Elturel

Elturel was a city-state lying on the River Chionthar in the Western Heartlands. In the mid–14 century DR, it was a center for agriculture and trade in the region, and was renowned for its elite mounted defenders, the Hellriders. In the late 15 century DR, it was the capital of the realm of Elturgard, a theocracy of Torm the True and defended by its paladin knighthood.

Language
In the mid–14 century DR, the people of the region spoke the Thorasta language, which was related to the Chondathan and Tethyrian languages. By the late 15 century DR, this was considered simply Chondathan. People and things from here were called "Elturian", while "Elturelian" was considered incorrect.

Geography
The city was situated atop a bluff or tor with a cliff dominating the River Chionthar. This was both a good defensive position and a good crossing-point, as the river below was narrow, shallow, and easily traversed by poling barges; the city was founded here for this advantage. The river linked it with Berdusk, Iriaebor, and Scornubel, and to Baldur's Gate on the Sword Coast.

The Skuldask Road ran through Elturel, linking it to Thundar's Ride in the Fields of the Dead in the northwest, and to Berdusk and Uldoon's Trail in the sorthwest. The lesser-used Dusk Road began at Elturel and went northeast to meet the Trade Way at Triel.

In the 1360s DR, Elturel laid claim to lands along the Dusk Road northeast as far as Triel, along the Skuldask Road northwest to where it met Thundar's Ride and southeast down to Windstream Lodge, and along the Chionthar upstream to Scornubel, and downstream to Stone Eagle Lodge. The border was distinct: within, the land was farmed and settled; without, wilderness reigned, covered in shrubs and scrub trees. Elturel's domain was characterized by agriculture, where cattle and sheep grazed, brush was cut back, and farms fenced by hedges and stone walls studded the landscape.

After the Spellplague of 1385 DR, a shining orb known as the Companion or "Amaunator's Gift" hung directly over the center of the city, never setting. Only the High Observer knew if this was truly a blessing of the sun god Amaunator. The orb produced no heat but its light illuminated the city day and night and burned undead of all kinds. Creatures of darkness not even bear to look at the city. It could be seen from virtually anywhere within Elturgard.

History
A natural stronghold, this site had long been one of the few defensible locations between the Sword Coast and where the Chionthar met the River Reaching. At one time, it was occupied by trolls, with a stronghold on the hill home to a troll lord. They were later driven out by ogres, and their chieftain ruled from a crude stone fortress. At one point, it was also held by orcs. The ogres were in turn replaced by humans, who settled and built a castle here to guard against the trolls, ogres, and others. Over time, it became the possession of one lordling after another but remained as a refuge for human settlers.

Great battles were once fought on the neighboring Fields of the Dead, and the folk of Elturel and their Riders stayed armed and vigilant, patrolling and protecting the farms.

The city was well-established by the mid–14 century DR.

The famed travelogue writer Volothamp Geddarm visited Elturel and wrote of it in his Volo's Guide to the Sword Coast around 1366 DR.

Through the 15 century DR, hundreds of people who'd fled the menace of undead of one kind or another came to Elturel for protection and settled there.

By 1479 DR, Elturel served as the capital of Elturgard.

Government
By 1356 DR, the city was ruled by its High Rider, Lord Dhelt, a former leader of the Hellriders. He remained in power through 1367 DR and past 1372 DR. His focus was on maintaining Elturel as the most efficient, secure, and well-policed city in the region, with interests in farming and trade. The Hellriders helped Elturel establish and maintain civilization in these harsh lands. His reign went unquestioned, but was seen as just and far and wise and competent. He was vigilant on defense and preventing crime, and in keeping the city clean and lawful. He was known to be respectable and tolerant, as a leader who actively promoted trade while letting merchants getting on with business with minimum interference.

Around 1479 DR, the city and Elturgard as a whole were ruled by the High Observer of Torm. Aided by a paladin knighthood, the High Observer made certain that order was maintained in the city and the realm, with the aim of bringing righteous judgment to all the Realms and "setting Faerûn aright". As in the past, they ensured the city and countryside remained safe and well-policed and that trade and agriculture were run efficiently.

Relations
While it remained an independent city, it was a firm member of the Lord's Alliance in the mid–14 century DR.

Elturel was a mutual rival of Scornubel,  a city of comparable size and capability lying upriver. Lord Dhelt looked for ways to overthrow Scornubel's position as the major trading town between Iriaebor and Waterdeep and Elturians themselves endeavored to beat them in riches.

In the 1300s DR, the main threat in Elturel's domain were bandits preying on the traders and travelers, and orcs, trolls, and ogres from the High Moor raiding the farms of the Fields of the Dead.

In the late 1400s DR, Elturel was the capital of Elturgard, a realm that included Berdusk, Iriaebor, Scornubel, and Triel.

