Cities of Khorvaire

Post/Author/DateTimePost
#1

MephitJames

Aug 27, 2007 20:58:33
So, I haven't posted much on these forums, but I've been running a lot of Eberron games and pondering even more. I love the campaign setting, but my #1 pet peeve is what I like to call the Luck of the Brelish. Everything spectacular seems to happen there! They've got flying fortresses, the biggest city on the continent, expeditions to Xen'drik, and the seats of four (four!) dragonmarked houses (discounting House Tarkanan). Worst of all , Breland's largest city, Sharn, has it's own source book!
I'm mostly kidding, of course, it's exciting to have so much going on in Breland and all the attention paid to it makes it easy to have Breland-centered campaigns full of extreme detail and flavor. But I miss the other countries out there. Two of my campaigns, for instance, are taking place in Karrnath and I have to make up every little detail I want to show to my players. While rewarding, it's also hard work.
To remedy, I'm going to try to make Sharn: City of Towers-scale descriptions of major cities in Khorvaire. This project is envisioned on a very long time scale and so far only Fairhaven has been done to any sort of completeness. Whether you are interested in playing a 4e game or 3.xe, I think this fluff-centric project will add a lot to the game. Anyways, please offer any feedback, though flaming is not likely to get a response. ;)

Cities of Khorvaire
Fairhaven: City of Lights
City of Stormhome

#2

MephitJames

Aug 27, 2007 21:01:05

Fairhaven: City of Lights


#3

MephitJames

Aug 27, 2007 21:02:24
Grangehall Ward
Before relations with the Eldeen Reaches soured during the Last War, there was a healthy trade of population and goods between the rich heartland of Aundair and the forests of the druids. Rulers, including Wrogar the first king of Aundair, learned early to ignore the western forests at their peril and construction began in the 870s on a neighborhood for Eldeen immigrants in south Fairhaven. Called the Grangehall Ward, this neighborhood formalized the growing community of farmers, traders, and druids which was perched against the southern wall and extended the city’s defenses to include the neighborhoods. The cost of relocating the wall was great but clearly worth it as the rustic houses began to expand themselves, adding merchants and taxpayers to the city’s coffers.
While the ward has changed in many ways since hostilities began between the Five Nations, its attitude and feeling have not. As the houses shifted from wooden country homes to apartment buildings of marble and granite, the popular opinions of the residents have crystallized as well. Many in the ward secretly agree with the complaints of the Eldeen Reaches, others do publicly. The Grangehall Ward finds itself increasingly estranged from the rest of the city as uncertainty and suspicion grow. A schism also exists within the ward as those with relatives or ties to the Aundarian territories around Wyr either grow embittered toward the Royal Army or toward the Eldeen Wolves as one or the other commits a violent attack. This schism is closing in the face of suspicion from the rest of the city, however, as Grangers think of themselves as citizens of the ward first and citizens of Fairhaven second, if at all.
Population: 10,100
Social Class: Middle to lower class.
Character: Rustic neighborhoods, almost like country hamlets transported to the city. Residents are proud of their ward and consider it almost a separate entity.
Districts: garrison, goblinoid neighborhood, guildhall ward, inn district, marketplace, park district, shifter neighborhood, shops, temple.
Businesses: Family-run groceries and open-air markets, informal and simple goods; gold piece limit: 14,000 gp.
Key Personalities: Elder Roteal (LG male hobgoblin cleric of the Sovereign Host 6), Hurstak (CE male hobgoblin warrior 3/sorcerer 2), Jelaan the Tall (NE male hobgoblin barbarian 3), Kleris Merchiot (NE human adept 4), Lhevk Reesh (LN male hobgoblin fighter 6), Rava Moonshadow (N female dreamsight shifter druid 6), Royal Eyes Inquisitor Vaal (NG male changeling rogue 3/duelist 2), Tannelle Dekker (LE female elf hexblade 5)
Watch Detail: 283 guards of the Watch; 87 on day shift (69 patrol, 18 stationed), 101 on evening shift (81 patrol, 20 stationed), 100 on night shift (80 patrol, 20 stationed). These guards are responsible for Five Domes as well as the Grangehall Ward.
#4

zombiegleemax

Aug 28, 2007 16:50:14
I'm currently working on the town of Ghalt in Aundair. Since I got the Sharn book and the Cityscape book I've wanted to create a Metropolis of my own. I have found information in the DMG2 to be much more usefull for this than anything in cityscape. Metropolis? I was overwhelmed and after looking through Five Nations was tempted to do Fairhaven, because so much is written already. Then I thought Passage would be a good choice because it is not too large, but a lot of important people are going to pass throught there. I want a starting base for PC's and almost chose Varna. I am enjoying taking a smaller town like Ghalt and inventing things to happen there.

I try to think of Sharn as its own power above and beyond King Boranel's lands. If I were Boranel I would be afraid of what could come out of Sharn. I think one of the best things to do with Breland would be to have the moncarchy replaced. There is already a movement in that nation.
#5

MephitJames

Aug 30, 2007 10:46:42
I think you and I are on the same side in this issue, Rabbit. I for one am really excited by the fake-history of worlds like Eberron or Toril, more even than the present. I blame Tolkien's Silmarilion. Sharn, of course, used to be a wealthy, independent city state with its own Lord Mayor. It even survived the first decade or so of Galifar's conquests in the north before his son Brey took it over. I like to think of the Galifarian armies occupying Sharn as sort of a trophy, in the same way that Napolean's armies occupied Rome or the British occupied New York. Of course, unlike those situations, Sharn and it's territory stayed in the kingdom of Galifar so one might assume that any ill-will toward the occupation is gone. I think, though, that the Swords of Liberty faction in Breland would be an excellent enemy in the streets of Sharn for a party of PCs. I see a complex sort of give and take where the PCs are hired to root out a dangerous group of criminals who turn out to be freedom fighters. For the most part the freedom fighters are dangerous terrorists, but some of them actually make good cases for a free, populace-run Sharn. Add to that the violent, strong-arm tactics of the King's Citadel and you have a conflict that puts the PCs right in the middle of a rock and a hard crown.
#6

zombiegleemax

Sep 03, 2007 0:42:03
I'm suprised that WoTC hasn't done more fluff pieces like City books so people can have a foundation to build from .Like a city book for Karrnath would give you the main cities,towns & villages of note.All mapped n' detailed with major locations & NPCs described.Giving the DM's plenty room to customize said cities & they could use them as examples for fleshing out the lesser cities,towns n' villages on their own.That way the books wouldn't be outdated when 4e comes out & the new ed. of Eberron is finally released.If needed WoTC could post a free PDF of 4e stats for the books.Listing updated NPCs, monsters ect. to save resources.
Lucifer the Puritan
#7

lonestranger

Sep 04, 2007 0:09:25
I'm not too surprised they haven't done more city/country sourcebooks, at least for the time being.

I get the feeling once 4e comes out and they finally get around to Eberron, there will probably be more sourcebooks at least for each major country at that point.
#8

MephitJames

Sep 04, 2007 17:53:58
They are coming out with a book on Stormreach according to amazon, but I agree that it's unfortunate they can't have fluff books to continue into 4e. They're making such a big deal out of online resources in 4e you'd think they'd be all over an idea like Lucifer's about having 4e stat updates for city books.
At least the Stormreach book has Keith Baker on it .
It seems like we aren't likely to get too many fluff-heavy Eberron books (in the vein of Five Nations, Forge of War, or Faiths of Eberron) until they successfully replace all the crunch books (like the ECS, Magic of Eberron, or Races of Eberron). In the meantime, I get to pretend I'm a sourcebook author!
#9

MephitJames

Sep 05, 2007 0:28:20
Placeholder for more Fairhaven districts...
#10

Thramzorean

Sep 07, 2007 8:04:18
A little too much time on your hands I see Mephit :D

Just one note - there is supposed to be a kalashtar enclave in Fairhaven which I think will be worth including. I have a psionic artificer warforged which I have placed there and would make a good NPC for psionic item purchase...
#11

MephitJames

Sep 07, 2007 16:16:12
I don't you worry, Thram, the kalashtar enclave is in Marble Halls. The kalashtar visiting Dreams of the Night are from there, and there'll be plenty of intrigue with the Riedran embassy in the Chequer's Ward. Bear in mind that just one of the twelve wards in the city is presented here in detail. I don't really know when I expect to finish all of this, but this ward took me a few weeks to do. I guess I'll stay optimistic until I hear otherwise.
Thanks for the feedback, though...
#12

Ogiwan

Sep 09, 2007 9:08:33
This is good stuff, dude. Rock on.
#13

valar

Sep 10, 2007 9:51:50
@Mephit James
Bravo ! I think that WotC could pay you to do some work for them.
You choose to do Aundair's Fairhaven, my favorite country and there for favorite city. :D
Nice work, nice work. Helping us, Eberron DMs, in this cool way.
Go on ! We are reading it with thrill.
#14

MephitJames

Sep 11, 2007 14:52:33
Thanks guys, any suggestions? I'm doing the Marble Hills ward next, which is turning out to be a great place for adventuring. It's got a lot of the intrigue of the central city but not as much security, plus there's an adventurers' quarter.
By the way, if anyone has ideas for shops or neighborhoods, let me know. This stuff seems to come together nicely when I have a kernel to start with but sometimes the blank page is intimidating. :D
#15

zombiegleemax

Oct 01, 2007 18:16:05
I am thinking things more nefarious. Suppose the Lords of Dust or the Dreaming Dark decided to help themselves to the wealth of Sharn, with the long range plan of controlling even more of Breland? The Swords of Liberty could be either a tool for them or an obstacle. And if the PC's somehow join or ally with the Swords they have to first figure out that they are being used and then find a way to foil the plot. Or maybe the Swords uncover the plot and suddenly find that the masterminds have made them public enemy number one. If some force within Sharn decided to break from Breland, Wroat would have a very serious problem on their hands.
#16

MephitJames

Oct 01, 2007 21:37:23
I sort of imagine that's what's happening already with Q'barra. The Dreaming Dark maneuvers a country or city into semi-isolationism and then they are offered a lucrative alliance with Riedra. Before they know it, it's Syrkarn in Khorvaire! It'd be pretty tough with Sharn, I think, because any independence for the City of Towers would launch enough internal strife to keep the DD or whoever at bay for a while. Not that it can't be done, mind you, just that it'd be harder than trying to create a fiefdom out of Q'barra, Zarash'ak, or another out-of-the-way place.

By the way, I'm posting the bit that I've written on Marble Halls tonight. This is just the start, but this ward seems denser than the last and is requiring a lot of sketching out of the rest of the city. Which hopefully will make it easier later to write the other wards. Here's hopin'!
#17

MephitJames

Oct 01, 2007 22:06:06

Marble Halls


At the start of the Last War, Marble Halls was a growing ward of merchants and craftsmen. It thrived on the trade coming west from Thaliost and the commerce brought from the docks of the Whiteroof Ward. War came harshly to Marble Halls, however, as it did to many merchants in the early years. Maritime trade in Scion’s Sound was seriously compromised and Thaliost, one of the most affluent merchant hubs in northern Khorvaire, was hit early and often throughout the conflict. By the time trade resumed, many Fairhaven merchants had moved to the inner city, where commerce was more assured, or to Rordan’s Gate where House Orien’s lighting rail still ran for the time being. Marble Halls was left for the growing lower class and the groups of refugees to settle in.
Despite this fate, Marble Halls remains a proud ward. Many attribute this to the fine architecture that remains, saying that even the working class can’t help but feel ennobled living among strong white columns and high-peaked roofs of old Galifar. Others say that the residences are just committed to staying alive between the overwhelming presences of the Sovereign Ward and Whiteroof Ward and the criminal predations from the Eastway Ward. Whatever the reason, Marble Halls holds a number of surprises for those tempted to dismiss it as a collection of low-income neighborhoods with a tarnished past.
Population: 10,000
Social Class: Middle to lower class.
Character: Former professionals district, turned working class. The noble-looking halls of guilds and clerks still line the streets but the crowds walking past them bear the smudges of factory soot, not quill ink.
Districts: Adventurers’ Quarter, Average Residential, Industrial (2), Orc Neighborhood, Professionals, Shops (3), Slums (2), Temple District, Theater District
Businesses: Specialty shops in middle-class districts, neighborhood markets, industrial centers; gold piece limit: 10,000 gp.
Key Personalities: Arrow (CG female personality warforged fighter 5), Jestal Ineste (CG male half-elf scout 5), Epheme (CN male human? warlock 8/monk 8), Huys Tousane (NG male human cleric 4), Jiulaan (LE changeling rogue 3/swordsage4), Kolyn d’Cannith (NG male human artificer 9), Laanaskai (N male kalashtar expert 5), Tek (LE male halfling rogue 6), Venerated Ishakhad (LN male kalashtar divine mind 9)
Watch Detail: See the Whiteroof Ward.

Almenn Town
District Type: Adventurer’s Quarter
Buildings: average food (20), average lodging (30), average residences (24), average services (20), average trades (19), poor food (60), poor lodging (53), poor residences (80), poor services (60), poor trades (52), shrines (Sovereign Host, Dol Dorn, Dol Arrah, Olladra, Blood of Vol), upscale trade (1)
First Impression: This neighborhood is separated by the rest of the ward by a low wall, but it’s difficult to miss the architectural and cultural shift within the quarter. Inside it’s a bustling, cosmopolitan space full of foreign accents, wildly dressed adventurers, and richly decorated taverns.

