TEXT: Rage of Demons: Hillsfar 
   
   
   
  Season 3 Narrative 
   
  A city built upon the exchange of handshakes and gold, HILLSFAR was, in its infancy, ruled by a council of humans, 
  half-elves, and representatives of the ELVEN COURT of CORMANTHOR. In 1354 DR, the archwizard MAALTHIIR 
  overthrew the council using blackmail and threats of violence and appointed himself as the FIRST LORD of Hillsfar. In 
  the capacity, he appointed the mercenary group THE RED PLUME, as the keepers of peace in Hillsfar, though the group 
  would eventually begin harassing and extorting from the people of the city. Under Maalthiir's rule, the city-state 
  enacted TWO GREAT LAWS--the most infamous of which were the policies prohibiting the presence of non-humans 
  within its walls. 
   Over a century later, Hillsfar is once more ruled by a council-appointed First Lord; TORIN NOMERTHAL. Torin 
  amasses an army of mercenaries and, augmented by Hillsfar's TOWER GUARD, MAGE GUILD, and ROGUES GUILD 
  defeats a Netherese garrison outside of the city. Once successful, the second purge of non-humans from within Hillsfar 
  begins. In response, nearly every non-human in Hillsfar departs. As a result, First Lord Torin's rule over the city is 
  unquestionable, the Red Plumes are returned, and the only non-humans found within the city are found in the Arena. 
   Unbeknownst to the First Lord, however, THE DARK PRINCE, GRAZ'ZT, has taken up residence in the UNDERDARK 
  far beneath Hillsfar. Its FIRE GIANT residents of MAERIMYDRA have roamed into the surrounding regions of the 
  Underdark, including nearby SZITH MORCANE, RAVAGESTONE, RYXYG, and SPOREDOME--spurring an influx of 
  DROW REFUGEES would all attest to, were they not being casually tossed into the Arena. 
   
  The Setting for Season 3 of D&D Adventurers League Expeditions 
   
  by Travis Woodall 
   
   
   
   
   
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  Season 3 - Hillsfar 
   
  2 
  Rage of Demons: 
  Hillsfar 
   
  Glossary 
   HILLSFAR. Known as the City of Trade, Hillsfar is a 
  powerful walled city on the southern coast of the 
  Moonsea. Entrance into the city is achieved through 
  a single, massive gate. 
   ELVEN COURT. One of the four ancient elven 
  communities within Cormanthor, the Elven Court is 
  a holy site for the elves and a place where the 
  outcome of the Crown Wars and the fate of elves was 
  decided nearly 12,000 years ago. Until 1354 DR, 
  Hillsfar fell under the rule of the Elven Court. 
   CORMANTHOR. The vast forest to the south of the 
  Moonsea Region of Faerûn and the seat of the vast 
  elven empire of Cormanthyr. Home to such elven 
  communities as the Elven Court, Myth Drannor, 
  Semberholme, and the Tangled Trees. 
   MAALTHIIR. A greedy, sadistic, and xenophobic 
  wizard who overthrew the ruling council of Hillsfar 
  and became the city's First Lord. The only thing 
  greater than his paranoia was his distrust of non-
  humans. Pulled up stakes and abandoned the city in 
  1374 DR. 
   THE RED PLUME. A mercenary company 
  empowered by the former First Lord Maalthiir to 
  provide security over his new city-state. Widely 
  known for their corruption. After Maalthiir's fall, the 
  Red Plume fell from power, but the mercenary 
  company has since been returned to a semblance of 
  its former glory thanks to the First Lord's ingenuity. 
   TWO GREAT LAWS. The two primary laws 
  implemented by First Lord Maalthiir. First, the Great 
  Law of Trade: Do not interfere with legitimate trade. 
  Second, the Great Law of Humanity: Only humans 
  are allowed in the city.  
   FIRST LORD TORIN NOMERTHAL. The rule of 
  Hillsfar. Historically, this position was once of 
  supreme rule, but was recently supplanted by a 
  senate comprised of merchants and guildmasters. 
  Recently, however, First Lord Torin Nomerthal 
  cemented his rule over the city. 
   TOWER GUARD. The previous standing army of 
  Hillsfar. Well-trained and professional, the Tower 
  Guard exists to serve the interests of the merchants 
  and guilds within the city. The Tower Guard, along 
  with the surviving Netherese garrison now form the 
  new Red Plume. 
   MAGE'S GUILD. The mage's guild supplements the 
  Tower Guard in their responsibilities for keeping the 
  city and its surroundings safe from harm. The Guild's 
  mages are well-liked by the people. 
   ROGUE GILD. Most career criminals in Hillsfar join 
  the guild or are exiled or killed. Because of this, the 
  guild possesses tight control over crime in the city. It 
  maintains a careful balance; not too little where they 
  would lose power, but not too much where they run 
  the risk of the merchants growing tired of them. 
   ARENA. Quite possibly the largest structure in 
  Hillsfar, the Arena hosts regular events pitting 
  various creatures against each other--sapient and 
  otherwise. Nonhumans that reside within the city 
  limits are "residents" of the Arena. While some 
  compete willingly, others are held against their will. 
   THE DARK PRINCE GRAZ'ZT. One of the most 
  powerful demon lords in the Abyss, Graz'zt has been 
  forcefully removed from his home and now rules a 
  portion of the Underdark beneath Hillsfar. He is 
  most commonly associated with lust, self-
  indulgence, and narcissism. 
   THE UNDERDARK. The Underdark is a vast 
  network of subterranean caverns and tunnels 
  beneath the surface of Faerûn. It is comprised of the 
  Upperdark, the Middledark, and the Lowerdark. 
  Descending into the Underdark is a descent into 
  madness. 
   MAERIMYDRA. This once might drow city is now 
  peopled by fire giants led by the fire titan Hledh. 
   FIRE GIANTS. Among the most powerful of giant-
  kin, these giants are dwarvish in appearance with 
  orang-red hair and dark, almost black skin. 
   SZITH MORCANE. A relatively small drow trading 
  outpost. Serves as a frontier wall, preventing the 
  derro of Ravagestone from expanding towards a 
  drow city further in the Underdark. 
   RYXYG. A small mind flayer enclave with a young, 
  naïve Elder Brain. 
   
