Everlund

Everlund

everlund-map.jpg

This city of merchant traders and caravan teams is one of the staunchest supporters of the league of the Silver Marches. This attitude comes as no surprise, however, considering the imminent dangers that threaten the city from all sides.

Everlund (large city): Population 21,388;

  • humans 48%
  • elves (all types) 21%
  • half-elves 14%
  • lightfoot halflings 9%
  • shield dwarves 7%
  • others 1%.

Notable Imports: Ale, armor, cheese, clothing, fruit, grain, sugar, weapons, wine.
Notable Exports: Amber, charcoal, furniture, furs, stone, syrup, timber, valuable ores.

Located southeast of Silverymoon and situated on the north bank of the Rauvin River, Everlund is the second largest city in the Silver Marches and one of its most active mercantile communities. A thick stone wall rings the city, pierced in five places by the city’s gates. Like the spokes of a wheel, broad, straight streets lead from each gate to Bell Market at the city center. The layout of these streets and the location of certain city features, such as the market, many inns, and warehouses, are designed for the accommodation of caravans and their merchants.

Soldiers of the city’s standing army make a show of patrolling the walls in strength, both to provide reassurance to citizens and visitors, and to discourage attackers.

Like many of the communities in the Silver Marches, Everlund traces its origins to a time before the ruin of previous civilizations. Since its humble beginnings as a fortified trading outpost and bridgehead on the Rauvin, the city’s population and importance have increased to the point where it is one of the most important trading cities in the Silver Marches, and the North as well. The fact that nearly every single trade caravan that begins its journeys in the Marches calls at Everlund en route to other destinations brings to the city a position of considerable economic and social importance. The city’s voice carries considerable weight among its peers, for nearly all are dependent to some degree on Everlund’s role as the main caravan station in this region.

Everlund owes its survival to the thickness of its walls (the city’s leaders have never failed to keep its first line of defense in good repair, nor to add to the fortifications whenever possible), some strategic alliances, and its ability to keep Evermoor Way open to caravan traffic. Everlund is one of Silverymoon’s traditional allies and has historically sided with that city and its High Lady on nearly every important issue. The same looks to hold true today, as the confederation attempts to deal with issues of mutual importance to its signatories. The Council of Six Elders joined the city with the Lord’s Alliance several decades ago and signed the Silver Marches articles of confederation with eagerness, hopeful of greater security for its primary trading road.

The Elders of Everlund
For nearly five hundred years, Everlund has been ruled by the Council of Six Elders. This group is always composed of the people holding the most prominent positions in the city, although from time to time debate breaks out over whether another civic figure is important enough to merit a position on the council.
The council is led by the First Elder of the Council, an office granted by vote of the Elders. The First holds his or her position until another Elder challenges it. Some hold the post for many years, others no more than a few days.
First Elder – High Captain: Kayl Moorwalker. Commander of Everlund’s army, a haughty nobleman who possesses an uncanny head for tactics and strategy.
High Priest of Corellon Larethian: Yeshelne Amrallatha, considered the leader of the elves of the city.Yeshelnó is a former adventurer who has become circumspect and cautious in her role as an Elder of the city.
Keeper of the Bridges: Malvin Draga. The civic official charged with overseeing the city watch and the conduct of commerce in the city.
High Sorcerer: Vaeril Rhuidhen. This position held by the most powerful elf mage willing to take on the duties of the council. Vaeril is a quiet voice of moderation and reason who keeps the peace between the council’s more fractious members.
Master of the Guilds: Borun Fendelben. The official representing the merchants of the city. Borun is an extraordinarily stout halfling and a very successful merchant who has his eyes firmly fastened on the pursuit of wealth. He also urges aggressive expansion of new enterprises into the wilderlands around the city.
Speaker of the Town: Sindyl Omoghael. The Speaker of the Town is a citizen elected every seven years to represent the common folk of the city. Sindul is a minstrel and maker of musical instruments who once traveled far and wide as an adventurer. In the past, popular Speakers have served many terms on the council; Sindyl is in the middle of her second.