Almenn Town was once Almennia, a garrison for the rich merchants of Marble Halls and the bustling trade in the docks of the nearby docks. A low retaining wall designated the area that was considered the garrison grounds, though much of it was given over to shops and small markets where visiting tradesmen could deal their wares without feeling exposed in the foreign city. With the outset of the Last War, however, the city government was no longer interested in ingratiating itself to foreign merchants and preferred to relocate all of the Fairhaven Watch stationed in Almennia into the newer Riverwatch garrison in the Whiteroof Ward where it could keep more pressure on ships arriving in City of Lights.
With the decreased security, Almennia began to falter like the rest of Marble Halls, which created a problem for the Fairhaven Watch since it opened a perfect conduit for the criminal elements in the Eastway Ward and Marble Halls to traffic contraband to and from the docks. A royal advisor eventually came up with the plan of promoting Almennia as an adventurer’s ward, hopefully drawing new businesses to the neighborhood and building a place to house travelers right next to the vessels they arrive on. The plan was successful almost overnight and, though the Watch now had to keep an eye on rowdy adventurers, crime dropped off dramatically in the district that was now affectionately called Almenn Town by its new residents.
There are still plenty of shady deals going on in Almenn Town including some smuggling schemes and occasional friction between the district’s competing adventuring guilds. The district is very much a world of its own, however, as evidenced by the idea of a “town within the city”. The garrison’s wall still stands and serves as a physical deterrent from anyone wandering into it from other neighborhoods. Perhaps more effectively, there’s no reason for most Fairhaven residents to come to Almenn Town since the residents, shops, taverns, and inns are all designed to cater specifically to the itinerant population of adventurers.
Blades and Wands: The Blades and Wands Company is the larger of the two adventuring guilds in Almenn Town, and second in membership only to the Wayfinder Foundation in Fairhaven. Their headquarters in the district are in a large inn called the Eagle’s Rest which bears the guild’s symbol on its broad door: a longsword point down with a stylized wand across the blade near the tip. A simpler and more commonly used symbol of the guild, a long upright line with a crosshatch close to each end, can be found throughout the inn and in many surrounding buildings. Members of the Blades and Wands receive 5% discounts on rooms and food at the Eagle’s Rest and many members of the guild live year-round at the inn.
Ivybound Tavern: The Laurel Club adventurer’s guild moved its headquarters to the posh Ivybound Tavern on the east side of Almenn Town during the Last War. It’s a more well-connected and well-financed guild compared to the Blades and Wands and its membership tends to be more genteel. The class issues surrounding the guilds only accentuate their rivalry, however, and disagreements between the groups extend back since before the Last War.
The Ivybound Tavern is one of the best restaurants in Almenn Town and many nonmembers frequent it when they have the gold to spend. The cuisine varies from the roast birds typical of west Aundairian cooking, spicy Liotian stews, and more exotic fare from Breland and Thrane. All of the food is expertly cooked and the Ivybound’s wine selection is the best outside of the central wards. It carries several excellent vintages not to be found anywhere else in Fairhaven, typically from the family estates of Laurel Club members or from friend’s vineyards, and the Laurel Club makes a profit on driving up the prices of these vintages through scarcity. The owner of the Ivybound is an affable Liotian half-elf named Jestal Ineste (CG male half-elf scout 5), formerly a member of the Wayfinder Foundation before resigning in a huff. He is a nice fellow but severely prejudice against rustic folk (especially half-orcs, shifters, and halflings), and he finds the elitist air of the Laurel Club much more to his liking than the more mixed company of the Wayfinders. He can usually be found in the back room which is restricted to Laurel Club members.
Knife’s Edge Guide Service: Most of Fairhaven’s guide services are to be found in Rordan’s Gate where they are readily available to merchant caravans traveling overland. The Knife’s Edge guides, however, specialize in guiding expeditions to dangerous areas and find many more clients in the adventurers of Almenn Town. The establishment’s owner is Heskan (LE male gnoll ranger 4), a crafty native of the Byeshk Mountains in Droaam, known for his sometimes harsh measures in completing his contracts. Before becoming a guide, Heskan worked as a bounty hunter and sometimes mercenary, taking contracts through House Tharashk. He quickly learned, however, that there were too many variables to make the profession very economical and he left with a handful of compatriots to Aundair where he found work as an able and adventurous guide.
Heskan is a cruel being, there’s no mistaking that, but he is a businessman first and foremost. He proudly tells anyone who approaches him with an job offer that he has never lost an expedition yet, despite leading several a year into the wilds of the Eldeen Reaches and the dangerous Byeshk range. Talk around Almenn Town will confirm this and Heskan is well-liked. The general consensus is that he’s “left his Droaam behind.” This may be so but Droaam has recently followed Heskan to Fairhaven in the form of the newly established Daask cell led by Jelaan the Tall. Jelaan made offers of alliance with Heskan early in the cell’s establishment but the gnoll turned him down flatly, seeing nothing but bad business in working with a criminal gang. Other gnolls in Heskan’s employ don’t share his opinion and, with Heskan gone for weeks guiding expeditions, it may be only a matter of time before one of them approaches Daask behind their leader’s back.
The Shipyard: A classic example of the eccentric air that surrounds Almenn Town, the Shipyard tavern is built from the assembled pieces of several ships. The building is far from cobbled together, however, and is sturdy and solid despite being two stories tall and fairly wide as well. The owner, Kolyn d’Cannith (NG male human artificer 9) an elderly retiree of the House of Making, personally oversaw the construction and ensured that the building was sturdy. He was quite an adventurer in his day and is still known in his house for being on the mission that recovered the Schemas of T’rakeos from the jungles of Xen’drik. Kolyn is a goodnatured man and is happy to engage patrons in quiet conversation about politics and rumors when he isn’t busy. He’s also willing to help out regular customers with construction, though it’s extremely rare that he has time for any projects that don’t have to do with running the Shipyard.
Behind Kolyn’s cheerful disposition, however, is a keen, calculating mind. He truly does enjoy conversations with the “new blood” of adventuring in Khorvaire, but part of his mind is constantly accruing information that he can report back to Baron Jorlanna d’Cannith. Kolyn is always quick to deny being a “spy”, but he does serve as Jorlanna’s eyes and ears to the docks of Fairhaven. Part of this job stems from a feeling of loyalty and gratitude to House Cannith, but Kolyn has an idea of and supports Jorlanna’s bid for total control of House Cannith. While the elderly artificer-turned-tavernkeeper doesn’t think Jorlanna is a perfect choice (he’s old enough to remember the rumors that surrounded her sudden move to Aundair from Cyre) but he considers Merrix to be power-hungry and Zorlan to be a madman. With these choices, Kolyn feels, it’s not a difficult decision.
Pride Guardians: The halfling mercenaries of the notorious Pride Mercenary company are known for getting the job done, whatever it might entail. The business’s founder, a halfling named Tek (LE male halfling rogue 6), named it when he first arrived from the Talenta Plains about ten years ago and his Common was still a little unsure. It is a testament to Tek’s own pride that he refuses to change the somewhat awkward name now that he knows better, and a testament to the respect afforded to the dangerous mercenary that no one dares laugh at it within five blocks of the store.
Though he is now fluent, Tek resorts to Common only when necessary and mainly speaks in Halfling, making it clear what he thinks of people who can’t understand his noble birth-language. Despite this attitude, business has been excellent for Tek ever since he opened his business with several fellow villagers who traveled from the Plains with him. They were hired frequently during the later years of the war by the Royal Eyes for missions in the Thaliost region which couldn’t be traced back to the crown of Aundair. The halflings still take contracts sometimes for the Royal Eyes, their clientele has expanded to include several noble houses in Fairhaven. They specialize in stealthy missions, and the secrets of the hunt work as well in the urban jungle as they do in the open plains. The one group that Tek refuses to work with, however, is the Dark Dagger Gang. For reasons he refuses to expand on, Tek hates changelings and has killed more than one person for simply being affiliated with Kreelo.
See also: Information on the Blades and Wands guild and the Laurel Club can be found in Chapter 4: Guilds and Organizations. Information on Daask in Fairhaven can be found in Chapter 4 as well, and in the description of the Kaeltusk district in the Grangehall Ward. Information on Baron Jorlanna d’Cannith can be found in Dragonmarked pages 18-20, and information on House Cannith’s concerns in Fairhaven can be found in Chapter 3: Power and Politics.

Crown Crossing
District Type: Professionals District
Buildings: average food (20), average lodging (10), average services (43), average trades (46), former bureaucratic offices, monument, poor trades (46), prison, temple (Sovereign Host), warehouses (27)
First Impression: Blocks of empty buildings interspersed with fortress-like structures of older design.

During the heyday of Marble Halls, Crown Crossing was the financial center of the ward with several important banks and lending houses. When the Last War robbed Marble Halls of significant trade to justify a financial district, most of the banks relocated to the central city or Rordan’s Gate. A few stayed, however, and one was converted into a prison for criminals captured during the war.
Despite the degradation of most of the neighborhood’s properties several clues of its former prestige remain including a tall iron statue of a human man bearing a set of merchant’s scales and wearing the octagonal coin of Kol Korran. This statue occupies one of two paired plazas in the district where the Hawk of Aundair Prison is located (see below). The other plaza also centers on a religious structure, a modest temple to the Sovereign Host. The priests of this church work with those of the Temple of Fairhaven in the Godsworn district.
Hawk of Aundair Prison: Once this imposing building was a massive lendinghouse administered by the government of Galifar. When the Last War started and royal institutions linked to Thronehold began to crumble, the lendinghouse defaulted first to the new monarchy of Aundair and then its doors were closed. In 932 YK the building was recommissioned as a prison and filled with prisoners of war. Two decades later when the Eldeen Reaches declared independence, “the Hawk” became a common destination for guerillas captured in the Reaches. Though never as infamous as Dreadhold, the harsh wardens of the Hawk are still the subject of many nightmares in Eldeen, Thrane, and Karrnath. The ubiquitous dragonhawk profile that was the prison’s emblem is stuck firmly in the minds of prisoners of war who saw no other symbol for years as they were held for bargaining power, information, or simply out of a sense of retribution. The halls echo now with the footsteps of guards more than the moans of prisoners, but more than a few criminals are still held in the Hawk. Anyone officially affiliated with the military of one of the signatories to the Treaty of Thronehold were released in the year after that document was accepted, but there were plenty of privateers and guerillas who were considered independent agents under the treaties terms. In the two years since Thronehold, the Hawk of Aundair Prison has endured six breakout attempts. Five of them were repelled successfully, but the escape of Farelle of Martindale, a notorious war criminal who smuggled weapons to the Thranish soldiers occupying Thaliost, disappeared in the dead of night some three months ago. Aside from the embarrassment of losing such a prominent inmate, the monarchy is frustrated by the possibility that Thrane had some direct involvement in the escape.
Vaults of Onatar: The Kundarak Bank in Crown Crossing was a massive buiding, attracting meetings from merchants throughout northern Khorvaire. When business dried up in the neighborhood, though, House Kundarak refused to let such a large investment go to waste and began a far-sighted plan of converting the vaults below the building into unapproachable strongholds worthy of any dwarven fortress in the Mror Holds. The building looks indeed much more like a fortress today than a bank, with tall walls of thick granite and battlements ringing the top. Below ground, however, the Vaults of Onatar are so lined with guarding mechanisms and iron doors that there is not a moment’s question where the place gets its name.
The Vaults specialize in locking away valuables and stores many heirlooms from noble families in Fairhaven, many to be held in perpetuity until worthy heirs come to claim them. There is also an entire level of storerooms which hold artifacts belonging to the Arcane Congress. As the southern half of modern Aundair was won from Thrane and then contested variously by Aundair, Thrane, and Breland, the Congress took several important artifacts deemed too dangerous to fall into anyone’s hands and had them placed in special vaults within the Kundarak stronghold. These vaults include several teleportation vaults which can transport to chambers deep within the floating towers above Arcanix. In this way, the Arcane Congress can rest assured that the artifacts are hidden and safe yet still accessible if the magical body should change its mind.

Darkhall
District Type: Slum
Buildings: poor food (12), poor lodging (4), poor residences (308), poor services (24), poor trades (44), temple (the Traveler)
First Impression: Crowded streets with sagging buildings and broken windows. Sewer drains are full of detritus and the streets are covered with mud above the cobblestones. The people are just as dirty and there is a feeling of furtive desperation among the crowds that watch any outsiders with suspicion.

Darkhall is the prime example of what Marble Halls become, a place where money is scarce, shelter is only rudimentary, and crime is rampant. It is mentioned often in the courts and salons of the central city by Visionists, most of which have never been anywhere near the dangerous neighborhood. Once the district was a nice, if not exactly affluent, home for many middle class families who worked in the new apartments in the Duchy and was known as Easthall as a counterpart to the Westhall neighborhood of the Chequer’s Ward. Today it is more aptly named as the streets and buildings of Darkhall have long been left for the newly poor of Marble Halls. Many of the buildings don’t even have actual residents and are the home of squatters and criminal gangs.
The Saverne: This gang of wererats operates throughout Darkhall where it’s based and the neighboring industrial district of Ashcort where it has stakes in many of the foundries of that district. More importantly for the Saverne members, however, the gang has undisbuted control over the sewer systems underneath the entirety of Marble Halls and into the Whiteroof and Knowledge Wards. Darkhall remains their headquarters as it has ever since the days of the Purge.
The Gorsethorn: This tavern looks secure enough, though it has clearly seen better days. There are rooms to rent on the upstairs floor, but most of the establishment’s business comes from the raucous barroom downstairs. The Gorsethorn is known throughout Darkhall and the neighboring districts (including among the adventurers of Almenn Town) as a place of revelry and hedonism. At any hour of the day the barroom is filled with noise and drinking. A cut-throat, if only moderate-stakes, game of Ghalt Roundtable, a popular card game among Aundairian soldiers and mercenaries, takes place every Wir night and draws quite a crowd. Even skilled card players from the central city sometimes make their way through Darkhall, normally with an escort, to the rowdy gaming room. The other notable feature of the Gorsethorn is that it is owned and run by the Saverne. Though this is far from a secret among Darkhall residents, it’s largely ignored and rarely affects the day-to-day lives of the clientele. More importantly, it doesn’t affect their drinking.
House of the Traveler: This temple was once an unassuming church of the Sovereign Host but when the neighborhood started becoming more crime-ridden, the building was desanctified and stripped of its regalia. Soon after, in the early 930s, a group following the Traveler moved into the building for several months. They dragged in discarded curtains and doors, redecorating the interior into a ramshackle space which hardly resembles the temple it once was. Now the place is hung with tapestries of the Traveler’s grey which cover up carvings of octagrams and a stone altar at the far end is covered with offering burned for the Traveler to take notice. The steps outside are littered with plates of food for the Traveler to eat as he wanders Eberron.
The Vassals of Darkhall mostly travel to Godsworn to participate in feastday celebrations, but an increasing number are turning at least partially to worship of the Traveler for their daily prayers. These Vassals come to the House of the Traveler to offer prayers of protection or good fortune. Though most of the pilgrims left less than a year after arriving in Fairhaven, a man calling himself Epheme (CN male human? warlock 8/monk 8) has remained since and willingly offers to lead worshipers in prayer or to perform magic rituals. He is an old man but, considering that he has tended the House of the Traveler for over sixty years, doesn’t look nearly as old as he should. Residents of Darkhall speculate about whether Epheme may be a personality adopted by changeling priests visiting Fairhaven, whether the man may be somehow blessed by the Traveler and does not age, or some other more mysterious and possibly sinister explanation. When asked about his spryness and apparent youth despite the fact that he must be at least close to ninety, Epheme simply winks and shakes his grey hair. “Exercise and fresh fruit.”
Whatever his mystery, Epheme remains a pinnacle of community in a neighborhood that desperately needs one. He supplies mundane healing to those who worship at the temple and trades magical healing for strange quests that he asks of the visitors. Despite his magical ability, Epheme is relatively unknown in Fairhaven, partly because he lives in such a downtrodden neighborhood and partly because the Royal Eyes actively suppress rumors of the priest of the Traveler.
Three Breaths Tavern: This disreputable bar offers its customers stale beer and dirty seats. The interior is dingy and dimly lit and bar fights are frequent. It would be no different from any other dive bar in Darkhall or the Duchy except that the owner, Gauten (NE male human expert 3) is a worshiper of the Blood of Vol and offers his tavern as a safehouse to Order of the Emerald Claw soldiers operating in western Fairhaven. Although most operatives of the Blood of Vol are based in Vernhold, that neighborhood earns some attention from the Royal Eyes and the rambling streets of Darkhall make an excellent alternative. Many of Gauten’s patrons are also Seekers and the majority are much more likely to side with the wheezing tavern owner over any outsiders.
See Also: The Saverne is detailed fully in Chapter 4: Organizations and Guilds. More information on the worship of the Traveler can be found in Faiths of Eberron.. The main Karrnathi neighborhood in Fairhaven is Vernhold in the Eastway Ward.

Dolaam
District Type: Average Residential
Buildings: average food (8), average residences (228), fine residences (22), poor residences (34)
First Impression: Plain, grey buildings of stone with old-fashioned lightposts lining the cobbled streets.

Dolaam is a neighborhood that confuses many outsiders. The adventurers of Almenn Town sometimes call it “Ol’ Drunk and Dreaming” because of one visitors description of what it was like to wander into the district. At first glance it seems like an unremarkable laborer’s district, and in truth it is. However, over half the residents wandering the streets are half- or full-blooded orcs, making the place suddenly seem like a rough neighborhood in the evening as the workers return home from Ashcort and Iron Way. These orcs are not the crude stereotypes one might expect, however, but rather soft-spoken and quiet people in fashionable, if common, clothing. Furthermore, the smells wafting from the kitchens of the homes are the subtle soups and pastries of Aundairian cooking, not the spicy cuisine of the Shadow Marshes. Last of all, the people here are actively hostile towards druids or rangers trained by the druid sects. Signs hang in the few restaurants of the district reading “No Druids” in businesslike letters, even though the bartenders beneath them are olive-skinned orcs, albeit in the smart dress of a Fairhaven commoner.
The secret to “understading” Dolaam is to catch up on its history. Dolaam was founded many centuries ago by orcish immigrants from the Starpeaks Mountains in northeastern Aundair. At the head of this band was the famed missionary of the Sovereign Host, Dera Fullheart. She had undergone an expedition to the Starpeaks, then a den of vicious orc tribes, years beforehand to convert the barbarians to the Host and spare the farmers of the surrounding countryside. Dera was discouraged by the Sovereign Stars liturgical council and some religious historians speculate that part of the motivation for this great pilgrimage was to show the council how hugely successful she had been. Whatever the reason, almost the entire population of the tribes from the mountain passes relocated to Fairhaven and built a neighborhood that they simply called Dolaam, “home” in their dialect of Orc. The orcs interbred with humans from neighboring districts and provided the city government with laborers to help with Fairhaven’s rapid expansion during the early days of Galifar and then for the industrial centers that grew up around it. Though the orc and half-orc populations of Dolaam have lost almost all of their cultural heritage over the centuries, they retain an Orc creole spoken by most residents and by their bosses at the factories and a visceral opposition to “folk religions”. This opposition, instilled in them by “Mother Dera”, has carried through the centuries and causes huge barriers between Dolaam orcs, and the orcish druid residents of the Grangehall Ward.

Dove’s Rest:
District Type: Average Residential
Buildings: average residences (234), fine residences (36), poor residences (24)
First Impression: Quiet neighborhood with small, gated yards in front of the houses.

Dove’s Rest is a purely invented name for this refurbished neighborhood on the border of the Sovereign Ward and Marble Halls. The residents live quiet lives and are eager to keep it that way, though they worry constantly about the criminal elements and rowdy adventurers from the eastern end of the ward disrupting their peace. When Marble Halls started slipping into poverty, it seemed to the quiet, middle-class residents of Dove’s Rest that they were suddenly next to a den of thieves and brigands. Having slums like Iron Way and Darkhall to the east was enough to make most citizens in Dove’s Rest either build gates in front of their houses or move to another part of the city. Pioneering the effort to “save Dove’s Rest” was a rich merchant named Keston Ylla (NE male human rogue 3/adept 2) who many see as a pillar of the community who helps take the concerns of the neighborhood to the city leaders. It would shock many, though, to know that Keston is not all that he appears and in fact manipulated some of the former residences of Dove’s Rest to leave. Friends of Keston moved in instead and frequently visit to help with whatever he is doing in the basement of his spacious apartment house.

Godsworn
District Type: Temple District
Buildings: poor food (13), poor lodging (4), poor residences (308), poor trades (43), temple
First Impression: Run-down tenement with several boarded up temples now inhabited by vagrants.