   RAVAGESTONE. A derro town consumed by 
  madness and evil. The derro of Ravagestone have 
  been effected the most by Graz'zt's presence. 
   SPOREDOME. A vast underground cavern 
  containing a huge myconid colony. 
   DROW REFUGEES. A startling number of drow 
  have recently fled the Underdark, speaking of roving 
  groups of mad fire giants. Most claim to be from the 
  outpost of Szith Morcane, but others range from 
  other nearby areas in the darker parts of Faerûn. 
   
  
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  Season 3 - Hillsfar 
   
  3 
  Themes 
  Each adventure must be attached to one or both of 
  the themes below. 
   The Deep Threat (Hillsfar). Graz'zt's presence 
  has driven the fire giants of Maerimydra mad and 
  their push into the surrounding parts of the 
  Underdark have led them to Szith Morcane's door. 
  The drow, eager to defend their home, now find 
  themselves in a tenable position to not only do so, 
  but also reclaim Maerimydra itself. To facilitate 
  this, volunteers have been ranging far and wide to 
  seek out those who would respond. A great many 
  have found themselves in the Moonsea region--
  specifically in the area near Hillsfar. Knowing 
  Hillsfar's feelings towards non-humans, these 
  drow allowed themselves to be captured and 
  spread their tale far and wide in the city's Arena, 
  hoping that the city will react. 
   The Fight Against Ultimate Evil (Storyline). The 
  Dark Prince Graz'zt has carved out a place for 
  himself in the depths of the Underdark beneath 
  Hillsfar. From there, his corrupted influence seeps 
  towards the surface world and throughout the 
  nearby area of the Underdark. 
   
   
  
