals Each summer, except in years when Shieldmeet occurs, a vast Hiring Fair is held in Yartar, during which all sorts of undesirable folk gather north of the town looking for work as guards, miners, farmhands, guides, or other unskilled laborers. For the most part, those who attend this fair are brutes, bandits, freeholders whose lands can no longer sustain them, or Uthgardt who wish to be among “civilized” folk for a short time — but occasionally, a strong hand or a skilled warrior can be culled from the bunch. While this event is going on, Yartar is overrun with visitors it would rather not welcome, who steal goods, sell wares in the street (sometimes those they have just stolen), meet unscrupulous contacts to hand off coin, information, or purloined items, and engage in the occasional spell duel. It’s quite common for a new adventuring company to come into being at one of these fairs, when those who stand out from the crowd because they have legitimate skills to sell gravitate toward one another and decide to form a group. In those years when Shieldmeet falls, the town is instead treated to a great festival on that day, sponsored mainly by the local temple to Tymora, the Happy Hall of Fortuitous Happenstance. The Shieldmeet festival features a number of games of chance, skill, and bravery, from dice and darts, to drunken running, to wrestling and other physical contests. Occasionally, the Tymoran priests use this festival to identify adventurers whom the goddess has called to a particular task, selected for a blessing, or otherwise marked for some undetermined destiny. ## Factions ### Hand of Yartar An all-female thieves' guild, local to Yartar. Members tend to be young, because in Yartar, a thief who can't outrun their mark would not live very long. ### The Zhentarim Also known as the Black Network, this mercanary company is headquartered in Darkhold Castle, located in the Western Heartlands, but their reach on the Sword Coast goes as far north as Icewind Dale. Originally founded by Manshoon, the organization has shifted from being an extension of Manshoon's will to being a mercenary and mercantile company, though still typically dealing in illicit activity. ### Kraken Society A secret society of thieves, assassins and mages spread throughout the North. In 1366, the current Waterbaron of Yartar, Alahar Khaumfros, was revealed to be the leader of the Kraken Society after his death, when four illithis murdered him on account of fraudulent dealings with the society's money. Since then, the Kraken Society has remained underground, but has resisted efforts by the Harpers and the Lord's Alliance to root them out. One of the founding reasons for the Kraken Society was the need of the bargewrights for constant employment. For years, certain agents of the merchants of Yartar have carried on a practice of destroying barges up and down the Three Rivers. They'd do their work at night, leaving orc bodies or weapons to suggest that the deed was done by raiders. ### Harpers The Harpers are a loose confederation of individuals with the goals of maintaining peace, preserving knowledge and protecting the downtrodden. The primary interest of the Harpers in Yartar has historically been in opposing the Kraken Society, but a long-standing opposition between the Harpers and the Zhentarim throughout Faerun means the two groups often face off against each other. Members of the Harpers are typically secret, known only to other Harpers (and, sometimes, their enemies). ### Waterbaron Yartar is ruled by a Waterbaron who is elected for life. The current Waterbaron is Nestra Ruthiol, a hot-tempered woman who is wickedly calculating; though she is free with her words and her insults, she seldom takes action against rivals unless she is sure such can be done to the most efficiently painful effect. In recent years, accusations arose against the Waterbaron that she had murdered a man, Kaidrod Palyr, who was later revealed to have been her lover. His body was found in the river, with the soaked remnant of what appeared to be Nestra Ruthiol’s favorite cloak. That she loudly and publicly argued with Palyr’s wife, Tiarshe, shortly before the accusations came to light did little to help her reputation, or the impression of her innocence. Some blame the murder on the Hand of Yartar, the local thieves’ guild. Others believe Kaidrod was killed, and the Waterbaron was implicated, in order to free up the post for one of her rivals within the city. To curb and control rowdiness, the Waterbaron employs the Shields of Yartar, a mounted force of guards who police the town, keep order, and chase off the Uthgardt raids that occasionally menace the lands nearby. ## Locations ### Landmarks #### Waterbaron's Hall The Waterbaron's Hall is the grand residence of the ruler of Yartar. Here, the Waterbaron also holds court. Rooms are provided for merchants dealing in commodities or making proposals for the future good of the community and feasts are thrown