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The Order of the Gauntlet

This faction is primarily a military organization made up of paladins, clerics, and monks. Members of the order are falthful and vigiland seekers of justice who protect others from the depredations of evildoers. They exact swift retribution against those who violate the law. Atop a high crest in the Sumber Hills stands Summit Hall, home to the Knights of Samular. This venerable order of paladins of Tyr strives to promote justice in the savage North. The Order of the Gauntlet hopes to expand its influence in the region by joining the Knights to its cause. In the western Sumber Hills, the order has little political influence. It hopes to correct this weakness by establishing alliances with local leaders who share its goals, such as the Waterbaron of Yartar. The order is even pursuing negotiations with fringe organizations.

The Zhentarim

This shadow network seeks to expand its influence and power base throughout Faerun. Its members coerce, persuade, or buy their way into every major area of incluence. Rogues and warlocks fill the Zhentarim's ranks, but the faction recruits any who can conduct its business without too many moral reservations. Zhemtarim operatives might be found in any settlement, but in the North the organization is based in the Bargewright Inn. Zhentarim Mercenaries and spies meet within its many private chambers. The Black Network disguises its ownership of the inn to avoid unwanted attention. The organization also has a vested interest in maintaining the prosperity of Yartar.

The Lords' Alliance

The Lords' Alliance is a shaky compact of aggressive political powers concerned with mutual security and prosperity. Fighters and sorcerers are prevalent among alliance agents, and they are often glory hounds seeking personal recognition. Most agents are lawful or neutral; in the courtly circles of the lords, those who don't follow the rules seldom last long. Trade along rivers and roads links the cities of the Lords' Alliance, so its operatives eliminate threats to that trade as soon as they appear. Located at the confluence of the Dessarin and Surbrin rivers, Yartar is a prosperous center of commerce. Various groups vie to control its wealth and influence its trade. The Waterbaron of Yartar, Nestra Ruthiol, is a member of the Lords' Alliance, and her decisions affect the politics of not only her city but the other cities of the region.

Emerald Enclave

This widespread group of wilderness survivalists preserves the natural order while rooting out unnatural threats. Many of the Enchlave's members are barbarians, druids, and rangers. Some wander the untamed lands while others make their homes on the outskirts of towns and villages, where they help to protect travelers from the dangers of the wild. The enclave's greatest stronghold in the region is the fortified farm and abbey to Chauntea called Goldenfields.Abbot Ellardin Darovik is a senior agent of the Emereald Enclave. In the High Forest to the east lies Shadowtop Cathedral, another of the enclave's meeting places.

The Harpers

A scattered network of spellcasters and spies, the Harpers advocate equality and covertly oppose the abuse of power, magical or otherwise. Agents operate in secret and emphasize stealth and subtlety, or at the very least discretion. Bards and wizards are their most prominent members. Harpers operate in small cells througout the North. One is based in Triboar: Darathra Shendrel, the Lord Protector, belongs to the faction, and Harper agents can find welcome at the Home of the Boars. Another cell in the prosperous trade center of Yartar monitors traffic in the Dessarin Valley and the actions and policies of the city's Waterbaron. The Harpers work to maintain the balance of power between the various groups competing to influence the city. In the Sumber Hills, the Harpers warn travelers and adventurers to stay clear of Rundreth Manor and the Dark Lady who dwells there. Harpers also watch the ruined Halls of the Hunting Axe. Endrith Vallivoe, the owner of Vallivoe's Sundries

Red Larch NPC Encounters

Several NPCs in Red Larch can direct adventurers to nearby encounters. Chapter 6: Haunted Tomb: Mangobarl Lorren (8) > Minthra Mhandyvver (14) Lance Rock: Kaylessa Irkell (2), Helvur Tarnlar (7) Tomb of Moving Stones: Stannor Thistlehair (16*/3), Ulhro Luruth (19) Bears & Bows: Harburk Tuthmarillar (11), Bloody Treasure: Dornen Finestone (12), Albaeri Mellikho (18) The Last Laugh: Endrith Vallovie (22) Chapter 3: Womford Rats: Endrith Vallivoe (22) Shallow Graves: Larmon Greenboot (17) Scarlet Moon Hall: Thorsk Thelorn (5)

Trouble In Red Larch

When the characters arrive in Red Larch , a few minutes of conversation with any NPC reveals that the townsfolk are concerned about strange events. Asking around about what's going on in town points the party toward the following NPCs: Outlaws are lurking out on the Cairn Road, but Constable Harburk hasn’t found anything. Minthra Mhandyvver’s granddaughter Pell saw a ghost by an old tomb not far from town. The Tarnlar children are telling wild takes about plague out by Lance Rock. Kaylessa Irkell, the owner of the Swinging Sword Inn thinks the town’s troubles might have a common source. Quarry workers at Mellikho Stoneworks say that mysterious figures wearing stone masks watch them when they work at night. The workers now refuse to stay in the quarry after dark. Workers at Waelvur’s Wagonworks have been talking about suspicious activity around the workship. They can be found drinking in the Helm at Highsun most evenings. Several Red Larch NPCs can di