Elturgard Organization in Not Forgotten Realms | World Anvil

Elturgard

History

  Elturgard was first formed by the paladins and clerics of the city of Elturel after the Spellplague in 1385 DR. It was the first nation to have grown in the Western Heartlands. It encompassed much of the middle Heartlands and took up the region in the Fields of the Dead that was not already incorporated into the booming city-state of Baldur's Gate, an ally of Elturgard.   In 1437 DR, an Amnian spy was returning to Amn with valuable information about the nation of Elturgard; he was kidnapped and rescued by Flaming Fist recruits and the information reached Amn. However, an unethical merchant consortium in Baldur's Gate called the Twilight Brotherhood also gained the information. With a deva from Elturgard, the recruits once again handled this and became part of the Flaming Fists.  

Industry

  About half of the Fields of the Dead belonged to the nation of Elturgard, as the metropolis of Baldur's Gate grew so massively that it encompassed half of the Fields. Both used it for farming     The post of High Observer is no longer occupied by a paladin, but by a priest of Torm named Thavus Kreeg, and this to me seems fitting. Paladins should be out in the world, using their divine gifts for the good of all, not signing documents behind some desk or dithering with dignitaries. High Observer Kreeg has ruled wisely and well these past forty years or so, but as a shortlived human, he is nearing the end of his years. When he passes or can no longer cope with the demands of his office, I hope that Elturgard can make a smooth transition to equally strong leadership. It is during such change and the struggles for power that result that humans often stray from the righteous path. Perhaps the light of the Companion will show them the way.  

ELTUREL’S GUARD

  Sometimes called the Kingdom of Two Suns, Elturgard encompasses Elturel, Triel, Scornubel, Soubar, and Berdusk. It also claims and protects many small villages and farms strung along the roads and rivers in the Western Heartlands.   The heraldry of Elturgard-the sun and a smaller companion sun surrounded in a blaze- is familiar to many of us along the roads that lead to and through Elturgard, for it also blazons the armor and flags of its two groups of guardians, the Hellriders and the Companions.   It might be fa irly said that the only reason Elturgard can exist as a nation is because of these knights, for it faces threats from all around. The wilderness to the south is home to ravenous monsters, and the serpent kingdom of Najara to the north routinely sends agents both raiders and spies- to test the strength of Elturgard. The knights can’t afford to be anything but vigilant, and fortunately for the folk of Elturgard, they are just that.   I regard crossing the border into Elturgard as a relief, for it usually means the beginning of a safe haven, with a need to set fewer guards at night. Many adventurers find good cause to visit Elturgard, whether pursuing personal goals or seeking sanctuary from the dangers that surround the small nation. Additionally, the High Observer is known to employ groups of adventurers in matters of importance to the nation. Though it has many paladins and clerics in its ranks, outside assistance is essential to the continued defense of the realm.   THE COMPANION   The second sun that sits directly above Elturel burns night and day. This orb is commonly called the Companion, but some ascribe it to one deity or another. Where the natural sun journeys across the sky and disappears at night, the Companion is steady and loyal, ever preventing creatures of darkness from assaulting the city.   This second sun provides daytime illumination to the people of Elturel at all hours, and its illumination is as harmful to creatures vulnerable to sunlight as the sun is. This constant daylight lessens the farther one travels from Elturel, casting a sort of wan dawn light for fifty or so miles around the city. Beyond that, the orb is visible as a bright beacon in the sky. It ~an be seen clearly at night from as far away as Boareskyr Bridge and Berdusk, looking like an unmoving star low on the horizon. It might be fa irly said that every land touched by its light is now under “Elturel’s Shield,” but such claims raise hackles among Elturgard’s neighbors.  

THE CREED RESOLUTE

  With no clear sign of the source of the Companion and so many faithful arriving in Elturgard each day, the first High Observer brought together a cadre of paladins and devised the Creed Resolute. This series of oaths and maxims outlines, among other things, that those who swear by it will not ascribe the Companion to any one god, nor allow religious differences to come between themselves and others. Those who swear the Creed Resolute also promise to serve the High Observer and uphold the laws of Elturgard, and always be in service to the greater good. While originally the Creed Resolute was intended to forge the fractious paladins of Elturgard into the Companions, the oath has since been taken by all among the Hell riders as well. If a Hellrider or Companion oversteps the bounds of the law or good conduct, often a fellow will say “recall the Creed,” and soon things are set right.   Though some of the Creed’s agents seem unnecessarily stern, the people of Elturgard hold the Hellriders and Companions in the highest esteem. The Companions are without a doubt the champions of the people first and foremost, and the folk of Elturgard love them for it. Though it might be hard to get the Companions to crack a smile, I’ve found even the lowliest of the guards here willing, without a second thought, to lay down their lives in defense of their people, and the folk of Elturgard know it. Disrespect the Creed, and it isn’t the Creed’s wrath you face, but that of the local citizenry.  

