Hill's Edge
Key to Hill's Edge:
T) Wall towers. These small,
50' towers are usually unoccupied, though each could house a
garrison of twenty men. Currently they are patrolled by the Wall
guard, 30 men-at-arms who patrol the wall in groups of ten at odd
intervals, day and night. These men carry light crossbows,
broadswords, and wear studded leather armour. All wear a tabard
with the Mayor's personal coat of arms, a black bat, wings
outstretched, on a red field.
At any one time one squad of ten is on patrol, one squad is
sleeping in one of the towers, and one squad is off duty. The
towers by each of the gates are exceptions, each gate has a
permanent garrison of 5 men, armed as above, who take turns
watching the gate during the day. They sleep in one of the
gatetowers at night, when the town gates are closed. It is known
that the gate towers each have a medium ballista mounted on their
roofs, with a 360' arc of fire. Hill's Edge charges a minimal
gate tax of 1 sp per wagon, cart, or pack animal entering the
town. This is the towns only tax, and it took the Trader's
Council two years to approve that!
- Mayor's Tower. The
current mayor is one Aziz of Dambrath, a mysterious
adventurer who claims to be from lands far to the south.
Aziz speaks with an odd accent, is slight of build and
average height. He has pure white hair over bright blue
eyes, a striking contrast with his dusky skin. He
appears, despite this strange coloration, to be fully
human. He dresses very fashionably, and often wears red
and black (he is always seen with a black Cormyrean
half-cloak). He has never been known to wear armour, and
is known to be a wizard. A former member of the Oath
Bound adventuring band, Aziz took the Mayorship when his
companion, Lord Chan of the Irieaboran House Legermain,
turned down a second term. Aziz has not been reluctant to
seek a second term of his own, however, and seems to have
taken a policy route removed from his former companions.
Though he openly deals with the Lord's Alliance, even
sponsoring a merc company to fight with them against
Hellgate Keep in the recent Battle of the Shining Falls,
he also deals with the Zhentarim. One of his first
actions as mayor was to reverse Mayor Chan's edict
forbidding Zhentarim caravans from entering Hill's Edge
(He has also been pushing hard in the Trader's Council
for a ban on all slave trade, so far to no avail). Aziz
has a reputation for shrewd political moves, he has one
several major votes at the Trader's Council that he was
expected to lose. It is believed he will introduce a
motion to lengthen the mayors term in office beyond one
year if he wins this second election.
He is known to have many agents, and maintains a tower
guard of unknown numbers. His men are very
loyal, as he pays well and always seems to know what they
are thinking and/or needing. A few traitors have been
swiftly found out and executed.
The "Mayor's Men" as his troops are called,
wear studded leather, and carry broadswords and light
crossbows. Several have shown minor magical powers,
though all wear the armour. When acting openly the always
wear tabards with his coat of arms, a black bat with
outstretched wings on a red field.
- Fist of the Future
The black banners on the walls of this frowning war
fortress of a temple are all adorned with the skull and
starburst of Cyric. They stare coldly at all who walk the
streets, and like pirate flags, they make citizens and
visitors alike reach for weapons and watch warily.
The Cyricists in Hill's Edge are a fast-growing group,
sponsored by Zhentarim gold and the energy of the
ambitious High Dark Priestess Emana Gortho. She seems
bent on turning the city into a huge robber-baron's hold
and is fast attracting all the down-on-their luck rogues,
thugs, and crazed-wits in the Vale with promises of good
gold, and good beer and brotherhood to go with it, with
regular opportunities for bullying and bloodletting. She
now has hundreds of dark hands to do her bidding, but
they are ill-trained, undisciplined, and essentially
selfish hands, and have several times defied the orders
of priests leading them to pursue ready loot and foes.
Mysterious spell attacks have twice ruined armories and
engines of war smuggled into the temple, smashing plans
for an uprising, destruction of the temple to Lliira, and
the establishment of martial rule over the city. Emana
suspects Harper spies of causing the assaults, though she
has no idea which powerful wizards they hired or cajoled
into making the actual attacks. On both occasions, word
was all over the city in hours, accompanied by the
general opinion that such doings were to be expected,
because: "We don't like folk bringing armies into
this town or whelming for war."