The Five Gates
The city has five gates, each giving entrance to the city from a different direction and leading to broad, straight, and well-maintained caravan routes. The gates are, in clockwise order from the north, the Silverymoon Gate (1), the Mountain Gate (5), the Upriver Gate (4), the Bridge Gate (3), and the Downriver Gate (2). Each of these gates are open from dawn to dusk, and shut at all other times. Caravan masters know that gaining entry into the city after the gates close can be a tiresome chore, requiring them to consent to tedious and thorough searches of their goods by the city’s guards. Most don’t bother to go through the routine if they arrive at Everlund after sunset, preferring instead to avail themselves of the hospitality to be found in any of a number of inns and taverns that have established a thriving trade outside the city walls for just such occasions.
Evermoor Way (6)
Evermoor Way begins at the Bridge Gate and winds its way southwest for hundreds of miles, eventually reaching Waterdeep and the cities of the Sword Coast. Everlund has always been instrumental in keeping the roadway safe for caravans, hiring numerous mercenaries and adventurers to scour the route for monsters and other dangers. The work has never been easy, and many are the sellswords and intrepid companies that have fallen to the trolls, orcs, and other marauding creatures that have preyed on the highway.
Moongleam Tower (7)
Built by a master dwarf engineer almost two hundred years ago, this keep of black, hard stone is one of the foremost Harper holds of the North. It rises from one of the higher knolls near the center of Everlund, visible from almost any part of the city. Moongleam Tower consists of four narrow, cylindrical towers joined together, surrounded by a dry moat that can be quickly flooded by a cunning system of cisterns and pumps. Its roof is crowned by an open turret, where a signaling mirror shaped like a crescent moon stands.
Hall of the Elders (9)
The seat of Everlund’s government is this low, circular stone building located on the east side of Bell Market. The members of the Council of Six Elders meet here regularly. The building is defended by a detail of guards from the Army of the Vale; four soldiers remain vigilant outside the building’s main entrance at all times, and during the periods when the hall is open at least six more soldiers patrol the interior corridors.
The soldiers permit all those who have legitimate business with the council to pass, but collect their weapons first. To ensure that no one steals or tampers with the weapons they hold in trust, the soldiers place the arms inside locked, iron-reinforced wooden chests: Each container is protected by a glyph of warding that is triggered if a chest is opened without first speaking the password.
To either side of the hall, two long, rambling wings of the building house the various officials and civil servants who comprise Everlund’s government. The remaining ten soldiers of the detail watch the entrances to the Hall of Records and the Hall of Redress (home to the city’s courts and magistrates).

Bell Market (8)
The economic and social center of Everlund is the Bell Market, so named for the enormous warning bell that hangs in a frame in the open space between the Hall of Elders and the Barracks. The bell is sounded when the city is under attack. In the middle of the market are a number of open-air stalls and stands that offer fresh produce, poultry, baked goods, and livestock. Around the edges of this area are permanent stalls selling manufactured items, and surrounding the market is a ring of shops that vend all manner of trade goods and a variety of services. The market is open from one hour after dawn to one hour before dusk, to ensure that the evenings and nights of the residents are not disturbed by the noise created by such a thronged mercantile area.

8a) Shieldheart’s Gear – Thoril Shieldheart (an ex-Assassin) is a male human adventurer who has retired. He sells adventuring gear of all sorts. With his contacts from his years of travels, he sells gear at decent prices.
8b) Skin of Your Teeth – This Alchemy shop is run by a male Halfling named Graorin Laughshield.
8c) Cross Your Heart – The armoury is run by Yllathana, a Female Half-orc Paladin.
8d) By Consumption – The female Eladrin Cleric, Eildove Magesblood, runs the Apothecary.
8e) Strike True – This munitions shop (Fletcher) is run by Lyassa Lorearthen, female elf.
8f) Good Knight’s Rest – This friendly inn is run by Kevfalcon and Alyssa Dawntracker and their daughter, Caronna.
8g) Keep of Vigilance (site 14) Church of Helm – The male gnomish monk, Walkas Steelfarmer and his wife Strotranna spend their days running the temple and helping out visitors.
8h) Drought or Draught – Irielyn Trannyth, female human sorcerer, runs this Mage Emporium which is open to the public.
8i) Animals we Love – Dwarven female, Lynduster cares for, rents, and sells mounts, vehicles, and their equipment.
8j) Get Inked – Xavtumal Blackblotter, male Tiefling runs this tattoo parlor.
8k) Sword and Hammer – Weapons are crafted by the male Dwarf Waldak Halklight, and his apprentices.

The Barracks and Armory (12)
Not far from the Hall of the Elders stands the city armory, a small, square keep built from dressed limestone blocks. The place is evidently one of the older buildings in Everlund, but parts of the keep have been recently reinforced and repaired. One of the new additions to the structure is a low stone wall that prevents anyone from approaching closer than 30 feet.
Soldiers patrol the courtyard inside the new wall, prohibiting entry to anyone who is not a soldier or is not on official government business.

Hard by the armory are six large wood-frame buildings surrounded by another low wall. The sight of soldiers constantly moving in and out of the buildings, and drilling in the courtyard, marks this as the city’s main barracks. (There are five smaller barracks, one located at each of the city’s gates.) The army has set up a special station just inside the main entrance to the courtyard, where mercenaries and adventurers may obtain work patrolling Evermoor Way and keeping the route clear of monsters and other threats.

Major Temples
Everlund’s most prominent places of worship are the Keep of Vigilance (Helm)14, the Evergreen Hall (Mielikki)15, the Starmeadow (devoted to Corellon Larethian)13, and the Grotto (sacred to Silvanus). The folk of the city tend to be devout and crowd the major temples on the first day of every tenday to worship their deities. In addition to the major temples, Everlund is home to shrines to Oghma, Shaundakul (popular among the caravan masters), and Waukeen as well.
Arena (16) – Currently under construction, the arena will host competitions for local and traveling adventurers.

Everlund

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