The Near by Vale Lands

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The word "Delimbiyr" refers to the upper reaches of the River Delimbiyr and tributaries. This is monster territory and travel here is dangerous. Most folk stumble into Llorkh and Loudwater grateful that people actually dwell in the easternmost lands of the North.
LlorkhLlorkh was an important mining town of 2,000
humans and 300 dwarves. All were busy farming and taking iron and silver from
shallow mines in the mountains. Those lodes were soon exhausted, and Llorkh
shrunk. The Zhentarim soon arrived and the last of the old lords, Phintarn
Redblade, was found dead at the base of Lord's Keep. Overnight, the Zhentarim
installed their own man, Geildarr Ithym, in the Lord's Keep.
Four hundred
purple-cloaked Lord's Men appeared. They fought several battles with the
militia, easily slaughtering them under the pretext that the soldiers were
troublemakers. This didn't win Geildarr over with the townsfolk, and the dwarves
left.
Zhent caravans began to arrive, needing accommodation, beasts, food, wagon repairs, and water. Townsfolk were pressed into work, and new but ugly inns and taverns were thrown up. The Ten Bells tavern was joined by the Drover's Cup and the Wet Wizard (Geildarr is not sure if this is a pun directed at him). The Zhent arrival has been met with mixed feelings. Some view the increase in commerce as a sign of prosperity, while others see the unscrupulous elements increasing daily and feel less safe in their homes. Most inhabitants have thrown in with the regime, though they've no great affection for its leader, and the town is the endpoint of caravans from Darkhold. The only inn in Llorkh was run by Phintarn's brother. Mysteriously, he died the night before his inn burned to the ground. Within a month, two new three-story inns opened. These are Tantarn's Inn and the Six Shields. The former is pleasant. Tantarn is a veteran innkeeper from Iriaebor who fell on hard times during the recent Zhent troubles there. The Six Shields Is no better than a Zhent barracks, full of muddy boots and rough fighters sharpening rougher swords. Three of the mines have been taken over for storage by the Lord's Men. Monsters are said to have established lairs in some of the other tunnels, so the traveller hoping to use them for shelter had best beware.
The increased security in Llorkh is due to Zhent fears that Hellgate Keep will send shapechanged tanar'ri to infiltrate and destroy the stronghold before it's completed, so they're rushing to strengthen their might. Except in the worst of winter, two caravans a week come from Darkhold, bringing weapons, Zhent warriors, and trade goods.
Work has begun on a ditch around the town, and fortifications are not far off. Zhent warriors are camped east and south of town, and Lord Geildarr is hiring adventurers to scout the mountains. He's searching for lost magic to bolster his forces. Zhent troops have wrought two other large changes in town thus far: There's money in Llorkh and a temple to Cyric, the Dark Sun presided by Mythkar Leng. Despite its activity, the Black Network is confined to the area by the efforts of the Lords' Alliance.
LoudwaterThis town of 4,000 inhabitants spans the river, with an arching bridge made a millennia ago by the dwarf lirkos Stoneshoulder for the elves who lived here at the time. The river was cut into a wide pool to provide a lading area for cargo and to carry the river's flow around rocks that caused the rapids for which the town is named. The pool is crowded with flat-bottomed skiffs and barges for fishing or trading. It's a human town today, although a quarter of the town's inhabitant are half-elven descendants of Eaerlann. Loudwater citizens now make their living farming, fishing and providing caravan services. Loudwater's lands extend for two days' ride along the river.
Loudwater's a beautiful place. No two buildings are alike, but all are overgrown by vines and hung with plants until they blend back into the forest. The village is a gardener's delight. Beautifully tended plants are everywhere - in houses, on roofs, every patch of ground, and the roadways. The streets are planted in tanglemoss. Streets wind and curve, meandering to take the best view or an interesting way, matching the town's pace. The town has no walls, just a rampart and a ditch, both planted with flowers. The closest thing to ugliness in Loudwater is its four harborside warehouses and the cooperworks.
Loudwater is defended by patrols of 20 warriors, the full guard numbering 300, under the two Gauntlets: Harazos Thelbrimm and Kalahar Twohands. Both are under the command of the High Lord of Loudwater, Nanathlor Greysword.
