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Population: 18,000

Overview: County seat, largest town on the Western Frontier

Key NPCs: Count Thavius ir’Blis (male human noble), Mason Trembo (male human mayor), Nirra Tayne (female dwarf sheriff), Cantor Devir (male half-elf priest), Rustav Gant (male human businessman), Voryla Halamar (female halfling criminal), Mesa (female stone giant sculptor)

Ardev is the largest town in western Breland and the county seat of the ir’Blis line. If you’re afraid to go to Graywall, Ardev is the best source for the types of goods and services you simply can’t find in smaller towns and villages. It’s got a general mercantile, a church of the Sovereign Host, a Gold Dragon Inn—but you can find all of those things in Quickstone or Shavalant. What you can’t find in those places is a wizard’s circle, a church of the Silver Flame, or a candy store—all of which are present in Ardev. Looking for the latest fashions from Fairhaven? Want to browse a library with more than a dozen books? Well, welcome to Ardev, where the library has two dozen books. It’s not much when you set it next to Sharn, but on the Western Frontier it’s the seat of justice and trade.

Ardev marks the eastern edge of the frontier. It’s not as close to the action as Quickstone, Orcbone, or Graywall, making it a safe haven, far from minotaur reavers and the Company of the Black Crown. There’s a strong, honest city watch that will actively intervene in dangerous situations in order to keep the peace—a far cry from Quickstone (where the sheriff only has a few deputies) or Graywall (where the Flayer Guard will take bets on who’s going to win a street brawl). On the other hand, this also means that there’s less opportunity for adventure. There are no ancient ruins hidden beneath Ardev. The city watch can solve most problems without your help, thank you. As a result, it’s a great place to visit when you need to consult with an expert or demand an audience with the count. With that said, the very fact that Ardev is the largest, richest, and most stable city in the region also means that it’s an inviting target for anyone who wants to make a statement, such as the Swords of Liberty. The streets of Ardev are safer than Graywall… but when something bad does happen, it’s likely to be very bad.

Old maps of Breland often omit an important detail about Ardev: It’s adjacent to Chalice Lake. The Copper River isn’t large enough to support galleons or other large boats, but there are a number of hamlets along the river and small boats travel to and from Ardev.

Interesting Things About Ardev

  • Ardev is home to Mesa, a stone giant and sculptor. Mesa and her art are celebrated local curiosities.
  • Ardev has a free-roaming herd of magebred goats—a gift from Viceroy Kyara d’Vadalis of Shavalant—that can eat almost anything. They’re trained to eat weeds and trash, and they keep the streets of Ardev exceptionally clean. The people of Ardev love their goats, and anyone seen mistreating one of these beasts will draw a lot of unwanted attention.
  • The Sharn Inquisitive used to have a news office in Ardev, but it recently relocated it to Quickstone to be closer to the Droaam border. This is a sore point for the people of Ardev, who (quite rightly) feel it’s a statement that they’re not newsworthy.

Businesses and Locations

Unless you have dealings with the count, the two main reasons to stop in Ardev are services and shopping.

Dragonmarked Services

Almost all of the dragonmarked houses are represented in Ardev, providing the standard services the citizens of the Five Nations have come to rely on. Here’s a breakdown of some of the best.

Ardev Station. This Orien station handles a steady stream of coaches and caravans. The lightning rail runs two routes. There’s a daily, full-sized train that runs east to Galethspyre and Sharn. Twice a week, a train runs to Quickstone; this smaller train has no passenger coaches, so passengers sit in one of the freight cars.

Bank of Ardev/Stone 32. House Kundarak operates the Bank of Ardev, which has an on-site vault as well as a connection to the extradimensional Kundarak vault network. House Sivis also operates its Speaking Stone message station out of the Bank of Ardev, providing notarization and translation services in addition to long-distance communication. The Bank of Ardev is far smaller than the massive Kundarak enclave currently under construction in Quickstone, but for the moment it is the only location on the Western Frontier with a connection to the Kundarak vault network. And unlike Quickstone, the Speaking Stone here actually works.