The High Dark Priestess has accordingly turned to ever
darker and wilder spells, accompanied by risky attempts
at spellcasting in groups, sacrifices, and summonings of
powerful evil beings from other planes. She speaks openly
of such things, trying to awe citizens into obedience or
flight, but has so far misread the folk of Hill's Edge,
who've merely turned to planning how best to bring about
her downfall.
- Cry of Joy. Temple to Lliira.
The star-mantled, orange-, red-, and yellow-robed
priestesses of Lliira tend to be beautiful, acrobatic,
and silverthroated. They pass on jokes, make merry, and
generally provide much of the gaiety and colour in Hill's
Edge. The Harpers always provide music at their
festivals--wild parties to which all folk in the city are
invited. Harpers also covertly provide security during
these events, foiling hostile magic and deliberate
disruptions.
The only enemies these Joymaidens have are the followers
of the Dark Sun, Cyric, and the local professional
escorts, who view the festivals as very bad for trade. In
the escorts' opinion, revellers get free what the escorts
expect folk to pay for. This is the only reason, aside
from the free drink, many say cattily and spitefully,
that anyone goes to one of these revels at all.
The Cry of Joy resembles a miniature castle. Little
larger than a prosperous manor, it sports high stone
walls, a portcullis, and turrets adorned with Lliira's
yellow, orange, and red star-girt banners. Its coffers
bulge from two sources of income: superb black bitter ale
brewed in the temple cellars and exported all over
Faerun, and best-selling chapbooks of amorous adventure
penned anonymously by the clergy-and also sold all over
Faerun.
The Lliirans are led by a young, enthusiastic reveller,
Joybringer Caseldown, also know as the Rose-red Lady in
the town. She works in secret with Harpers (well, her
plans are secret, though most folk know meetings go on,)
to see to the security and cultural growth of Hill's
Edge, so that it continues to be a pleasant place to
live. There's a rumour around the city these days that
the Joybringer has strange magical powers.
- Six Soft Furs. A very
expensive festhall built scandalously close to the
Mayor's Tower. Still, none have seen Mayor Aziz enjoying
its wares. This house of pleasure is famous Valewide for
its luxuries, wanton escorts, and flavoured syrup baths
that are rarely enjoyed alone. Rumoured to have been
built by a mayor (to attract tourists, of course), it
boasts very high prices indeed--an evening's pleasure can
easily cost 300 gp. Some escorts here specialise in a
combination of pleasant (and surprisingly learned)
conversation and kneading out the pain from long journeys
and old battle injuries with their hands and feet, for
those who don't want to indulge in the exotic.
- The Tarnished Trumpet. A
large, well known tavern. It is often judged the best in
Hill's Edge, and is rather expensive. This tavern faces
the Mayor's Tower across the open cobbles and is the
largest and best drinking spot in Hill's Edge. On most
evenings, even in the bitterest winter weather, it's
crowded with jovial adventurers swapping stories of their
bravery, close escapes, and latest finds in the Netherese
ruins north and east of the city.
A blackened, battered trumpet hangs behind the bar. More
than a few folk in town say it's an iron horn of Valhalla
the bartender can blow to defend the tavern against
attack. This rumour is supported by the fact that all of
the six folk--four men and two women who tend bar around
the clock (a water-drip model from far Chessenta, that
chimes tiny bells to mark the hours) always wear swords
at their hips and daggers in various spots.
Many of the prospectors who work out of Hill's Edge view
the Trumpet as their home, even though they sleep
somewhere else. The staff encourages them to think so,
keeping messages for prospectors out in the mountains,
and providing comfy old armchairs and a fireplace to warm
wet feet and dry wet stockings and hose at around the
side of the bar.
- The Happy Hippocampus. A
very good, and expensive inn. This inn deserves to be
much better known. It's one of the best in western
Faerun, complete with an attentive liveried staff who
pamper guests personally, a hot communal tub with scented
water (clouded with lavender to preserve the modesty of
bathers), and food among the best anywhere.