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  Season 3 - Hillsfar 
   
  4 
  Hillsfar 
  Themes: Xenophobia, Paranoia, Mercantile Intrigue 
  Population: 40,000+ in 1490 DR 
  Recent History 
  Until recently, Hillsfar was a trading capital 
  controlled by humans, half-elves, and elves from the 
  Moonsea region and Cormanthor to the south. 
  However, with the retreat of the elves in 1344 DR, 
  the council succumbed to corruption and was 
  infiltrated by a number of organizations including, 
  but not limited to, the Zhentarim and the Cult of the 
  Dragon. In 1354 DR, a councilman and wizard 
  named Maalthiir, overthrew the remaining council 
  and set himself up as the sole ruler of Hillsfar. 
  Backed by the mercenary group the Red Plumes, the 
  First Lord of Hillsfar ruled with an iron fist. Non-
  humans were ousted from the city--elves for their 
  perceived desertion with the disappearance of the 
  Elven Court, and halflings for their suspected racial 
  thievery. 
   Despite Maalthiir's tyrannical behavior, however, 
  Hillsfar prospered. With the enactment of the first of 
  the Two Great Laws, trade in the city-state 
  flourished. Within two decades, however, the 
  fortunes of Hillsfar took a turn for the worse, and 
  Maalthiir pulled up roots and left, destination 
  unknown. Shortly after Maalthiir's departure, 
  Hillsfar is besieged by and subsequently capitulates 
  to the Zhentarim. 
  Hillsfar Today 
  In the void left by Maalthiir’s departure and the 
  Zhentarim's fall from power, a senate consisting of 
  thirty-one merchants and guildmasters assumed 
  control of the city. Fine in concept, but they soon 
  found themselves unable to act in the best interest of 
  the city, instead insisting on courses of action that 
  maximized their own personal profit. And so it fell 
  onto the current First Lord, Torin Nomerthal, to lead 
  the city--a task he has achieved suitable success 
  with. After a Netherese garrison was stationed just 
  outside of Hillsfar, Torin waged a bloody battle 
  against their ranks using the Tower Guard, mages of 
  the city's Guild, mercenaries and those Netherese 
  whose allegiance could be bought. 
   These soldiers would later form the ranks of the 
  new Red Plume and together with Torin's plots and 
  schemes, would secure his position as the ruler of 
  Hillsfar. Among his first acts, Torin reinstated the 
  city's prejudicial laws against non-humans and to 
  this day, the only such residents of Hillsfar are those 
  found within the Arena. 
   
   
  
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  Season 3 - Hillsfar 
   
  5 
  Organizations 
  The following are Hillsfar-specific organizations that 
  possess a noticeable degree of influence in the city, 
  along with the names and brief descriptions of 
  noteworthy NPCs. 
  The First Lord 
  Location: Tower of the First Lord 
  After Maalthiir's flight and Torin's rise to power, the 
  position of First Lord was that of a figurehead; 
  power in Hillsfar was possessed by a senate of 
  merchants and guild-leaders. This all changed with 
  First Lord Torin. Though the city is governed with 
  trade in mind, he maintains strict control over who 
  is and who is not permitted within the gates. 
   First Lord Torin Nomerthal (TORE-in NO-mer-
  thall). A clever, cunning man, Torin hides his 
  calculating nature behind a genial, almost fatherly 
  guise. He is wildly popular among the human 
  residents of Hillsfar and is often seen taking casual 
  strolls through the markets and is famous for 
  handing out fruit and other delights to children 
  that he encounters. This is merely a façade; he is in 
  actuality a pragmatic, manipulative man with a 
  shrewd business sense. He's the perfect man for 
  his job. 
  The Red Plume 
  Location: Hillsfar Castle, Hillsfar Gate 
  When Maalthiir abandoned the city, it fell under 
  siege by the Zhentarim. The Red Plumes, the 
  mercenary company previously charged with the 
  city's defense largely followed the former First 
  Lord's example and either surrendered or fled. 
  Those that remained behind formed the 
  predecessors of the Tower Guard--the current 
  standing army of Hillsfar. In the days that followed 
  the attack of the Netherese garrison, however, the 
  Tower Guard was rededicated as the new Red 
  Plume, and in the time since, have grown to be 
  nearly as powerful as their predecessors--and just as 
  despised. 
   Guard Commandant Vuhm Yestral (VOOM YES-
  trull). Loud and opinionated, Commandant Yestral 
  is nonetheless quite kind and fiercely devoted to 
  the people of the city. Going on 60-some years of 
  age, he's lived in Hillsfar his entire life. His duties 
  are a little more comfortable than they were when 
  he was younger, and his days are consumed with 
  endless paperwork. Understandably, he eagerly 
  awaits the opportunities where he is able to get 
  out and work alongside his subordinates. 
   Typical Red Plume Guard. The city is wealthy 
  enough to issue and maintain high-quality arms 
  and armor for the members of the Red Plume. The 
  standard uniform is splint mail and a shield, with a 
  longsword and a shortbow. The typical guard has 
  been entrusted with dispensing fines and short 
  sentences of imprisonment (30 days or less) at 
  their discretion. Corruption and bullying is 
  commonplace, however. 
  The Mage’s Guild 
  Location: Hillsfar Castle, Hillsfar Gate 
  Like the Red Plume, the wizards and sorcerers of the 
  Mage's Guild are professional, although tinged with a 
  shade of eccentricity. Also, like the Red Plume, 
  members of the Guild wear high-quality uniforms 
  emblazoned with the livery of Hillsfar. Additionally, 
  the members of the guild individually and personally 
  cultivate what is quite possibly the finest library this 
  side of the Moonsea. 
   Master Torsha Ladron. Master Ladron is the 
  ranking member of the Mage's Guild. A female 
  human of middling years, she has dedicated her 
  life to study. Widely considered to be the most 
  learned person in the city, Master Ladron is 
  consulted on just about everything one can think 
  of--from matters of civil defense, public education 
  and sanitation, and everything in between. She 
  loves being busy, and is frequently seen running 
  from one part of the castle to another with sheafs 
  of documents in hand. 
   Typical Guild Mage. While similar in ethics to a 
  typical Red Plume guardsman, most guild mages 
  serve not out of a sense of public service, but for 
  membership in the guild's extensive library--
  which is open only to guild member or those 
  persons on the guild's behalf. They are always on 
  the lookout for a new and interesting work to turn 
  into the library, which contributes towards the 
  mage's ascent through the ranks. 
  The Rogues Guild 
  Location: The Rogues Guild 
  Despite the astronomical amount of trade that 
  Hillsfar conducts on a daily basis, crime is 
  astonishingly low--due primarily in part to the guild. 
  The guild has long held the belief that the control of 
  crime (and by virtue of that, its tolerance) is 
  ultimately more profitable than its proliferation and 
  subsequent intolerance. Besides, the guild makes a 
  
