Yartar was a fortified city standing on the east bank of the River Dessarin. It was connected by a fortified bridge to a citadel on the west bank where the Evermoor Way (linking Triboar and Silverymoon crossed the Dessarin. It was a crossroads trading town, so it was always bustling with caravans entering and leaving its walls.[1][2]


In 1361 DR, Baron Alahar Khaumfros attempted to further a plot to provoke the Lords' Alliance (particularly Waterdeep) to war against Ruathym on behalf of the Kraken Society and Luskan.[2] He was foiled in his attempt when Liriel Baenre, Fyodor, and Caladorn Cassalanter discovered the plot.[3]


The ruler of Yartar, the Waterbaron, was elected for life. The Waterbaron in 1366 DR was Belleethe Kheldorna.[4] This position was previously held by Alahar Khaumfros, who had inherited the position from his father and who was later revealed to be the leader of the Kraken Society.[5] Khaufros employed the doppelganger Semmonemily to do his dirty work and had an elderly steward was named Cladence.[2]


Yartar was a member of the Lords' Alliance.[2]

Notable LocationsEdit

Inns and TavernsEdit

Inn of the Glowing Gem[6]
Tired Traveller Tavern[6]


The central market
An open area marketplace filled with many stalls selling all sorts of goods, including crystal perfume bottles from Calimshan, magical potions, and spellcasting components of great rarity and power. Known locally as the Fishyard, this mazelike market always has fish caught from the Three Rivers on sale and even in the depths of winter, ice fishermen bring their wares to the stalls.[7]
Beldabar's Rest
Probably the most unusual human-built in the North. It's located underground, beneath Yartar's central market.[8]
Dannath's Pickles, Nuts, & Foods
A high-priced but very well-stocked food shop.[9]
Winter Winds
A expensive, but excellent quality, clothing store.


Happy Hall of Fortuitous Happenings
The local temple of Tymora.[8]

Other LocationsEdit

Three Rivers Festhall[6]
Shield Tower
The tower is home to the 150 mounted guards of Yartar.[1]




Computer gamesEdit


  1. 1.0 1.1 Ed Greenwood (1993). Volo's Guide to the North. (TSR, Inc), p. 93. ISBN 1-5607-6678-6.
  2. 2.0 2.1 2.2 2.3 Elaine Cunningham (May 1998). Tangled Webs. (Wizards of the Coast), p. 125. ISBN 0-7869-0698-7.
  3. Elaine Cunningham (March 2003). Tangled Webs. (Wizards of the Coast). ISBN 0-7869-2959-6.
  4. Ed Greenwood (1993). Volo's Guide to the North. (TSR, Inc), p. 217. ISBN 1-5607-6678-6.
  5. Ed Greenwood (1993). Volo's Guide to the North. (TSR, Inc), p. 94. ISBN 1-5607-6678-6.
  6. 6.0 6.1 6.2 Beyond Software, Inc. (1991). Don L. Daglow. Gateway to the Savage FrontierStrategic Simulations, Inc..
  7. Ed Greenwood (1993). Volo's Guide to the North. (TSR, Inc), p. 96. ISBN 1-5607-6678-6.
  8. 8.0 8.1 Ed Greenwood (1993). Volo's Guide to the North. (TSR, Inc), p. 97. ISBN 1-5607-6678-6.
  9. Ed Greenwood (1993). Volo's Guide to the North. (TSR, Inc), p. 100. ISBN 1-5607-6678-6.


slade (April 1996). The North: Guide to the Savage Frontier. (TSR, Inc), pp. pages = Cannot cite pages from this boxed set. Instead, see {{Cite book/The North: Guide to the Savage Frontier}} for a list of products inside the boxed set and cite pages from a product.. ISBN 0-7869-0391-0. Paul Jaquays (1988). The Savage Frontier. (TSR, Inc), p. 34. ISBN 0-88038-593-6.

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