Tuesday, September 23, 2025

Beliard
The Time of Troubles & Era of Upheaval
Inspired By Ed Greenwood

The track you’ve been following winds down from the pass and opens up into a scene of surprising tranquility. Beliard is nestled here, a rare jewel of greenery in the rugged Dessarin Valley. Perched where the Dessarin Road meets the Stone Trail, it’s a working market-moot for the hardy cattle ranchers of the North. Forget dusty outposts; Beliard is canopied by trees, offering a welcome shade that makes it one of the most pleasant stopping points in the entire region.

At the very heart of the settlement, life moves around a central public well and a large, clear pond. You watch as drovers lead their harnessed horses and oxen into the shallows, bathing them and driving off the persistent flies of the road.

The scent here is a mix of damp earth and livestock, blending with the sharp, clean aroma of the surrounding orchards. It’s a peaceful symphony that almost makes you forget the lurking dangers of the nearby Sumber Hills.

The village’s defining landmark towers slightly above the other structures: the Watchful Knight, a sprawling, venerable inn. It's run by Neshor Fleurdin, a retired dwarven warrior whose inn is now famous less for the missing helmed horror it's named after, and more for the crude but charming landscape paintings he gifts to his guests. The hearth within is the pulse of the community, a gathering place where news from the Sword Coast is traded for local tales of giant sightings.

Beliard runs on practicality and grit. You can hear the reliable clang of the blacksmith's hammer and catch the pungent odor of the local tanner. This is a place for expert horse dealers and trainers like Trelduth Halamar. Secure, stone-walled warehouses speak to a serious business sense. If you were here on a Tensday, this central square would be bustling, transforming into a marketplace drawing folk from homesteads all around to trade high-quality leathers and sturdy mounts.

A subtle edge of vigilance underpins the peace. In recent years, a significant number of retired mercenaries from Waterdeep have chosen Beliard as their quiet resting place. You might spot a few of these seasoned veterans patrolling the streets or taking a quiet drink at the inn. Their presence acts as a silent deterrent to the brigands that plague Jundar's Pass, making this one of the safest spots east of the Stone Bridge, though they remain wary of the strange "aerial knights" sometimes whispered about in local lore.

Shadows of mystery still cling to the village’s past, most notably the unexplained disappearance of a Mirabar delegation last seen here some time ago. Rumors of buried treasure, tucked behind chimney stones or deep in cellars, still persist, fueling the curiosity of passing adventurers. Yet, for all its secrets, Beliard stands firm as a resilient sanctuary of green boughs and sturdy stone, holding strong against the shifting tides of the North.

Notable Locations
The Watchful Knight
Mhilshoun’s Stronghouses
Halamar’s Horses

Monday, September 22, 2025

The Watchful Knight
The Time of Troubles & Era of Upheaval
Inspired By Ed Greenwood

The Watchful Knight is the most prominent and popular inn in the settlement of Beliard, a large establishment built of sturdy, dark grey stone with a thick, rough-hewn timber frame. Its design blends fortification with functionality, featuring high arched stone ceilings and large flagstone floors that are well-worn from generations of foot traffic. The interior atmosphere is warm, illuminated by oil lamps and a few flickering chandeliers that cast dramatic light and shadow across the expansive common room.

The ground floor hosts numerous round wooden tables and chairs, designed to accommodate the steady flow of drovers, ranchers, and travelers moving through the Dessarin Valley. A substantial bar built into a stone alcove serves as the hub of activity, where patrons can purchase a variety of drinks. A mezzanine level, accessed via a stone staircase, provides access to over forty guest rooms located on the second floor.

The inn is owned and operated by Neshor Fleurdin, a retired dwarven warrior. Neshor adds a unique personal touch to the inn's decor; several of the pictures hanging on the stone walls are crude, charming landscape paintings he created himself. These simple artworks provide a contrast to the rugged, functional nature of the building.

Historically, the inn's name derives from a non-functional suit of helmed horror armor that once stood in the common room. This mysterious relic vanished years ago, leaving only the legend behind. This history contributes to the inn's reputation as a place of intrigue and local lore.

The Watchful Knight serves as a vital social and commercial center for Beliard. It is where news from the broader Sword Coast is exchanged with local information regarding everything from cattle prices to giant sightings in the Sumber Hills. Its presence is essential to the community's function as a market-moot and a safe haven along the Stone Trail.

Overall, the establishment is known for its resilience and hospitality, offering security and comfort to those traversing the North. It stands as a reliable, if rugged, sanctuary of stone and wood in an often unpredictable region of the Forgotten Realms.