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  Season 3 - Hillsfar 
   
  6 
  bulk of its business in corporate intrigue and 
  espionage. More than one mercantile house has one 
  or more guild member on retainer to ferret out the 
  trade secrets of another house. 
   Isthana Ro (IS-tanna ROW). Isthana is a female 
  human in her mid-30's. By the look of her, you'd 
  never guess that she was the leader of a thieves' 
  guild. She constantly looks as if she is on her way 
  to a fancy-dress party, replete in exquisite clothing 
  and jewelry. She is wickedly smart and doesn't 
  give a damn about anything other than the guild. 
  This sense of self-preservation is tempered with 
  an amazingly acute business sense and the ability 
  to think ahead. She is the best thing to happen to 
  the guild in living memory. 
   Typical Guild Rogue. Most of the guild rogues are 
  cliché cut purses, ruffians, and thugs. However, the 
  guild also has a healthy stable of assassins, 
  acquisitionists, negotiators, and spies. The latter 
  demand a premium price for the services--
  something that the various merchant houses and 
  trade guilds happily pay. 
  The Faithful of Tempus 
  Location: The Vault of Swords 
  The faithful of Tempus within Hillsfar are a brash, 
  boisterous lot who spend most of their time in the 
  Arena than out and about in the city (or in some 
  cases, even their own temple). They are held in wide 
  regard in Hillsfar, and although they disagree with 
  the philosophical ideals held by the rulers, they do 
  their part to subvert his beliefs among the members 
  of the Red Plume that they train on a regular basis. 
   Battle-Chaplain Dargol Sar (DARR-gole SARR). 
  This burly man is everything one would expect a 
  worshipper of Tempus to be. Battle-scarred and 
  headstrong, he is frequently seen about town 
  shouting the tenets of Tempus at the top of his 
  lungs and is more frequently participating in fights 
  in the Arena. While he is not undefeated, his 
  record in the pits is impressive to say the least and 
  it is not unheard of for potential opponents to 
  withdraw from the fight upon learning that he is 
  taking part--something that infuriates him to no 
  end. Though whether or not that is out of respect 
  for his abilities or for not wanting to get on the 
  bad side of the most prominent faith in Hillsfar is 
  unknown. 
  The Joydancers 
  Location: The House of Happiness 
  The clerics and lay worshippers of Lliira here do 
  their small part to ease the prejudices that plague 
  the residents of Hillsfar over mugs of locally-brewed 
  ale and visiting musicians. Filled with the sounds of 
  lively celebration every evening of the week, the 
  House of Happiness is one of the few places where 
  daily troubles are left outside. Unbeknownst to the 
  First Lord, the Lliirans assist the factions in pursuing 
  their goals inside city limits when possible--even the 
  Zhentarim find those sympathetic to their cause 
  within from time to time. 
   Revelmistress Danna Thris (DANN-uh TRISS). 
  Danna Thrist is married to an aspiring young 
  merchant originally hailing from Mulmaster. 
  Revelmistress Thrist is charming, gregarious, and 
  welcoming--everything that a worshipper of Lliira 
  should be. Unbeknownst to most, however, she is 
  also a member of the Scarlet Mummers, an order 
  of Lliira-worshippers charged with protecting the 
  faithful of the Goddess of Joy and doing battle with 
  Loviatans. The Scarlet Mummers are feared 
  assassins who use blades concealed in boots to 
  slay their foes during elaborate dances and leave a 
  single, red rose as a calling card. She has grown 
  disenchanted with the city due to its recent 
  developments. 
  The Red Embassy 
  The Thayans have maintained a presence in Hillsfar 
  for some time, primarily for trade purposes. The 
  Embassy is primarily staffed with diviners. Despite 
  this, their genuinely innocuous purpose for being in 
  the city, they are nonetheless held in suspicion. Most 
  citizens of the city distrust them, and believe they 
  are a portent for something horrible and painful on 
  the horizon. 
   The Honored Khazark Shazzara Mahn (SHUH-
  sar-uh MONN). Calm, cool, and collected, Shazzara 
  Mahn is an amazingly talented diplomat. While she 
  does not wear the robes and elaborate tattoos that 
  the Red Wizards are known for, red is featured 
  prominently in her garb. She is not an arcanist in 
  her own right, but much of her staff are and she is 
  never seen without at least one Thayan knight 
  bodyguard. 
   
