Yartar (Yar-tuh)
The Bridge city of Yartar marks the (currently) Easternmost town within the Lords Alliance. Built at the convergence of the rivers Dessarin, Surbrin and Laughingflow, it is considered to be the most strategically significant town in the North. With the high forest and Dessarin hills on it's south, and the Evermoor swamps to the North, it's the only easy crossing-point from east to west.
Yartar is a crossroads trading town, so it was always bustling with caravans entering and leaving its walls. It's known as a place for merchants, smugglers, mercenaries, and spies from all over the North to meet and conduct business. It's also known for having some of the tallest buildings in any city, many more than 4 stories tall.
Not simply built atop the bridge, Yartar is also built up along the plains on it's eastern side, with a large stone wall on it's eastern border. It's western side, designed to be difficult to defend (in case Cormyr captures Yartar, to make it easier to recapture), has recently expanded with new housing developments. The west bank is still less developed, however, due to it being significantly hillier.
As well as being a wide bridge (legally decreed to be two and a half wagons wide) for trade and transport purposes, the Dessarin river flows down from Yartar to Waterdeep, the capital of the Lords Alliance. The river is more than wide enough to allow military and trade vessels to regularly sail up and down, ensuring a stready stream of goods and soldiers in Yartar. It was through this naval connection that Yartar held off against Cormyr for so long.
Yartar was captured by the Cormyn forces in 1633, during the battle of Yartar (AKA the battle of Red Larch). The Lords Alliance led the pursuing Cormyn forces to the village of red larch, where they engaged in an ambush. This allowed the Lords Alliance to regain the initiative, and retook Yartar within two days.
The bridge at Yartar, as well as being a strategically significant crossing point, also acts as a weir. The ability to control the immense flow of the three rivers makes the Dessarin much calmer and more navigable than it would be otherwise. Moreover, the weir allows Yartar to easily power various water mills. This only adds to the importance of Yartar for any empire.
Government
Yartar is ran by a Lord Mayor, elected by the cities patricians (middle class citizens with voting rights). A town council is selected by residing nobles, and represents their interests.
The Lord Mayor is generally elected from one of two political parties; the Traditionalists and the Loyalists.
The traditionalists wish to maintain Yartars small size, and wish to protect its identity against the onslaught of war. They aren't quite pacifists, but generally believe (in contrast to the isolationist Loyalists) that a connected economy between the Alliance and Cormyr would prevent the outbreak of war, as both sides would be too economically intertwined. The old merchant and fishing families are almost universally traditionalists, seeking to maintain their lucrative ways of life. Immanuel Hunt, the owner of Hunt Cotton and Linen Works, tries to play both sides against each other, but is much more economically and politically invested in the traditionalist viewpoint.
As well as that, most traditionalists view the smuggling that occurs between the two nations as necessary - the tarrifs and import/export bans are unnecessary and only exist to prop up the military! As such, they view smuggling as an either harmless or beneficial act, depending on their radicalism.
The Traditionalist faction is led by Nathan Phillips, who used to work for Immanuel as a foreman, but proved a skilled orator (and a talented anti-union organiser). Nathan is currently the mayor of the town, but only recently beat out Barnaby. Conversely, you have the loyalists. The Loyalists despise Cormyr, and the smugglers who enable them. The Lords alliance has already lost so much to the bandits of the east, and if the Traditionalists had their way Yartar will be next! Most Loyalists are guards, appointees of the monarchy, and also nearby farmers who rely on Yartar for protection from any threats, be they from Cormyr or bandits. Loyalists want a militarised and powerful Yartar; one that Cormyr would never be able to take militarily. They prioritise increasing economic ties with waterdeep, and the cessation of smuggling over the border.
The Loyalists are led by Barnaby Dawson, a lieutenant in the Shields of Yartar who refused to take bribes from the smuggling gangs. Barnaby eventually left the guards to work in politics, earning the favour of the merchant families who see his uncompromising attitude as a necessity in the current political climate. The Loyalists are generally the minority faction, but as the treaty of stone's expiry approaches and more soliders are brought to the border the population tilits more in their favour every day. As long as Cormyr refuses to sign another peace treaty, the traditionalists will lose more and more ground each year.
The traditionalists wish to maintain Yartars small size, and wish to protect its identity against the onslaught of war. They aren't quite pacifists, but generally believe (in contrast to the isolationist Loyalists) that a connected economy between the Alliance and Cormyr would prevent the outbreak of war, as both sides would be too economically intertwined. The old merchant and fishing families are almost universally traditionalists, seeking to maintain their lucrative ways of life. Immanuel Hunt, the owner of Hunt Cotton and Linen Works, tries to play both sides against each other, but is much more economically and politically invested in the traditionalist viewpoint.
As well as that, most traditionalists view the smuggling that occurs between the two nations as necessary - the tarrifs and import/export bans are unnecessary and only exist to prop up the military! As such, they view smuggling as an either harmless or beneficial act, depending on their radicalism.
The Traditionalist faction is led by Nathan Phillips, who used to work for Immanuel as a foreman, but proved a skilled orator (and a talented anti-union organiser). Nathan is currently the mayor of the town, but only recently beat out Barnaby. Conversely, you have the loyalists. The Loyalists despise Cormyr, and the smugglers who enable them. The Lords alliance has already lost so much to the bandits of the east, and if the Traditionalists had their way Yartar will be next! Most Loyalists are guards, appointees of the monarchy, and also nearby farmers who rely on Yartar for protection from any threats, be they from Cormyr or bandits. Loyalists want a militarised and powerful Yartar; one that Cormyr would never be able to take militarily. They prioritise increasing economic ties with waterdeep, and the cessation of smuggling over the border.