- The Stone Saddle. A
cheap, poor inn which pride's itself on its stabling
facilities, which are quite good. This cheap, chilly old
barn prides itself on good stables and hostlers. I dare
say mounts get better care than their owners. Still,
doors bolt securely, and the beds are comfortable, but
sag somewhat in the middle. If you don't mind indifferent
food, such as meatballs of mysterious origin in onion
dominated tomato broth, this is a cheap, tolerable place
to sleep.
- The Storm Griffin. A
good inn with only average prices. Travellers can easily
find this downtown inn thanks to the rampant stone
griffon statue out front. It's as tall as the three-story
inn behind it and from time to time spectacular but
harmless illusory lightning's flash and crawl over its
surface. It was once the figurehead of the favourite ship
of the inn's builder, who was a rich textiles merchant.
The inn beyond it is surprisingly good. Rooms are cosily
and sometimes luxuriously furnished, and the services of
in-house barbers/coiffeurs, tailors, and custom
shoemakers are available for extra fees. Bath servants
carry hot water to the tubs in each room and assist in
bathing if desired. Their services are free. For a copper
one of six hall boys will carry messages or small items
anywhere in the city. (By all accounts, they're
trustworthy.)
The dining room is excellent, specialising in delicious
hot and cold soups, fried breads, and fish stuffed with
egg, leek, and river crab mixtures. At its best, the
kitchen of the Griffin matches anything to be had in
proud, distant Waterdeep.
- The Worried Wyvern. An
average Inn. This is the closest Hill's Edge comes to an
average inn of quality--a clean, three-level, fairly new
establishment boasting interconnected suites of rooms on
the uppermost floor, messenger pigeon service to an
errand running service in Iriaebor, and a good dining
room. The chef has mastered a spiced river fish and
asparagus omelette to accompany the usual bacon, toast
and drippings, and sausages for morningfest and
highsunfest. Evening meals are a nice variety of roasts,
accompanied by pleasant surprises like chicken livers in
mushroom sauce and green peppers stuffed with rice,
tomatoes, and ground meat. A rather bad, bored harpist
plays away the evenings, making background music to drown
out conversations at adjacent tables. A safe and
pleasant, if unexciting, waystop.
- The Dancing Bear. A
dive of a tavern. This dive is like the Stag but noisier,
dirtier, and more dangerous. Here patrons play with
hurled daggers, and there's a steady stream of
supplicants shuffling to trade scraps of information for
the few coppers needed for another drink or two to the
tables where Zhentarim spies and their bodyguards sit.
The Bear is not a place one dare relax in. I saw two
purse cuttings while I was there, and when the second
victim noticed and rounded on the thief, he got a blade
in his throat and another in his ribs. The thief was out
one of the three side doors before the body slumped to
the floor.
Others share my opinion. The tavern does a brisk trade in
carry-out skins of (watered-down) wine at 4 sp each.
There's no bear dancing about in accordance with the
tavern's name. Its stuffed head snarls down from over the
bar, eyes red and glittering thanks to a little glass and
a cantrip. I was not impressed.
- The Scarlet Stag. This
drinking hall is of the smoke filled, rowdy, rustic sort.
I found the tables and booths cramped and crowded, and
the servers both surly and harried; moreover, some clever
guest seems to enjoy hurling chestnuts at random around
the darkened taproom. One plopped into my tankard, but a
woman nearby was struck on the temple and dazed. Go to
get drunk if you must, but don't expect to relax or chat
in any sort of quiet.
- The Bent Bow. An
expensive archery shop.
This is one of the best archery shops I've seen anywhere:
a bright, breezy place where one can buy any size of bow
or crossbow. One can also purchase, of course, all sizes
of shafts and bolts and a variety of arrowheads,
including bulbous fireheads guaranteed not to go out
before striking their target. These heads are cast
spheres containing felt that are doused in alcohol and
lit before firing.
Adventurers and merchants alike come here to buy
wagonloads of shafts and bolts. If one buys 10 guaranteed
waterproof leather quivers of 21 missiles each or more,
it's at a discount price of 6 sp each, instead of the
usual 1 gp.
