Hluthvar Settlement in Faerûn | World Anvil

Hluthvar

Named after a local warrior hero, Hluthvar is fortified town on the Dusk Road in the Sunset Vale, well known to have been bulwarked nearly two centuries ago as a defence against monsters from the Sunset Mountains and, more commonly, from Zhentarim incursions at a time when the Zhents tended to be less politically shrewd and used mercenaries or contrived forces of beasts to achieve their goals.

Nevertheless, shortly after The Spellplague in 1385DR, the town was overrun and razed to ashes by a mighty (but seemingly unknown) necromancer and remained in ruins for several decades until, in 1459 DR, Maurandyr, Cardinal Priest of Helm, gathered his followers and sponsorship from the Lord’s Alliance and began rebuilding the temple as a fortified keep in its own right, proclaiming it and the town anew as a bastion against intrusions and all influences of the Zhentarim and any who would ally with them.

Over the course of the following years, as the House of the Guardian installed itself as principal enforcer of law and order, Hluthvar was revived as a small but thriving crossroad. Located near the middle of the western edge of the Far Hills, it opens a shorter (and cheaper) path east to The Dalelands and Cormanthor by passing through the valley of the Sunset Mountains and straight across the High Moors, but transit through the Zhentarim heartlands and within reach of nomads raiding south out of Anauroch is a far more treacherous undertaking than Traders Way that meanders from Iriaebor 150 miles to the south. Nevertheless, for those desperate to save time, or perhaps avoid the punishing taxes and tolls of the cities along the primary highway, Hluthvar hosts a steady trickle of diehard traffic between the Sword Coast and the eastern realms… and there is always work available for competent caravan guards.

With the now formidable stronghold rising well above impressive renovated town walls, Hluthvar looks resoundingly safe but hardly welcoming. The town is laid out like a wheel, its streets as the spokes, each using covered wells as defensive fallback positions along the line towards the central hub - the main market. Adjacent to the market, the keep has its own defensive layers and a subterranean shelter large enough to hold the entire population if required. Most buildings are of stone or slate to retard fires (special approval is required to build structures in wood), and the 80-strong militia bear full plate or chain mail, most adorned with gauntlet icon of Helm or the crown of the Lords Alliance (or both), and can be seen constantly practising drills when not on patrol or watch.

Every visitor must pay a fixed “tithe” to enter (every time they enter) but, unlike Iriaebor and other cities along the major trade road, there is no tax on goods carried. The typical small businesses of a city can be found within, but usually only a single instance of each type. In particular, there is only a single tavern - ominously named to remind patrons that this is Helm’s city - and public drunkenness is a crime.

For those few willing to forgo the city’s protection, some produce is generated outside of the walls, but almost every roof in the city features a garden and most houses grow mushrooms or root crops in their cellars. It is said the city is so self-sustainable that it could survive over a year under siege.

But, despite every possible thought being given to the protection of the city and its inhabitants, every local knows the story of the razing and ever cast a wary eye to the forbidding shadow of the Sunset Mountains to the north and the looming rise of Darkhold Tower which, even at some 50 miles distant, can be seen from the ramparts on a clear day.

Notes

The city of Iriaebor vainly aspires to rival Waterdeep in importance and wealth, and perceives Hluthvar as an abettor for avoiding its tolls and subverting its role as the gateway of the great east-west road of Faerûn. Relations between the neighbours are strained and it has long been said that one of the few points of agreement between the constantly bickering merchant families in Iriaebor is that Hluthvar should be a satellite province and tolls for all eastern trade routes be in the city's control. Fortunately, rampant corruption and a complete lack of trust between each other makes it unlikely any such idea might ever become reality, but Iriaebor has been known to intermittently prevent caravans coming in on the north road from entry into the city and to charge northbound patrons extra fees.

Demographics

75% Human
15% Halfing, Dwarf, Gnome
10% Other

Government

Theocracy, led by the Cardinal Priest (Maurandyr) and managed by three trusted disciples of Helm.

Fixed places of worship within the town walls for deities not allied to Helm are prohibited by local law, and those not prohibited must have a licence.

Lawlessness within the confines of the city walls is dealt with promptly and often harshly, and always with a hefty fine. Priests are entitled to hear evidence and pronounce judgement at their discretion, and the city does not keep prisoners; serious crimes or repeated transgressions will result in an offender being evicted from the city once appropriate retribution for the crime has been applied (which may include forfeiture of all their possessions).

Type
Town
Population
6000

Persons of Interest

Maurandyr, High Ward of the House of the Guardian

Inns & Taverns

The Watchful Eye

Shops

Trist's Saddles and Stables
Veloth's Fine Wagon's and Repairs

Temples

House of the Guardian (Helm)

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