The Blademark. This outpost of House Deneith provides a variety of services. It serves as a garrison for up to 40 Blademark mercenaries, who can be hired as soldiers or bodyguards. Commander Harryn d’Deneith brokers the services of the local mercenaries, but given time and gold, he can call in additional forces should a client have need. Beyond this, the Blademark provides comfortable lodging for all members of the house who pass through Ardev. In particular, it serves as a base of operations for Sentinel Marshals. The Sentinel Marshals are an elite force and they choose their own assignments; if you want to hire a marshal, you hope there’s one in town and you deal with them directly. The Sentinel Marshals table provides information about four Sentinel Marshals known to work on the Western Frontier.

Sentinel Marshals
d4 Sentinel Marshal
1 Ram d’Deneith. One of the youngest Sentinel Marshals in the history of his house, Ram is enthusiastic and idealistic. He’s skilled, but has a few lessons to learn about life on the frontier.
2 Taash. Sola d’Deneith has a great deal of experience working in Droaam. She’s respected in Graywall and has even pursued a quarry into Turakbar’s Fist; it was Rhesh Turakbar himself who named her Taash (“Razor”). She’s skilled at both stealth and intimidation, and knows you can’t always play by the rules in Droaam.
3 The Bloodhound. Calab d’Deneith is one of the oldest Sentinel Marshals in service. He may not be as strong as he once was, but he’s the best tracker in the house and has many stories to tell.
4 Marshal. The only warforged ever granted the title of Sentinel Marshal, Marshal is utterly relentless in the pursuit of her prey. Her position was granted by Baron Breven himself, and many other marshals resent her; she doesn’t care what anyone thinks, only about doing her job.

The Crystal Theater. A relatively new development, House Phiarlan’s crystal theater allows viewers to watch illusions of live performances going on elsewhere in Khorvaire. In addition to scheduled performances from the grand theaters of Sharn and Fairhaven, the Crystal often shows performances of a company of the Carnival of Shadows in the afternoon.

The Goat Hole. The largest stable in the town, House Vadalis’s outpost in Ardev takes its name from the fact that it takes care of the roaming herd of street-cleaning goats. A fine stable boasting skilled farriers and veterinarians, the Goat Hole sells horses and tribex bred in Shavalant, and occasionally has more unusual beasts for sale.

The Healing House. Ardev has a sizable Jorasco hospital. The staff can provide all of the Jorasco services listed in Eberron: Rising from the Last War, except for Raise Dead. If you’re looking to cheat death, you’ll have to go all the way to Wroat or Sharn… Or go to Graywall and negotiate with Zerasha, the priestess of the Shadow.

Lyrandar Tower. Currently there is no airship docking tower in Ardev, but House Lyrandar is constructing one. If nothing goes wrong, the tower will be operational within a few months. There have been some mysterious problems with construction, and some say that House Orien is behind these issues—that they don’t want Lyrandar airships to eclipse the importance of the lightning rail.

House Tharashk. Due to the troubles with Droaam, House Tharashk isn’t especially popular in Ardev; they find a better market for their monstrous mercenaries further east, where residents don’t have the tensions of Turakbar’s raids and the shadow of the Daughters looming over them. However, Tharashk has an outpost in town. Primarily, this serves as a waystation and safehouse for Tharashk bounty hunters and mercenaries, but there is a resident dragonmarked inquisitive, Cainen Velderan. Cainen’s no bounty hunter; he helps solve mysteries and finds lost things, but he prefers to avoid violence whenever possible.

Shopping

Ardev may not match the exotic and illegal goods that can be found in the Bloody Market of Graywall, but it has a fine selection of mundane and legal goods. In addition to the Cannith Mercantile, there are guild-licensed artisans covering almost any trade—smiths, tailors, purveyors of fine baked goods. Here are a few of the more noteworthy shops.

Ardev Market. The town square is an open market. Farmers, hunters, and artisans from all around the region come to Ardev to sell their goods. Occasionally there are merchants from more distant lands; now and again a Droaamite trader sets up a stall, or Lakefolk come down from Silver Lake with an especially remarkable catch to sell.