Defenses
The city was surrounded by a stout stone wall, shielding all but the southern river side. There were two gates, on the northwest and northeast sides. Inside the eastern wall, a canal served as a partial moat.

Elturel's main defense in the 14 century DR was the Hellriders, a 2000-strong elite unit of well-equipped, loyal, and close-knit mounted troops. For a city guard, they outmatched the armies of whole realms. They were not only the guards and police of the city, they also patrolled the River Chionthar and surrounding roads, and escorted caravans from Waterdeep to Iriaebor. They maintained guardhouses in the Fields of the Dead and warning beacons in the surrounding farmlands. As well as significant raids, expeditions, and punitive assaults on aggressive demihumans were commanded by Lord Dhelt, the High Rider, or by the High Watcher of Helm Berelduin Shondar. All Hellriders were required to give a tenth of their earnings to Elturel's coffers.

In the late 15 century, Elturel was the home of a knighthood of paladins who defended the city and wider Elturgard, swore oaths to the realm and shared its goals, even if the members did not all share faith in Torm. They were proud of their dedication to the cause of good, their clear morals, even their intolerance. They were identified the blazing insignia of the Companion that they wore.

Law & Order
Well policed by the Hellriders in the mid-1300s DR, Elturel was a very safe city for travelers. Its dockside areas were among the safest in Faerûn, thanks to their organization, the loyalty of the handlers guild, and the alert Hellrider patrols. The main threat was theft by pickpockets, not mugging by thugs. Otherwise, there were no Elturian thieves' guilds—Lord Dhelt would not allow it. Just rumoring about a possible band of thieves was enough to see one interrogated by zealous Hellriders.

In the late 1400s DR, the city was much stricter and even bad language and irreverent humor could draw the ire of authorities. Elturgard's laws were rigid, intolerant, and persecuted evil with inquisitorial zeal, leading to a host of problems. Those who broke the law three times were sent to the Dungeon of the Inquisitor. Here, they were punished and set to work mining new tunnels. The inmate population was always being replenished.

Trade
In the 1300s DR, Elturel was the farming center of the Fields of the Dead and thrived on the trade that passed through its domain. It was commonly rated as the second-most economically powerful city in the Western Heartlands after Scornubel and it was quite wealthy. Linking overland caravan and river barge trades, it also served as a market for farms on fertile Fields of the Dead and Chionthar banks. Thousands of cattle and sheep were assembled in Elturel every year for trade across Faerûn. Traders greatly appreciated the protection afforded them by the Hellriders; caravans and convoys of riverboats chose routes through Elturel's zone of control so they could relax their own security, if only for a day or two. Summer saw the peak of trade through the city.

Its primary exports were livestock and the products of them, namely meat, cheese, leatherwork, wool, and glues rendered from hooves and horns. Equipment shops in the city had moderate availability of goods.

There was a guild of handlers who took care of loading and unloading goods, both on the wagons and on the docks. They were faithful and assisted the costers.

After the founding of Elturgard in the 1400s, the port officials who handled trade in the city became overly righteous and handed exorbitant taxes and penalties to traders who showed even the slightest impiety, even banning them from setting foot inside the city. The caravans and riverboat convoys now feared to pass through there.

Demographics
In 1358 DR, Elturel had a registered population of 26,778 citizens, but the real population fluctuated from 29,000 in winter to 33,000 in summer. Much of this population was transient, being traders and travelers just passing through. In event of war, plague, or orc horde, farmers of the Fields of the Dead could take refuge in the city; the warehouses and cellars could briefly shelter over 400,000 people. In 1372 DR, the official population was given as 22,671. In 1479 DR, it had a population of around 17,000.

The Elturians were mostly Heartlanders, namely Chondathans and Calishites. A few Gurs also settled in Elturel.

Culture & Society
In the 14 century, it was said that every boy and girl of Elturel and the lands around dreamed of being a Hellrider some day, even those whose talents lay in the intellectual more than the martial arts. To call such a child a "hellion" was not an insult but a compliment, marking one as having the courage and drive to ride the Hellriders' destriers. Though they didn't all get special training, Elturians were practically raised in the saddle, learning how to ride and growing familiar with how horses behaved in any situation, even those that never became Hellriders. The downside was that, rightly or wrongly, some folk thought Elturians always smelled of horse.

In turn, all true warriors of Elturel were most likely Hellriders. Those who resigned were stripped of their gear, exiled from the city, and named a heretic in the eyes of Helm for abandoning their post. In the mid-1360s DR, there were no living ex-members of the Hellriders—too many had died in battle.

Elturian wizards, meanwhile, were safer in the saddle, being skilled at attacking from their mounts. They were much more capable of avoiding or resisting attacks while mounted than they on foot, being less able to react fast enough.

Often overlooked in the city's commercial success, Elturian rogues were themselves merchants and traders. They were charismatic, talented in subtle negotiations and driving slick bargains, and skilled in appraising items. However, fighting was bad for business, and Elturian rogues made poor and less-resilient combatants.

