From the Forgotten Realms Campaign Setting: A Grand Tour of the Realms by Ed Greenwood and Jeff Grubb:
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Kurth is named after its founder, a grim axe-wielding adventurer loved by the dwarves and given the nickname "Banditslayer." Despite this, the town has a reputation as being a dark and haunted place. It is said that pirates retire here to get away from the sea, treasure is squirreled away in every cellar, and dark deals and smuggling occur in the back rooms of Kurth's many bars. One persistent rumor concerns a ruined manor on the western end of town. Feljack's Hall, built by an adventurer 20 years ago, was destroyed by fire 10 winters back, and remained abandoned. Now armed skeletons are said to be seen picking through the rubble by the full moon.
Kurth is a large village, profiting from the trade up from both Ravens Bluff and King's Reach, and down from Mulmaster and Maskyr's Eye. It is thriving, and has a number of fine inns and taverns, including the Gauntlet and Girdle, the Rolling Heads, and Beluar's Hunt. The last two are named after the elven hero Beluar's victory over the ores at Viperstongue Ford. The hills outside of Kurth are known as Beluar's Hunt, commemorating the hero's pursuit of the fleeing orcs from Viperstongue northward.
Kurth has shrines to Eldath, Chauntea and Clanggeddin. The shrine to Tymora is regularly visited by a priest from Mulmaster.
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From The Everwinking Eye: Treasures of the Vast, Part Three by Ed Greenwood (Polyhedron #91, January, 1994) as revised in The City of Ravens Bluff:
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This walled town at the northern mouth of Three Trees Pass is a grim, watchful place-like its founder, Kurth "Bandit-Slayer" (an axe-wielding adventurer friendly to the dwarves, whose nickname, all agree, was well-earned). Kurth serves as a caravan-stop, gathering place, and farm-market town. It boasts a brewery, two mills, large stockyards, and a wheelwright whose skill is equal to her reputation (she keeps a stock of wheels and snow-runners on hand for quick repairs). The town also has recurring water shortages, so the locals magically filter and recirculate its water - which probably accounts for the thick, rough, licorice-like "ropy" taste of the dark, foamy local beer.
Kurth has always had a reputation as a place where many riches are hidden (in cellars, old cisterns, secret attics, and walled into chimneys). In Calaunt, Ylraphon, and Tantras, Kurth is sometimes called "Pirates' Rest," owing to the fact that many pirates come here to retire and naturally hide their treasure nearby. So strong is the belief in Kurth's hidden prosperity that merchants just starting into trade sometimes come here in search of sponsors. Quite often, those who are lucky and discreet find all they need, and mote (the unlucky get their travel itineraries handed to still-active shipmates of the retired buccaneers). Much shady business goes on in backrooms all over town, especially in The Gauntlet and Girdle tavern.
On the western edge of town is "Tweenwalls," a district of shanties, ramshackle stables, and tumbledown warehouses outside the current city walls. Kurth was once larger, its walls encompassing a larger area - but orc raids proved to the locals just how long a wall they could muster swords and spells enough to defend. Much of Tweenwalls, the area between the old city walls and the new, is in ruins. At its heart rises the blackened, overgrown mound that was once Feljack's Hall. This mansion suddenly burned down one night a decade ago, and the adventurer who built it has been missing and presumed dead ever since. Locals who searched the still-smoking ruins for riches were slain horribly by a giant-sized skeleton that arose from the ashes wielding a black magical blade called a shadow blade by one wizard. Few cared to investigate farther, and those who did were usually found dismembered on the street leading up to the ruins the next morning. Recently, many human skeletons bearing swords have been seen on moonlit nights roaming the burned ruins. Their source is unknown-but guardians usually mean treasure, and Feljack's treasure, if any still exists, hasn't yet been recovered by anyone in Kurth.
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From Ravens Bluff and Environs by Ed Greenwood (LC2: Inside Ravens Bluff, The Living City):
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This farm-market town is often short of water; its two mills both use recycled water, magically recirculated and filtered many times. It has a brewery, a large stockyards, and a wheelwright of distinction, but is otherwise unremarkable.
Townsfolk have recently seen walking skeletons, carrying swords, in the over-grown grounds of Feljack's Hall, a ruined mansion on the western edge of town. No locals have cared to investigate further. Persistent rumors in Calaunt and Tantras whisper that Kurth is a place where much treasure is hid, for many pirates come here to retire, and much shady business goes on in the quiet backrooms of the town and in The Gauntlet and Girdle tavern.
Kurth was named for its founder, a grim, axe-wielding adventurer friendly to the dwarves. His nickname was "Bandit-Slayer," and it was well earned.
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