Yartar
An Overview of Yartar c. 1492 DR
Geography
Type: Settlement
Region: Dessarin Valley, Savage Frontier
Size: Small city
Society
Demonym: Yartaran
Religions: Tymora
Commerce
Imports: Food
Exports: Barges
Politics
Type: Baronry
Ruler's title: Waterbaron
History
Population: 6000 in 1366 DR
Waterbarons:
Alahar Khaumfros in 1361 DR
Belleethe Kheldorna in 1366 DR
Nestra Ruthiol in 1491 DR
Description
Yartar (pronounced: /ˈjɑːrtær/ YAR-tarr) was a prosperous and increasingly crowded fortified city located in the
Dessarin Valley region of the Savage Frontier. It was a member city of the Lords' Alliance, holding many allies throughout the North.
The city was alive with trade, day and night. Competing caravans and barges passed through its walls at all hours. However, a criminal element also thrived, hampering the city's ability to become a major power in Faerûn.
Geography
Yartar was situated on the
Evermoor Way, on the eastern bank of the River Surbrin, near the River Dessarin. It was connected to a citadel on the west bank by a fortified bridge wide enough for two wagons to pass side by side.
The Surbrin Trail ran north, hugging the river's eastern bank and avoiding the Evermoors. Yartaran soldiers patrolled this road.
Government
The ruler of Yartar, known as the Waterbaron, was elected for life. In 1366 DR, Belleethe Kheldorna held the position, succeeding Alahar Khaumfros, who was revealed as the leader of the Kraken Society.
By 1491 DR, Nestra Ruthiol, a shrewd noblewoman, served as Waterbaron. She was committed to the Lords' Alliance and only intervened with the Zhentarim and Harper presence in the city when necessary.
Defense
The city was defended by a mounted force known as the Shields of Yartar, headquartered in the
Shield Tower.
Relations
Yartar was a member of the Lords' Alliance and had trade agreements, such as one with Goldenfields for grain and produce. The city held a long-standing rivalry with
Triboar, often escalating into conflict due to historical disputes.
Trade & Industry
Yartar's unique location at the crossroads of major trade routes and rivers supported its thriving fishing and barge-building industries. The city also served as an important stop for caravans traveling between
Silverymoon and
Waterdeep. Many businesses catered to merchants and travelers passing through.
History
In 1361 DR, Waterbaron Alahar Khaumfros conspired to provoke a war on behalf of the Kraken Society, but his plan was thwarted by adventurers. He was later murdered by illithids for embezzling from the Society.
In 1491 DR, Yartarans were abducted by elemental cults for sacrifices, and the Hand of Yartar stole a devastation orb, causing unrest in the city. A year later, an illithid nautiloid attacked, but was repelled by githyanki warriors.
Activities
Every three years, Yartar hosted the Hiring Fair, drawing outcasts and adventurers to sell their labor. During Shieldmeet, a grand festival sponsored by the local Tymoran church brought revelry and contests of chance to the city.
Organizations
Yartar was home to the Hand of Yartar, a fractious thieves' guild made up entirely of women. Other notable organizations included the
Lionshield Coster, a merchant company, and the Smiling Company, an adventuring group that contributed to local charities.
Notable Locations
Defenses:
Shield Tower: Home to 150 Shields of Yartar, this tower had its own covered docks for the Waterbaron's barge.
Markets & Shops:
Dannath's Pickles, Nuts, & Foods
Esklindrar's Maps, Books, & Folios
Firelust Fabrics & Tailoring
Halassa's Waterwell & Fine Wines
Hasklar's Arms & Armor
Lionshield Trading Coster
Fishyard Market
Winter Winds Clothing
Temples:
Happy Hall of Fortuitous Happenstance: The temple of Tymora, also known as Two Hap Fort Hall, served as a hub for adventurers and sponsored many bands to stir up action in the North.
Inns & Taverns:
Beldabar's Rest
The Inn of the Glowing Gem
One Foot in the Boat
The Cointoss
The Pearl-Handled Pipe
White-Winged Griffon
Three Rivers Festhall
Wink and Kiss
Other Locations:
The Grand Dame: A luxury riverboat owned by Khaspere Drylund, home to the Golden Goose Casino.
The Villa: A Harper safehouse maintained by an old mage named Kolbaz.
Waterbaron's Hall: The residence and court of the Waterbaron, adorned with stone lions and stocks.
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