for important guests. The hall is rich with marble stonework, valuable tapestries, and high, echoing chambers. Its long, overhanging, peaked roof is held up by two ranks of pillars that march down both sides of the Hall. Here, visitors will pass several stocks for holding prisoners who've been flogged. Even these items are ornate -- they're carved in the shape of stone lions. At the end of the colonnade, a flight of broad marble stairs leads into the grand chambers. #### Waterbaron's Barge This massive vessel can carry two hundred soldiers or seventy-five Shields of Yartar with their horses. Its sides above the waterline are armored with iron. Behind its walls stand multiple crossbow contraptions, each able to fire a dozen bolts at once. When brought to bear against a force on the riverbank, the Shields loose two volleys against their enemies, then bring the Barge ashore and charge. No raiders have stood firm against such an assault. #### Shield Tower The Shields of Yartar are housed in the Shield Tower, a fortified structure on the west bank of the Surbrin (the town sits primarily on the east), whose outer wall has frequently been torn down and rebuilt. It’s rumored that guardian skeletons rise when unauthorized folk tread the ground between the walls, but no one has tested the area to see if its magic still functions; even if it doesn’t, more than a hundred angry warriors charging out of the tower at trespassers is enough danger to scare people out of pursuing the idea. A fortified bridge connects the banks between the tower and the town proper. #### Fishyard The first time visitor to this bustling town always finds their way to the noisy, crowded, market area in front of the Waterbaron's Hall. The market always has fish on sale. Even in the depths of winter, ice fishermen bring their wares to stalls here. The market is a maze of stalls. Many of them sell fresh catches from the Three Rivers, while others offer every trinket or small item that can be imagined. Here, you can find crystal bottles filled with perfume brought from far Mulhorand, Durpar, or Calimshan. You'll see magical potions, amulets, and spellcasting components of great rarity and power that's "guaranteed by the gods," which may or may not be accurate. ### Shops #### Dannath's Pickles, Nuts, & Foods A shop specializing in foods that are practical for travelers in the North, yet are in scarce supply. Typical items in this store are dried apricots, figs, and garshells from the Tashalar and the lands around the Lake of Steam. Prices are high, but the food is good. Anything in danger of spoiling is detected by the expert proprietor. Such goods are then converted into some other form. For example, overripe fruits might be added to a wine or syrup mash. The shop is currently run by a young woman named Esme Dannath, the third generation of Dannaths to operate this place. #### Esklindrar's Maps, Books, & Folios This is the home and shop of Esklindrar, a sage whose expertise is the written works of humans in the Sword Coast area from earliest known times to the present. No less an authority than Elminster of Shadowdale referred to the feeble, white-bearded, doddering, ascerbic, old man as having "the best mind for books this side of Candlekeep." If it isn't in his shop, Esklindrar has probably at least seen it. He probably even remembers where it was and what it looked like. For a paltry fee of 500 gp per query, he will give enthusiastic, pedantic answers on the spot, pointing out locales if need be with his wooden pointer on the detailed map of Faerûn that adorns the ceiling. His 'pointer' is a staff with its head carved into the likeness of a pointing human hand. #### Firelust Fabrics & Tailoring Firelust Fabrics is a shop run by the jolly, deftly skilled Firelust family. All of them are tailors of the first rank, from white-haired grand-dames to fat and tumbling youngsters. Their prices are high, but the work is worth it. They are renowned for whipping up costumes in scant minutes when a client demands it. Family members descend in a whirlwind around the customers and reclothe them where they stand! #### Winter Winds This clothes shop is run by Felassal and Thuorn, two arguing brothers from Baldur's Gate. They constantly moan and complain about the primitive conditions of the North as they drape customers in stylish, but expensive cloaks, boots, furs, wool smocks, tunics, socks, leggings, and mufflers. Though they'll rarely agree on anything, their taste is good. Prices are typically 5 gp per garment above the standard prices, but the customer with coins and patience enough to be swarmed all over by these two is likely to emerge looking quite wealthy and cultured. The two brothers rarely forget a face, and usually greet returning patrons. #### Hasklar's Arms & Armor Halaskar's shop contains possibly the finest variety of high quality armor and weapons in the North; it's certainly the best on public display. Hasklar prides himself on having