The proprietor, Master Fletcher Sumbarl Ardusk, is expert
at detecting out-of-true shafts, and at soaking,
stretching, and spot heating to make them straight.
- Belkin's Black Blade.
An average weapon's shop.
In contrast to the haughty splendour of the Knight in the
Morn, this place is a down-to-earth, hard-core weapons
shop: a large, dimly lit house that smells of oil and
cold steel and is crammed with racks of swords, daggers,
maces, morning stars, war hammers, spears, arrows, bolts,
and battle axes.
Belkin Orgul is a fat, puffing shrewd old warrior who
stumps and wheezes around the shop, forever pushing
unruly gray-white hair out of his eyes to glare at
customers. He sells helms, gorgets, and gauntlets as well
as weapons. Spike-knuckled gauntlets are a perennial
favourite at 25 gp for the pair.
- The Knight in the Morn.
An expensive armourer and blazoner with a bad reputation.
This proud, colourful shop sells suits of armour, some of
which look very grand. They vary from mediocre (the
source of the old wisecrack: "Ah, Sir Rustbucket.
Knighted in Hill's Edge, I presume?") to not bad.
They also sell lances and shields, but some shields have
been known to crumple under a single blow. To top the
lances, they sell pennants and full-sized banners.
The need to adorn these banners has expanded over the
years from two old women skilled with the needle to a
staff of six seamstresses and four master limners. You
can order your shield, breastplate, helm, or anything
else adorned with your badge, coat-of-arms, or favourite
colour.
Such adornments typically cost 60 gp each for painted
work and 100 gp for sewn. This shop is usually at odds
with Hillhorn, the local Herald, for allowing patrons to
walk out wearing arms and badges that properly belong to
others. In the past, much of the shop's trade came from
brigands intending to impersonate others to effect
swindles, kidnapping's, and the darkening of certain
reputations.
This is still the place to come if you want a blazon of
your own design painted--a blazon, that is, that's not
lawfully registered with, or recognised by, the Heralds.
The shop gets away with this practice by claiming they
were told the work was a first flower (the painting of
arms made by a supplicant to show to a Herald in hopes of
getting the design approved). The close watch now kept on
the shop by Harpers makes criminal use of the arms of
others less likely to be profitable, but as a place to
get fanciful arms painted up, or those intended forever
to be fictitious, the shop continues to do a roaring
trade.
Note that all blazonwork that comes to the shop without
written certification from a Herald will cost double.
Regular patrons of the shop tell me its lances are of
excellent quality.
- Lionstar Services. This
shop is a ramshackle wing of the vast Lionstar Warehouses
complex out by the wall in the northeast quadrant of the
city. For modest fees, the experienced packers here will
securely pack and seal all sorts of small shipments
(precious or fragile items, for instance for caravan
travel all over Toril. Their specialty is disguising an
item by its packaging to make it appear to be something
else. This generally costs double. False documentation
can cost 100 gp on top of that--more if it involves
forging the signature or seal of a mage, ruler, merchant
company, noble family head, or other important personage.
Lionstar Services has several wizards on retainer to
magically examine, shield, or protect parcels. Their
services cost extra--a lot extra! Exactly how much
depends, of course, on just what they have to do.
- Eldritch Ebony. A
mysterious shop that sells monsters.
- A Handful of Eyes. This
dark, cavernous converted old warehouse is a labyrinth of
creaking pillars, rusting cross braces, sagging floors,
and little flights of steps linking levels that don't
quite meet. Cages of all sizes are everywhere. Citizens
whisper that folk who argue prices too strenuously
sometimes disappear into them.
This shop is lit by a dozen or so glowing white eyeballs
that float about like curious insects, hovering to
inspect or accompany shoppers with an unblinking gaze
that most folk find eerie. The proprietor is a masked,
hooded male who seems able to see whatever the eyes can,
however distant, and who is thought to be a mind flayer
by at least one regular supplier of the shop.
