Cities of Khorvaire

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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

Fairhaven: City of Lights



Chapter 1: A Visitor’s Guide



Besalle’s Ward was long ago the site of the enormous marketplace of Besalle, and the ward retains enterprising spirit of its namesake. It is known for the unique communities found within its streets and is one of the most eclectic places in Fairhaven. It stands to the east of the Chalice Center, against the northern wall.
The north central Chequers’ Ward, dominated by bankers and clerks, is also the location of the Distant Exchange. Unlike the clerks of Besalle’s Ward, these businesses cater to the aristocrats of the other central neighborhoods.
The heavily-trafficked boulevard heading northeast out of the city through the Eastway Ward is still an important trade route and the neighborhoods around it include many of the warehouse districts and trade houses of the city. The residential areas of the ward have many foreigner neighborhoods, but also notorious criminal element.
The ward of Five Domes, immediately to the west of the Knowledge Ward, is named after the five large, domed structure which dominate its streets. All of these buildings are cultural centers which contribute to the cosmopolitan feel of the ward. Five Domes is renowned as a center for the arts and also for dissident groups from both the university and the Grangehall Ward.
Almost an extension of the farm fields which surround the walls, the Grangehall Ward is attached to the southwest corner of the city. The ideological counterpart to Nealford Ward, this is the home to many shifters, half-orcs, and even a few notable druids.
The southern Knowledge Ward centered around the University of Wynarn is the seat of academia in Fairhaven. The surrounding neighborhoods cater to students and to the arcane elite who work in and around the university. Specialty shops which provide high-end services can also be found here.
The Marble Halls ward was once a business district but is now a collection of working-class neighborhoods. A wide spectrum of neighborhoods can be found here, though the more affluent citizens of Fairhaven view the entire ward as a collection of seedy neighborhoods and criminal dens.
The most wealthy and fashionable districts of Fairhaven can be found in the Nealford Ward, many of them walled apart from the rest of the city. A rivalry exists between wealthy neighborhoods here and in the Sovereign Ward.
The highest part of the city, aside from Fairhold, is Pine Hill which rears itself up against the north wall to the east of the main boulevard. The area is a popular tavern spot among middle-class citizens of Besalle’s Ward and the twin working-class wards of Eastway and Marble Halls.
Rordan’s Gate ward is found against the west wall of the city surrounding the lightning rail station and the Chalice Center. It is named after a long-dead heir to the Galifar throne who renovated the then-aging business district and petitioned House Orien for one of the first lightning rails in western Khorvaire.
The Sovereign Ward is named for the impressive cathedrals found along its main avenues. It is also a fairly affluent ward and is home to many of the city’s aristocracy, as well as the most common destination for visitors.
Long a district of laborers and warehouses, the Whiteroof Ward is none-the-less clean and friendly. Despite its lower-class population, the Whiteroof Ward has the atmosphere of a business district.

Fairhaven by the Numbers
Using the standard format for presenting city statistics, Fairhaven looks something like this:
Fairhaven (Metropolis): Conventional (town council), Nonstandard (dragonmarked houses), Nonstandard (Arcane Congress), Nonstandard (Royal Eyes), Nonstandard (criminal guilds); AL N; 100,000 gp limit; Assets 462,500,000 gp; Population 92,500; Integrated (42% human, 11% gnome, 9% half-elf, 8% dwarf, 8% halfling, 6% elf, 5% orc and half-orc, 5% shifter, 3% changeling, 1% warforged, 1% kalashtar, 1% other races).
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.

Clayton
District Type: Guildhall District
Buildings: average food (30), average lodging (15), average residences (89), average services (33), average trades (41), fine foods (10), fine services (18), fine trades (14), guildhalls (9), poor services (12), poor trades (15)
First Impression: The neighborhood is dominated by the gigantic Clayton Hall, with narrow, even streets surrounding it full of shops and restaurants.