Nanathlor is a widely respected warrior and a careful, just, and loved administrator. His grey beard and long, flowing grey hair mark him as much as does the bastard sword riding on his back in its baldric. Nanathlor's a friend of the Harpers, who come to slay the Zhent agents scouting the town. With Orlbar now fallen to Zhentarim control, both Nanalathor and the Harper's are keeping a weary eye trained to the east.
Places of Interest:
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All Faiths Altar: This is a shrine open to the devout of all non-evil faiths. Travellers sometimes sleep here.
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The Enchanter's Ecstasy: This cedar-roofed, fieldstone lodge is a pleasant place to sleep, but it is unexciting unless one fancies statuettes of smiling wizards, mermaids with fish spouting cascades into a fountain, enspelled clocks chanting the hours, doors that thank those who open them, chamber pots that light for use in the dark, and so on.
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The High Lord's Hall: The Hall is a walled manor at the centre of town. Agrath Dundai is spreading rumours of a crypt under the Hall that's haunted by undead to this day. Specifically the haunters are the restless remains of former High Lords, some of whom dabbled in dark magic.
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The Merry Mer-She: At night, this place is a tumult of loud music and frequent fights. It is not a place to relax or hold a conversation. The beer is watery, sometimes arriving in a hurtled tankard.
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The Nighthunt: This comfortable place is a day's ride east of Loudwater, south of Dawn Pass Trail. This wood construction, heavily enspelled to prevent fire, is cloaked in pines and maples. The Lodge is named for a ghostly boar hunt that gallops into the South Wood on certain nights. The owner is Ildur Arntar a former ranger who lost his powers after an incident he won't talk about. He's a friend of the Harpers and a foe of the Zhent. Outspoken about the Zhent's hold on Llorkh, his days are numbered.
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The Old Owl: This quiet place is favoured by elders given to quiet conversation. Loud revellers are shown the door. The proprietor, a retired warrior, sets his prices low.
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The Risen Moon Market: Across the street from the High Lord's Hall is the best produce shop in town, selling fresh crops, except in winter. It stocks smoke-flavoured mushrooms grown in the store's cellar.
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The Scarlet Shield: This roadhouse's furnishings are deliberately rustic, as are its cleanliness and service. The seldom seen help is generous when apportioning meals or handing out bedding. The inn is named for a rusting old shield borne in battle by the inn's builder, a warrior who's now dead. His nephew runs the inn and is full of tales that leave one thinking his uncle was the greatest warrior in all Faerun.
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The Smiling Satyr: This delightful place stands on a hilltop. The lane to the tavern is marked by a roadside statue of a dancing satyr with pipes. A permanent magic mouth spell emits soft piping sounds when anyone approaches within 20(FM) of it. Lore says that when the moon is full, the satyr whispers dark secrets of treasure and treachery.
Arvyn Umbryl, the proprietor, is an ex-adventurer of unknown accomplishments. He owns two fields on either side of the hill. A stream offers water, and both fields have outhouses, fire pits, and firewood. It's become a spot for guides, adventurers, caravans, and mercenaries to gather.
Inside, the flagstone floor leads to two huge hearths, one at each end of the taproom. The walls festoon with monster skulls, shields, weapons, and other trophies. Of note, two old, crossed battle axes on the wall behind the bar animate to protect Arvyn and his staff. They're battle axes of dancing that obey his command.
Tales of buried loot, treasure maps, and hidden caches cling to the Satyr. If even a tenth of them are true, it holds great riches for those who know where to look. -
The Watchful Turtle: The Watchful Turtle rents guarded storage space. The Loudwater bridge next door has fanciful, snarling carved stone heads resembling dragon turtles that stare at the warehouses, giving the place its name. The proprietor, Agrath Dundai, is full of tales about Loudwater and the lands around.
This town consists of 450 shepherds residing on the north bank of the confluence of the Loagrann River and the Greyflow. Orlbar has nothing to recommend it to travellers except that it's a place to buy food and shelter. It has a drafty warehouse-like shrine shared by all faiths, where travellers sleep on the floor.
Up until the last year or so, Orlbar has remained a sleepy community. Last summer, however, the arrival of a Zhentarim caravan signalled the end of their freedom. Orlbar is now ruled by Felishar Ivarzin, a former lieutenant of Geildan Ithym of Llorkh.