The Loyalists are led by Barnaby Dawson, a lieutenant in the Shields of Yartar who refused to take bribes from the smuggling gangs. Barnaby eventually left the guards to work in politics, earning the favour of the merchant families who see his uncompromising attitude as a necessity in the current political climate. The Loyalists are generally the minority faction, but as the treaty of stone's expiry approaches and more soliders are brought to the border the population tilits more in their favour every day. As long as Cormyr refuses to sign another peace treaty, the traditionalists will lose more and more ground each year.
Defences
Defense
The city was served by a mounted fighting force called the Shields of Yartar, that were headquartered in the Shield Tower. 150 of these professional soldiers can be mustered within a day.
Industry & Trade
Due to its unique location, on a major road near the crossing of two rivers, Yartar enjoys a thriving fishing community. An abundance of locally-caught crab, eel and other types of seafood, helps the industry thrive.
Yartan barges and ships are also legendary for their reliability and speed, but are generally specialised to rivers.
Yartar was an important way stop for caravans and traders traveling between its allied city of Silverymoon (before it was captured by Cormyr). It's still a major trade partner with the great metropolis of Waterdeep.
As such, many of its business catered to caravaneers, merchants and other Faerûnians that regularly traveled the roads of the North. Despite it's use as a trade hub, it's convenient position at the convergence of three major rivers gives it the capacity to run water mills at high speeds year-round. Typical water mill installations are abandoned in the wintertimes, and steam mills are still too dangerous, expensive and fuel-hungry to be well established. A consequence of this is that Yartar has the most water mills of any town in the alliance, 54 in total, most of which spinning cotton imported from the south, or locally grown hemp and wool. Ships can take the dessarin river straight through waterdeep, cutting out much of the dangerous sea journey had they gone to Neverwinter, and then export the clothes to Neverwinter by land or Waterdeep by sea.
As such, many of its business catered to caravaneers, merchants and other Faerûnians that regularly traveled the roads of the North. Despite it's use as a trade hub, it's convenient position at the convergence of three major rivers gives it the capacity to run water mills at high speeds year-round. Typical water mill installations are abandoned in the wintertimes, and steam mills are still too dangerous, expensive and fuel-hungry to be well established. A consequence of this is that Yartar has the most water mills of any town in the alliance, 54 in total, most of which spinning cotton imported from the south, or locally grown hemp and wool. Ships can take the dessarin river straight through waterdeep, cutting out much of the dangerous sea journey had they gone to Neverwinter, and then export the clothes to Neverwinter by land or Waterdeep by sea.
Guilds and Factions
The most significant organisation in Yartar is the Hunt Cotton and Linen Works, named for it's founder and owner Immanuel Hunt. The organisation owns all the mills in the town, and profits massively from this position. The town is slightly too large to be muscled into paying scrip, but the company does everything it can to keep the populace under its control.
The Lionshield Coster, a mining company, is based in Yartar. They have locations in Phandalin, Triboar and Luskan.
Due to it's location on the frontier, there's a small contingent of around 40 members of the Guild of the Eternal flame present in Yartar.
Temples to Tymora are very popular and common in Yartar, almost as much as the Light domain.
Points of interest
Shield Tower:
The tower in which the shields of Yartar are stationed, with a wide view of the surrounding land, providing intelligence on mustering Cormite armies. Thousand Masts Market:
So named because the amount of goods it has for sale would require thousands of ships to supply (hence, a thousand masts). It sells a variety of exotic and valuable goods at the centre of Yartar. Hulgaz's House of Temptation:
A brothel ran by a mysterious tiefling, Hulgaz, who offers strange deals to any who ask. The Sunken Bones:
A tavern that serves the sailors and fishers of Yartar, a major traditionalist hotspot. Spindleton:
An expansive industrial estate, with dozens and dozens of mills drawing from the roaring dessarin river. Malago's Quartermastery:
A magical item shop, specialsing in weapons. The Hewer and Hake:
A tavern that overlooks the shipyards of Yartar, frequented by those in the navy, and also guards. A mostly Loyalist clientele. LHS Vigilant:
One of the largest warships in the Lords Alliance, a 300-gunned vessel in place to intimidate Cormyr.
The tower in which the shields of Yartar are stationed, with a wide view of the surrounding land, providing intelligence on mustering Cormite armies. Thousand Masts Market:
So named because the amount of goods it has for sale would require thousands of ships to supply (hence, a thousand masts). It sells a variety of exotic and valuable goods at the centre of Yartar. Hulgaz's House of Temptation:
A brothel ran by a mysterious tiefling, Hulgaz, who offers strange deals to any who ask. The Sunken Bones:
A tavern that serves the sailors and fishers of Yartar, a major traditionalist hotspot. Spindleton:
An expansive industrial estate, with dozens and dozens of mills drawing from the roaring dessarin river. Malago's Quartermastery:
A magical item shop, specialsing in weapons. The Hewer and Hake:
A tavern that overlooks the shipyards of Yartar, frequented by those in the navy, and also guards. A mostly Loyalist clientele. LHS Vigilant:
One of the largest warships in the Lords Alliance, a 300-gunned vessel in place to intimidate Cormyr.
Alternative Name(s)
The Bridge, Milltown
Type
Large town
Population
8200
Inhabitant Demonym
Yartan
Owner/Ruler
Owning Organization
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