Before the Grangehall Ward was incorporated into Fairhaven proper, Clayton was a small community just outside of the city where skilled craftsmen who couldn’t afford to live in the central wards or didn’t want to could make a living. Taking advantage of both the needs of Fairhaven citizenry and the farmers who came to trade in the Oldtown Hollow, Clayton, which formed around a prosperous clay field, grew until it eventually met up with the city walls. When the city government started to extend the city’s walls around the new ward just before the Last War, the sprawling Clayton Hall was designated as its western extent.
Today, Clayton has been fully absorbed into the city, though Clayton Hall still stands somewhat apart from neighboring buildings. Originally this structure was an exterior fortress for the city guard, and rumors persist of secret tunnels which run from Clayton Hall to Fairhaven Watch barracks in the central wards. The curtain wall which protected the various piazzas and courtyards of the structure was dismantled to assist in the city wall renovations and much of the remaining stonework has a chipped and cracked look which makes the building seem older than it is. Within Clayton Hall, the interconnecting breezeways provide a semi-indoor promenade along which lie several successful businesses and some of the civic guilds of Fairhaven.
Imperia Magewrights: This guild of artificers and magewrights specializes in providing low-level, cheap magic to the poorer neighborhoods of Fairhaven. They are members of the League of Independent Arcanists which has allowed them the financial security to open branches in Pine Hill and the Whiteroof Ward. The guild’s members, all goblinoids, charge about 10% less than the listed price for spellcasting services (although full price for any material components) but usually are only 2nd or 3rd level artificers or magewrights. In the wards where there are Imperia Magewrights shops, they have a near-lock on the common populace’s magic needs, undercutting the more powerful magewright services.
Despite this achievement, the goblinoids of Imperia Magewrights have several sources of difficulty. First, the guild has continuing problems in the Grangehall Ward with shifter gangs that target them for alleged connections to the Kech Motrai. While not officially allied with the group, the Magewrights are very sympathetic to the Dhakaani nationalists and have aided them a number of times over the year. The guild has also recently had difficulty with the Royal Eyes of Aundair who demanded that they be allowed to search the guild’s shops several times in the past few months. The Eyes have not found anything incriminating since any Dhakaani artifacts in the Imperia Magewrights’ possession are stored in Kech Motrai safehouses, but the spy service has not revealed why it is searching either. Imperia superiors suspect that the guild is being framed by some other group, most likely in the Grangehall Ward, but they have no clues as to who might be behind it.
Jorasco Healers Guild: Although there are a number of healers guilds in Clayton, including one started recently by the Wardens of the Wood, the largest and by far most prominent guild is the Jorasco enclave in Clayton Hall. The enclave takes up a whole wing of the Hall and has occupied the space for nearly eight decades. The House of Healing found Clayton Hall a convenient staging ground for sending healing companies hired by Aundair south through the southern gate with the Aundairian soldiers. It’s also close enough to Rordan’s Gate for Jorasco healers to be sent quickly by lightning rail and far enough away from the Sovereign Ward to avoid direct competition with the cathedrals of the Host.
Red Rose Adventurers’ Corp: Originally the Red Rose Company of Fairhaven, this military unit decided to remain in its Fairhaven barracks in Clayton Hall after being decommissioned after the Treaty of Thronehold, becoming a mercenary and adventuring company instead. Red Rose members now come from all over Aundair and are not exclusively veterans. The majority of the Corp, though, remains formers soldiers of the Red Rose Company and so a strong sense of community exists unlike other more mercenary adventuring societies. The Red Rose assists the Fairhaven Watch in Clayton and is the unofficial police force for the district more often than not. Beyond Clayton, Red Rose members occasionally work in other areas of the Grangehall Ward as bodyguards and are frequently contacted by the Wayfinder Surplus enclave in Denarre’s Court and elsewhere in the city.

Denarre’s Court
District Type: Shops
Buildings: average food (10), average lodging (12), average residences (13), average services (9), average trades (15), poor food (30), poor lodging (24), poor residences (40), poor services (32), poor trades (26), shrines (Sovereign Host, Dol Dorn, Dol Arrah, Olladra)
First Impression: Colorful shop signs hanging in front of windows featuring goods aimed at adventures.