   
  
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  Season 3 - Hillsfar 
   
  7 
  Hillsfar and its Surrounds 
   
  Locations within Hillsfar 
  Hillsfar Castle 
  Formerly Castle Maalthiir (before it was razed to the 
  ground), Hillsfar Castle was reconstructed to house 
  the Hillsfar Senate, the Red Plume, and the Mage’s 
  Guild.  At the very center of the castle is the Tower of 
  the First Lord. In an attempt to distance itself from 
  its xenophobic and racially charged past, the senate 
  of old ordered that the new castle be primarily of 
  human design, but incorporate aspects from other 
  races’s cultures as well. While those practices have 
  been abandoned by First Lord Torin, the result was a 
  grand building that, while somewhat unusual, is 
  quite beautiful to behold.  
  Tower of the First Lord 
  This tower houses the First Lord of Hillsfar and his 
  personal guard. Of the same architecture of Hillsfar 
  Castle, the tower stands over 200 feet tall and is 
  visible from anywhere within the city. 
  Hillsfar Gate 
  This large, steel gate is the only means of ingress and 
  egress to the city. Housing a full garrison of Red 
  Plume guards and Guild Mages, it can be sealed in 
  the event of a siege in a matter of moments. The gate 
  is typically closed at nightfall and reopened at the 
  break of dawn. 
  The Rogues Guild 
  The Guildhall is spacious, well-appointed and 
  centrally located to the east of the Tower of the First 
  Lord.  
  Hillsfar Arena 
  The people of Hillsfar still enjoy good sport, and 
  there is plenty to be found at the Hillsfar Arena. 
  Hosting everything from races, gladiatorial games, 
  and even naval combat (the floor is sealed and 
  flooded), the Arena employs paid athletes as well as 
  prisoners. Those seeking to earn some money can 
  wager on the games or even participate for a 
  handsome purse. Nonhuman victors merely get to 
  live another day. 
   A curious influx of drow refugees have begun 
  showing up in the Arena. Captured while ranging in 
  the area surrounding Hillsfar, the drow have spun 
  tales of roving bands of fire giants. While these 
  stories have fallen upon the Hillfarians's deaf ears, 
  they are enough to cause concern. 
  The Vault of Swords 
  This large brick and wood building has the words 
  “Disparage No Foe and Respect All” emblazoned 
  above the entry way. Within, the temple is warm and 
  inviting (and slightly scratched and marred) wood 
  with the holy symbol of the god of battle picked out 
  in iron and wood in the center of the floor. An 
  immense state of Tempus standing astride two 
  rearing horses stands on the far end of the central 
  chamber. 
  The House of Happiness 
  From the outside, this temple appears to be more a 
  lively tavern or festhall than a place of worship. The 
  only outward indicator of its dedication is the 
  triangle of six-pointed stars on the sign post above 
  its door. Within, the temple is decorated in ribbons 
  and crepe paper flowers and the Joydancers (priests 
  and priestesses of Lliira) serve locally-brewed ale 
  and mead, and perform for the citizenry. 
  Lastholme 
  This modestly-sized brick building is the home to a 
  small contingent of Chaunteans. Lastholme is 
  frequented by farmers offering thanks for a 
  bountiful harvest recently sent to market. The 
  Chaunteans of Hillsfar brew a mead that is highly 
  sought after throughout the Sword Coast. With the 
  recent influx of children being born, the Chauntean 
  church has grown to encompass a pair of nearby 
  buildings for use as an orphanage.  
  Shrines  
  There are a number of shrines within the city 
  dedicated to: 
   Umberlee 
   Malar 
   Torm 
  Inns & Taverns 
  There are a number of inns, taverns, and shops 
  within the city of varying quality. The most popular 
  are, in order of quality (and cost): 
   The Dragon's Lair (inn) 
   The Hydra's Den (tavern) 
   The Classy Lady (inn) 
   The Diamond in the Dung (inn) 
  