The Gorgon. House Cannith is typically more invested in the production of goods than in the selling of them, but Rory d’Cannith is a man with a dream. The Gorgon is more than just a general mercantile; it’s a department store, highlighting all manner of goods. There’s Zil perfumes at the cosmetics counter, fashions out of Fairhaven, and a selection of practical common magic items produced by the house. While impressive, Lord Rory has invested a great deal of gold in his stock—and it remains to be seen if Ardev and the frontier can support such a store. Lord Rory is always looking for ways to draw business to the Gorgon, and may have work for adventurers—whether acquiring some exotic goods for the store or assisting with some sort of spectacle that will generate attention.

Haskal Harralyn’s Empire of Sweets. While candy may not be a necessity on the frontier, Haskal Harralyn’s Empire of Sweets is a must-see for anyone passing through Ardev. The gnome Haskal Harralyn is a remarkable alchemist and illusionist, though his talents are narrowly focused on the creation of candy. From hard candy in an impossible array of flavors to spun-sugar birds that actually sing, if you can imagine a truly magical dessert, there’s a decent chance Haskal already has it on his shelves. A Zil expatriate, Haskal Harralyn won’t discuss his past and only uses two of his three names; there may be a story there waiting to be uncovered.

Ink and Quill. The only bookstore on the Western Frontier, Ink and Quill is a remarkable shop. The owner, the gnome Twyla Tun Carralan, is also the chapter head of the local circle of the Esoteric Order of Aureon. Her shop includes both books and writing supplies—including Spellshards and special inks for artificers and wizards. As many people in Ardev don’t actually have a need to buy books, Twyla also operates a lending library; patrons pay a small fee for the ability to borrow a book from the store. Twyla claims that anyone who fails to return a book will trigger a curse; most assume she’s lying, but no one wants to take the chance. Twyla is a capable diviner and sells spellcasting services of up to 3rd level, and she often has a few Spell Scrolls for sale for those who have
the gold.

Seven Wonders. A foundling with the Mark of Making, Maza Caine is a self-taught artificer with a great love for unusual magic items. Seven Wonders is a pawn shop and general store that includes a bizarre collection of trinkets and minor magic items. Maza will buy anything she finds intriguing, and regularly buys up the estates of people who pass without heirs. As a result, Seven Wonders is a maze of odds and ends; Maza herself doesn’t have a perfect inventory of everything in the shop. Seven Wonders typically only has common magic items for sale—some created by Maza herself—but it’s always possible that she’s acquired a few true wonders.

Room and Board

For those who want to play it safe, House Ghallanda’s Gold Dragon Inn offers exactly the same quality you’ll find at every other Gold Dragon Inn in Khorvaire, with a plentiful supply of modest and comfortable rooms and a single wealthy-quality suite. For those on a budget, the Mouser is a poor-quality inn run by an old shifter named Scratch. If you want a roof over your head with no questions, or much of anything else, the Mouser is your stop; just don’t ask what’s in the stew. Between these two extremes, you’ll find a wide assortment of taverns and inns. Arrah’s Light caters to Brelish soldiers and veterans. The Silver Bough is a farmer’s tavern, while the Golden Claw caters to the halflings of the Halamar Clan; the sign bears what purports to be the gilded claw of a swordtooth titan, one of the largest dinosaurs in the Talenta Plains. The Scarlet Lyre is a comfortable tavern that’s renowned for bringing in the best entertainment in the region. If you’re from Breland and have the Entertainer background, you’ve probably played the Lyre; some say it’s an outpost of the Circle of Song (see chapter 3 of Eberron: Rising from the Last War). If you have gold to spare and want to show off, the Fatted Calf is a restaurant of wealthy quality; it serves fine steaks from Shavalant, along with a rotating menu of ever-more-unusual game.