Denarre’s Court is full of shops catering to travelers and adventurers leaving Fairhaven through the southern gate. What can’t be found in Oldtown Hollow, either because of expense or size, can generally be found in Denarre’s Court which is full of permanent shops rather than temporary stalls. In particular, several armorsmiths and weaponsmiths can be found in the shopping district, rare trades in the Grangehall Ward.
Most travelers arriving in Fairhaven arrive from the north or south on the Aundair River, which is much cheaper to ship goods along than caravan routes, or along the Eastway from the more crowded urban areas of northern Thrane and western Karrnath. Those who can afford it tend to arrive by lightning rail into Rordan’s Gate or by airship into the central city. The southern gate is therefore a gate by which people typically leave through only, and for this reason Denarre’s Gate caters to adventurers. There are a fair number of inns to be found throughout the district and the innkeepers have banded together to form the Gateway Patrol which tries to keep the pickpockets in the busy marketways away from the inns. Though the inns are not as good as in Greenhollow, they are at least as safe thanks to the Patrol.
Bayr’s Supplies: The broad-shouldered Bayr (CN razorclaw shifter artificer 3) is known as well as an expert craftsman as he is for being an unusually patient shifter. Though his grandparents were from the Eldeen Reaches, Bayr was raised in Fairhaven, apprenticing for one of the artificers of Magecraft, Ltd. in Marble Halls. Though his mentor was a tolerant person, others proved less accepting of a shifter artificer and Bayr eventually back near his relatives in the Grangehall Ward.
His shop is popular among shifter residents and adventurers alike because of Bayr’s skill at making shifter-related items. His shop is full of shifter braids, talismans of the twelve moons, and shifter clawbracers. While Bayr’s specialty is mostly his desire to bring legitimacy to his people’s traditions, it could obviously be construed as purposefully arming the shifter populations of the Grangehall Ward and the Royal Eyes occasionally put the shifter under observation. While Bayr’s patience is remarkable, his temper is dangerous when provoked and Bayr has wound up in jail overnight for picking fights with Fairhaven Watch members whom he feels are harassing him. As the artificer’s reputation grows, of course, so do the protests at his incarcerations, but eventually Bayr might find himself having to choose whether to give up producing shifter items or whether to accept the role of instigator that has been forced on him.
Taryth’s Oddities: Though she has a reputation as a bad-tempered and stingy woman, Taryth Threestone (NE female half-orc ranger 4) also has a reputation for high-quality and rare items. Her cramped shop is filled with rare flowers, dried and pressed, bark from exotic trees which Taryth promises will cure all sorts of maladies, beautiful birds from the distant tropical swamps of the Shadow Marches, and skulls of many dangerous beasts. She has many exotic spell components available and is an excellent source for material components in campaigns using the optional material component rules from Unearthed Arcana.
Taryth claims that she acquires all of these items from friends she maintains abroad which is true to an extent. In reality, Taryth is an initiate of the Children of Winter sect and maintains the shop as a front for these druidic nihilists in Fairhaven. Her basement, which is entered only through a secret door in her apartments at the back of the building, holds a shrine full of skulls and has several small rooms for housing Children who are operating in the city. While they have no real political aspirations, the Children of Winter occasionally make strikes against the Aundairian government to sew seeds of distrust in hatred. The Royal Eyes have begun to connect these scattered crimes and came dangerously close to uncovering Taryth Threestone’s secret. The ranger managed instead to incriminate the goblins of the Imperia Magewrights down the street.
Wayfarer Foundation Surplus: This enclave of the Wayfinder Foundation sells excess weapons and goods commissioned by the Foundation or treasures liberated by Wayfinder agents that are not worth keeping for a museum. The manager of the Grangehall Surplus enclave, Tannelle Dekker (LE female elf hexblade 5), is a subtly conniving woman. Though she has proven herself more than adept at running the surplus enclave in Denarre’s Court, Tannelle’s real strength lies in maintaining contacts to her advantage. She began her career in the Wayfinders adventuring with the changeling Shellek (Explorer’s Handbook page 57) and the two remain such close friends so that Tannelle receives some rare Xen’drik artifacts from her friend that the Wayfinder Foundation never even finds out about. Tannelle also has contacts in the Kech Motrai and occasionally contacts adventurers to retrieve Dhakaani treasures that she has heard about. Once she has them, Tannelle trades the items to Kech Motrai in exchange for access to their magic items and goblinoid magic secrets. Eventually, Tannelle hopes to gather enough power from Xen’drik artifacts, Dhakaani secrets, and even magic pilfered from Arcane Congress to force her way into the upper echelons of the Wayfinder Foundation.
See Also: Shifter braids, talismans of the twelve moons, and shifter clawbracers are described in Races of Eberron pages 174-175. Information on the Wayfinder Foundation can be found in Explorer’s Handbook pages 47-57.