Godsworn was beautiful. During the heyday of Marble Halls, it was filled with celebrants seeking blessings before their journey by river or road, crowds on festival days, and welcoming, friendly temples. As the ward began to sink into decay, however, the priests and congregations moved steadily to the Sovereign Ward and the common people of Marble Halls were left without congregations and, more importantly, without a protective hand. Most worship of the Sovereign Host occurs in a family’s residence, after all, but the less-than-savory elements that began to haunt Marble Halls by night were only emboldened by the clergy’s departure.
One man refused, though, staying behind to keep the largest of Godsworn’s temples open. His name was Jeromme Tousane, a priest of the Host, and he rechristened the place of worship to be the Temple of Fairhaven, a non-denominational church open to whomever wanted to make a difference in the ward. Nearly all of the worshippers are Vassals of the Host, however, with a few druidic practioners mixed in. Under Jeromme’s direction, charity houses and soup kitchens were opened around the ward, doing little to help the growing poverty but showing the people of Marble Halls that the Host had not left them. Today, Jeromme’s son Huys (NG male human cleric 4) carries on his father’s work with the help of a cadre of dedicated clerics, adepts, and experts. They try their best to provide for the people of Marble Halls and are rewarded by a loyal flock that helps with church repairs and staffing the kitchens. As the only real religious center in Marble Halls, the Temple of Fairhaven is almost assured a steady flow of worshippers, though Huys generally insists that it is his father’s vision that unites the community here.
One of Huys’ fellow priests is not so altruistic, however. Daen Lyba (LE male half-elf adept 2) is a low-ranking and corrupt priest of the Sovereign Host. He came to Godsworn for admirable reasons, but quickly chafed in the downtrodden atmosphere and allied himself with the Dark Dagger Gang as an informant for extra gold. The fact that Daen has not been discovered yet is more a product of Huys Tousane’s trusting nature than the corrupt adept’s skill at deception.

The Heights
District Type: Theater District
Buildings: average food (7), average lodging (6), average residences (5), poor food (43), poor lodging (19), poor residences (32), poor services (72), poor trades (50), shrine (Olladra), theaters (10)

The Heights is an older theater district with a long history. It has a reputation for simple productions of satirical plays, taking risks with its subject material that the theaters of Nealford and the Sovereign Ward never would. For this reason, the theaters of the Heights remain on the periphery of the art scene in Fairhaven, and shows in the Heights are the subject of Royal Eyes investigations for their “subversive” subject matter.
The name of the theater district is an ironic one for the “Heights” are actually basement theaters built in large amphitheaters below the ground. This is a holdover from when the district was confined to only basements, but has served it well as the factories of Ashcort have grown and the views of the Heights are increasingly of soot covered chimneys.
The Dragonhawk Rampant: This theater, more commonly called the Rampant, takes as its name a play on words of the Aundairian seal. Its signage out front depicts a wild-eyed dragonhawk, the symbol of Aundair, with wings and talons outstretched to batter four soldiers. The image is meant to be clear to any who enter the place: “Aundair is ever-victorious”. Among the theaters of the Heights, the Rampant may be on par in terms of brazen satire but the playwrights and managers of this theater do so with a conservative politics that always promotes Aundair’s interests. Throughout the war, the theater ran rhetorically-driven plays skewering the others of the five nations. Since the end of the war, the Rampant has had one production ridiculing the elves of Valenar and another depicting the people of Karrnath as mindless necromantic constructs. Despite their pro-monarchy stance, the Rampant runs into trouble with the Fairhaven Watch as often as the Palace. Queen Aurala rarely appreciates the extreme stance taken by the theater’s writers and is worried that the plays will destroy her chances at manipulating other rulers by alienating them.
Ninth Hall Theater: This theater, the ninth to be built in the Heights district, is the smallest and least-known of the neighborhood’s playhouses. It closed during the last decades of the Last War and reopened only two years ago after the Treaty of Thronehold was signed. The theater’s new owner, Laisten Troy (NG male human wererat expert 4), is not only competent businessman but also a loyal member of the Saverne. The lycanthrope gang bought the rights to the theater from its previous owner and are using it now as a political platform to promote their interests. Taking their cue from the other theaters of the Heights, they have commissioned satirical plays lampooning the Fairhaven Watch for its inability to quell the Dark Dagger Gang in the Marble Halls. This is a dangerous game to play, of course, because it not only puts some pressure on the Saverne’s own operations in the ward but also gives Kreelo’s men a target. The underground theater has connections to the sewers where the Saverne lurks, but Laisten is sure to keep these well-hidden.
The Palace Theater: When this theater was first constructed its name was as ironic as “the Heights,” but it has since grown into a large theater stretching under a whole city block. Its success through the years has increased the Palace’s boldness as well as its size, and in the last few decades productions have been closed on more than one occasion. Queen Aurala normally gives the arts free reign in her city, preferring to deal with troublesome artists such as Thothar with subterfuge, but the proprietors of the Palace Theater have an unfortunate habit of pushing her to more direct means. The current work which is about to debut at the theater, “Lord Bevri’s Grand Plan,” is an allegorical work inspired by Lord Darro ir’Lairn, whose agitations for further war are growing into common gossip in the streets of Fairhaven. Royal Eyes agents are already concerned that they may have to intervene with this production, particularly because they have no idea who is really funding it.
See Also: For more information on the arts in Fairhaven, turn to Chapter 1: A Visitor’s Guide. Thothar the bard is from page 31 of Five Nations.

Iron Way
District Type: Industrial
Buildings: poor food (28), poor lodging (8), poor residences (98), poor services (120), poor trades (140), shrine to Onatar
First Impression: Fortress-like factories with thick surrounding walls and spiked tops. Lines of wagons fill the streets with traffic coming in from many different directions.

Developing from a wide avenue also called Iron Way, this industrial neighborhood has long been one for tradesmen servicing the docks of the Whiteroof Ward. Its factories are almost stately in their heavy-handed construction, somewhat less threatening than the soot-covered smelters of Ashcort. The thick walls and spiked crenellations are inspired by the Dhakaan Obelisk that stands in the middle of the central plaza. Despite most humanoids’ discomfort around buildings of the overbearing goblinoid style, the factory walls are at least clean and the lightposts shine down rod-straight alleyways.
The safer reputation of Iron Way is not undeserved and is mostly due to the heavy traffic through the district, merchants and journeymen traveling from the docks to the central city and back again, and also to Iron Way’s proximity to the central city. The striking architecture also makes the neighborhood something of an oddity and it’s not unheard of for adventurers from Almenn Town to tour Iron Way to see the goblin-inspired complexes or, more commonly, to visit the obelisk. Between these competent adventurers and the Fairhaven Watch patrols, things really are safer in Iron Way than even the poorer residential neighborhood of Darkhall.
Dhakaan Obelisk: This tall pillar of basalt is carved all over with ancient Dhakaani petroglyphs and fitted with blades of an unknown metal around the top. The obelisk predates human occupation in Khorvaire and was avoided by early settlers of Fairhaven who choose instead to make their village farther from the river in the modern Clerk’s Ward, at least partially to be farther from the black obelisk. The obelisk has long had the opposite effect on adventurers, however, who consider touching the Dhakaan Obelisk before a journey to be good luck. They are the only ones to pay the pillar much attention these days: professors from the University of Wynarn studied it all they could centuries ago and the residents and laborers of Iron Way prefer to pretend that it doesn’t exist. The pictures on the pillar are generally determined to be carved murals of unknown events in the Dhakaani Empire and, while young scholars at the university still occasionally take on the task, nothing new has been learned about it in over two centuries. Still, this doesn’t stop everyone from trying. The Arcane Congress has launched two separate expeditions into the Byeshk Mountains in the past eighty years both looking for sites thought to be described in the obelisk’s glyphs. The Kech Motrai is also very interested in the obelisk but seem to be more concerned with stopping research than conducting it. At least one scholar looking into the mysteries of the Dhakaan Obelisk has turned up by goblin hands, though the Mantlebearers’ secret nature has stopped anything real from happening, or from anyone understanding their real goal.
See Also: The University of Wynarn is detailed in the Knowledge Ward and the Kech Motrai is described in Chapter 4: Guilds and Organizations.

Manticore & Rose
District Type: Fine Shops
Buildings: banks (5), exotic trades (35), fine food (20), fine lodging (15), fine residences (68), fine trades (103)
First Impression: Boisterous taverns and brightly decorated shops selling adventuring equipment.

Named for the large tavern at the middle of this district, the Manitcore & Rose is a collection of shops specifically marketed toward the adventurers of Almenn Town. Because of this expertise, Manticore & Rose sees plenty of traffic every day from adventurers stocking up before an expedition or selling the treasures they’ve recovered. Unlike in some other neighborhoods, the Fairhaven Watch and visiting adventurers have a frequently tense relationship in Manticore & Rose. Watch members attribute this to the higher number of drunken adventurers, while the adventurers tend to assert that the Watch is particularly hard-nosed when on patrol in the neighborhood. Whatever the reason, altercations between the Watch and adventuring groups are not uncommon in Manticore & Rose.
Magecraft, Ltd.: This magic shop is the place where many adventurers go for “bargain” magic items. Most of the products for sale in this shop are low-level magic items made by the gnomish magewrights who own the franchise. This group has frequent sales rivalries with the Imperia Magewrights business and has tried to expand its magic items into the Grangehall Ward. The gnomes of this business have ties to both the gnome-halfling district of Orchid Court and to the elemental binders of Zilargo. Despite its reputation as a “bargain” shop, many adventurers know it as an excellent place to get elemental items because of its ties. The owners are sensitive about this knowledge though, not wanting to be a target of robberies, and customers they can’t vouch for are unlikely to gain access to the back room.
Manticore & Rose Tavern: Generally distinguished from the district by using “the Manticore & Rose”, this tavern is infamous among Aundairian adventurers. It isn’t especially fine food and drink, but the building is absolutely huge and features a number of card rooms and bar areas. The tavern’s owner Arrow (CG female personality warforged fighter 5) took over the business from her former owner Taleos Bacher right after the war. Bacher had purchased the warforged years ago, eager to spend gold he had recovered from an adventuring expedition and eventually came to respect the construct as a friend. Still, Arrow was more than surprised when she was left the Manticore & Rose on her former owner’s death.
Arrow has taken to managing the tavern with gusto, however, and her deep laugh can be heard resounding through the tavern day and night. In fact, because she doesn’t have to sleep Arrow has started keeping the Manticore & Rose open twenty-four hours every day, with wait staff hired in shifts. Between this and the tavern’s proximity to Almenn Town, it is a more perfect place to meet patrons than ever before, and Arrow has refurbished a few of the rooms with nondetection spells for just such a purpose.
ir’Uvanto Family Antiques: This noble family lost all of its fortune in the Last War and only managed to survive by selling most of its possessions. As a family with a long history of adventuring children, Manticore & Rose was the perfect place to open an “antique” shop specializing in the ir’Uvantos’ unique heirlooms. Centuries-old spellbooks, antique magic wands, relics from Dhakaani ruins long stripped clean, and delicate maps drawn before the creation of Galifar are among the many wonders to be found in this shop. The family has also stabilized its finances somewhat and is using its reputation as a treasure emporium to buy items off of returning adventurers.
See Also: The Imperia Magewrights are detailed in the Curmesteau district of the Grangehall Ward.

Shangha
District Type: Kalashtar Neighborhood
Buildings: average food (24), average lodging (3), average residences (90), average services (36), average trades (24), exotic trades (15), fine food (1), fine residences (12), fine services (12), fine trades (35), poor food (3), poor residences (22), poor services (9), poor trades (6), temple (Path of Light)
First Impression: This neighborhood has an almost somber feel, with subdued colors and quiet streets. The residents do not seem unhappy, but they go about their business in contemplative silence.

The population of Shangha is almost entirely transplanted families from Adar. Like Overlook in Sharn, Shangha has a distinctly Sarlonan feel with exotic tapestries and stained glass to be found if one looks hard enough. Still the population of Shangha has integrated itself with the larger Aundairian culture more and the architectural changes aren’t as distinct here as in kalashtar communities of other cities. Many kalashtar in Fairhaven were born and raised in Khorvaire (some are even second generation) and only know of their parent’s homeland through stories, whereas they know of the City of Lights firsthand. In particular, the tradition of psionic artificer is strong among the kalashtar of Shangha and many young kalashtar are pioneering the field. Some scholars claim that psionic artifice in Khorvaire began with the kalashtar of Shangha, but such a claim is difficult to prove at best.
Another, less inspiring trend among Fairhaven’s kalashtar is the increase of young members of the community taking up the path of shadow watchers, or sheshantol, in a very active way. A fair amount of youths from Shangha, both kalashtar and human, become adventurers either around Fairhaven or throughout the Five Nations. It was one of these youths that was responsible for the bombing of the Riedran embassy (see Ambassador’s Court in the Chequer’s Ward). Though he died in the blast, his example lives on and the reduced Riedran activity in Fairhaven is seen as a victory among the sheshantol youth. The elders warn that nothing is as it seems with the Inspired, but even they don’t know the full extent of it.
Locations in Shangha.
#18

isran_imrador

Oct 17, 2007 3:27:38
Gateway to Sharn

First Tower
The thorp of First Tower is the gateway to the city of towers, Sharn. Located just where the Hilt opens up to the King’s Forest, the road to Wroat & the banks of the Dagger River are nearby. Further to the north is the East Tilorn Plains. It also serves as the center for the local farms and small communities found in the area. Four lightning rails pass each day, turning the thorp upside down for a few hours.

It could also be the start of many adventures linked to the Brelish countyside. The Kings Forest, The Dagger River, Tilorn Plains all waiting for the PC to arrive. Are the myths about the "Old Tower" true? How do the history of Sharn link with First Tower. Is there a goblinoid ruin deep undergrund somewhere. Was Malleon killed and buried her. Are there artefacts from the war of the mark still hidden in the ground? What does the raides from the forest want with the locals?


First Tower Statistics
First Tower (Thorp): Conventional; AL any. Economics: 100gp* Limit; Assets 320gp. Population 64 (+50-300 going to or from Sharn at any time, +10-50 Farmer ect form the area, +2-7 Knight rangers or Crown guards.) Demographics: Mixed (50% human, 14% gnome 10% half-elf, 8% elf, 18% Other) Power Groups: The Brelish Crown, House Orien, Tower Council Minor Power Groups: House Vadalis, Knight Rangers, House Sivis, Local Aristocracy.

Key Personalities: Roja d`Ghallandra, Prince Walarn ir`Wynarn, Countess Ehlenna ir`Tain, Sol d`Orien, "The Madam of the Tower". To name a few ;)


MORE COMING



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A link to some stuff created to be in Fairhaven...
http://forums.gleemax.com/wotc_archive/index.php/t-265838
#19

julescarv

Oct 17, 2007 9:37:31
Wow! Incredible stuff, Mephit James!

If I had put as much effort as you have into this, I'd probably be afraid to post it on these boards with their "everything posted here is WotC IP" terms of use.

I haven't read all of the details about Fairhaven yet, but I've bookmarked this thread. Fantastic job!
#20

MephitJames

Oct 17, 2007 11:53:34
@ Isran_Imrador: Yeah, I already pre-ordered that Stormreach book. :D I'm a sucker for Eberron fluff, it seems.
That other stuff is interesting, little tidbits of information. I've actually been avoiding looking stuff up on the forums because I know that I'll be inspired to appropriate it into this thing! It'll be impossible to track down all the authors, though, so I've taken the opinion of letting authors come to me if they want to contribute. That said, I can adapt your Dragonmilk Inn to the format I've been using and include it when I get to a good district. I've been thinking of the Clerk's Ward which has all the ambassadorial buildings. Either that or in the theater district here in the Marble Halls (which is the current phase of the project). It's pretty interesting, so I'll take it with your approval (and credit, of course)!