Religious Services

Ardev is a Vassal town. The largest temple is the Church of the Nine, which is dedicated to the Sovereign Host. The priest, Cantor Devir (that’s his name, not a title!), is a Magewright adept who can only cast Thaumaturgy and Ceremony, but he always has good advice for the faithful and gives an inspiring sermon. While the church serves its purpose, the Vassals of Ardev are more excited about Boldrei’s Kitchen. In 996 YK a group of adventurers recovered an artifact called Boldrei’s Ladle and gave it to Nola Dan Doras. The gnome adept established the Kitchen as a shrine to Boldrei and as a refuge for the poor. Boldrei’s Ladle transforms hot water into sludgy soup; it’s a poor quality meal, but it is definitely better than nothing, and anyone can stop by Boldrei’s Kitchen for a bowl. Nola Dan Doras is relentlessly cheerful and optimistic, and is always looking for ways to strengthen community ties. She’s always raising funds for the next festival or checking in on how people are doing.

Ardev also contains The Bastion of the Silver Flame, the only temple dedicated to the Flame on the frontier. The Bastion is a small, fortified church capable of serving as a redoubt and sanctuary should the town be overrun by a supernatural threat. It was built centuries ago, and has the capacity to support a hundred templars. However, support for the Silver Flame faltered during the Last War. There are currently only 12 templars stationed at the Bastion: eight local recruits and four templars from Thrane. Minister Penti Faldren commands the Bastion; she is a Magewright adept, and while she doesn’t perform magic for profit, she can perform a few rituals related to defense and exorcism. Minister Faldren is truly devoted to the noble principles of the Silver Flame; she seeks to protect the innocent from supernatural threats and to guide the people of Ardev toward unity and the light. However, she is still working to undo the damage caused by the Last War and regain the trust of the people of Ardev, and she has limited resources; most of her energy is devoted to maintaining the Bastion and performing services. The most active champion of the faith is Ralo—a halfling urchin who was called by the Flame on his sixteenth birthday. Ralo is irrepressible, bursting with enthusiastic altruism. He’s not naive—he’s seen the worst Ardev has to offer—but he truly believes that people can be better than they are and that he can clean up the streets. He’s especially determined to deal with the Halamar Clan, though he wants to redeem these gangsters rather than kill them.

These are the known temples of Ardev. Followers of the Three Faces of Coin have migrated to Quickstone, and the town has never had a following for the Path of Light or the Blood of Vol. While there are a few people who’ve picked up the faith of the Cazhaak Six through interactions with Droaam, in general, Ardev has no love for the Droaamite beliefs; if there is a temple of the Six in Ardev, it’s well hidden.

Other Locations and Services

There’s quite a few locations and guilds in Ardev that aren’t exactly businesses, but still capable of playing a role in your adventures.

Aureon’s Gift. This large public school teaches the Galifar standard curriculum, providing students of all ages with a basic grounding in history, geography, mathematics, and the Common tongue. It’s the largest public school on the frontier, and if you’re an educated person from the region, there’s a good chance you attended Aureon’s Gift. If you did study at Aureon’s Gift, you know Master Kelvin Norn. Other teachers have come and gone over the years, but Kelvin Norn is old even for an elf; he’s been teaching at Aureon’s Gift for over four centuries, and he never forgets a student. If you attended Aureon’s Gift, Master Norn remembers you—were you a good student, or a troublemaker?

Master Norn is a historian, and is working on a treatise on the history of the frontier and the rise of Droaam. He’s usually happy to consult with former students on matters of history. Between his age and his duties, he’s not able to go adventuring himself; he may have some interesting leads you could explore. The library of Aureon’s Gift is largely filled with copies of the Galifar Standard Primer, but it does have a small but excellent history section. If you’re interested in doing research on arcane matters, you might have more luck at Ink and Quill.

The Aurum Hall. While there are some sinister rumors swirling about the Aurum, the actual facts are pretty mundane; it’s a fraternal order and philanthropic organization, a club where members can discuss opportunities and common interests. It’s no great secret that members of the Aurum are interested in increasing their own wealth and influence, but they also engage in philanthropy and invest in the town. The Aurum Hall of Ardev is located in the center of town. It’s small, but secure and luxuriously appointed. Rustav Gant—described in “Important People”—is the master of the hall and a member of the Gold Concord. Other members of the Ardev Aurum include Haskal Harralyn of the Empire of Sweets and halfling “merchant” Voryla Halamar.