Instead, as a legal outlet for the poor, desperate, unruly, maladjusted, or just violent citizens, there was the High Moor Heroes' Guild. This adventuring band made regular expeditions to the High Moor "scouring" whatever they found. They also tutored each other and other adventurers.

In the late 15 century, Elturian citizens still often dreamed of joining Elturgard's knighthood. This time, many succeeded.

Description
The city was split into two districts: an upper city known as the High District and a lower city known as the Dock District. The High District spread over the slopes of a rising, defensible hill with a rocky cliff on its south side, where it met the Chionthar. In this crowded space, the buildings were constructed of stone, with tall narrow houses topped with spires and bedecked with balconies, and the cobbled streets were narrow, steep, and winding. Their cellars were dug out of the solid rock. This area was home to the city's nobility. Atop the cliff overlooking the river was the High Hall, marked by its soaring turrets, where the High Rider lived, government was based, and large commercial meetings were held.

The Dock District, meanwhile, covered the flatlands around. It was home to markets, stockyards, and warehouses, as well as wagon-makers and yards and officers of other trades associated with caravans. It was dirty, disorderly, and smelly, with buildings designed only for function and business. In the east side, it was known for hovels and warehouses clustered around the docks. In the west side there were tidier and more well-off homes and shops, and in the 1360s the area was more often being called Westerly to distinguish it as cleaner and more prosperous than the east side. Those in the east thought those in the west were lazy, soft, arrogant, and pretentious.

The city was not all utilitarian. The Garden, also known as "the Winter Garden" in local songs and stories, ran right through the middle of the city along the ridge of the hill, long, straight, and narrow "like the blade of a naked sword", in the words of Elminster. It began at the High Hall, where a spring rose in the cellars that wound through the Garden and guaranteed the city's water supply, before spilling over the Maiden's Leap cascades to join the canal. The Garden was an open space of woods and flowers, crossed by paths and arched bridges but keeping a wild beauty in wintertime. Elturians enjoyed meeting one another here.

The canal began at the Maiden's Leap in the north and ran east and south within the walls before joining the Chionthar. It formed a partial moat for defense and a passage for barges servicing the eastern Dock District. Four bridges crossed it.

In the mid-1300s DR, Elturel was home to two major temples: Helm's Shieldhall and the High Harvest Home. Thanks to Lord Dhelt's patronage, the fortress-like Shieldhall was both the most influential temple in the city and one of the strongest temples of Helm, God of Guardians, in the North. High Watcher Bereldum Shondar ruled it with an iron fist and was aggressive in defense of the Helmite faith. The High Harvest Home, meanwhile, was dedicated to Chauntea, the Grain Goddess, and was managed by Raulauvin Oregh. Both provided aid and shelter to the faithful. There were also a few shrines, to Ilmater, the Crying God; Tempus, Lord of Battles; Tymora, Lady Luck; and Waukeen, the Merchant's Friend, which was rededicated to Lliira, the Joybringer, by 1367 DR after Waukeen's absence in 1358 DR. In the late 1400s, the city's official faith was in Torm the True, the state religion of Elturgard, and it was ruled by its high priest, the High Observer of Torm.

Lord Dhelt decreed that inns and taverns could not operate under the same roof, nor could inns serve drinks, so in Elturel these were distinctly different businesses. The better inns stood in the High District, but were simply converted houses and often several neighboring houses linked into one. Those in the Dock District were simpler, not to mention noisier, but were usually the only accommodations available in summer during the trade season. Inns and taverns were generally good in quality.

Shiarra's Market was held within a town square (actually more of an egg-shape) in the eastern Dock District. It was known for crammed stalls.

The Dragoneye Dealing Coster had a way-base in Elturel around 1356 DR. This was a large warehousing and shipyard area in the eastern Dock District beside the Chionthar, close to the docks.

A six-wagon ferry crossed the Chionthar south of Elturel, linking it to Skuldask Road and taking travelers into the heart of the city.

The Dungeon of the Inquisitor, where lawbreakers were sent in the 1400s, was a maze-like subterranean complex lying beneath Elturel. It covered excavated passages and natural caverns.

Notable Locations

 * Government Buildings: High Hall • Dungeon of the Inquisitor
 * Temples: Helm's Shieldhall • High Harvest Home
 * Inns:
 * High District: Hondakar's House • Symbril's House
 * Docks District: Phontyr's Unicorn • Gallowgar's Inn • Oar and Wagonwheel Inn


 * Taverns: A Pair of Black Antlers • The Bent Helm

Appearances

 * Adventures:
 * Baldur's Gate: Descent into Avernus
 * Hoard of the Dragon Queen


 * Video Games:
 * Icewind Dale
 * Icewind Dale: Heart of Winter