Yartar and beyond
After your recent harrowing adventures you finally arrive in the town of Yartar at mid-afternoon. From what you can see as you approach the town, Yartar is a mid-sized town of about three thousand souls with fairly rudimentary ditch and palisade defences. The soil hereabouts is suitable for farming but crops are hardly abundant and the land is barely tamed. Only the position of the town near the ferry crossing where the Evermoor Way crosses the River Dessarin gives the town any real significance.
The path you are on joins up with the road from Mornbryn's Shield before it enters the town from the north through a gate flanked by wooden watchtowers. A single guard mans the station, a large bell hanging beside him could presumably summon reinforcements, but he gives you little more than a cursory glance and a wave as you enter.
The road passes between closely packed townhouses until it opens into the town square where it forms a large 'T' with the east-west Evermoor Way. Most of the important civic buildings are here: small temples to Tyr and Waukeen sit side by side to the south; a squat, sprawling two-story building in the north-east proclaims itself The Ferryman's Pull; and a large wooden building to the north-west could easily be the town hall. Smaller buildings identified by brightly-coloured signs surround the larger structures.
Interestingly, the grass in the south-west corner of the square seems closely packed as though from the passing of many feet.
There are a few people about but they carry on about their business and seem content to let you carry on with yours.
This message was last edited by the GM at 13:04, Tue 18 Sept 2007.