Tell me you didn’t see this coming.
We’ve spent a heck of a lot of time in Elfland and Topsy-Turvydom to this point. We’ve messed around with freewriting, we’ve taken a birds-eye view, we’ve asked the big questions and refused, on principle, to answer them.
Today, we go to the other extreme.
Now that we’ve got some scaffolding place, I want to start painting a tiny little corner of the ceiling. You’ll recall I spent some time previously on a city named Breveton. I think I’ll hold off a little on Breveton; it’s a little too metropolitan for a starting point. In addition, I don’t like what I’ve done with Greenskins there, and I think I may replace them with Tieflings. At any rate, yesterday I briefly mentioned Halvinguard. I think I’ll go back there. It’s as if I’d never left
Halvinguard City Profile
- Population: 8,000 (65% human, 20% Elf, 7% Eladrin, 5% Tiefling, less than 1% Halfling, Dwarf, and other races).
- Government: Aristocracy (Eladrin), City-State confederation with Westland and Hilt.
- Religion: 2 Temples to Theodian, 1 shrine to Lucius
- Social Class: 1% Aristocracy, 10% Skilled trades, 5% Merchant, 60% Yeoman Farmers, 24% underclass
- Primary economic products: Citrus Fruits, wood
Halvinguard is located in the center of “The Dagger,” and is the tallest point on that peninsula sitting 300 feet above sea level. Halvinguard is an unwalled city, relying on the steep hills surrounding it, as well as the dangerous swamps, to protect it from enemies.
There is a single road that runs through Halvinguard from East to West, Known as Blade Way. Three roads run North to South: Merchant’s Street, Trades Street, and Market Street, with the various sorts of businesses occupying each of the named streets. There are around 150 houses in Halvinguard proper, with the vast majority of the population living outside of the city, on various plantation-style farms. At the head of the east road sits a temple to Theodian, with the shrine to Lucius directly across the street. At the other end of the road sits The Gathering Place, which is a city hall of sorts in which the ruling Eladrin conduct their business. Near The Gathering Place is a barracks and jail.
Halvinguard maintains a relative degree of law and order, largely due to the influence of the ruling Eladrin. The Eladrin of Halvinguard, led by Quessa T’alel, see themselves as protectors and benevolent benefactors to the “lesser” inhabitants of Halvinguard. Quessa T’alel has been at the head of Halvinguard as long as any living human can remember, and there is a statue erected in her honor at the entrance to the Lesser Temple to Theodian, located on Merchant’s Street.
Important people:
- Lydia Argon - Human, Keeper of the Shrine of Lucius
- Jacob Arsen – Human, Head of the Merchant’s Guild, philanthropist
- Misty Drinkwater – Elf, Merchant dealing in arms and armor
- Monty Fingers – Tiefling, Head of the Rogues Guild
- Dram Gutgarter – Dwarf, Barkeep and Tavernmaster of The Dagger’s Rest
- Yaros J’nan – Eladrin, Owner of the The Ruby
- Poril M’nelas – Eladrin, Captain of the Guard
- Quessa T’alel – Eladrin, Head of the Eladrin Aristocracy
- Eldan T’enos – Eladrin, Consort to Quessa
- Layna Windtamer – Elf, Owner of the Stables, guide
Important businesses
- The Dagger’s Rest (Tavern and Inn)
- The Ruby (theater)
- Windtamer’s Stables
- The Market (an open-air market with trades, as well as agricultural products)
- Waystop (Inn)
- Grigg’s Tavern (Tavern)
- Oril’s Oddities (Magic Items, spell components)
Is Halvinguard complete, then? Of course not. But, it’s complete enough for now. As time goes on, and we get to prepping that first adventure, we’ll come back here to visit. But, for now, I think we’ve done enough damage.





