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Triboar

Triboar is the chief rival to Yartar, and the two communities compete for the trade of the Dessarin Valley.   A half-elf adventurer named Gervor and his companions went missing recently. The adventurers were staying in town, and locals expected them to return tendays ago. In addition, two important merchants from Waterdeep, Kharloss and Jarlee, are overdue. (Gervor is currently a prisoner in area B14 of the Temple of the Black Earth, while the two Waterdhavians were captured by fire cultists on the Long Road. They are currently held in area W6 of the Weeping Colossus.)
  Reason to Visit. Any Harper can readily find refuge and aid in the Home of the Boars, a lodge on the outskirts of the town. Darathra is a key contact for characters affiliated with the Harpers. The Zhentarim has spies in the town as well, and its agents might contact the characters in the course of “The Long Road” side trek in chapter 6.

Government

Darathra enacts and modifies local laws (known as “The Lord’s Decree”), which are then enforced by “The Twelve,” a dozen mounted veterans drawn from the militia to serve in a tenday cycle.

Industry & Trade

Triboar is a horse-market for a dozen nearby ranches that turn out trained draft horses, riding mounts and ponies, and pack mules. Blacksmiths, harnessmakers, and wagonworks flourish in town. In addition, a number of guides operate from Triboar. They take merchants and other travelers all over the Sword Coast North (typically for stiff fees). Many of these guides are retired adventurers who know the North well.

Geography

The town of Triboar stands where the Long Road meets the Evermoor Way, a well-used caravan road that runs east to the city of Yartar.

Maps

  • Triboar

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