Greenhollow
District Type: Inn District
Buildings: Average food (17), average lodging (28), average services (19), average trades (18), poor food (68), poor lodging (87), poor services (58), poor trades (52), shrines (Boldrei, Arawai) (6)
First Impression: Tightly packed buildings of eclectic design. Winding, narrow streets with a similar range of people and clothing styles.

The crowded, winding streets of Greenhollow form the center of the Grangehall Ward and is one of the oldest neighborhoods in the ward. Predating the incorporation of Grangehall into Fairhaven proper, Greenhollow was a simple collection of inns and restaurants catering to farmers hoping to find a cheap room while in town selling their vegetables and to travelers hoping to avoid the more expensive rates in Pine Hill Ward or Rordan’s Gate. That tradition continues today and most places in Greenhollow are much cheaper than in the central city, though usually of a much simpler quality.
The Sheaf and Sickle: This cheery inn and tavern has a large central fireplace where sheafs of wheat hang as symbols of welcome. The interior is decorated with slate greys and oranges of Boldrei and icons of the other Sovereigns are scattered throughout the room. Kaeros (LN male human magewright 3), the owner of the inn, is an extremely patriotic Aundairian and is very particular about his patrons. Anyone overheard talking about seditious topics or even complaining about the government is asked to leave. Anyone who puts up resistance is forcibly removed by the half-orc bouncers that Kaeros employs. He doesn’t go so far as to ban shifters from his establishment but they get distinctly chillier service from the normally cheerful innkeeper.
Despite this attitude, the inn has been a popular stop for Grangers since the ward’s inception. The food is exceptional and the family which passed the Sheaf and Sickle down are all trained magewrights, using magic to improve service and atmosphere in their inn.
The Twin Boughs: A classically rustic inn with excellent service and a good reputation, the Boughs is a frequent stopover for druidic pilgrims traveling to or from the Eldeen Reaches. The owner, a burly, jovial man named Justran (NG male half-orc expert 5), is Aundairian but takes after his parents who were both Reachers by birth. Anyone displaying a Gatekeeper symbol can get a room for free, though a large group with only a single Gatekeeper in their party may have to pay half price. Justran is a vegetarian, buying most of his produce at the local farmer’s market, and so is all the food in his establishment.

Kaeltusk
District Type: Goblinoid Neighborhood
Buildings: poor food (32), poor lodging (4), poor residences (236), poor services (40), poor trades (82)
First Impression: Cluttered streets with scrap piles everywhere and blocked sewer drains.