@ JulesCARV: Thanks for the feedback, and doubly thanks for it being positive! Yeah, I never really planned on selling this, so I don't think the WotC IP will ever come up. I have thought about contacting the wizards site, though, and offering to freelance a column or something. I think about this and then I roll my eyes at my own ego, but maybe I'll do something about it eventually.
#21

khadmus

Oct 17, 2007 16:09:06
Could you do something on the Eldeen Reaches?
#22

MephitJames

Oct 19, 2007 21:23:48
@Khadmus: I could try to. Honestly, the Reaches aren't on my list for a while, I was going to do the Five Nations' capitols first and then work from there. There're some Eldeen plots in the Fairhaven material already here, though, and more to come.
Buuut, if you have a suggestion for an Eldeen town that I could tackle after Fairhaven, I could adjust the schedule. They're all pretty small, so it should throw things off too much. As much as I'm organized, which is pretty small after all. :D
#23

khadmus

Oct 22, 2007 14:37:12
Naaah, go on with your normally assigned cities. It's a small priority.
#24

aokami

Oct 25, 2007 10:23:45
This is awesome! The hardest part of running an off the shelf setting I have is that I like to really "know" the areas my pcs are running in- -to try to do it off the cuff without really plotting it beforehand increases the likelihood details and deviances are skipped, at least with me. Unfortunately by the time RL lets me focus on the game it becomes more about encounter plotting and less about the subtleties, leading to the "well there is a Sharn book so let's stick it in Sharn" game. It is inspiring to see someone put so much attention to somewhere other than Sharn, and to do it well!
#25

MephitJames

Nov 01, 2007 23:50:47
Locations in Shangha

Ashta il-Leashur:The “Temple of the Lanternbearer” is the center of Adaran culture and religion in Fairhaven. It draws its name from the image of Taratai, the first prophet of il-Yannah, as the bearer of a light and a mural respresenting this is found on the walls inside. Few visitors see this mural, though, because it is separated from the main part of the temple by a series of semi-transparent curtains in an old tradition called the Procession. Worshipers pause for meditation and reflection at the curtains, stopping for longer intervals with each one. After meditation, they step past the curtain, closer to the mural and are able to see the mural more clearly. Even in Adar, though, the Procession has fallen out of practice and it is only because of the conservative movement within Shangha that the Ashta il-Leashur has restarted it.
The Venerated Ishakhad (LN male kalashtar divine mind 9; Dream of Insight feat, see Secrets of Sarlona 116) is the leader of the temple and the motivating force behind the conservative elders of the Shangha community. Though not a seer, Ishakhad does receive visions that occasionally prove to be true. His latest one is a disjointed image of Riedran scheming and the shifter seer Rava Moonshadow from the Grangehall Ward. Though nothing new has come to him in over a month, the elder feels that the events in this vision are rapidly approaching. Rather than comraderie, the elderly kalashtar often expresses disapproval for Novakri’s visions and has suggested that more than one might be an overactive imagination rather than true prophecy. Other elders have warned that this is causing the schism within Shangha to widen, but the Venerated Ishakhad remains uncharacteristically obstinate on the topic.
Chammanau Blades: The kalashtar Laanaskai (N male kalashtar expert 5; Craft (weaponsmithing) +13) who runs this simple and elegant shop is an excellent weaponsmith. His items are of beautiful craftsmanship and exotic Adaran design, including long, curved swords, beautiful polearms decorated with exotic feathers, polished bows that seem to hum with strength, and ornate daggers with careful gilding on them. The weapons are generally ornamental in appearance and more than a few Nealford aristocrats have some of Laanaskai’s work, claiming they had it shipped “all the way from Riedra.” The weapons are deadly and fully functional, however, and most are in fact masterwork weapons. Laanaskai’s family has run the shop for generations, closing only briefly during the worst years of the war, and they pride themselves on making “beautiful weapons, not beautiful trinkets,” as Laanaskai puts it. The word “Chammanau”, which means “true to self” in Adaran, is their family motto in life and in smithing.
In the back of the shop, Laanaskai even has a few crysteel weapons, some made in Aundair and some brought over from Adar. He also has a +1 crysteel longsword just inside the back room in case of trouble. Though he is an unassuming man and a fair business man, Laanaskai provides a fair amount of weaponry to the enclave in Shangha and is convinced that the Royal Eyes will find out some day. This is all part being kalashtar, though, in the master smith’s eyes.
For adventurers, Laanaskai is an excellent contact for someone looking for items crafted from Riedran crysteel or any of the special materials in the Expanded Psionics Handbook. He also has cultural weapons from Adar and other parts of Sarlona, some originals and some crafted in Fairhaven, and Chammanau Blades attracts a fair number of martial artists searching for the exotic weapons of Adar’s monks.
Cliffs of Dvaarnava: Named for the famous hidden port of Adar, the last sight that many kalashtar fleeing the Riedrans see of their homeland, this restaurant is decorated in a very traditional manner for an Adaran building. Rich tapestries create smaller sections of the large main room so that the spaces can be adjusted for parties of varying sizes. Cushions on the ground provide low seats for the round tables which are scattered throughout the room and the subtle smell of exotic Adaran spices wafts throughout it.
The cuisine served at the Cliffs of Dvaarnava is not nearly as traditional as the décor, however. Rhaakri (CG female kalashtar monk 2/fighter 3) and Novakri (CN female kalashtar psion 3/favored soul 2) inherited the business from their mother, a strict traditionalist who taught the girls all about Adar. To her dismay, Rhaaki and Novakri took only some of her lessons to heart and ascribe to the sheshantol politics to a degree that most of the elders in Shangha see as dangerously radical.
The two sisters are only one year apart in age, and look similar enough to be twins. They are very close and seem to feed off of each other’s radical philosophies. Both spend most of their time at the restaurant, either cooking, maintaining the business, or engaging other sheshantol in political discussions. Though they were only teenagers during the embassy bombing ten years ago, the sisters make no secret of the fact that they would have helped if they had the chance. Novakri in particular is an outspoken voice among the sheshantol, as an oracle of the Path of Light. She has had several dreams over the past few years where she received visions of Taratai urging her to action against the Dreaming Dark. Rhaaki is more quiet and spends an increasing amount of her time at the Far Horizon training house (see below) where she trains.
Far Horizon: This training house, which opened only eight years ago, is a simple affair with unpainted stone walls and rough wood floors. The owner is Jiulaan, a swarthy Syrk with impressive martial abilities who runs classes teaching young Aundairians eastern dueling skills. While courtly duels are illegal now in Aundair, swordplay is still considered essential to a well-bred education. A fair amount of adventurous aristocratic youth find their way to the Far Horizon to learn to fight in a style with more flair.
What none of the students at the Far Horizon realize is that Jiulaan is not what he sees. He is not from Syrkarn at all but an agent of the Thousand Eyes (LE changeling rogue 3/swordsage4) assigned by the Riedran lords at the embassy to gather information on the kalashtar of Shangha. Jiulaan is a master of disguise and, while he has made little headway with the elders of the community, he has forged friendships with several young shadow watchers eager to learn about Syrkarn and its long resistance of the Inspired rule. In particular he has gotten very close to Rhaaki (see the Cliffs of Dvaarnava restaurant above) and the two have become lovers in the past year. Jiulaan has even “confessed” why he is in Fairhaven, an invented story about hiding his “magical abilities” from the Thousand Eyes. In truth, the changeling’s swordsage abilities were taught to him as part of his Thousand Eye training, though he uses none of his martial adept maneuvers in the training house. In revealing this “secret” to Rhaakri, though, he has successfully fooled the woman and blinded her to any other suspicions. Novakri does not approve of Rhaaki and Jiulaan’s relationship and the sisters bicker increasingly about it. Jiulaan for his part uses this to draw more information out of Rhaaki about sheshasol activity in Fairhaven.
See Also: The psionic artificer class can be found in Magic of Eberron pages 42-43. Information on Dvaarnava can be found in Secrets of Sarlona page 33, the Thousand Eyes are detailed on pages 36-37, and information on the divide in kalashtar society between lightbringers and shadow watchers on page 22. The swordsage class is found in Tome of Battle and the divine mind class is from Complete Psionic. And information on Sarlonan weapons can be found in Secrets of Sarlona pages 135-136.
#26

MephitJames

Nov 02, 2007 0:06:10
Sorry, I was reading the posts, but didn't respond. I'll keep up the dialog now...

@Khadmus: Hopefully the Eldeen Reaches stuff in the Grangehall Ward will keep you going until I get to more sections. That's really the nexus, but there's no telling what may crop up in the future. (Seriously, even I don't know...)

@Aokami: I totally agree. That's the main reason I wanted to do this. In Sharn players can just go crazy anywhere they want in the city and the DM can even form a campaign based on locations that have existences and character outside of the plot. You can only go to so many inns that are full of dour, silent patrons except for the one guy you want to find. How much more refreshing to visit the Glitterdust in Sharn and find your own story weaving through a lot of other subplots, or go to the Gorsethorn here in Marble Halls and contend with the Saverne while you're trying to Gather Information.

@Thot (anticipatory): Here's your kalashtar, buddy! There's going to be a plot involving the Riedran Embassy; you see hints here... essentially there was a bombing during the war. I'm thinking that it set back Aundair-Riedra relations a few years and meanwhile the Riedran intrest shifted to Sharn which is why the population is so much bigger there. Ironically, Aundair's pandering to keep the valuable Riedran trade may have increased the Dreaming Dark's presence in Fairhaven while it had little effect on the Inspired government's. Whoops.
#27

skrap-san

Nov 12, 2007 16:24:21
My man, I am seriously impressed with the sheer amount of information you have given out. I haven't had the time to read it all, but it is great to have an alternative to Sharn that I don't have to build from scratch. So hats of to you, and keep up the good work. Ill be here sucking it inn.
#28

the_robot

Nov 13, 2007 23:49:21
Don't get to the boards much, first time I've seen this thread.

Impressive! I will wait patiently for information on Korth, Rekkenmark, Flamekeep and Trolanport! Oh, the intrigue!

Also, despite your bias against Breland (I kid, I kid) will you do Wroat as well? I love me some King's Citadel/Dark Lanterns would love more info on the city they call homebase.
#29

MephitJames

Nov 23, 2007 14:12:26
Hey Sports Fans,

Happy Thanksgiving to all who celebrate it and Horrible Thanksgiving to all who don't. I don't like to exclude people.
Just wanted to say that Marble Halls is officially done, with a map and everything. Next stop: Sovereign Ward to see some richy-rich people. Sweet.

~MJ
#30

skrap-san

Nov 24, 2007 6:24:09
Once again great work. I'm seriously impressed with the amount of info.
#31

alaya_of_stormhome

Nov 28, 2007 9:35:55
Really, really nice work. If I might be so bold as to make a request for the future (it can decidedly wait until after the capitols, but I'm starting to think of a campaign that might be awesome, so I figured I'd ask for some help here...) .......any help with Stormhome? If anyone else can point me in the direction of some really good fluff for the Lyrandar stronghold, it would be much appreciated.

Thanks in advance!
#32

MephitJames

Nov 28, 2007 14:43:12
Yay! Page two!

Also, despite your bias against Breland (I kid, I kid) will you do Wroat as well? I love me some King's Citadel/Dark Lanterns would love more info on the city they call homebase.

Never did respond to this... Yeah, I plan on doing Wroat as well. Normally it would be next (Aundair, Breland) but I might end up doing Korth first since I have more ideas for the (I've had two campaigns based in Karrnath already...). Wroat does have less people (though only 5000 less, or 1/17) and I think there are a lot of Breland fans out there. What do you think (Robot or anyone)? Is there enough on Breland out there to make Karrnath the best next stop or should the Brelish capitol come first?
Any help with Stormhome? If anyone else can point me in the direction of some really good fluff for the Lyrandar stronghold, it would be much appreciated.

Nice name...
Yep, the "Dragonmark Cities" are on the list. :P They're in Khorvaire, after all, and are cities. Whenever I think about them, though, I think it's a little more daunting since Dragonmarked Houses shift around with politics and plots more than city governments, I think. There's also not really a precedent, although the upcoming Stormreach book will probably be a better indicator of what a city with a guild in charge resembles in the Khorvairian political scheme.
As for current resources, though, I only know of the descriptions in Chapter 7 of in the ECS and the brief tidbits in Dragonmarked. It seems like an interesting place to touch on, I can try and put it at the top of the list for after the capitols. After those big urban areas, cities like Passage and Stormhome should be reasonably easy (16/14k versus 90k... yikes!).
The other reason to wait on Dragonmarked Cities is that 4e is likely to change the way that dragonmarks work so it'd be nice to have access to that material before I write all about the headquarters and throw in a bunch of references to dragonmark spell-like abilities that need to be changed. In Fairhaven, I really just need to edit all the little parenthetical class levels and stuff for NPCs.
#33

alaya_of_stormhome

Nov 29, 2007 10:32:30
You're the best! It would help me immensely. (I'm currently seriously trying to enter the fantastical, magical land of the first time DM.) Since I was planning (surprise!) on running an intrigue style game run out of House Lyrandar (just what are the Khoravar doing in Valenar anyway, and how much does the Baron know?), it would be excellent to have a better idea of what Stormhome might look like.
#34

MephitJames

Nov 30, 2007 0:04:43
Hey Alaya:
I realized that your need for a description of Stormhome is probably sooner rather than later. While I don't want to derail things to start on it, I do want to help out a fellow DM looking for some outside input. What follows is my first pass at Stormhome (read, about an hour of thinking and typing stream-of-consciousness) that might give you a fresh set of ideas and hooks for your campaign. I'll still try to do it first in the Dragonmarked Cities list, but this might be it for a while.
Is your game going to be on the boards? I've been having a great time in the last house-based campaign and would love to get into another one.
Stormhome
Stormhome (Large City): Nonstandard (House Lyrandar), Nonstandard (Icerakers); AL N; 40,000 gp limit; Assets 57,120,000; Population 14,280; Integrated (52% half-elf, 15% human, 8% elf, 8% halfling,7% gnome, 4% changeling, 4% dwarf, 2% other races).
Authority Figures: Baron Esravash d’Lyrandar (NG female half-elf expert 7/dragonmarked heir 2), First Blade Tieros d’Lyrandar (LG male half-elf swashbuckler 5/storm sentry 5), High Caller Kimento d’Lyrandar (LN female half-elf adept 4/dragonmarked heir 3), Hierophant Meraveh d’Lyrandar (CG male half-elf cleric 4/wizard 3), Regent Yonis d’Ghallanda (N male halfling expert 3/rogue 2).
Castle Stormhome: At the center of the city sits Castle Stormhome, the physical manifestation of House Lyrandar’s right and heritage on the island. Unlike other dragonmarked houses, Castle Stormhome’s prestige does not extend very far past the shores of the island. Whereas a heir of House Cannith is most at home tinkering in a laboratory and so holds the massive forgeholds of his house in high esteem, a scion of House Lyrandar is most at home skating through the clouds or over the waves. What do they care that some island fortress stands firm on the edge of the continent. There is an immense devotion to the castle, of course, and many Lyrandar pilots feel their hearts lift when they turn their ships toward Stormhome.
Baron Esravash d’Lyrandar makes her home here most often, though she frequently travels to Lyrandar enclaves throughout Khorvaire in the manner of house leaders before her. Because she is one of the youngest matriarchs in the history of the house, Esravash is particularly sensitive to the decorum of her office. Those who knew Esravash before she took the office of Firstborn say that the half-elf woman used to be a typically carefree Khorovar, traveling the world with a happy zeal. Now, though, she has a serious expression on most often and has busied herself with learning the finer points of diplomacy, both to address older house members’ concerns and to confidently engage with the leaders of nations and other dragonmarked houses.
The defense of Castle Stormhome, and of the island itself, is trusted to the Sheltering Storm, the loose brotherhood that storm sentries belong to. The only formal training facility for storm sentries is located on Stormhome attached to the central castle, and this facility is led by First Blade Tieros d’Lyrandar. Tieros spent many years serving aboard Lyrandar vessels, including a distinguished career during the Last War. He retired to the Sheltering Storm training facility almost ten years ago and took the position of First Blade, defender of Castle Stormhome, at that time too. He has been good friends with Baron Esravash ever since they both took their current positions in Stormhome around the same time. The First Blade, though an older man, is a free-spirited half-elf and frequently spends entire evenings in the taverns of Stormhome drinking and singing with his fellows. While this was a source of bonding originally between Tieros and Esravash, the friendship has become strained at times lately when Esravash thinks that Tieros is behaving inappropriately for his station, and Tieros thinks the matriarch is being overbearing. Still, Esravash is the leader of the house and Tieros is one of the most capable scions on Stormhome.
Kraken Bay: This natural bay was magically dredged centuries ago when House Lyrandar established its base of operations here. The harbor is deep and sheltered, making it a perfect berth for ships traveling the rough northern Bitter Sea. The docks team with ships every day as traders unload cargo to be shipped south into Aundair, and load up with goods to transport into ports on Scion’s Sound or along the Aundairian or Karrnathi coast. Many ships bear Lazhaarite flags, including the displaced Icerakers flotilla. The Icerakers were once a local armada of privateers in what is today the Lazhaar Principalities, but they lost their ports to other pirate groups during the chaos of that nations bid for independence during the Last War. Homeless, the ships of the Icerakers traveled through the Bitter Sea which they knew well and ended up at Stormhome where they approached the leaders of House Lyrandar about a semi-permanent berthing agreement. At the time, Lyrandar was having one of its disagreements with Aundair about the harboring of spies on Stormhome and the house leaders saw an opportunity. Just as the nation of Aundair often claimed that matters in Stormhome were Lyrandar business and out of their hands, the House of the Storm could use the Icerakers as a deniable resource to fulfill clandestine operations for nations throughout Khorvaire. Lyrandar heirs affiliated with the Stormwalkers began to secretly ship out on Iceraker running blockades or scouting coastal defenses for governments, and any that were caught claimed to be taking a job unaffiliated with the house. Of course, such heirs were typically retrieved by the house who claimed they were using the situation to “force rebellious heirs” back into the fold. The practice was never that common, as house leaders saw it as a risky endeavor, but the Icerakers remain on Stormhome to this day. Unfortunately for House Lyrandar, the privateers are still fairly independent and have not become an obedient resource like some in the house had hoped.
On the northern curve of Kraken Bay stretches the fantastic-looking docks where experimental technologies are tested. Gnomish elementalists from Zilargo and artificers from Lyran’s Gift, the magical branch of the house, work in the laboratories adjacent to the docks and it is from this facility that House Lyrandar launched the first elemental galleons, stormships, and the other nautical wonders on which their fortune is built. Though the Last War is over, the laboratories along Kraken Bay operate as though the conflict is still raging strong. Nations still are interested in swift transport and military defense even now, and there’s always the very real chance that hostilities will start back up.
Raincaller Hall: The Raincaller’s Guild of House Lyrandar is less well-known to adventurers, but is often seen as the more important of the guilds associated with the House of the Storm. All across Khorvaire, farmers and villagers owe their livelihood to the Raincallers and the adepts and dragonmarked heirs of the guild are invaluable to House Lyrandar’s business. On Stormhome this is doubly so because the island can only exist in a comfortable manner through the efforts of the Raincallers Guild, based on a richly ornamented buildings on the western edge of the city. High Caller Kimento, the director of the guild, normally would have a very prestigious role in the community, but because Stormhome is also the headquarters of House Lyrandar itself, Kimento finds himself instead following the direction of Baron Esravash. The previous leader of the house left Kimento to his devices much more and the High Caller is not pleased with the change in power. Though he fulfils his position unfailingly, even the aspects that force him to follow Esravash’s direction, Kimento questions and interferes with the matriarch’s plans whenever possible. This opposition has become increasingly apparent as the house has expanded in the wake of the Last War. Esravash has relied on the Raincallers’ existing connections throughout Khorvaire as an entrée into societies for the Windwrights Guild and for House Lyrandar’s expanding airship services. To complicate matters, the increasing role of the Ghallanda Regent on Stormhome has only served to fuel Kimento’s grudges and may precipitate a power struggle within the house soon.
Temple of Sela’s Path: The unique religion called Sela’s Path is unique to the Khorovar of House Lyrandar. It combines worship of the Sovereigns of Nature and Commerce, Arawai and Kol Korran, as well as the house’s legendary Firstborn who they claim work as intermediaries between the Khorovar and the Sovereign Host. Though many half-elves in House Lyrandar follow the teachings, either as a formal religion or as an interesting interpretation of more traditional Sovereign worship, the Temple of Sela’s Path is the only formal place of worship. Thus, the high priest of the temple, Hierophant Meraveh d’Lyrandar, isn’t as powerful a figure as in other religions, despite his grandiose title. Meraveh often surprises half-elves who come to the temple with his paternal nature and kind words. Despite holding services every day at dawn to honor the forces which govern the winds of fortune and weather, Meraveh always makes room for those seeking his council. This includes Baron Esravash, who has known the elder priest for years, and First Blade Tieros, who enjoys engaging the Hierophant in philosophical debates over a bottle of wine.
Wave’s Edge Manors: The northern coast of Khorvaire is a desolate and cold place, though one would never know that from the island of Stormhome. Thanks to the Raincallers Guild, the island enjoys a temperate, spring-like climate all year and attracts many visitors who come seeking a beautiful vacation spot. Several decades before the Last War, House Ghallanda and House Lyrandar reached an agreement to have the House of Hospitality construct a collection of beautiful beach houses along the southeastern coast of the island. Rich patrons could rent one of the houses as the steep rate of 30 gold pieces a week, though many felt it was well worth it. Throughout the years of the war, the only real patronage to the island were rich nobility of Aundair and Karrnath who came to escape the cold winters of their home nations and, occasionally, the inconvenience of war issues. Ghallanda halflings catered to their every need in the pleasant, breezy homes of Wave’s Edge while Lyrandar officials made sure that they were untroubled by the rough sailors at the docks.
Since the end of the Last War, the resort has only grown in popularity, and House Ghallanda’s Regent Yonis has increasingly been bending the ear of the Baron Esravash to increase the size and extravagance of the beach houses. So far, Esravash has been resistant to the Regent’s overtures, but the halfling continues to bring up the issue whenever the opportunity presents itself. Many in House Lyrandar’s upper echelons are worried about Ghallanda’s real reasons for wanting to expand its interests in Stormhome and Esravash knows she’ll have to tread carefully on the issue to maintain good relations with both House Ghallanda and her own administrators.
See Also: Basic information on the island of Stormhome can be found on page 139 of the Eberron Campaign Setting. The storm sentry prestige class is found on page 124 of Dragonmarked. Information on Stormhome’s role in the Last War, as well as the Stormwalkers organization, can be found on pages 69 and 70 of The Forge of War, and information on the structure and nature of House Lyrandar can be found on pages 47 to 51 of Dragonmarked. In particular, information on the Firstborn and Sela’s Path can be found on pages 47 and 50 of that book respectively.
#35