BREAKFAST MEALS
Rye Bread with Butter: 10cp
Roasted Root Vegetables: 8cp
Duck Eggs: 1sp
Hearty Porridge: 8cp
Quail Eggs: 1sp
Hard Cheese & Apple Slices: 10cp
Boar Sausages: 1sp

AFTERNOON MEALS
Rabbit Pie: 2sp
Venison Steak: 2sp
Beef and Barley Stew: 3sp
Mutton and Turnip Stew: 3sp
Leek, Chicken & Onion Soup: 1sp
Pork Stew: 1sp
Mutton Chops (with all the trimmings): 2sp
Smoked Eel: 1sp
Herb Sausages: 1sp
Stuffed Cabbage Rolls: 2sp
Stuffed River Perch: 1sp
Rabbit and Mushroom Pie: 3sp
Stuffed Quail: 2sp
Roast Chicken with Herbs: 2sp
Roast Duck: 2sp
Cheese rolls with a Filling of Herbs, Onions and Vegetables: 6cp
Smoked Eel Salad: 12cp
Mushroom Stuffed Onions: 5cp
Roast Pork with Blackberry Sauce: 1sp

DESERTS
Blackberry Pie: 1sp
Neshor's Spiced Berry Cobbler: 1sp

BEVERAGES
Apple Cider: 2sp
Cloudberry Lemonade: 5cp
Sheep Milk: 2cp
Mead: 2sp
Brandy: 12cp
Strong Hillside Tea: 2cp
Raspberry Juice: 5cp
Ale: 8cp

TRAVEL RATIONS
Dried & Smoked Meat, Goat Cheese, Dried Berries, Oats and Honey (wrapped in waxed paper): 5sp

The upper rooms are very clean, and all of the rooms are heated. Each room has a fine bed, many covers & blankets, a wash stand, chamber pot, towel, pegs for garments, and several chairs and stools.

ROOM NIGHTLY PRICES
Guest Room 5sp

Tuesday, September 9, 2025

Mhilshoun’s Stronghouses
The Time of Troubles & Era of Upheaval
Inspired By Ed Greenwood

Mhilshoun’s Stronghouses are a cluster of six sturdy, low-slung stone structures situated slightly apart from the main flow of traffic in Beliard. These buildings are constructed for permanence and security, their thick, gray walls suggesting a serious intent to protect valuable goods. The complex is surrounded by a low, well-maintained stone wall, giving it the appearance of a secure compound rather than a typical commercial operation.

The atmosphere around the stronghouses is one of industry and caution. Well-armed guards, clearly veterans of some conflict, patrol the perimeter and the immediate vicinity. These are Inkanar Mhilshoun’s men, a quiet but watchful presence that contributes significantly to Beliard's overall safety, making it one of the safest stopping points in the region. This security is essential given the potential value of the trade goods passing through the Dessarin Valley.

Amidst this cluster of secure storage facilities, a single building near the front serves a vital dual purpose. This specific structure functions as the village's primary general store, a practical hub for obtaining everyday needs that might not be available from the specialty tanner or smith in town. The focus of this specific building is purely on utility and survival.

Inside the general store portion, shelves line the stone walls, stocked with the essentials of frontier life. Travelers and locals can find standard adventuring gear here: rope, rations, basic lamp oil, simple clothing, and a limited selection of non-magical tools or basic weapons. The inventory is curated based on what the road-weary travelers and local inhabitants most often require.

Inkanar Mhilshoun himself is a pragmatic and efficient man who oversees all operations. His business is integrated into the community’s overall watchfulness, as his guards help to maintain the peace alongside the retired Waterdeep mercenaries. This collaboration between private enterprise and community defense makes the stronghouses a cornerstone of Beliard's resilience.

Whether a merchant needing secure storage for a valuable shipment of Mirabar goods or an adventurer needing to stock up on basic supplies before venturing into the Sumber Hills, Mhilshoun's Stronghouses provide a vital service. They are the dependable infrastructure that allows Beliard’s market-moot to thrive, a testament to the practical, gritty nature of life in the North.

GENERAL SUPPLIES & TOOLS
Rope, hempen (50 feet): 1sp
Lamp oil (1 pint flask): 1cp
Lantern, common: 5sp
Torches (per 5): 5cp
Flint and Steel: 1sp
Waterskin: 2cp
Blanket, common: 5cp
Soap (per bar): 2cp
Candles (per 5): 1cp
Pouch or Belt Pouch: 5cp
Backpack: 2sp
Tent, two-person: 2gp

RATIONS & DRY GOODS
Standard Rations (1 day supply): 5cp
Flour (per pound): 1cp
Salt Pork (per pound): 3cp
Dried Beans (per pound): 1cp
Hardtack (per bag): 3cp

CLOTHING & ARMOR
Common clothes: 5sp
Traveler's clothes: 1gp
Worker’s outfit: 2sp
Leather armor (basic set): 10gp (Limited stock)

WEAPONS & DEFENSE (Limited Stock)
Dagger: 2sp
Club: 1cp
Quarterstaff: 2cp
Sling: 1cp
Sling bullets (per 20): 1cp

Monday, September 8, 2025

Dessarin Valley
The Time of Troubles & Era of Upheaval
Inspired By Ed Greenwood

The Dessarin Valley, also known as the Gateway to the North by its residents, is a valley region situated between the Sword Mountains and the High Forest. It is home to a diverse range of folk, although most inhabitants are either humans or halflings. The main industry of the Dessarin Valley is agriculture, and Goldenfields played a large part in the agricultural economy of the North.