While Kaeltusk is the poorest district in the Grangehall Ward, it is not entirely the fault of the residents. Fairhaven officials have little time for the goblinoid neighborhood huddled against the southern wall, one of the farthest areas from the central wards. The goblinoid citizens of Kaeltusk have little income and tend to live in tenements, but the civic offices also rarely come to maintain the streets or drains. This is the only area of the fabled City of Lights that is sometimes dark and forboding in the night as everbright lamps go dark without magewrights servicing them for weeks.
The goblinoids like the dark, of course, but situations like this are a constant source of ire from the citizens of Kaeltusk. Several outspoken groups exist within the neighborhood, including a few cults, who advocate self-governance for the district.
Blackheart Cult: The Blackheart Cult, or “Va’khoral” in goblin, is a dark shadow of the goblinoid religious practices in Totem Row. Where the Kuraal Rhun is a blending of goblinoid traditions with the deities of the Sovereign Host, the Blackhearts blend goblin practices with those of the Dark Six. The shadowed gods of the Six are hailed as fierce goblin warriors, proving through strength that they will not bow to the controlling powers of the Host. Though the cult does not claim to worship the Dark Six outright, the globlinoid names for the deities they do worship more or less translate to the Dark Six’s titles in Common. The Devourer, the Fury, the Mockery, and the Shadow all have a place in the worship of the Blackhearts and crude graffiti resembling their symbols can be seen in alleyways throughout Kaeltusk.
Hurstak (CE male hobgoblin warrior 3/sorcerer 2) is the leader of the group and one of the most outspoken anarchists in the district. Preying upon civic failures in Kaeltusk, some of them staged by Blackheart agents, Hurstak calls for a rejection of the “human robber barons” who have conspired to keep the goblinoids oppressed as slaves. He is by far the most aggressive of the goblinoid leaders (even than Jelaan of the Dask cell) and his followers have started attacking Fairhaven Watch patrols moving through the streets of Kaeltusk at night. Several sections of the district are now unpatrolled from dusk until dawn because there were too many incidents with Blackhearts, and simply wearing the goblinoid rune “Vha” (for “Va’khoral”) is enough for a Watch member to arrest someone in Kaeltusk.
Daask: The criminal syndicate, based out of Droaam, has not had as much success in establishing itself in Fairhaven as it has in Sharn. Jelaan the Tall (NE male hobgoblin barbarian 3), the leader of the Fairhaven Daask cell, has seen his vision of a powerful gang roaming the streets of Fairhaven fade as he realizes the difficulties of entering as tightly knit a community as the Grangehall. When he arrived in the city from Droaam three years ago with a carefully picked group of bugbear enforcers, the idea was to blend into the Kaeltusk populace and gather the already present goblin gangs into a powerful force.
In the intervening years, however, the gangs have proved too distracted by feuds with the Warren shifters or intimidated by the Kech Motrai and the going has been slow. Still, Jelaan has proven in the past year that Daask is capable of making changes in the community, starting a string of robberies in the Marble Halls district that was successfully blamed on the Dark Dagger Gang. The resultant crackdown on Kreelo’s band of thugs allowed Daask to gain some power away from the changeling. Still, Daask in Fairhaven is mostly a nascent criminal organization with little influence beyond Kaeltusk.
Kech Motrai: The Mantlebearers, as the goblin name translates, are a group of goblins dedicated to the resurrection of the Dhakaani Empire. They are not a gang, really, but their strong-arm tactics for securing Dhakaani artifacts from adventurers sometimes make them seem so. Some artifacts they attain from legitimate sources through intermediaries (or nearly legitimate sources such as Tenalle Dekker in Denarre’s Court), but occasionally the Kech Motrai finds itself racing adventuring parties to Dhakaani ruins in western or southern Aundair. In more than one instance, parties have found themselves beset by an unusually organized gang of goblins as they attempted to reenter the city through the Southway Market, valuable treasure in hand.
Despite their competition with adventuring groups, and the conflicts that a group like the Kech Motrai fosters with the Royal Eyes, the Mantlebearers are actually a powerful stabilizing force in Kaeltusk. The leader of the group, Lhevk Reesh (LN male hobgoblin fighter 6), insists on keeping his followers’ activities as secretive as possible so as to avoid large-scale conflict with the Fairhaven Watch. Ambushing adventurers is generally a last resort, and petty crime is punished severely among those loyal to the Kech Motrai. As such, Lhevk Reesh has nothing but disdain for the roving gangs of goblinoids that skirmish with the Warren shifters and with the more pressing threats of Daask and the Blackheart Cult. The Kech Motrai has some limited contact with the Dhakaani clans in Darguun’s Seawall Mountains, and they have cooperated with some of these groups in the past, but by and large the Kech Motrai is a lone operation.

Oldtown Hollow
District Type: Marketplace
Buildings: average food (36), average lodging (6), average services (45), average trades (75), exotic trades (9), fine services (15), open-air markets, poor services (18), poor trades (30), warehouses (30)
First Impression: Worn cobblestone streets and antique-looking signs frame the open-air stalls where farmers sell produce, candles, pies, and other products.