alaya_of_stormhome

Nov 30, 2007 8:06:31
First things first, you deserve these:

I hadn't really thought about running a game on the boards, but now that you've got my brain turning....it would be a good way to get my DM legs under me, I suppose. I probably wouldn't start one til after the holidays (we need to see if Alaya survives EotLQ- although with 7 of us, even when the DM adds extra stuff we're blowing everything away.) , but when it's ready to roll, you'll be one of the first to know!:D :D
#36

MephitJames

Dec 30, 2007 20:44:46
What Brings You to Fairhaven?

Since the days before Galifar was forged, Fairhaven has been a source of magical and cultural wonders. This history makes it a common vacation spot and meeting ground for people from across northwestern Khorvaire. The fact that both House Lyrandar and House Orien are based in Aundair also means that it’s very easy to arrive at Fairhaven and most travelling merchants and journeymen in the area find themselves in the City of Lights at one point or another. Add to that the exotic goods available in the Distant Exchange and other large markets, Fairhaven’s position as the last major city before traveling west, and the fine wines and cuisine of Aundair, it’s no wonder how the city gained its reputation as one of the most well-traveled cities in Khorvaire.

Antiquities
The best place to go to learn of the ancient wonders within Aundair’s borders is the Seroniot Museum of the University of Wynarn. Many secrets recovered by Wayfinder expeditions to Xen’drik or the Shadow Marches lie in the walls of that building, as do relics from former Aundair holdings in what is now the Eldeen Reaches. Seroniot is one of the best repositories of Gatekeeper artifacts and, after the destruction of Cyre, it is one of the best places to study the Dhakaan Empire as well.
For adventurers looking to buy or sell in ancient treasures, ir’Uvanto Family Antiquities in the Manticore & Rose district of Marble Halls is an excellent option. Add more to this.

Arcane Goods, Buying or Selling
Just as Aundairian magewrights and artificers are in great demand throughout the continent, the goods that these craftsmen produce are some of the best in the Five Nations. Even after a century of war, it remains a source of pride among the aristocracy of many nations to have Aundairian-wrought magical items in their home. Though the craftsmanship is often identical quality, an everbright lantern or enchanted instrument from Aundair can usually command a higher price than a Brelish or Karrnathi item. Many merchants take advantage of this, buying goods at standard price in Fairhaven and then selling them at marked up values in other cities.

Banking
Like any large city, Fairhaven offers numerous places to store valuables, though most of the banks are to be found in the Chequer’s Ward. Describe the banks of the Chequer’s Ward here. The Vaults of Kundarak in Crown Crossing, Marble Halls represent another option, designed more for the storage and protection of treasures and is a frequent stop for adventurers with sensitive artifacts they need to keep safe.

Commerce (General)
There are many shopping districts and marketplaces in Fairhaven where adventurers can buy what they need. In particular Curmesteau in the Grangehall Ward, Manticore & Rose in Marble Halls, and Escape in Rordan’s Gate (update) cater specifically to adventurers.
The marketplaces of Southgate Market and Oldtown Hollow in the Grangehall Ward, (update with more) are also good options for adventurers hoping to buy or to sell. Fees for setting up a stall in each of these marketplaces can be found below.
Southgate Market&#8230;&#8230;&#8230;&#8230;3 cp<br /> Oldtown Hollow&#8230;&#8230;&#8230;&#8230;..3 cp
#37

MephitJames

Dec 30, 2007 20:50:05
The stuff above is definitely a week in progress, but I thought I'd put up what was done already. I'm getting to the Sovereign Ward rapidly, but thought I'd write some overview material before moving forward more. This whole project is taking a lot longer than I thought, but thanks for all the positive feedback everyone.
#38

tharkan

Dec 31, 2007 8:13:33
Mephit, your work has left me in total awe. This thread has arguably been one of the best, most useful, I've come across so far, and you've definitely made Fairhaven a more exciting place to explore. Thumbs up!

- Tharkan
#39

jabberwocky888

Dec 31, 2007 8:38:09
Mephit, thank you very much for your excellent work. This will be extremely useful for me and I believe, for other GMs too.
#40

MephitJames

Dec 31, 2007 19:25:54
:embarrass Wow, I mean... Wow, thanks you guys! I really just wanted to give back to this community and wanted to make it easier for other DMs, and it sounds like things have worked that way so far. It's really 90% due to feedback that it's still going, though, so thanks for helping out!
If there are any specific parts you liked and think there should be more of, or parts that you thought were overdone, I'd love to hear about 'em!
#41

jabberwocky888

Jan 01, 2008 11:41:09
Mephit: As a Czech saying goes - Komu čest, tomu čest. - Who deserves honour, let him have honour. Such tasks are always demanding and time consuming. I am quite busy at work and I am eternally grateful for every piece of game information that I don't have to create myself. And if it is so thorough and enlightened like your work is...
And another reason why I am so excited - my campaign takes place in the Eldeen Reaches and I made the Aundairian influence into one of the central plots. The PCs will have to journey to Aundair one day, probably Fairhaven. And then I discovered this thread. So: thankyouthankyouthankyou etc. :-)
#42

tharkan

Jan 01, 2008 17:18:33
:embarrass Wow, I mean... Wow, thanks you guys! I really just wanted to give back to this community and wanted to make it easier for other DMs, and it sounds like things have worked that way so far. It's really 90% due to feedback that it's still going, though, so thanks for helping out!
If there are any specific parts you liked and think there should be more of, or parts that you thought were overdone, I'd love to hear about 'em!

I must confess that I enjoyed the Marble Halls part the most, but then I'm biased. I absolutely love urban crime, and Fairhaven hasn't been given much love on that part, methinks (actually, none of the major Khorvairian cities have, save Sharn), The all-encompassing, in-depth descriptions you grant every part of the city is very satisfying and most enjoyable to say the least. The last part ('What Brings You to Fairhaven?') was very compelling as well! Which city is next on your list (if any ^_^)? Wasn't it alphabetically organized?

- Tharkan
#43

wed

Jan 03, 2008 6:08:33


It's really good!! Thanks for all this work!
#44

MephitJames

Jan 03, 2008 10:56:56
@Jabberwocky: (What a frabjous name!) Thanks for the high praise, and I know what you mean about resources. For the NPCs in the games I DM, more than half of them are sample characters from prestige classes, etc. I really like writing plots (as you can see here) and the mechanics are saved for last when sometimes I don't have time. Which leads me to a question: How much crunch should be in this? I'm avoiding it for two reasons. A) It's a bit time-consuming, and not a very efficient use of my resources. B) The less crunch that's in here, the more 4e-friendly this'll be when the time comes.

@Tharkan: Well goo news, there are many more nests of urban crime in the city. Eventually I'll put up what I have for the "Guilds and Organizations" section, but for now consider the "Hiding" section above for some bread crumbs.
You're right about the imbalance of crime too, though I think that may just be a details thing. To describe real cities, you'd think crime was all but gone. New York in a paragraph would cover the five boroughs, Empire State Building, maybe a couple of the bridges... but not a lot about criminal organizations. But anyone who's been there knows that crime is an issue in more than a few areas, it's just not a big feature of the city. Actually, the Dark Dagger Gang in Five Nations is more than I'm going to have to work with for most of these cities. Korth, for instance, has absolutely nothing but about four lines of tantalizing contraband and drug sources. Wroat doesn't even have a table like the others, though the Swords of Liberty likely play a big role in the city's underground.
As for what city's next, I was envisioning doing all the Five Nations in alphabetical order (starting with Aundair) but I'm pushing Breland back one since it's already got Sharn fully detailed. My plan, then, is Korth then Wroat then Flamekeep.

@Wed: Gracias, amigo! Aprecio las palabras amables, y me gusta que puede ayudarte. Como deci arriba, uso muchas cosas en mis juegos que obteneo de libros o estos repartos. Simplemente, escribo regalos por mis compadres aqui. Gracias un otra vez!
#45

MephitJames

Jan 30, 2008 0:13:54
Sovereign Ward
Of all the Five Nations, Aundair is probably the one with the most active population of Vassals who pursue the tenets of the Sovereign Host. From a modern perspective this makes sense: hemmed in as the country is by zealous Thrane, necromantic Karrnath, and the druidic Eldeen Reaches, Aundairians feel that they need to respond with just as much fervor. The character goes back even farther, though, to the very founding of Aundair as a refuge for human settlers seeking religious tolerance. One need look no further than the short distance between the royal palace of Fairhold and the stunning temples to the Host in the Sovereign Ward to see that religion still has a powerful place in Aundairian culture.
Despite this heritage, the neighborhoods of the Sovereign Ward are slowly slipping away from the church leaders of the Sovereign Host. Secular powers, including the Dragonmarked Houses, the city governor, and Queen Aurala herself, have taken over leadership of more than a few local power centers. Most of this occurred during the Last War as Aundair’s powerful (and popular) monarch’s felt the need to have more and more of the country under their direct control. The Sovereign Stars liturgical council has responded by fanning the devotion of their faithful and promoting the church in the eyes of the people. While most of the city’s population remains unaware of the power struggle, many have noticed a shift in sermons over the last decade or so and the larger city seals that have appeared on civic centers throughout the ward.
Population: 9,300
Social Class: Upper class.
Character: Stately houses and stunning temples are to be found throughout the ward. In many ways, the Sovereign Ward is the face of Fairhaven, and it’s classical architecture is certainly the image that most people, even Aundairians, picture when they think of the City of Lights. Residents are generally friendly and helpful, though many of the aristocrats who make their homes here are less inviting and certainly keep their distance from travelers.
Districts: Average residential, civic district, elf neighborhood, garrison, inn district, park district, shops (2), temple district,
Businesses: Fine shops selling expensive products and religious items; gold piece limit: 100,000 gp.
Key Personalities: Hraida ir’Blorreuvi (NG female dwarf expert 4/artificer 2), High Priest Banau Chardil (LN male half-elf cleric 9), Cyul Jhaelian (LN male elf wizard 5/rogue 3), Torak Mroranon (NE male dwarf expert 8), Herun Naliamos (LN female gnome rogue 6), Captain Kleris ir’Ostren (LG male human fighter 5/paladin 3), Teura Vhialonn (CN female elf adept 10/lorekeeper 3).
Watch Detail: 252 guards of the Watch: 86 on day shift (67 patrol, 19 stationed), 95 on evening shift (72 patrol, 23 stationed), 101 on night shift (76 patrol, 25 stationed). These guards are responsible for the Whiteroof Ward as well as the Sovereign Ward.
#46

MephitJames

Jan 30, 2008 0:20:20
New addition! You might notice that this one is a bit thinner than the others: this is on purpose. I've been thinking through this project, trying to figure out where I can streamline things to make it go more quickly, and I remembered that City of Towers said that in Sharn all the districts are four times as big as they are in the DMG. If Sharn can be four times, I've decided that Fairhaven can have districts twice as big as normal. So, I'm going to be going back to trim down the two existing wards and then start on the next.
What exactly does this mean for people who want to use this information in their games? Well, firstly everything that's currently up here will be in the final version of the city. That said, some things are going to be jumping wards to reduce the populations of Grangehall and Marble Halls. I wanted to get some new stuff up before I started taking things down, but the real silver lining here is that the next ward (Rordan's Gate) will be up in less time than I've typically taken to finish a ward, especially because a number of districts in it are already written for other wards. So... More to come soon!
#47

rekko

Jan 30, 2008 20:29:45


Suddenly, I don't want my players to move out of Fairheaven anymore...

