Xantharl's Keep is a fortified village of 475 folk with few attractions. Any traveler using the Long Road should know its ways and location, though. This is particularly important in winter, when desperately hungry wolves and orcs grow bold in their raiding.
Xantharl was a ranger who explored and mapped the Khedrun Vale, known today as the Valley of Khedrun. He explored the Fell Pass, and the Surbrin Highlands. Though Xantharl is long dead, his battered hold remains.
The Keep is a small settlement of tall, narrow stone houses with heavy shutters and steep roofs to shed snow. The village has two deep wells; one in the cellar of the keep, and one in the open market space in front of the gates. The Keep's only inn and tavern are located in the market, directly across from the keep itself. The village has grown up around the frowning bulk of the tower. The structure holds 400 warriors in a pinch, but 150 is a more comfortable number. There is a standing village garrison of 16.
The whole area is circled by a stone wall bristling with giant multiple crossbow guns. This, in turn, is protected by wardmist visible only at night. In the darkness, a faint bluewhite band of faerie fire illuminates the ground around the wall. The ward is actually in force at all times. There's a gap in its ring where the short road from the single gate runs out to join the Long Road. The gap is concealed by a continual faerie fire spell cast so as to match the rest of the wardmist. Anyone intruding into the ward without a ward token is attacked by 16 bonebats. These defenders are never activated or seen by beings using the road.
Xantharl's Keep has no ruler, though a local ranger, Helder Mornstone, dwells in the keep itself. He's a veteran who knows every rock and tree for several days' ride around the Keep. He commands 15 men-at-arms, all of whom wear pendants set with the ward token of the Keep. In battle, they're hidden under their throat gorgets.
The garrison is split into three shifts. When the keep isn't under attack, one shift is off duty, one is strolling the streets to keep order, and one is on patrol around the Keep, watching for caravans, suspicious travelers, monsters, and signs of weather or beast migrations. Helder also leads the local militia, which turns out for two days each month for training with the garrison.
Once each ride, two militia members ride on patrol with the guard for a two day stretch. Helder is focusing on training the young boys and girls of the Keep to be competent scouts and to be aware of potential dangers in battle. They must be aware of the needs of warriors, so they can help in a fight. Helder's making marksmen out of them, having them fire endless volleys from the crossbow guns. They also make and repair quarrels. Most of the youthful militia are good shots with the wall weapons, though Helder hopes they'll never have to use them. All in all, Xantharl's Keep is a secure stopover, but not an exciting place to visit.
Those hunters swayed by the racks of antlers displayed on tavern walls in Waterdeep and points south - the ones as wide as three people lying down - should heed some healthy advice. Though orcs are fewer in the area around Xantharl's Keep, transport into the interior is always closer than back out. Dead is dead wherever you are, so go armed and go in numbers. Some guides to the lands inhabited by these large beasts can be found in Xantharl's Keep.