The Esoteric Order of Aureon. Ardev’s chapter of the Esoteric Order of Aureon has its “hall” on the top floor of Ink and Quill, and shopkeeper Twyla Tun Carralan is the head of the circle. While it’s a far cry from the Order’s grand hall in Sharn, the Order has a small arcane workshop, access to Carralan’s library, and a guest room that can accommodate two visiting members in a wealthy lifestyle. Local members include Maza Caine of Seven Wonders and Haskal Harralyn of the Empire of Sweets.

Gnometown. Ardev has a well-established community of gnomes. Many have roots in Zilargo and are proud of their heritage, but most have been native-born Brelish going back at least two generations. “Gnometown” is the neighborhood in Ardev where most of these gnomes live. It’s marked by vivid colors and Minor Illusions, along with a surprising number of songbirds; the residents feed the birds and enjoy talking with them. There’s almost always someone playing a Thurimbar rod on the street, perhaps accompanied by an illusionist. Shops in Gnometown include Ink and Quill, Haskal Harralyn’s Empire of Sweets, Boldrei’s Kitchen, and a few others. Suralara is a market that sells imported Zil foods and goods, while the Waterhouse is a small tavern—literally, all the furnishings are sized for small creatures—that serves bread and water flavored with Prestidigitation, a Zil tradition. Finally, the shop simply called Glamerweave is a haberdashers specializing in Glamerweave clothing; it also sells bolts of Glamerweave cloth imported from Zilargo. While some people believe that the Trust has agents in Gnometown, most residents consider themselves to be Brelish and there’s never been any proof of a Trust presence.

Ir’Blis Keep. The ancestral home of the ir’Blis line is a small castle with high walls that overlooks the town. While Ardev was never attacked during the last war, the count takes no chances; ir’Blis Keep is a solid fortress garrisoned by the ir’Blis Guard. The mayor, sheriff, and magistrate deal with matters of local justice at the town hall. However, there is a weekly opportunity for citizens to bring their troubles before the count, and the count also performs a number of ceremonial functions—such as accepting the fealty of immigrants who wish to become Brelish citizens. The ir’Blis Keep maintains its own smithy and stable within the walls of the Keep. It is also equipped with three Siege Staffs—a Blast Staff and two Force Staffs.

Important People

Ardev is on the edge of the frontier. It’s an old, established town and, unlike Quickstone or Graywall, it’s not expanding significantly; most of the families here have lived in Ardev for generations. It has the standard mix of species found across Breland—predominantly human, with significant numbers of halflings, half-elves, and dwarves and a few shifters, changelings, and goblins. There’s an unusual number of gnomes; gnomes make up almost a fifth of the population. Many of the more interesting members of the community are mentioned in the “Businesses and Services” section, and Count ir’Blis himself is discussed later in the chapter. However, there are a few residents of Ardev that deserve a special mention.

Mesa. There are many stories about the Giant of Ardev. It’s a fact that she once dwelt in the caves in the Arakhain Hills to the north of Ardev. One tale says that the young Thavius ir’Blis freed her from a crystal prison. Another says that young Thavius visited her on multiple occasions and intrigued her with stories of the wonders of Ardev, finally convincing her to leave her caves. A third suggests that Mesa was actually driven from her home in the hills by some sort of gibbering Aberrations—that while she won’t speak of it, some day she intends to return and reclaim her caves. Whatever the truth, what is known with certainty is that Mesa is both a stone giant and a master stoneworker. She occasionally helps the Gant stonemasons with new constructions, but she prefers to sculpt. Her work has a surreal aspect, and seems designed to evoke feeling rather than to perfectly recreate the subject. There is a statue of the late Countess Thalia—Thavius’s mother, slain by the Daughters of Sora Kell—in the town square, that evokes a sense both of Thalia’s courage and the tragedy of her loss. Other works are more abstract, but have a way of evoking strong feelings in the observer. Mesa and her work are both celebrated as curiosities in the region; her smaller works can be purchased in the Ardev Market, and Mesa herself often performs feats of strength and participates in other ways in local festivals.