The Dessarin is unlike the rest of the Savage Frontier. While it is largely unsettled, comprising many scattered, remote villages and farmsteads, the valley is much safer than the surrounding area had been in years past.

The region of the Dessarin Valley is bordered on the east by the High Forest and the Forlorn Hills, and on the west by the Long Road. The valley is named for the great River Dessarin, that flows from the Evermoors in the Savage Frontier, to the Sea of Swords just south of Waterdeep. It is fed by a number of tributaries, including the River Surbrin, Horn Stream, and Gaustar's Creek.

In −4420 DR, the shield dwarf kingdom of Besilmer was founded. Besilmer was a very atypical dwarf kingdom, built above ground with fields and pastures to support it. For years, Besilmer flourished but then fell under attack by giants and trolls. This led to the construction of Tyar-Besil, an underground city. Besilmer fell a century after its construction. Ruins from the kingdom still stood as late as the 15th century DR, most notably the Stone Bridge that spanned the Dessarin River; and, although in poor condition, the ruins known as the Halls of the Hunting Axe.

In the Year of the Raised Sword, 893 DR, the Knights of the Silver Horn discovered the ruins of Tyar-Besil. The knights set up strongholds in the ruins but came under attack by Uruth Ukrypt. This led to Dessarin Valley being dragged into the Orcfastings War, and the First and Second Trollwars. By the Year of the Circling Vulture, 942 DR, all signs of human civilization had been wiped out.

In the Year of the Forbidden Tome, 949 DR, the lower area of the valley was the location of a fallen manor for the Schooled, students taught by Magister Caldauvur Maerglauthyn until his death in the same year and at the same manor.

Around the Year of the Wailing Winds, 1000 DR, following the expansion of Waterdeep, a few small villages started to develop. This led to the founding of Red Larch, Yartar, and Triboar.

Settlements
Westbridge
Beliard

Notable Locations
Jundar's Pass
The High Forest
The River Dessarin
The Westwood
Sumber Hills
The Horn Stream
Kryptgarden Forest
The Stone Trail
Sword Mountains
Dessarin Hills
Black Maw Bog
River Surbrin
Forlorn Hills
The Long Road

Sunday, September 7, 2025

Halls of the Hunting Axe
The Time of Troubles & Era of Upheaval
Inspired By Ed Greenwood
The Halls of the Hunting Axe were halls that were part of the dwarven realm of Besilmer before falling into ruin when the realm fell. They were located 30 mi (48,000 m) South-East of the Stone Bridge and were used as a dwarven city, occupied by the Delzoun.

The halls were constructed of stone with arched walls, and once contained windows consisting of coloured mosaics. They featured gardens and a moat. As of 1368 DR, the smashed shards of coloured glass were popular for use in making bottles.

The Dwarven Dungeons extended under the Dessarin Hills and contained many levels that went deep beneath the surface. The Dwarven Dungeons once served as the primary home for the dwarves of Besilmer and was a massive thoroughfare of halls, shops, and homes. The Dungeons is said to have many complex locks and hidden doors that guard more valuable treasure against the scavengers that ruled the ruins after the fall. The underground complex consists of the Main Halls and the Deep Halls, which laid 85 steps deeper down.

Saturday, September 6, 2025

The Forlorn Hills
The Time of Troubles & Era of Upheaval
Inspired By Ed Greenwood

The Forlorn Hills is a hilly region in northwest Faerûn between the Dessarin Valley and the Delimbiyr Vale. The hills were once the center of the ancient shield dwarven kingdom of Dardath—one of the three kingdoms in Phalorm, the Realm of Three Crowns—and were then called the Dark Hills.

After the triumvirate collapsed in the Year of the Lamia's Kiss, 615 DR, the Dark Hills became known as the Fallen Hills or, more commonly, the Forlorn Hills. The people of Athalantar called them the Horn Hills. Some folks mistakenly called them the Sword Hills, confusing them with a smaller range of hills on the south bank of the Delimbiyr.

The Forlorn Hills are located east of Ardeep Forest, across the swath of open land that contained the House of Stone and was once the realm of Elembar. To the south is the Delimbiyr Vale and the River Delimbiyr. The Iron Road runs southeast from Womford, skirting the northern edge of the Hills, until it reaches the village of Uluvin on the eastern edge. The town of Secomber is farther to the southeast. To the northeast is the High Forest and to the northwest is Gaustar's Creek, a tributary of the River Dessarin.

The Forlorn Hills were once part of the great forest that included Ardeep Forest, but dwarves cleared portions of it and then later humans from Athalantar put the western side of the Hills (known as the Halangorn Forest) to the torch in an effort to drive the remaining elves away from lands they wished to claim. The hollows between the hills were often in the shadow of the surrounding peaks and thick mists typically obscured vision until highsun.

By the time of Phalorm, the landscape was stony and the hills were isolated in places. The line of hills that formed the northern border of the area were known as the Watchers of the North. There is a high ridge that arcs through a portion of the Hills near the center. It is here that the mansion known as the House of Taeros once stood before it and part of the ridge were destroyed in a spellbattle around the end of the 6th century DR, leaving behind the ruin known as the Crumbling Stair.