Great work.
#48

MephitJames

Feb 27, 2008 0:54:36
Rordan’s Gate
Stretching from the busy Fairhaven lightning rail station in the north to the tangled streets of the Grangehall Ward in the south, Rordan’s Gate contains a vibrant middle-class area. The combined influence of all the well-traveled populations found in the ward makes this area of Fairhaven a boisterous one and residents from all over the city flock to Rordan’s Gate in the evening to have a few drinks in entertaining bars. While other sections of the city contain exotic services and goods, notably the Distant Exchange and Wayfinders Foundation in the Chequers Ward, it is on the streets of Rordan’s Gate that most citizens of Fairhaven see these wonders. Taverns and inns display strange Xen’drik carvings around their doors to entice customers and serve exotic food and drink, giving the average customer a glimpse at the world beyond the city that they might otherwise never encounter.
Population: 7,400
Social Class: Low to middle class.
Districts: Adventurer’s quarter, average residential, garrison, halfling encampment, magic district, marketplace, red light district, tavern.
Businesses: Flashy stores and loud marketplaces catering to adventurers and travelers; gold piece limit: 35,000 gp.
Key Personalities: Genesis (LN female personality female personality warforged magewright 4), Joslan Haarta (CN male halfling expert 3/warrior 3), Jarren Houstro (CN male half-orc barbarian 5), Larishea Lindamar (NE female gnome wizard 8), Erix Nailo d’Lyrandar (LN male half-elf expert 4/dragonmarked heir 2), Weren Nailo (CG male half-elf expert 3/cleric 2), Sithov d’Orien (LE male human expert 4/dragonmarked heir 3), Tabin Roole (LG female human bard 6), Singer Aron Silverwright (NG male dwarf cleric 7), Yukiri the Swordsman (CG male human expert 4/fighter 2)
Watch Detail: 332 guards of the Watch: 96 on day shift (71 patrol, 25 stationed), 118 on evening shift (76 patrol, 32 stationed), 118 on night shift (76 patrol, 32 stationed). These guards are responsible for Nealford and Besalle’s Ward as well as Rordan’s Gate.
#49

MephitJames

Apr 08, 2008 14:19:11
Chequer’s Ward
The bustling mercantile heart of the city is the Chequer’s Ward north of Fairhold. The ward has always been important to the city’s economy but its influence has only grown since the collapse of the merchant districts in Marble Halls. The Chequer’s Ward contains Dragonhold, the seat of power for most of the dragonmarked houses’ activities in Fairhaven, as well as including the powerful financial district of Golden. It shouldn’t be surprisingly, then, that this ward often finds itself the battleground for political struggles played out by the aristocrats and plutocrats of Fairhaven. Interestingly, the ward also contains districts such as the Distant Exchange offer an easy egress into the ward by commoners which only complicates the situation, making the Chequer’s Ward a truly dynamic area.
Population: 6,600
Social Class: Upper to middle class.
Character: Professional and busy with both rich estates and crowded marketplaces.
Districts: average residential, embassy district, financial district, garrison, guildhall district, marketplace, wealthy residential (2)
Businesses: bankers, specialists, high-end merchants; gold piece limit: 80,000 gp.
Key Personalities: Commander Erben Alyea (NE male human warrior 5), Jorlana d’Cannith (LN female human wizard 8), Bellas d’Deneith (LG female human warrior 5), Dusklighter (LN male giant owl druid 3), General Merrin ir’Hoen (LE female half-orc fighter 4/expert 3), Kanshaq’irtal (LG male half-orc expert 5), Dulaen Elorrenthi d’Phiarlan (N male elf bard 7/dragonmarked heir 3), Marise Turiane (LN female expert 5/artificer 3), Galec d’Vadalis (LE male expert 4/dragonmark heir 2)
Watch Detail: 204 guards of the Watch; 92 on day shift (69 patrol, 23 stationed), 109 on evening shift (81 patrol, 28 stationed), 108 on night shift (80 patrol, 28 stationed). These guards are responsible for Pine Hill and the Eastway Ward as well as the Chequer’s Ward.
#50

gospodin_i

Apr 09, 2008 5:52:58
Amazing work. A-MA-ZING!!!
#51

AvonRekaes

Apr 18, 2008 15:50:56
First of all, there are no words that come to mind that could accurately express my grattitude to you, Mephit Jones. You're putting so much work into this project, it is literally as if you are handing out Eberron sourcebooks for free.
As a DM, I think my biggest weakness is filling in all the blanks that a published campaign setting brings. I just have a hard time coming up with the nitty gritty details other than, you know, "You're on a city street and there are buildings." So I turn to authors and highly detailed books like Sharn: City of Towers, City of Stormreach, or even novels set in other places. So for me, this project of yours is exponentially increasing the breadth and depth of my Eberron games.

Which is why it pains me to be so nit-picky about a part of your work. Kalashtar are my favorite part of the Eberron setting, so I paid extra special detail to your Locations in Shangha post, and I found an issue with your two NPCs, Rhaaki and Novakri. You state they are sisters, and look so alike as to almost be twins.
This is impossible, because you list one as human and one as Kalashtar. The "kalashtar-gene" is dependant on gender. Every single daughter a Kalashtar mother has, concieved with a human male, will be kalashtar, and every son she has, will be human like their father.
Also, assuming that they are merely half-sisters, sharing a common father instead of a mother, their relationship is still flawed. Kalashtar age slower than humans, reaching adult maturity at around age 40. If Rhaaki and Novakiri are only one year apart, Novakiri will be physically a child compared to her quicker aging, human sister.
Like I said, this is really nitpicky, but I see the unbridled potential in your work, and I want it to be as cannon as possible. In essence, I critique because I care.
#52

MephitJames

Apr 18, 2008 18:31:37
Thanks for the high praise Gospodin and AvonRakaes! Honestly, I mostly am motivated by responses I get from this thread, so you can both feel like you've added to the project.
As for the criticism, Avon, you are hereby banished from this thread.

But I kid, I kid.
Actually I had thought about that, but I understood this wrong. I knew that the quori spirit was transmitted through genders but not that it always was. In other words, I knew that a female quori spirit wouldn't ever be transmitted to a son, but not that every daughter bore the spirit. As for the aging, that totally escaped my notice. I'll adjust it, after I think of how to handle it. I originally thought it would be interesting to have a pair of siblings who weren't both kalashtar, partly because I've always thought it'd be interesting to have a human character who came from a kalashtar family and a lot of my NPCs in this work are PCs I wish I had opportunity to run. The other half was that I thought it'd be a really interesting dichotomy (for those interested) to see a parallel between the renegades of Shangha and the establishment of Adar (specifically, the Speaker of the Word and his kalashtar sister). However, I may end up going a more established route and perhaps leaving this for a future city (that's right, there'll be more!). Expect a retraction () coming up as well as Besalle's Ward (which has been half-finished for about a month). This is all assuming I don't blow all my money on parentheses in the meantime, what is with that?
#53

elrodian

Apr 20, 2008 18:36:16
so i did still going thought every thing and way to go but it is a little to much info for me to take in at once so i think i wll be come back alot but i seen people asking about other cities and u can read the novels to get info on the cities like if u want to learn about stormhome altought they u ahve a lot of info about but u can read the Stromdragon or read the Hairs of Ash to get info on woest

well i got thought so more and you have made me love fairhaven even more. I love history and i am a book person and so i like my PCs to be mage-use and loremaster and with find out about the even more about the magic actives in fairhaven i love it even more.

i also think that you might want to put this up on http://eberron.wikia.com/wiki/Eberron_Wiki it will let more ppl see it and the ppl will love it to be there.

i also would like to know were u got all this info i feel a little bad that u are doing all the work.
i do have to ask when are u going to talk about the palaces in Fairhaven?
#54

MephitJames

Apr 21, 2008 1:31:01
Hey Elrodian,
Enjoy the city, I've grown to like this city a lot too! Originally, I picked it because it was the first Five Nations capitol alphabetically. Now, though, I think it's one of my favorite locations in the setting...
I made most of the information up, but made sure that the information agreed with as many sources as I could manage. The See Also sections are for this purpose, so that anyone using the books can know where they connect to the canon material. If you use the city writeup, be sure to follow these as they usually tell you a lot of helpful relevant information as the DM.
Those are good tips about the books, someone was asking about Stormhome a while ago. I haven't read the Stormdragon books, or any Eberron novels for that matter. I guess I should say that explicitly for people that the material here is in no way correlated to the Eberron novels, only canon material. Anyways, thanks for the reply, Elodrian. Good luck with your games!
#55

MephitJames

May 16, 2008 0:38:23
Besalle’s Ward
This ward was the center of activity for the pre-Galifaran settlement that would become Fairhaven and as such it has the most number of ancient structures dating from that period. The ward is named, in fact, for Besalle’s Market which was destroyed during the War of the Mark. Popular legend says that Besalle’s Market was truly immense, as big as several districts today, but this is likely exaggeration. Today, Besalle’s Ward is a mixture of districts, mostly residential with a few important centers of culture and activity as well. Because it is filled with so many examples of ancient Fairhaven, it is sometimes known as the Old City and attracts a certain amount of tourists coming to see the old buildings.
Population: 7,600
Social Class: Middle Class
Character: Small communities set apart from the rest of the city by tradition and attitude.
Districts: average residential (6), necropolis, shops, tavern district
Businesses: professionals, taverns, craftsman services; gold piece limit: 60,000 gp
Key Personalities: Kureon Hallorand (NE male half-elf wizard 5), Tymal ir’Lormann (NG male human magewright 6), Barinal Maelinos (CG male elf expert 8), Molthorek the Wizened (LN male human wizard 9), Saureis Ourett (NE male human rogue 6), Shol d'Phiarlan (CG female elf bard 2/dragonmark heir 2), Tandria Torralyn (NG female gnome expert 6), Jorrin Veleq (NG male halfling magewright 4)
Watch Detail: See Rordan’s Gate.
#56

elrodian

May 24, 2008 12:00:26
Mephit James i seen Chapter 4: Guilds and Organizations and i do not know what you mean by it can you help?
#57

revvecor

May 25, 2008 21:41:48
Mephit James, This is truly impressive thank you for your dedication to detailing these locations.
#58

elrodian

May 26, 2008 11:04:44
This think as helped be start to Stories it soo great
#59

elrodian

May 30, 2008 18:08:14
hey so i just read Shangha and i was think "why do they not have a libarty?" They are in Fairhaven were there are a lot of them. So can there be one with books on the history of Sarlona and psionic
#60

MephitJames

Jun 01, 2008 19:02:25
@Revvecor: Thanks for the praise! I have fun writing them, and I'm eager to get on to some other cities.

@Elrodian: The Chapter 4: Guilds and Organizations is upcoming, I haven't written it yet. It's going to be something like Chapter 5 of Sharn: City of Towers and probably about as long (four pages). As for a library in Shangha, I think it's totally possible. The Temple of the Lightbearer (the Ashta il-Leashur) in the district likely has a ton of books and scrolls from Adar. I think kalashtar PCs (or others) in search of histories on Sarlona would probably go there, but a separate library seems unlikely to me. It's another target for the Dreaming Dark and also anyone who would need to use the texts would be associated with the temple already. If your campaign needs kalashtar knowledge in Fairhaven, I suggest that.

Thanks again everyone! Another installment is in the works.
#61

elrodian

Jul 29, 2008 16:44:15
so when are you going to be doing Whiteroof and i wanted to know if you are putting the half-elves there??
#62

MephitJames

Aug 13, 2008 23:39:47
Hey Elrodian. At the moment I've got a lot of real life projects that are keeping me pretty busy. I'd like to do Whiteroof really soon and that is indeed where the half-elf culture is going to be. If it isn't immediately obvious, the half-elves are going to be transplanted peoples from Thaliost for the most part and there's a rebellious element there that will provide (hopefully) plenty of hooks. I just got back from a few weeks of field work, though, and I'm trying to get things back in line in my life. Updates will continue soon, though!
#63

rekko

Sep 28, 2008 10:53:37
Bumping this thread for Elrodian, look on the second page, there's a spolier block with good info on Stormhome.

Rekko
#64

MephitJames

Sep 28, 2008 14:39:06
Whoops, well thanks for taking care of my thread for me, Rekko. :embarrass I swear I'm going to get back to this soon. I had a busy summer and then got caught up in all the new RPG news with 4e. I had always intended to write this thing to be edition-neutral so, barring any strange changes in 4e, it should still stand without the 4e ECS. I have some more stuff to post, then I was going to switch gears to Stormhome, actually, so if people are interested in that let me know and I'll start multitasking.
#65

elrodian

Sep 28, 2008 14:41:31
lol you might want to look at the stormhome thread i posted. i was going to do it but if you are going to start by all means go ahead
#66

isran_imrador

Sep 28, 2008 15:16:25
I posted a few names for Stormreach over et the other thread...

Did you put The Dragonmilk Inn, inn somewhere in Fairhaven then?
#67

Montonius1

Sep 30, 2008 4:30:06
If the history of worlds like Eberron excites you, check out the Grand History of Eberron. It may aid you in your attempts to build new cities in the other Five Nations and it possesses a small Gazeteer of the Five Nations for handy reference!


http://www.scribd.com/doc/6120625/Th...ory-of-Eberron

In addition, because of some people who have had trouble signing up for Scribd or getting it to work the Grand History of Eberron is now also available for free download from www.rapidshare.com, a site that requires no sign-up. The Grand History is in both Word and PDF format, though I personally prefer the Word format since the PDF format changed the formatting slightly in translation. As always, enjoy and please feel free to comment or suggest further improvements or new additions. This download is slower than Scribd, but more accessible, and the PDF downloads much more quickly.

http://rapidshare.com/files/14821681...erron.pdf.html

http://rapidshare.com/files/14821681...erron.doc.html
#68

MephitJames

Sep 30, 2008 12:22:38
@Isran_Imrador: Yeah, forgot to mention it. The Dragonmilk Inn is hidden away in Olladra's Gate in Besalle's Ward... well not hidden, but certainly tucked in there. I summarized what you'd written but linked to your thread so people can follow that for more info.

@Montonius1: Thanks for the links to that! Unfortunately, neither of the rapidshare ones are really working. :P I got the scribd link to work, though, so I'll pour over this... Thanks again!
#69

MephitJames

Sep 30, 2008 20:03:40
Eastway Ward
The Eastway Ward has the unfortunate reputation of being the most ugly ward in Fairhaven. The main highway which runs through the ward leads to roads heading east to the rest of the former kingdom of Galifar and therefore a huge volume of trade moves through the ward daily. Unfortunately, very little of this commerce actually reaches the people of the ward and a number of slums mar the ward’s southern sections. While there are nice-looking sections of the Eastway Ward it is a place generally built for purpose first and aesthetics second. Other sections of the city, such as Marble Halls and the Whiteroof Ward, might have less money but Eastway is the only ward where visitors routinely wonder if they are really in the fabled City of Lights. Despite this, Fairhaven rightly cherishes Eastway as an important part of the city’s economy. It is these extremes, poverty and gold, dismissal and importance, which characterize the Eastway Ward.
Population: 8,200
Social Class: Lower Class
Character: Closed off and secretive neighborhoods with uncharacteristically poor populations.
Districts: average residential (3), inn district, slums (3), warehouse.
Businesses: warehouses, traders, roustabouts, taverns; gold piece limit: 45,000 gp.
Key Personalities: Montesi Errensea (LG female human cleric 5), Galiamo Hourt (CN male human warrior 3/rogue 1), Nesken ir’Laitne (NG male half-elf expert 7), Logen (CE male human rogue 4), Ransin Mezzair (NE male human cleric 9), Cpt. Lorrz Nuerim (LG male human paladin 5), Tek (LE male halfling rogue 6), Jorace Vaulint (LG male human paladin 3).
Watch Detail: See the Chequer’s Ward.
#70

isran_imrador

Oct 06, 2008 14:14:14
Hey, thanks I found it. :D

Only 5 wards left now;)

I am saying it again, this Fairhaven your making is just Amazing. I hope I can make something more that just Ward & District names for Stormhome and Taer Valaestas for my games...Oh and First Tower

Isran
#71

elrodian

Oct 06, 2008 14:18:23
I have started stromhome but i do not know when the first ward will be done i have alot going on at school and i did do something about but i could did not finish becaues i was moveing and then i lost were it went.
#72

isran_imrador

Oct 06, 2008 16:19:31
Facts: Your CoL Fairhaven now comes in at 72 pages in MS Word. With 45.297 Words....
#73

MephitJames

Oct 06, 2008 18:03:14
Hmm... Taer Valaestas was on my list as well. Thanks for the positive feedback, I'm working on the other wards still but my workload is pretty high. Slowly but surely!
Do you want help with Stormhome, Elrodian? I have had some ideas floating around my head about it since the first post way back when. I'll start writing what I have and hopefully our efforts will fit together. I don't want to take over a project you were starting already but if you're going to be busy, I'll get a start.

EDIT: I got a different count for population from your other thread; I think we need some more districts to meet the 14,280 population quoted in the ECS. Also, I'm proposing that this work more like the City of Stormreach book than Sharn: City of Towers. The population of Stormhome is much closer to Stormreach's 11,650 than Sharn's 200,000 or even Fairhaven's 92,500. I think writing on the level of CoT would be overkill and it makes more sense to write in broad strokes like in CoS and then have lots of information in sections about various power groups.
#74

elrodian

Oct 06, 2008 23:49:20
i would love some help. i have stated the a ward and i hopeing to get it out this week.
#75

MephitJames

Oct 07, 2008 12:47:20

City of Stormhome


From the Eberron Campaign Setting:
"The large island off the northern coast of Aundair was once a bleak, storm-blasted outpost at the entrance to Scion's Sound... Today, Stormhome remains the crowning achievement of House Lyrandar's skills and abilities. The city that bears the island's name serves as the primary headquarters for the house and the seat of its matriarch."
Eventually I'll write my own description...
Matriarch's Ward
#76

MephitJames

Oct 07, 2008 12:47:55
The Matriarch Ward
Population: Mainly half-elves with a few human and elves as well. The majority are members of House Lyrandar.
Character: Ornate and fantastic with the atmosphere of a calm dream.
Businesses: High end businesses mostly related to trade and travel including moneylenders, overseas traders, and owners of airships. 40,000 gp limit.
Key Personalities: Baron Esravash d’Lyrandar (NG female half-elf expert 7/dragonmarked heir 2), Hierophant Meraveh d’Lyrandar (CG male half-elf cleric 4/wizard 3), Raerdek d’Medani (LN male half-elf diviner 5/dragonmarked heir 3)

The Matriarch Ward is the shining crown of the island where the elders of the House lead with all the majesty of an approaching thunderstorm. It is an ornate place, almost showy, and built to impress visitors who come for an audience with the leaders of House Lyrandar. It’s hard not to feel intimidated by the shows of obvious wealth and that’s how the Khorovar like it.

