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; Integrated (humans 48%, elves (all types) 21%, half-elves 14%, lightfoot halflings 9%, shield dwarves 7%, others 1%).
The other citizens of Everlund are too numerous and diverse to enumerate here.
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.
Despite its size and constant level of activity, Everlund’s physical appearance is a testimony to both its founders and current leaders. Though ready to withstand an attack at any given moment, it is nonetheless a beautiful community that does not look like a city of war. Everlund’s buildings are constructed mainly of stone and timber, and they show clear influence of both elf and dwarf architectural styles. Buildings are arranged in discrete sections separated by green space: trees, hedges, bowers, gardens, and flowerbeds are common sights in all parts of the city. The result is an impression of calm and tranquility that belies the many dangers lurking just beyond the city’s walls.
The Rauvin flows through the heart of the city, crossed by two bridges — the Knightbridge (10) and the Dwarfbridge (11).
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 is 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 outsidethe 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, passing between the Evermoors and the High Forest, north of the Dessarin Hills and offering the most direct available route to Waterdeep and the cities of the Sword Coast. Everlund has always been instrumental in keeping the roadway safe for caravans from its walls all the way to Calling Horns, 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. In recent months Everlund has been harder pressed than ever to maintain the security of the roadway. Perhaps emboldened by the growing rumors of war between King Obould and the cities of the North, orc raiding parties have been striking hard at southbound caravans, and the depredations of giants based in the Evermoors (now depopulated of its former inhabitants, the trolls) have increased to the point where caravans are taking extra guards on journeys to and from the city. Many caravan masters are paying a premium for caravan guards who are also spellcasters, hoping that the additional magical power will help keep their goods (and their skins) safe. These are tough times for caravans, but profitable times for ambitious adventurers.
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.
The Faeûn spanning organization known as the Harpers disbanded nearly a century ago. However, in the city of Everlund is Moongleam Tower, a Harper hold of old. When Netheril returned, a remnant of the old organization re-formed. Under the leadership of Eaerlraun Shadowlyn, the small organization is dedicated to one purpose, opposing the growing power of the Shadovar. When Eaerlraun was later assassinated by Shadovar assassins for his effrontery, the old, oft-ignored rule of keeping on’es Harper membership secret gained new meaning and purpose. Even with Eaerlraun’s assassination, the fledgling organization persists. Today the tower serves as the only known Harper hold in all Faerûn. Rather than housing Harpers, the clandestine leadership based in the tower is a patron to all who wish to take the secret pledge against the shadovar and all ill that emerges from Shadow.
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. No armaments of any kind are permitted within. 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).
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. Kayl Moorwalker, the High Captain, is the current First Elder.
The High Priest of Corellon Larethian, considered the leader of the elves of the city, is one of the Elders. Currently the High Priest is Yeshelnó Amrallatha (CG female wood elf Clr10 of Corellon). Yeshelnó is a former adventurer who has become circumspect and cautious in her role as an Elder of the city. For decades she worried that the humans would simply swallow the elf parts of the town, but in recent months the unlooked-for return of some elves from Evermeet has strengthened the elf community and charged it with determination to thrive and grow once again.
The Keeper of the Bridgesis the civic official charged with overseeing the city watch and the conduct of commerce in the city. Currently this post is held by Malvin Draga (LE human male Rog8/Ftr3), a scheming man who uses his position to enrich himself by controlling the customs-taking throughout the city and overseeing the growing corruption of the city watch. The other Elders dislike Draga intensely, but it’s long been the way of the city for Elders to avoid interfering in each other’s selection in order to avoid civic conflict. Someone will have to catch Draga red-handed in order for the Elders to remove him from the council and appoint a new Keeper of the Bridges.
The High Captain, commander of Everlund’s army, is Kayl Moorwalker (LG human male Ftr4/Ari8) a haughty nobleman who possesses an uncanny head for tactics and strategy. Extremely intelligent, he wields troops of cavalry and columns of infantry as deftly as a veteran duellist wields a rapier. Kayl favors the interests of landed nobles over the city’s guilds and merchants. This makes him an unlikely ally of the elves on the council, who share his respect for the ways of the past.
The High Sorcerer, a position held by the most powerful elf mage willing to take on the duties of the council, wizard or sorcerer. Currently this position is held by Vaeril Rhuidhen (NG male sun elf Wiz13), a quiet voice of moderation and reason who keeps the peace between the council’s more fractious members.
The Master of Guilds, an official representing the merchants of the city, is an extraordinarily stout halfling named Borun Fendelben (LN male lightfoot halfling Rog4). Fendelben is 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 about, shouting down the cautioning words of Yeshelnó and Vaeril. Fendelben has no real friends on the council, since the Keeper of the Bridge is his natural opponent — the Keeper’s agents collect taxes grudgingly paid by the Master’s fellow merchants.
The Speaker of the Town is the final member of the Council of Six Elders, a citizen elected every seven years to represent the common folk of the city. Currently the post is held by Sindyl Omoghael (CG female half-elf Brd4/Exp5), 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. She is the special enemy of Malvin Draga and opposes the Keeper at every turn — a situation Draga finds intolerable.
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.
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.
Everlund’s most prominent places of worship are the Keep of Vigilance (Torm)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, Selune (popular among the caravan masters), and Waukeen as well.