For all this eccentricity, A Handful of Eyes is probably
the most reliable of the monster shops in Hill's
Edge--that is, it can most quickly supply a particular
beast, dead or alive, to a purchaser, and it carries a
larger stock than competitors, some of whom deal only in
a few species (such as Eldritch Ebony, a shop that
discreetly deals in drew to very rich and totally
unscrupulous buyers). Most buyers are merchants acting
for wealthy, decadent thrillseekers or mages in
Calimshan, Waterdeep, Sembia, Amn, and the city-states
around the Sea of Fallen Stars.
A live monster can cost from 25 gp for a particular type
of nonpoisonous rat, spider, or snake to 350,000 or more
for a ki-rin or other rare or powerful creature. The Eyes
does not deal in slaves, nor does it kidnap humans for a
fee--not since a captive wizard blew apart the southern
end of the shop with an unexpected spell and escaped.
- The Old Sharp Sword.
Shrine to Tempus.
- Kiss of the Lady.
Shrine to Tymora.
- Barea's Barges. dock
where barges run down the River Reaching to Scornubel.
The trip is always one way, the boats are sold as is, or
as scrap, when they reach Scornubel. Still, a fairly
cheap way to get produce to market.
- The Windrider's Trading Coster
Offices. A young, adventuresome coster based
in Scornubel. They maintain a stable and waystation here.
- The Happy Satyr. A
cheap, rather dingy festhall.
- Cordeleone's Gambling House.
The place most of the local hunters and prospectors lose
their fortunes. Staffed with twenty well-armed bouncers.
- Zoplay's Laundry.
- House of Lakmed the Alchemist.
Trader's Council member.
- Alenella's House of Fortune.
Not as pretty as Cordeleone's, but better odds.
- Townhouse of Sidonius Appolinaris.
Landowner, farmer, Trader's Council member.
- Townhouse of Lady Raisa Enshada of
Calimshan. Trader's Council member.
- Mavia's Mounts and Draftbeasts.
- Cato's Camels.
- Town Cemetery.
- House of Drawn Dagger.
Herald of Hill's Edge. Honorary Trader's Council member.
- House of Sonya Dell'Anar.
- Shanty town.
- Dameron's Tannery.
Trader's Council member.
- Embassy of the Lord's Alliance.
Lady Friela Gruntor of Baldur's Gate, and a small
bodyguard of twenty members of the Flaming Fist Merc
company.
- House of Lord Tar Dobion.
Zhentarim envoy to Hill's Edge. Lord Dobion was a very
well known bounty hunter who many claim was killed by the
Oath Bound in Shadowdale, only to be resurrected by his
then employer's, the Zhents. Others say the Tar Dobion
killed by the Oath Bound was one of many imposters,
hoping to cash in on the name of the most notorious
bounty hunter on the Sword Coast. Regardless, this tar
Dobion wears his trademark pair of sabres, and has
already slain six miners who insulted him in the common
room of the Six Soft Furs, before his bodyguards could
even draw steel. A dangerous man.
- Known Zhentarim-owned warehouses.
- Pantaleone the Baker.
Trader's Council member.
- Blackhammer Forge.
Dwarf led forge that receives all of its raw materials,
and much of its finished goods from dwarfholds in the Far
Hills. The dwarves who run the place are ready with a
waraxe and very closed mouth.
- High Horse Stables.
- Hippogriff Stables.
- Crazy Akbar's Cheap Monsters.
The place to go for diseased or otherwise defective
monsters.
- The Gaff and Slasher Tavern.
A hangout for thugs, thieves, Cyricists, and Zhents.
- House of Armand D'Artigan.
Captain of the infamous merc company Legion of the Red
Cape (a group of swashbuckling horsemen). Trader's
Council member.
- House of the Deepskull Delvers
adventuring band. A group with a nasty
reputation.
- Office of the Merchant League.
- Office of the Legermain Trading
House of Irieabor.
- Thousandshead Trading Coster yards
and offices.
- Dragoneye Trading Coster yards and
offices.