Situated at the top of the craggy landscape of the island, the Matriarch Ward truly looks like a crown. The opalescent towers of Castle Stormhome are lit from below by the softly glowing lamps of the streets and even at night visitors to the ward feel calm and protected. The ward was named centuries ago for Annek d’Lyrandar, the matriarch who petitioned the Aundairian government for control of the island in 347 YK. The architecture is finely crafted at great expense in order to impress visitors and many of the thin spires and elegant arches look extremely delicate. Many are and the Matriarch Ward is the one place on the island which never receives more than a gentle misting of rain thanks to the careful control of the Lyrandar heirs.
This special treatment is only one of many factors which place the Matriarch Ward above the rest of the island in the eyes of many. It is seen as the heart of House Lyrandar and one need only walk its streets to appreciate the power and majesty of the House of the Storm. Still, some look at it with envious eyes and more than a few people in the taverns of the lower wards grumble about the nobility in their “Thelanis Castle”.

Castle Stormhome
At the center of the ward sits Castle Stormhome, the physical manifestation of House Lyrandar’s right and heritage on the island. The beautiful chambers and piercing towers are home to Baron Esravash d’Lyrandar and other house elders. Unlike other dragonmarked houses, Castle Stormhome’s prestige does not extend very far past the shores of the island. Whereas a heir of House Cannith is most at home tinkering in a laboratory and so holds the massive forgeholds of his house in high esteem, a scion of House Lyrandar is most at home skating through the clouds or over the waves. What do they care that some island fortress stands firm on the edge of the continent? There is an immense devotion to the castle, of course, and many Lyrandar pilots feel their hearts lift when they turn their ships toward Stormhome. This probably has much to do with the sheer beauty of Castle Stormhome which is often looked upon as a sculpture than a castle. This touches on an important aspect of the castle, which would be absolutely hopeless to defend if it actually came under attack. Members of the Sheltering Storm patrol its sweeping battlements and arching staircases but they know that evacuation would be the only answer to a force attacking the structure.

Lyran’s Hall
The center of administrative power for House Lyrandar, Lyran’s Hall is always bustling with activity. Administrative offices and leasing agent services line the streets and several buildings serve as record halls for House business. Upwards of half the businesses, however, cater to non-House clients and Lyrandar agents also arrange private transport for rich clientele here. While Castle Stormhome is the ideological heart of the House and the home of many of its leaders, Lyran’s Hall is the practical center for House Lyrandar’s interests in the world. Through magical communication, administrators in the district are in weekly, if not daily, communication with their far flung guildhalls including Stormreach, Q’barra, Valenar, and even distant Dar Jin in Riedra.

Selavash’s Hall
The counterpart to the financial district is this airy district of parks and meditation gardens. While Lyran’s Hall is named for the House’s mercantile founder, Selavash’s Hall is named for its spiritual guide. The Temple of Sela’s Path is found here as well as a few wealthy homes but the majority is parkland ostensibly for adherents of the Cult of Selavash to wander and meditate on the guidance of their ancestor. Selavash’s Hall has another reputation among the wealthy, however, who find it easy to have private meetings on the winding paths of the parks. Nothing as vulgar as the Black Highway is usually found in this dreamlike district of greenery, but House maneuvering and scheming is commonplace.

Tower Grove
Named for the cluster of slender spires which make the roofline look like a small forest of stone trees, Tower Grove serves as the financial center for the island of Stormhome. In addition to securing financial backing for voyages, traditional airship captains who are looking to strike out on their own sometimes establish partnerships with the bankers of Tower Grove who then own a stake in the independent company. The definition of “independent captain” is sometimes stretched by these bankers, who are mostly Lyrandar members if not heirs and often own shares of several airship companies. They fill a niche, however, between the rigid itineraries of the House airship routes and the highly-erratic schedules of the independent captains. Travelers who wind up in Stormhome sometimes find that they can book much cheaper passage with one of these services than with the House even to popular destinations like Fairhaven or Sharn, and a direct flight is often preferable to those in a hurry who can pay the extra cost.
See Also: The windwright captain on page 70 of the Explorer’s Handbook.

[center]Key Locations[/center]
House of Raerdek: Among the administrative businesses of Lyran’s Hall is a small, unassuming building which is home to Raerdek d’Medani , a seer of great renown. He serves permanently as an advisor and scryer for Esravash d’Lyrandar, as he did for the previous house baron, but also hires to private clients as well. Raerdek is far more outgoing than many Medani heirs and makes no secret of the fact that he considered the house enclave in Wroat where he was trained to be stuffy and inert. Rather than spend his life watching from shadows, Raerdek set off to see the world and ended up in Stormhome where he found a comfortable place among fellow Khorovar who were much more exciting than his Medani cousins. While Raerdek has done nothing to suggest that his allegiances have been compromised, there are many in House Medani who would love to find out just what Raerdek is telling to Baron Esravash. Likewise, there are some Lyrandar elders who think this “seeing the world” story is an act and would pay well to find out how much contact the seer has with his house.
Navigator’s Club: This exclusive social club has been a pillar of the banking industry in Tower Grove for centuries. Its membership, mostly made up of half-elves, is like a roster of the wealthy on Stormhome and its lavish decorations and art collections show it. Only members are allowed into the club’s chapterhouse, where talk of politics and wagers on international affairs is the norm, but the club also hosts galas for rich Stormhome residents, and wealthy travelers, to attend. The most well-known of these events is the Moonlight Ball held in the nearby gardens Selavash’s Hall where the food is always exquisite and the weather is, of course, always perfect.
Temple of Sela’s Path: The unique religion called Sela’s Path is unique to the Khorovar of House Lyrandar. It combines worship of the Sovereigns of Nature and Commerce, Arawai and Kol Korran, as well as the house’s legendary Firstborn who they claim work as intermediaries between the Khorovar and the Sovereign Host. Though many half-elves in House Lyrandar follow the teachings, either as a formal religion or as an interesting interpretation of more traditional Sovereign worship, the Temple of Sela’s Path is the only formal place of worship. Thus, the high priest of the temple, Hierophant Meraveh d’Lyrandar isn’t as powerful a figure as in other religions, despite his grandiose title. Meraveh often surprises half-elves who come to the temple with his paternal nature and kind words. Despite holding services every day at dawn to honor the forces which govern the winds of fortune and weather, Meraveh always makes room for those seeking his council. This includes Baron Esravash, who has known the elder priest for years, and First Blade Tieros, who enjoys engaging the Hierophant in philosophical debates over a bottle of wine.
#77

MephitJames

Oct 07, 2008 12:52:35
Just to warn everyone, this is not an abandonment of Fairhaven. I really like that city and want to finish up the... what, four wards I have left. That's a lot of time, though, and I've put a lot of time into Fairhaven already. Frankly, I think I'm a little stale on it so I'm going to try and simultaneously write for a couple cities, right now Fairhaven and Stormhome. When I'm done with Fairhaven I'll want to start on Korth and when I'm done with Stormhome... Taer Valaestas? I'll try to pair it one small-city format (like City of Stormreach) and one large-city format (like Sharn: City of Towers).
#78

elrodian

Oct 07, 2008 14:27:56
Thank you for the help you have given be a lot of ideas about stromhome. i should have it out by sunday.
#79

elrodian

Oct 12, 2008 10:40:20
I have posted a Ward of Stromhome on the Stromhome thread is any one is wants to know.
#80

isran_imrador

Oct 12, 2008 12:37:31
Could you please rename your thread Stormhome ;)

I would like to help out on a Ward or something in Stormhome as well. Maybe:

The Squalls
Hapan Upper (Wealthy Residential)
Rezzo Estates (Noble Estates)
Belgeth (Fine Shops)
Park Azzur(Park)
#81

elrodian

Oct 12, 2008 12:47:18
will do and go right a head. O and how do i rename the thread
#82

isran_imrador

Oct 12, 2008 14:06:54
Just change the name / title of the first post....As far as i can tell...

Do you (MJ) want me to post what i made about First Tower & Taer Valaestas? Not much but its something...;)

Isran
#83

MephitJames

Oct 12, 2008 15:02:39
@Elrodian: Neat stuff on the other thread. I like the Lilly Lake district especially, those are some neat characters. I notice, though, that you changed around the district types in the Tempest and you moved Castle Stormhome there. This means that your Stormhome and mine aren't going to match up. Well, maybe we should each write the rendition we want?
By the way, I switched around the districts from the other thread as follows to reach a population of 14,200 which matches better the published 14,280.
Stormhome Districts
Matriarch Ward
Castle Stormhome (Lord's Keep; 350)
Lyran's Hall (Guildhall; 450)
Tower Grove (Finance; 350)
Selavash's Hall (Park; 350)

The Tempest
Oreistall (Raincaller's Guildhall; 450)
Moonstand (University; 350)
(Noble Estates; 350)
(Embassy; 350)

Maelstrom
(Adventurer's Quarter; 550)
(Inn District; 550)
(Airship Docks; 550)
(Red Light; 550)
(Warehouse; 550)

The Squalls
Hapan Upper (Wealthy Res; 350)
Rezzo Estates (Noble Estates; 350)
Belgeth (Fine Shops; 350)
Park Azzur (Park; 350)

Typhoon Squares
Furian Square (Marketplace; 450)
Vekka (Professionals; 450)
Linshir (Former Guildhall; 450)
Autumn Bough (Elf Neighborhood; 350)

Whirlwind Inlet
(Tavern; 550)
(Waterfront; 550)
(Arena; 350)
(Adventurer's Quarter; 550)

Hurricane Heights
(Temple; 450)
(Magic District; 350)
(Embassy; 350)
(Garrison; 450)
(Fine Shops; 350)

Blizzard
(Windwrights Guildhall; 450)
(Theater; 550)
(Wealthy Res; 350)
The Nestway (Park; 350)
(Airship Docks; 550)
(Waterfront; 550)

Kraken Bay
(Waterfront; 550)
Duskcoast Docks (Waterfront; 550)
(Warehouse; 550)
Icerakers (Waterfront; 550)
Gnomish Waterfront (Industrial; 550)
#84

elrodian

Oct 12, 2008 15:05:17
I want to know what you are going to do with Moonstand

i changed the it so are to stormhome should be alike
#85

isran_imrador

Oct 12, 2008 15:45:46
MJ:

Sound like you are alraedy have ideas and stuff for The Squalls, so I will leave that one to you It is easier for me to take something else. Good Luck:D
#86

MephitJames

Oct 13, 2008 10:45:13
@Elrodian: I was thinking of Moonstand as a very small artificers college. Something to train all the gnomish shipwrights and Lyrandar engineers but not anything on the scale of the University of Wynarn or Morgrave. The district could still have a number of magical libraries and researchers working for House Lyrandar so even though the college takes up a few blocks the district still has an academic feel.
I'm still a bit confused about your Tempest write-up, though. Aside from Lily Lake (the Wealthy Residential which might correspond to the Noble Estates in the original), your districts don't seem to correspond to the districts posted in Isran's post. The only Marketplace listed, for instance, is Furian Square in Typhoon Squares. I really like Willow Market, though, maybe we could use "Furian Square" as the name of another district in Typhoon Squares?

@Isran_Imrador: OK, I'll tackle that next. Maybe you want to take on Whirlwind Inlet? It looks pretty rough-and-tumble. I'll try and do the Tempest sometime this week, but things look a little busy.
#87

isran_imrador

Oct 14, 2008 16:20:50
City of Escapes: Stormhome

I changed the numbers and moves around a few of the districts. The Maelstrom ward could be the ward from EE Lyradar docking tower...And I tried to tie the two Tempest wards together..

Isran

STORMHOME

Show


Matriarch Ward
Castle Stormhome (Lord's Keep; 350)
Lyran's Hall (Guildhall; 450)
Tower Grove (Finance; 350)
Selavash's Hall (Park; 350)

The Tempest
Oreistall (Raincaller's Guildhall; 350)
Moonstand (University; 350)
Lyran`s Wind (Embassy / Guildhall district; 350)
Lilly Lake (Noble Estates; 350)
Kraken`s Hold (Civic / Financial District; 350)
Willow Market (Marketplace; 350)

The Squalls
Hapan Upper (Wealthy Res; 350)
Rezzo Estates (Noble Estates; 350)
Belgeth (Fine Shops; 350)
Park Azzur (Park; 350)

Whirlwind Inlet
Northern Blows (Tavern; 450)
The Spiral (Waterfront; 550)
The Spiretop Droplet (Arena; 350)
Mermaidens Tails (Adventurer's Quarter; 450)
The Baron`s Twist (Undercity; 130)

Typhoon Squares
Furian Square (Marketplace; 450)
Vekka (Professionals; 450)
Linshir (Former Guildhall / Halfling; 450)
Autumn Bough (Elf Neighborhood; 350)

Kraken Bay
Legacy (Airship Docks; 550)
Duskcoast Docks (Waterfront; 550)
Icicle Haven (Icerakers Waterfront; 450)
Del Dan Giir (Gnomish Waterfront / Industrial; 550)
Sentry Keep (Lyrandar Garrison; 450)

Maelstrom
The Pole (Civic / Airship Docks; 550)
Star Wands (Aundarian Garrison / Navy; 450)
Ghalla (House G.Resorts / Wealthy Res; 450)
(Halfling / Inn District; 350)
(Fine Shops; 350)

Hurricane Heights
The Weathering (Red Light; 450)
Daskara Foundry (Warehouse; 550)
Pylanz Khor (Waterfront; 550) (First Harbor)
(Warehouse; 550)
(Adventurer's Quarter; 500)

Blizzard
The Nestway (Park; 350)
Zaratyrs Birth (Theater; 550)
(Windwrights Guildhall; 450)
(Embassy; 350)
(Temple; 450)
(Magic District; 350)
#88

elrodian

Dec 20, 2008 7:48:48
bump
#89

cannith_exiorate

Jan 18, 2009 20:56:01
its bin a while since iv come on here but the work you are putting in to this is amaizing dude and you have my thanks it is an invaluable resource
#90

skrapsan

Feb 15, 2009 12:51:26
bump

Rebump
#91

alyssonlago

Mar 20, 2009 17:02:56
Rebump.
Please continue this awesome work! Congrats and thank you!
#92

MephitJames

Mar 20, 2009 19:25:59
Hi all,
This thread is not abandoned, it's just... low on my list at the moment. I'm finishing up a Masters degree and it's usually all I can do to update the games I'm in on these boards. I'll write more as I can, and as a show of good faith, here is what I've done of the Whiteroof Ward so far. Hope you enjoy, and I'll continue working as I can.

~MJ


Whiteroof Ward
The Whiteroof Ward is Fairhaven’s connection to the rest of the world. Rordan’s Gate boasts the lightning rail and airship towers which service the city, but for the majority of visitors to the City of Lights the docks of this working ward are their first contact with the city. Likewise, most Fairhaven residents leave via the wide Aundair River; countless poems have been written about the white roofs flanking the docks as a traveler leaves the beloved city for some other port of call.
This ward also bears the majority of the scars that the city maintains from the Last War. Individual districts of other wards, such as Vernhold and Craelia in the Eastway Ward, might have suffered worse during the conflict, but the Whiteroof Ward was completely reshaped by it. The large displaced Liotian population that is nearly synonymous with the ward today was just a small part of it a century ago. Stoutly reinforced Watch stations all along the docks also give silent testimony to the paranoia and anxiety that Fairhaven lived through during the Last War. To quote a prominent Fairhaven writer from the mid-century, “living through fear of siege is almost as taxing as living through one.” While many Liotian refugees vehemently disagree, the fact that Fairhaven never went through the same sort of “loss of innocence” which Metrol, Korth, and other cities went did only added to the damage to city morale whenever an enemy threatened to sail up the Aundair.
Population: 6,900
Social Class: Lower to middle class.
Character: Open breezes, colorful residents, and exotic Liotian culture. The refugee population have swelled many areas to near bursting and conflict with the city government makes some Liotians stand-offish.
Businesses: Fishmongers, river guides, artisan items and foreign goods shipped upriver; gold-piece limit: 6,000 gp.
Key Personalities: Vamisse d’Lyrandar (NG male half-elf expert 8/dragonmarked heir 4), Zalee Surto (CG female half-elf expert 5)
Watch Detail: 498 guards of the Watch: 134 on day shift (114 patrol, 20 stationed), 163 on evening shift (140 patrol, 24 stationed), 201 night shift (158 patrol, 43 stationed).

Broadstreets
District Type: Warehouse Ward
Buildings: poor residences (230), poor services (35), poor trades (17), warehouses (105)
First Impression: Wide streets lead past large, blank warehouses. Off-hour laborers loiter on the stoops of tenements looking idly at those passing by.

The district of Broadstreets is a working district with little time for anything else. Trade goods move in and out of the district every day and those that live here often go for weeks without leaving the vicinity of their workplace and home. Many of the Liotian refugees have found employment and housing here, though sometimes at the expense of long-time Fairhaven residents. While most of the difficulties have been smoothed over in the decades since the sacking of Thaliost, some families in Broadstreets still hold grudges, particularly since a new wave of refugees from Thaliost have arrived since the signing of the Treaty of Thronehold.

Rainwash
District Type: Guildhall District
Buildings: average food (50), average lodging (22), average residences (159), average services (51), average trades (32), fine foods (24), fine services (22), fine trades (23), guildhalls (14), poor services (13), poor trades (23)
First Impression: Stately houses with old-fashioned designs. The heritage of this district is almost palpable.