ELTUREL

  Elturel is a city on a hill. It stands overlooking the River Chionthar, constantly illuminated by the Companion. A major location along the trade route through the Western Heartlands, Elturel and its environs for many miles around are a safe haven for visitors and citizens alike. Much of this safety comes from the efforts of the Hellriders, whose cavalry patrol the roads that lead into Elturgard, as well as the paths along the river.   In the city’s center, directly beneath the Companion, is a cliff-sided tor that holds aloft the High Hall. This castle, whose walls surround the summit of the mount, is home to the High Observer, and to a great deal of the bureaucracy of Elturgard. A stream runs out of the center of the castle, spawned by the powerful springs in its cellars. It flows north across the tor’s top and then down one of its cliffs in a series of waterfalls called the Maidens’ Leap. By canal it forms a moat for the eastern Dock District, before it joins the Chionthar. Along the stream across the tor lies the long, narrow garden, an open place of flowers, wooded paths, and arched bridges. The garden is a favorite meeting place for citizens of El tu rel and retains a wild beauty in winter. The rich folk of the city dwell nearest the garden atop the tor, while folk in the town below live mostly in tall, narrow homes that are rich in balconies and windows.   Its benefits notwithstanding, the constant illumination that bathes Elturel can be difficult for newcomers to adjust to. Inns and boarding halls usually swathe the windows of their guest rooms in thick cloth to block out the light so that visitors can get some sleep. Without the onset of dawn or dusk to frame the day’s labors, citizens rely on the tolling of the bells from the High Hall to denote the start and end of the workday. The lack of natural darkness means the city sees less of the sorts of activities that city folk in other places often undertake at night. Elturel has a low incidence of brawling and ambushes in the alleys around its inns and taverns, and those who would engage in thievery must be especially careful and shrewd to succeed.  

OTHER COMMUNITIES

  A few other major settlements of note are located within the borders of Elturgard. I describe three of them briefly here.  

Berdusk.

  A large population of artisans drives the activity in the city of Berdusk. Its native nobility, the so-called “First Folk of Berdusk,” have made a great show of their piety since the founding of Elturgard, and a great many of the high-ranking priests hail from their families. Over the years a few bad apples in their midst have given Berduskans a reputation for the sin of “false piety”- pretending to a stronger faith than one actually possesses. Though this attitude is disapproved of by the Creed, it has given rise in other parts of Elturgard to the expression “as holy as a Berduskan priest”- which is to say, not very.  

Scornubel.

  Known far and wide as the City of Caravans, Scornubel is the great trading nexus of the Kingdom of Two Suns, and the Elturgard city I am most familiar with. Though responsible for a great deal of the nation’s prosperity, it is a lso the source of plenty of its trouble; Scornubel is a haven for outlanders, many of whom are either troublemakers or folk whom trouble is pursuing. Add to this the machinations of Scornubel’s native merchant-princes and the rumors of a thieves’ guild somewhere in its walls, and it can be understood why the saying “The High Observer’s headache is named Scornubel” has some merit.  

Soubar

  Soubar is a small walled town with supporting farmsteads strung a long the road to the north and south. It is a waypoint settlement much like any other except for the existence of the Black Abbey. This dark stone structure once served as a monastery to Bane and lay in ruins for many years. Now priests of Bane have begun rebuilding it, bringing an influx of wealth and trade, along with the many skilled masons and laborers necessary for such a project. Some people question the desirability of a temple to Bane in Elturgard, but those who do are encouraged to recall the Creed. For their part, the priests of Bane have pledged to aid in Soubar’s defense against raiding goblinoids and other threats, a promise that gives some solace to the suspicious.  

Triel

  A village that willingly joined Elturgard.  

Iriaebor

  Independent city-state influenced by Elturgard.  

Forts

  Fort Morninglord: A ruined fort dedicated to Torm.   Fort Tamal: A fort protecting Boareskyr Bridge and named after the paladin Tamal Thent.

 
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