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  Season 3 - Hillsfar 
   
  8 
   The Rusty Nail (tavern) 
   The Gully (tavern) 
  The Docks 
  The docks area consists of a half dozen squat 
  warehouses and fishmongers with the Rust Nail and 
  the Gully (taverns, above) squeezed in for flavor. A 
  squad consisting of Red Plum guards and a guild 
  mage frequently patrols the area. 
  Locations Outside of Hillsfar 
  The following locations are available for use outside 
  of Hillsfar. 
  Elventree 
  A village of nearly 300 mostly consisting of elves, but 
  also including humans and half-elves, Elventree 
  seems idyllic and peaceful. This peace is kept by 
  followers of the god Mielikki (rangers, barbarians, 
  and druids), the faithful of Mystra (both clerics and 
  wizards), a handful of Harpers, and Elanil Elassidil, 
  an elven bard of great renown, who holds the office 
  of Moonsilver Herald. There are no free standing 
  buildings; mostly homes and businesses are high in 
  the trees, hollowed stumps, or caves beneath the 
  ground. The temple of Mielikki is known as the Hall 
  of the Unicorn, the Mystrans dwell in a dim hollowed 
  out cairn that pulses with magical light, and the 
  Harpers harp at the House of the Harp under the 
  watchful eye of Shalaer, an elven ghost. 
  Elua's Lighthouse 
  This small lighthouse is of elven make, like much in 
  the area. With the receding of the Moonsea the 
  lighthouse sits like a lone sentinel keeping watch, its 
  light constantly lit. 
  Elven Ruins 
  These ruins are ancient to the elves who dwell 
  nearby. The elves of Elventree will not speak of them 
  and they're not on elven maps. 
  Elven Watch Tower 
  When Cormanthor ruled Hillsfar the Elven Watch 
  Tower protected against incursion from Zhentil 
  Keep. Witnesses from nearby villages now say 
  something dwells within the ruins. 
  Abarat's Folly 
  This ivory tower was constructed solely by the 
  magic of an elven wizard named Abarat. It's 
  unknown why the tower was never completed, but 
  some say Abarat was sucked into a portal as a result 
  of the unstable wild magic he used to create the 
  tower.  
  Yulash 
  Once a client village of Hillsfar, as soon as Maalthiir 
  left it was abandoned to the under-dwelling 
  inhabitants of its subterranean caves. It is rumored 
  that the great underground complex holds extra-
  dimensional gateways, pathways to the Underdark, 
  and other things, foul and utterly corrupt. 
  The Stop 
  Once Maalthiir conquered Yulash he created The 
  Stop, a caravan stop halfway between Hillsfar and 
  Yulash. The Stop is now a small village that includes 
  an inn, a livery, and is a full service caravan way 
  station. Several outlying farms provide fresh food for 
  The Stop and much of it is exported to Hillsfar. 
  Outlying Farms 
  There are a number of outlying farms in the plains 
  and rolling hills surrounding Hillsfar. These small 
  communities take refuge within the city in times of 
  danger. Some examples of such farms include: 
   Costt Zamoden. A crass, outspoken human with a 
  shiny, bald head. He and his wife Randi breed 
  rothé. 
   Dumb Karl. A homely male hill dwarf that 
  provides much of the grain sold in Hillsfar. His 
  moniker is actually an ironic nickname given to 
  him by locals. He's actually quite bright--
  something that becomes quickly apparent as he 
  prattles off on obscure bits of information 
  regarding whatever topic he finds particularly 
  engaging. 
   Misha Gravelscoop. This young female rock 
  gnome inherited her parents's bee farm when 
  after they were recently killed by bandits. 
  However, she longs for escape and wants one day 
  to become a famous adventurer. The honey 
  produced here is used exclusively by the 
  Chaunteans in their meadery. 
  The Bell of the Depths 
  The island kingdom of Northkeep was the first 
  human settlement on the Moonsea. Founded in 348 
  DR and situated between Elventree and Elmwood, it 
  was a beacon of civilization in an otherwise untamed 
  wilderness. However, its power made it a target to 
  the evil humanoids of the Dark Alliance and others, 
  including the black dragon Lyauroth who, in 400 DR, 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  Season 3 - Hillsfar 
   