Rustav Gant. A middle-aged human man, Rustav Gant runs a company of stonemasons and carpenters that does most of the construction in Ardev. This is a family business with deep roots in the region; Gant helps with repairs and new construction at Castle Arakhain, and has built most of the farms around Ardev. Rustav is more ambitious than his forebears. He established the Ardev Aurum Hall and convinced a number of influential citizens to join. He currently serves as a member of the town council, supporting a strong pro-business agenda. But there are two rumors circulating about Gant. The first is that he despises the dragonmarked houses—that he doesn’t want House Lyrandar to complete its airship docking tower and that he yearns to sabotage the Gorgon department store. The second, potentially more serious, claim is that Rustav hates both the monarchy in general and Count ir’Blis in particular, and that he’s a strong supporter of the Blades of Liberty. Of course, these are just rumors; perhaps you’ll learn if they’re true!

Voryla Halamar. For a century, the Halamar Clan of Ardev has been something of a joke—a pale shadow of the Boromars of Sharn. It could be that this is all they’ll ever be, but if anyone can change things, it’s Voryla Halamar. When she was 18, Voryla left Ardev; she sometimes talks about spending time in Sharn, other times she mentions Droaam. She returned seven years later, with a confidence and drive rarely seen in a Halamar. Her father, Toran Halamar, decided to take a trip of his own in 997 YK and hasn’t been heard from since. Voryla has taken over the daily operations of the family. She’s built up their legitimate businesses—a gambling club, a little trade with Graywall—but some believe that she is also bringing new energy to the clan’s criminal activities, right under the noses of the Ardev Watch. Now in her late twenties, Voryla is a charismatic halfling woman with a sharp wit and compelling sense of confidence. She’s learned something in her travels; the question is where exactly she went, and what it is that gives her such confidence. She carries a dueling wand, though as of yet she’s never been drawn into a public duel.

Law and Order

Out of all the towns in this chapter—except perhaps for Castle Arakhain—Ardev is the most diligent in upholding and enforcing the Code of Galifar and the laws of Breland. You can get away with an arcane showdown on the streets of Quickstone, and in Graywall the guards actively encourage street brawls. But in Ardev, the city watch is truly devoted to protecting both the people and the town of Ardev, and they will actively intervene to stop any sort of crime they encounter. This includes smuggling; wagons entering the town are searched for dangerous contraband and must either show a writ of duty paid or pay taxes on applicable goods. This system is hardly foolproof, but the Watch at least makes an effort, which is more than can be said for many of the frontier towns. Here are a few forces to be aware of.

The Ardev Watch. There are sixty-six full-time members of the Ardev Watch. People accustomed to the corruption that runs rampant in Sharn will find the City Watch of Ardev to be cut from a different cloth; they are proud to serve Breland, and are largely immune to corruption and bribery. With that said, they are Brelish, and there are some who don’t consider light smuggling or justified dueling to be crimes; it’s also rumored that some of the Watch are members of the Swords of Liberty. But in both cases, these are matters of principle, and not driven by greed. The dwarf Nirra Tayne serves as sheriff of Ardev and commands the Ardev Watch. Strong in both her body and her convictions, Tayne is devoted to the ir’Blis line and her city and holds her guards to her high standards. The templars of the Bastion and the Sentinel Marshals of House Deneith often assist the Ardev Watch; though few in number, these are capable forces and the Watch is usually happy for the help.

The ir’Blis Guard. Ardev is the county seat and Droaam remains an unknown threat. Count ir’Blis has 120 soldiers under arms at ir’Blis Keep, and an equal number in ready reserve. For now, the Guard protects the Keep and provides support to the Ardev Watch if a need arises. Both the active Guard and the reserves carry out regular drills on the grounds around Ardev Keep, maintaining combat readiness in anticipation of Droaamite aggression.