at least one of every metal thing that can be used by a single person engaged in warfare. However, some of his single specimens are of odd sizes, or limited usefulness. Thieves are discouraged by two magical, animated weapons that have been known to pursue thieves for days if need be. Hasklar is often heard to talk to the empty air and listen intently, as if holding conversations -- he may well share his shop with a ghost #### Halassa's Waterwell & Fine Wines Halassa's is a shop run by a short, sharp-tongued old lady who seems to know everyone in the North. She can be seen most days giving strangers salty advice as if she were their worldly grandmother. Halassa has never gone adventuring, or even traveled far from where she was born in Yartar. Nonetheless, she has learned to stomach almost all of the drinks that humans, dwarves, gnomes, halflings and elves make. She sells most of them, too, at fairly standard prices that are quite reasonable for this remote a locale. Most of the selection is stored in deep cellars that spiral down around Halassa's deep well, and the whole setup is guarded by many locked gates. Her stock has astonished many a traveler, but locals are more appreciative of the one free bucket of water a day she'll give each of them from the deep well. The water is always sweet and cool. ### Temples #### The Happy Hall of Fortuitous Happenstance The local temple to Tymora. Built like a fortress of grim, forbidding stone, its arched windows look down on the town from the temple's own small hillock. Locals often call it "Two Hap Fort Hall," or just "the Two" for short. Run by High Priestess Velantha Waerdar, the temple has a policy of sponsoring adventuring bands to guard it. The bands are also asked to go out and stir things up in the North, aiding those whom the priestess favors, rescuing lost or weakened caravans, and coming to the aid of other adventuring bands whose luck has run out. ### Taverns, Festhalls and Inns #### The Cointoss The Cointoss is a mediocre tavern. It's an average sort of low-beamed, smoky, poorly lit place with stout wooden tables and benches. It's usually occupied by locals as they steadily (or unsteadily) drink the night away. The Toss is favored by Yartarrans as a place relatively free from intrigue and noisy visitors. The place gets its name from a helm hanging over the bar. If a patron manages to toss a coin through the eye slit of the helm, he or she gets the next glass free. This doesn't happen often. Shields behind the helm and a large bowl beneath await all the misses. #### One Foot in the Boat This is the sort of tavern that is always too noisy and too crowded to be as good as you remember it being, but it always shines in memory, and it always smells exciting. It seems to impress peddlers all over the North, and native Yartarrans, too. If you're lucky, you'll overhear something that may lead you into adventure, or at least give you something to talk about on other nights in other taverns. #### The Pearl-Handled Pipe This is simply an excellent inn. The owner and keeper, Elladuth Myristar, loves good furniture and cozy decor, so she spends her spare time making or acquiring more. Caravans carrying finecarving, tapestries, and furniture always stop at the Pipe to sell Elladuth all she has room for. #### Beldabar's Rest This is perhaps the most unusual human-built inn in the North. It's located underground, beneath Yartar's central market. It was created by linking together the cellars of old warehouses. #### The White-Winged Griffon The Griffon is an old, creaking wooden house that threatens to come down during every high wind or storm. It lets the chill of the North blow right through the bones of the roomers inside during cold winter weather. Known as the Whitewings to locals, it has the sole virtue of being cheap: rooms are 1 cp per night. All the rooms are small singles, with thin partitions between them. More rats than people live in the place, and the plumbing consists of chamberpots that are emptied out of back hatches into a noisome cesspool. #### Wink and Kiss This is a well-liked festhall of gaudy decor, warm scented baths, and gilded draperies. Informality, fun, and easy camaraderie are encouraged here, though rowdiness is actively discouraged byt the owners, a pair of balding, seven-foot-tall brothers. #### Grand Dame An ornately decorated riverboat, owned by Lord Khaspere Drylund. From dawn until dusk, the flat-bottomed wooden boat is moored at the city docks. At night, the Grand Dame will sail upon the rivers around Yartar, stopping at the docks occasionally for people to board and disembark. The pirmary attraction is a gambling hall, but there is also fine dining and dancing available aboard the Grand Dame. A dress code is strictly enforced, including the prohibition of arms and armor aboard the Grand Dame. The Grand Dame's security officer, Pow Ming, is a wizard who is adept at catching cheaters, both magical and mundane, in the gambling hall.