- Lynick's Spelljamming Dock and
Landing Field. Nobody really knows what to
make of this. After the last Zhentarim Battle this
stretch of ruined buildings was bought by a mysterious
investor, who had most of them leveled, and a strange
serious of structures built in their place. A group of
four Hippopotamus headed humanoids (they call themselves
Giff) run the place, though what the run is anyone's
guess. The leader is called SgtMjr Lynick, the dock is
named after him, though he claims not to be the owner. He
keeps saying that this dock will "Open Hill's
Edge to a whole new world of possibilities."
About Hill's Edge
This city is sometimes called the Forgotten City of Sunset
Vale. Many folk on the Sword Coast and in the Inner Sea lands
alike simply forget it exists. Many guides and histories omit it
or gloss over it as if it were·e a minor village or waystop
well. Even recent accounts call it a town and r·refer to it as
small but prosperous.
Yet Hill's Edge is, and always has been, an interesting place.
Its location at the western end of yellow Snake Pass has brought
it both monster raids and caravan trade down the years--and with
the advent of the Zhentarim, the former have declined but the
latter have increased, making the Dark Network a force to be
reckoned with in this city. Here Zhents are tolerated, if not
liked, but the independent-minded citizens--many of whom are
powerful and experienced adventurers--have made it clear to more
than one emissary of Darkhold that any attempt to conquer Hill's
Edge or even harass its citizenry by magic, poison, unfair trade
practices, or threats will bring Waterdhavian armies assisted by
senior Harpers into the city for an all-out battle.
The High Mayor of Hill's Edge who last made this declaration was
Asimel Elendarryl, a sorceress who hailed from Neverwinter, and
was openly an agent of the Lords' Alliance. She claimed that over
40 citizens knew the locations of and ways to open over a score
of magical gates hidden all over the city that could bring these
forces swiftly into the city. Asimel vanished some months after
her term of office ended. Cynics in the city mutter that
Zhentarim torturers got her, but it is known that Zhentarim
agents in the city have been actively searching for the alleged
gates since her disappearance.
On more than one occasion known Harpers have suddenly appeared in
the city, though some citizens believe they came by means of
spells, deliberately attempting to fool the Zhentarim into
thinking the gates do exist. Control of any center containing so
many instant transportation routes would be the greatest prize in
Faerun short of conquering Myth Drannor.
This tense situation, with agents of the Red Wizards, the Cult of
the Dragon, the Zhentarim, and probably a dozen or more wizards'
cabals and merchant companies sniffing around Hill's Edge looking
for gates, is made worse by the character of the citizenry.
Inhabitants of Hill's Edge are a wary, self-sufficient lot. Many
are seasoned adventurers and guides. Monster hunting, combined
with a little exploring and prospecting, is the traditional local
sport. Most everyone is skilled with a weaponry and the smithies
of Hill's Edge turn out hundreds of armours and thousands of
blades each year--in fact, this city is the source of much of the
average-to-poor, but serviceable, weaponry and battle harness
used all over western Faerun.
The city's name comes not from any hill, but from a long-dead
adventurer, the halfling warrior Uldobris Downhill. He found rich
iron in the red eastern bank of the River Reaching here and took
on gnome partners to build and maintain pumps to keep the river
waters from flooding his mine, which was dubbed the Edge because
it was always on the brink of flooding. Miners dug feverishly to
the din of the constantly hammering pumps, tossing ore onto skids
that mules dragged up to the surface. In six short years the
consortium Uldobris had founded, the Clasped Hands, brought up
more iron than had ever been taken out of one mine before. In the
seventh year, the waters came in.
The flooded, unstable tunnels of the Edge still lie beneath the
city, sloping sharply down and southeast. Local rumours as to
just what inhabits them now vary widely--·from freshwater
morkoth to aquatic liches--but seem to agree that something
sinister dwells in the lightless waters now. Five separate
gnome-led pump-out attempts of the Edge over the years have ended
in the sudden disappearance of all the delvers.
Hill's Edge began as a fort built to protect the minehead and
smelter and grew into a walled town of smithies and outfitters,
serving as a base for hunters and prospectors venturing north and
east into the Sunset Mountains and the Reaching uplands. It has
grown steadily, becoming a waybase for merchant concerns.