Before House Lyrandar petitioned the Kingdom of Aundair for control of the northern island of Stormhome, it was based in the teeming waterfront of the Whiteroof Ward. While the day-to-day business of the house relocated to Stormhome centuries ago, its offices in Fairhaven remain an important part of the House of the Storm’s administration in western Khorvaire.
Kraken Hall: This large building made of Otharaunt marble sits at the center of the district but is connected to towers throughout by walkways set a few stories up. Each of these towers is considered an annex of the hall itself, which has been growing since its construction centuries ago. Today Kraken Hall sprawls throughout most of Rainwash, spreading its annex towers like the tentacles of its namesake. The veined marble of the main building has lately begun to grow dingy, however, as House Lyrandar’s attention in Fairhaven shifts to the increasingly profitable Chalice Center and the towering airship dock there.
Kraken Hall is House Lyrandar’s center for inland water and orders for river transport from as far away as Starilaskur are organized through the offices of this building. While it is a large area, most of the Five Nations’ river systems are all connected through the expansive Scions Sound or the equally impressive Silver Lake and Lake Galifar basins. Both of these areas are near Fairhaven and House Lyrandar’s fortune was originally built on successfully networking these drainage systems. These days, however, this legacy is under attack from several different sides. The invention of the lightning rail has made overland transport much easier than ever before and many merchants are choosing this method of moving their goods. The Thunder Sea campaign two centuries ago, when the Galifaran navy and the talents of the Dragonmarked Houses destroyed the pirate regimes which preyed upon southern waters and established the city of Stormreach, made sea transport much easier and much more profitable for House Lyrandar. Between their elemental galleons and airships, the House of the Storm is rightfully enamored with the high seas and open skies; river traffic is, frankly, passé. Lastly, the influx of Liotian refugees to the ward has created a growing population of independent riverboat captains which undermines the power of Kraken Hall on its very doorstep.
Still, the head of the Kraken Hall offices, an elderly half-elf named Vamisse d’Lyrandar (NG male half-elf expert 8/dragonmarked heir 4), remains optimistic. His father and grandmother before him were the administrators of river trade and Vamisse sees no reason to suppose that his family will lose its honored position any time soon. Vamisse’s son Eloim, however, sees things differently. Unbeknownst to his father, Eloim has been spending much of his free time at Lyrandar Tower in Chalice Center getting instruction from the windwright captains there. His dream is to become an airship captain and he has no intention of being stuck in the cluttered Kraken Hall like his father.
Ocean Spray Café: This small shop overlooking the waterfront is a favorite among gentleman captains and scholarly river travelers. It’s open construction allows for cool summer breezes but the shutters on the sides of the building allow it to be closed up and heated during the winter. The shop’s owner is Zalee Surto (CG female half-elf expert 5), a distant cousin of Vamisse d’Lyrandar who has spent her entire life building the Ocean Spray up from nothing. When her husband died shipping supplies on the river during the war, Zalee persevered and made sure her daughter would be provided for. Unabashedly using family connections to bargain for cheap supplies, Zalee’s café eventually became known throughout the city for having a large number of exotic teas from Q’barra, Xen’drik, and even Sarlona. Zalee loves her work, which is why she was so dismayed one morning when she awoke to find a shining dragonmark curled between her shoulder blades. With all of her family in the House, Zalee knew exactly what this meant: forced enlistment, stationing aboard an airship or galleon, probably as some cook, and a life far away from the city and café that were her life. The very thought terrified her and so Zalee kept it hidden from everyone, even her daughter Willa. For months now the middle-aged Khorovar has been hiding this secret, but with more Lyrandar officials visiting daily to assess Kraken Hall’s role in the future of the house, Zalee is worried about how much longer her charade can last.

Weaver’s Row
District Type: Warehouse
Buildings: poor residences (134), poor services (30), poor trades (40), warehouses (90)
First Impressions: In amongst the tall warehouses of the river merchants sit small shops selling fish, sailing supplies, and pearls.

While its name might seem somewhat misleading, Weaver’s Row has been known for years as a fishing district. The weavers that the name refers to are those in the shops which knit and repair the fishermen’s nets. All sorts of river fish can be bought in this district but the catches which attract the real attention are those of the pearl fishers. Their fishing grounds are uncertain and even their methods are a bit mysterious but these half-elves yearly come up with the city’s supply of the highly-sought Fairhaven river pearls. So secretive are the pearl fishers of Weaver’s Row, though, that they refuse to discuss their fishing grounds with anyone not related to them, even the Liotian refugees which the rest of the ward has welcomed openly. Some say that the fishers are worried about the supply running out and point to the shift over the past half-century of Weaver’s Row from a fishing district to one dominated by the warehouses of river merchants. Most in Fairhaven merely scoff when they hear this, considering it more likely that the pearl fishers are limiting supply to drive up prices and perhaps even spreading these rumors themselves to encourage greedy buyers.
#93

jalapeno_dude

Mar 21, 2009 1:00:05
Posting to express my support for this wonderful project and let you know I'll be waiting patiently for more. Great work!
#94

elrodian

Jul 02, 2009 7:59:18
bump
#95

MephitJames

Jul 03, 2009 9:45:01
Loyal lurkers... Firstly, let me thank those who have been bumping this thread and keeping it alive. I appreciate it and apologize for the lack of posts for a while.

Here's my situation. I'm in a graduate student finishing a Masters program and my defense is scheduled for this Thursday. A while back I became so wrapped up in the program that I dropped side projects like this and recently (the last month or two) posting in my pbp games has dropped and then faltered as well. After my defense, though, I should have a much less demanding life (can't wait!) and I'll be able to do more fun things like this. See you all on the other side!
#96

Cyber-Dave

Jul 03, 2009 9:52:38
I know how you feel. Posting in my Land of Nod setting has all but dropped off. I am way to busy trying to finish my own Masters. God, being a graduate student is way too much work. Especially with a 9 month old child!
#97

elrodian

Jul 19, 2009 19:56:07
#98

identitystolen

Aug 15, 2009 19:06:28
Before it falls off the face of the boards.

ker-bump
#99

Thanlis

Aug 28, 2009 13:21:03

This is the thread I was really worried about losing. Phew.

#100

MephitJames

Feb 01, 2010 22:33:29
Surprise! Update! Well... sort of.

I've finished up my Master's program, got a good grip on the 4e rules, and I've even seen what sort of coverage WotC is going to offer on the cities in Eberron through the Dungeon articles online. That means I'm all set to get back into this project, which I've been missing like heck anyways!

During the hiatus, though, I came up with some new ideas. Firstly, I think this project would be better served as a wiki than as the hodgepodge forum stuff that I have been doing so far. All of the old information will be going up in the new venue as soon as I can work on it, an off-site page but one which I will try to keep connected to the WotC wiki where I have other thoughts written down. I will update here whenever I add a new section over at the wiki so that people who follow this thread can easily check over there.

The second thing that I decided is that I don't want to limit myself to one city at a time. I'm going to try and cover the capitals in order (Fairhaven then Korth then Flamekeep then Wroat) but other cities will be covered as I am inspired to work on them and as I get suggestions here. Already there were people asking about Stormhome so I will be adding that soon and I also have ideas of Taer Valaestas so that page will come up soon. I'm not superman but I want to write stuff that will help people's games (and get good responses since this project is fueled by ego).

So... Please give a shout-out if you're excited for the return of this project (I don't like my own voice on the internet) and also if you have a city you'd like to see something written on then please let me know. The reason I started this project was to expand the coverage of Eberron to help play in places outside of Sharn, Stormhome, and the Mournland! For instance, if you want to send your players to Zarash'ak but can't think of a reason why, let me mull it over and try to help! Conversely, if your players have been to Newthrone and you have some notes, I'd be happy to add them here and give you all the credit you want!

Faithfully Yours,
Mephit James
#101

amulan

Feb 01, 2010 23:49:30
This is quite magnificent.  One simple suggestion for other cities would be other Capitals, like Korth or Wroat.  I'm particularly interested in Korth as I might be sending my folks there next Summer.  Can't wait to check out the new venue.Smile
#102

MephitJames

Feb 15, 2010 23:01:38
Just an update to let people know that the Cities of Khorvaire project is alive and being updated! The Fairhaven section is going up slowly but the history and festivals sections have some action. Also, the Sharn section and the Graywall section have been put up summarizing some of the previously-published stuff.

More stuff coming up soon, but this is just to prove I'm not full of lies!
#103

Thanlis

Feb 16, 2010 14:17:33
Just an update to let people know that the Cities of Khorvaire project is alive and being updated! The Fairhaven section is going up slowly but the history and festivals sections have some action. Also, the Sharn section and the Graywall section have been put up summarizing some of the previously-published stuff.

More stuff coming up soon, but this is just to prove I'm not full of lies!



That's really great -- I didn't realize you'd wikified it. Thanks!
#104

aeryk08

Feb 26, 2010 13:48:31
Just an update to let people know that the Cities of Khorvaire project is alive and being updated! The Fairhaven section is going up slowly but the history and festivals sections have some action. Also, the Sharn section and the Graywall section have been put up summarizing some of the previously-published stuff.

More stuff coming up soon, but this is just to prove I'm not full of lies!

I know this has been said many times, but it bears repeating.  Really great stuff!  I'm looking forward to your write up on Korth.  Karrnath has always been my favorite.  You've inspired me to try to do a similar treatment to Atur: City of Shadows.  Of course there's no map to work with, but maybe I can cluge something together from other city maps.
#105

MephitJames

Mar 02, 2010 13:06:23
Besalle's Ward, Eastway Ward, and the Chequers' Ward are all up. In particular, check out Dusklighter in the Chequers' Ward and let me know if you love 'im or hate 'im. No neutral reviews! (Kidding). In the future, I'd love to have more NPCs in the pages like this.

And rest assured, Korth is the next big city I'll be working on. Patience is a virtue!

I fully approve work on Atur as well, and I think borrowing maps is perfectly acceptable. I'm planning on doing the same eventually for Stormhome.
#106

aeryk08

Mar 02, 2010 16:06:56
Besalle's Ward, Eastway Ward, and the Chequers' Ward are all up. In particular, check out Dusklighter in the Chequers' Ward and let me know if you love 'im or hate 'im. No neutral reviews! (Kidding). In the future, I'd love to have more NPCs in the pages like this.

And rest assured, Korth is the next big city I'll be working on. Patience is a virtue!

I fully approve work on Atur as well, and I think borrowing maps is perfectly acceptable. I'm planning on doing the same eventually for Stormhome.

Dusklighter is great.  I can picture him tapping his claws and gulping down the odd mouse at the embassy table.  The awakened dire bears seem a bit odd to me, though.  I see two human litter bearers walking him down the street holding one length of pole between them, the crest of the Eldeen Reaches flapping beneath him.  Maybe trumpeters heralding his arrival.  And I see him with a monocle for some reason Laughing

I'll have to check out the rest later, but I wanted to ask, do you have any bits of wisdom or tips on city creation from your experience that you can share?  It is a bit daunting.  Thanks.

And actually I've heard patience is a dish best served cold, better than revenge even Wink.
#107

MephitJames

Mar 03, 2010 15:58:58
My secret? Wasting time at work. :D

Well, I usually start by dividing the city into sections (wards, whatever) And then I add up to the published population figure with districts from the Building a City supplement from the 3.5e Dungeon Master's Guide. Taking a cue from Sharn: City of Towers I doubled the population figures for the big city of Fairhaven, though not for the smaller town of Stormhome. You should make your own call with Atur...
Once I have a bunch of neighborhood types I start assigning names, characters, and other stuff. I try to have solid characters for the wards (this one has mostly working-class neighborhoods, this one is dominated by the docks area, that one is the adminstrative heart). I also make sure that there is a reason PCs might visit every district, not always a place to storm or buy magic items but just a reason. In real-world city not every section is as interesting as the others but there's no part where nothing happens. I also make sure that I have at least two places (the bold sites) in each district or else I just make it a straightforward description (like Leis Row) without specific sites.
The Great Owl
Also, for the record, I kept thinking of the Great Owl from the Secret of N.I.M.H. Classic stuff.
#108

aeryk08

Mar 03, 2010 18:45:35
Excellent, I'll have to download that when I get home.  Thanks.  I totally don't remember the Great Owl in that movie, but the picture does look familiar.  Definitely a much creepier feel.  That would make it hard for me to work if he was sitting at the end of the table staring at me with those orange eyes.
#109

Thramzorean

Mar 09, 2010 22:40:34
If you ever get stuck for ideas please just PM me MJ and co. I don't often visit here but happy to help where I can.
#110

MephitJames

Mar 27, 2010 10:02:41
Just a quick post to say that I've updated some material on Port Verge for use in my For Karrnath! campaign. It's hardly finished but I thought I'd let you all know.
#111

identitystolen

Apr 24, 2010 7:38:34
Its been a long while since I've been to the boards, but its nice to see this thread still going! And more info added to boot, awesome! Cookie for MephitJames
#112

MephitJames

May 01, 2010 18:51:05
Thanks Identitystolen! I have more ideas for cities but in the mean time I thought I'd point out some parallel projects. Before people worry about divided attention, these are meant to help the city project since I'd like some things to transcend one location. I did some thinking about language and came up with an idea for creole languages in Eberron, already relevant to Fairhaven because of the Liotian population in the city, particularly the Whiteroof Ward. The second is an expansion of religions in Eberron, some official some my own creation, which give players and DMs more options than just "paladin of the Silver Flame" and "wizard of Aureon." Again this is already tied to Fairhaven with the Siberyte cult that is endemic to the city.

Hope you guys enjoy it, let me know if you have requests or suggestions!
#113

MephitJames

May 26, 2010 20:12:50
Rordan's Gate and the Grangehall Ward are now up on the other site with cross-references and everything. NPCs will be forthcoming so keep an eye out for those, and I'm writing a bunch on the Whiteroof Ward so that new material will be up shortly.
#114

aeryk08

Aug 26, 2010 18:57:50
Bump.  Unless I'm wrong, I didn't see this one linked in the important threads.  It deserves to be.
#115

MephitJames

Sep 20, 2010 20:02:12
Thanks for the vote, aeryk08! Maybe an update would help...

I've completed the Whiteroof Ward, which makes my Fairhaven geography 75% done (9 wards out of 12 written). I've also done some work on Stormhome, which I wrote about a while ago, including a map made from a modified map of Barringsgate from Clash of Steel. Enjoy, Lyrandar junkies!

Stormhome is actually going relatively quickly because I'm giving it the same treatment as City of Stormreach. Hopefully I can get through these more quickly than I have been for the massive city of Fairhaven.
#116

naturax

Sep 20, 2010 21:12:51
Thanks for the vote, aeryk08! Maybe an update would help...

I've completed the Whiteroof Ward, which makes my Fairhaven geography 75% done (9 wards out of 12 written). I've also done some work on Stormhome, which I wrote about a while ago, including a map made from a modified map of Barringsgate from Clash of Steel. Enjoy, Lyrandar junkies!

Stormhome is actually going relatively quickly because I'm giving it the same treatment as City of Stormreach. Hopefully I can get through these more quickly than I have been for the massive city of Fairhaven.



Neat! I'm looking forward to the rest of the Stormhome material!
#117

Tech-Priest

Sep 29, 2010 9:01:39
If anyone's got info like this on Sharn, let me know, I've got a big campaign coming up which will begin in Sharn and I'm trying to find all the info I can, thanks!
#118

naturax

Sep 29, 2010 21:06:15
If anyone's got info like this on Sharn, let me know, I've got a big campaign coming up which will begin in Sharn and I'm trying to find all the info I can, thanks!



You need to get yourself a copy of Sharn: City of Towers. Practically a campaign guide in and of itself.
#119

Tech-Priest

Sep 30, 2010 20:51:40
If anyone's got info like this on Sharn, let me know, I've got a big campaign coming up which will begin in Sharn and I'm trying to find all the info I can, thanks!



You need to get yourself a copy of Sharn: City of Towers. Practically a campaign guide in and of itself.




Done Also got the Xen'Drik book too
#120

MephitJames

Oct 04, 2010 19:01:49
Ha, yep take the professional route when available! All my stuff is based on Sharn: City of Towers and City of Stormreach. I'm basing large settlements (Fairhaven, Rhukaan Draal, Korth) on the former, medium-sized ones (Taer Valaestas, Thaliost, Stormhome) on the latter, and small places (Port Verge, Varna) after //Dragon// articles like "Backdrop: Graywall."

As for news, I've updated Life in Fairhaven and Life in Stormhome as well as Pinnacle and the Matriarch Ward in Stormhome. Because I was dealing with so many airship routes, I decided to draft up a map of Major Airship Routes for Khorvaire. I'm not totally happy with the times on all these maps because the published travel times from //Five Nations// don't seem to match up with the distances all the time. Anyways, I hope all of these help people with their campaigns!
#121

MephitJames

Dec 16, 2010 18:00:44
Hello, sports fans! Did you think I was dead? Not hardly!

I wanted to point out some new things for feedback. First, I included a description of Taer Lian Doresh based on recent Dungeon articles. Note my stat block for the Lord of the Fading Dream among other embellishments. Also, I've completely finished Port Verge! This may not seem like a lot to you but as someone who never finishes things, having something 99% is huge. Lastly, I have a start to an Aereni calendar which should be finished soon too. Enjoy!
#122

isran_imrador

Apr 08, 2012 8:41:55

Great webpage did you come up with the names in the calendar or are they from somewhere.



Isran