  9 
  laid siege to the city with a force 40,000 strong. 
  Their might combined with the vengeance of 
  Gruumsh destroyed the city and sent it sinking 
  beneath the waves of the Moonsea. Today, the tallest 
  of the city's broken towers is still visible beneath the 
  waves and sailors that pass by it occasionally hear 
  the tolling of its ghostly bells. The area surrounding 
  the ruins of Northkeep is peopled with marel--
  territorial aquatic elves--that harry and attack any 
  who might attempt to explore the sunken city. 
  The Underdark 
  Sprawling caverns and tunnels that go for miles and 
  miles below the surface of Faerûn, the Underdark is 
  home to the infamous drow, mind flayers, duergar, 
  and other evil races. The Underdark is saturated in 
  magical radiation called faerzress, the remnant of 
  the forces that created it. 
   The Waydown River. About a half day’s travel 
  from Hillsfar is a moderately deep sinkhole caused 
  by recent rainfall and geographical anomalies 
  stemming from the recent events in Mulmaster. 
  The sinkhole extends about 100 feet straight down 
  before opening into a natural cavern through 
  which flows a narrow river; a distributary of the 
  River Tesh. The river flows through 20 miles of 
  winding tunnels before culminating in a vast lake 
  in the center of the Sporedome. 
   Maerimydra. Worship of Lolth fell out of practice 
  in this once-mighty drow city and was replaced by 
  a cult of the drow goddess Kiaransalee, the drow 
  goddess of death. Within the last ten years, rule 
  over the city was usurped by the fire titan Hledh 
  and its residents enslaved. Those free drow that 
  survived now reside in Szith Morcane; one of the 
  city's former outposts. 
   Sporedome. This vast chamber is nearly a mile 
  wide and twice as long with a freshwater lake of 
  standing water in the middle of it. Surrounding the 
  lake is a vast, dense fungal forest in which lives a 
  widely spread colony of myconids. To date, their 
  interaction with surface dwellers has been limited. 
  But they war constantly with the mad Derro of 
  Ravagestone. 
   Ravagestone. Little more than a sprawl of 
  maddeningly twisting tunnels around a large 
  central cavern, this derro "town" is only one in the 
  loosest sense of the word. It is a chaotic place of 
  danger and madness. Occasionally, the derro 
  residents stray into Sporedome, or rarer still to 
  the surface. That same danger and madness 
  follows in their wake. 
   Szith Morcane. Slightly north of Maerimydra is 
  Szith Morcane; a former outpost of the city. Ruled 
  by the drow archwizard Solom Ned'razak, this 
  trade hub is nestled into the side of a yawning 
  chasm and connected not by streets or caverns, 
  but by a vast spider's web that covers the chasm's 
  wall. This settlement boasts its own center for 
  arcane study--the Inverted Tower. 
   Ryxyg. If you take a different tunnel from the 
  Sporedome, and travel for a day and a half, your 
  journey ends at Ryxyg; a small, relatively new 
  mind flayer enclave. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/S03 - Rage of Demons/Rage of Demons - Hillsfar.pdf