Warehouses now occupy a lot of the space inside the city walls.
Their owners dwell above the storage areas. Hill's Edge exports
steady streams of oiled and crated armour, crated finished
weapons and oiled bundles of sword blades, and caged exotic
beasts of all sorts. If one wants a monster or a few of its body
parts anywhere in western Faerun, the source, some times via
several middlemen, is usually the hunters of Hill's Edge.
If life in Hill's Edge seems a perilous, exciting existence to
the reader--it is. A steady stream of would-be prospectors and
adventurers come to the Old Edge. Many dwarven delvings and the
cellars or burial areas of both Netheril and vanished giant
kingdoms are known to lie in the Reaching uplands and farther
north. Hill's Edge has always been the base for those eager to
explore them. Talk in the taverns of the Edge is always of the
latest finds and forays-of old, fey magic found and monsters
fought. It's no wonder that the Zhentarim hunger to rule here, or
that the Harpers and the Lords will do all they can to prevent
that. It seems a splendid home for those who thirst for
adventure--and perhaps death that may come to them swift and
soon.
Hill's Edge is a city of cobbled streets and sturdy stone
buildings with slate and tile roofs. Large warehouses hulk
everywhere, and all the (nameless) streets are broad enough to
allow a team of six horses or oxen to turn a wagon around. In an
open plaza at the center of the city rises the Mayor's Tower. The
mayor has a bodyguard of 12 warriors, and another 20 soldiers
collect the gate tax and keep watch from the walls and on all who
enter or leave the city, but there is no militia, city guard, or
army. The Traders' Council, which advises the mayor, wants to
keep it that way. (The Traders' Council meets in the Tower once a
tenday, and more frequently in emergencies.)
As a result, this is a city of private bodyguards and lookouts
hired by well-armed merchants who guard themselves and their
wares at all times. The merchants' homes tend to be atop their
warehouses or near the city walls, where the smithies, paddocks,
most of the rooming houses and failed businesses can be found,
too. I saw at least two score bearded-up, abandoned buildings
during my visit.
The inns, taverns, and prosperous shops of the city tend to be
clustered along the streets radiating out from the central Tower.
There's no open marketplace in the Edge--instead, stalls can be
found all around the city wall on its inside. (They are icy-cold
quarters in winter, I'm told.)
Hill's Edge has a high stone wall surrounding it studded with
many watchtowers and pierced by four gates: the Reaching Gate on
the northeast, Rivergate on the northwest, Vale Gate on the
southeast, and Clasped Hands Gate on the southwest. Perhaps 6,000
folk call Hill's Edge home in winter, and 10,000 can be found
inside its walls in summer It's fairly small, and the wide
streets make for quick travel. It has a reputation for winter
cold harsh enough to kill many folk every year.
The visitor to Hill's Edge should note that although the
Zhentarim presence grows ever stronger in Hill's Edge, the Dark
Network has received several sharp rebukes (that is, sharp as in
sword points) from citizens whom they tried to cheat, threaten,
or bribe at too low a price. The Zhentarim pressure has made
fewer folk than ever want the thankless task of being High Mayor
for a year--but every candidate in any way supported or
influenced by the Zhentarim has been decisively refused by the
electors. The Traders' Council is running the city at present
while they seek a new High Mayor from among the returning
prospectors and adventurers.
Overshadowing all the political tensions in town is the ongoing
conflict between the Rose-Red Lady and the Black Lady, the high
priestesses who lead the two rival temples in town. They wage an
endless duel for supremacy in what passes for high society in the
Edge--as well as in its alleyways, cellars, and spell chambers.
When one temple gathers for an important ritual, the other does
too, just in case the "villains" in the other temple
plan any magical assault. Like the Zhentarim, the two
priesthood's have eyes everywhere in the city. Unless you have
power enough to withstand and hurl back the magics of an aroused
temple, it is best not to openly support one side or another. You
have been warned.
Note: The walls around Hill's Edge are very recent. The Lord's
Alliance and others funded their construction after the last
attempt of the Zhents to take the town.