The Mayor and the Council. Ardev is governed by an appointed mayor and an elected city council, which has six members. The current mayor of Ardev is Mason Trembo, scion of an old human family with deep ties to the county. The council is a microcosm of the town, and its members represent the farmers, the gnome community, the Halamar Clan, and the local merchants. Magistrate Adara Trembo—the mayor’s cousin—administers justice in the local court and serves as a liaison between the mayor and the count.

Criminal Activities

Overall, Ardev is one of the safest and law-abiding towns in Breland. The City Watch are mostly honest and the townsfolk respect the law and the crown—likely influenced by the fact that the town is literally in the shadow of the ir’Blis Keep. There are always a few drifters and bad apples, but the City Watch will intervene if there’s violence and will usually attempt to apprehend known criminals who come into town. Breggan Blackcrown might stride into Quickstone and buy a beer; she won’t do that in Ardev unless she’s prepared for a fight.

With that said, low crime doesn’t mean no crime. It’s an open secret that the Halamar Clan runs crime in Ardev. The Halamars are an extended halfling family that broke off from the Boromar Clan of Sharn. The Halamars like to present themselves as peers of the Boromars, but anyone who knows the underworld knows that this is essentially a joke. The Boromars are a massive organization with guard captains and city councilors in their pocket; they effectively run a few districts in Sharn. The Halamars are a relatively small family that’s tolerated by the Ardev Watch as long as they don’t cross certain lines. They may do a little harmless smuggling—not even dreamlily, just harpy sugar—but they’re mostly legitimate merchants who are building connections in Graywall and Shaarat Kol. They run a gambling den called the Bones… and pay taxes as mandated by law. They do a little pickpocketing and a few confidence schemes, but usually target travelers who won’t go to the Watch. So, while they may like to swagger, the residents of Ardev know that it’s just a show.

… But what if it’s not? There are a few stories floating around suggesting that the current head of the family, Voryla Halamar, is sharpening the Halamar blade—that she’s using the buffoonish reputation the Halamars have built up over generations to lull the Ardev Watch and the count into complacency. Such conspiracy theories note that Voryla is part of the Ardev Aurum and is working with Rustav Gant, and suggest that the Halamars have indeed been building up connections in Droaam, and are smuggling weapons and other dangerous goods from the Venomous Demesne. In these stories, the Halamars have actually built up an elite squad of enforcers led by young Tragan Halamar—a squad so efficient that the Watch hasn’t even realized they’ve been killing anyone who could expose their schemes. A more exotic rumor is that the Halamar Clan acquired a strain of lycanthropy in Droaam, and that they’ve become a family of wererats. If you’ve ever met a Halamar bravo, you’ll know just how ridiculous these rumors sound; it’s hard to believe these swaggering halflings could be a real threat. And yet, it could be that all of the rumors are true, and that the Halamar Clan really is a force to be reckoned with.

Ardev Connections

  • (Noble or Entertainer) It’s time for Count ir’Blis to marry. He’s holding a series of balls over the course of the next few months, and is bringing in the finest entertainers and any nobles who can be found in the region. You have an invitation to the next ball!
  • (Criminal) You have ties to the Halamar Clan. Talk with your DM to learn the clan’s true situation. They may have a few jobs you could undertake over the course of your adventures—and as the Clan gets stronger, they’ll be able to help you in various ways.
  • (Gnome) You grew up in Gnometown. Are you tied to one of the established families or businesses? Are you the heir to the Empire of Sweets? Perhaps you used to make bread at the Waterhouse.
  • (Frontier local) You studied at Aureon’s Gift when you were growing up, and you have a soft spot for schoolmaster Kelvin Norn. Whenever you’re in town, you like to check up on the old elf and see if there’s anything he needs.
  • (Follower of the Silver Flame) The Bastion is the only significant outpost of the Silver Flame on the frontier. If you’re a champion of the Flame, Penti Faldren will be happy to provide you with lodging and offer spiritual guidance any time you’re in Ardev. However, she may want you to investigate suspicious activity or eliminate known supernatural threats.
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