Before the Grangehall Ward was a part of the urban landscape of Fairhaven, it was a collection of roadside inns surrounding this little creek valley. The hollow was the scene of farmer’s markets from early spring well into the winter. Eventually, some merchants set up shops in the hollow where they could buy and store produce from the farmers during growing seasons and sell them to city-dwellers during the winters when vegetables and fruits became scarce. This was the origin of the Grangehall Ward and remains the principal occupation in the market neighborhood called Oldtown Hollow.
The open-air market remains the focus of the hollow, with the storehouses forming a wide ring on the districts edges, and irregular islands amid the stalls and carts of the visiting farmers. Despite being in the middle of a city now, the hollow remains a very seasonal place, packed full during the warm months and then all but deserted during the winter. Merchants with storehouses set up outdoor stalls to sell their stores and apothecaries from Curmesteau and Denarre’s Court likewise move in during the winter to more visibly hawk their wares. Still, this trickle is hardly enough to fill the same space as summer’s flood and large sections of Oldtown Hollow remain empty and somewhat ghostly during the winter months.
Crown of Coins Temple: This gaudy temple to Kol Korran stands at the northern end of the marketplace and is one of the first sights that travelers see as they enter the marketplace on their way out of Fairhaven. It’s walls are carved stone down at street level but have polished brass gilding farther up that catch the sun all day long. It’s a smaller temple, especially compared to the cathedrals of the Sovereign Ward, but it attracts a large number of worshipers thanks from the marketplace hoping to prosper.
The head of the temple is Kleris Merchiot (NE human adept 4), a toadying and oily man. He treats his appointment by the clerics in the central churches as an invitation to make business for the church, of which he gives himself a considerable cut. Merchiot makes a point of pressuring visiting merchants and adventurers into making donations to the church for good fortune, even going so far as to send junior priests into the market to look for any rich-looking individuals. If this doesn’t work, Merchiot works secretly with the Dark Dagger Gang and tells Kreelo’s men who to attack in the city. Not only does Merchiot get a percentage of anything the gang members steal, but with any luck the individuals will take the attack as a sign and come back to donate at the Crown of Coins.
The only outward sign of Merchiot’s malice is typically his racism against goblinoids. He tends to view shifters and halflings as lightfingered and uneducated as a rule, but goblinoids he considers a blight on civilized society and is the chief instigator of unrest between the central cathedrals and the Kuraal Rhun. The fact that the Southway Patrol makes ample use of goblinoid mercenaries from nearby Kaeltusk also doesn’t sit well with Kleris Merchiot and he has begun to think about using his connections to change this.
Merry Finch Wine Shop: One of the only druids to live regularly in Fairhaven, Brentas Hurmero (CG male gnome druid 3; Brew Potion and Extraordinary Artisan feats, Profession (vintner) +8) is the proud owner of one of the most exotic wine shops in the city. While most connoisseurs prefer the master vintners in the central city, others enjoy visiting the bubbling atmosphere of Curmesteau and also the unusual offerings at the Merry Finch. As an initiate of the Greensingers, Brentas approaches winemaking with the same carefree attitude as he approaches life. His wines usually include bizarre flavorings such as peppermint, smoke-flavoring, or caramel, and patrons generally describe the wines as “acquired tastes”. Brentas freely admits to knowing no one who professes to enjoy all of his creations, himself included.
The real draw for business at the Merry Finch, however, are the magical wines that Brentas creates. Using druid spells and his natural intuition in brewing magical distillations, the gnome makes a number of vintages which include the effect of various spells. These include badgerhole red (which has the effect of a resistance spell) at 40 gp a bottle, gnometongue (speak with animals) at 34 gp a bottle, and the ever-popular thrush’s song wine (hide from animals and camouflage from Spell Compendium) at a steep 98 gp a bottle. Recently the Greensinger learned the secrets of making goodberry wine as well, though he imports this more than he creates it himself. Usually Brentas only makes one of his magical wines a year and doesn’t like making the same one too often. There’s a chance that he’s made a wine which acts like a potion of any 1st- or 0-level druid spell in recent years, though of the fifty or so bottles he makes of a given vintage, only one or two may be left after a few years. Because of Brentas’ Extraordinary Artisan feat, his wines cost 10% to 25% less than the listed price for a typical potion of the spell.
See Also: See Totem Row below for more on the conflict between the churches in the Sovereign Ward and the goblinoid temple of Kuraal Rhun. Information on the Dark Dagger Gang and its operations can be found in the description of the Eastway Ward, in Chapter 4: Organizations and Guilds, and in Five Nations pages 30 to 31. Goodberry wine is described in Five Nations page 82.

Queen’s Park
District Type: Park District
Buildings: average food (9), average residences (45), average services (23), average trades (12), exotic trades (7), large park and several private ones
First Impression: A thick, green park seems to grow here like a rainstorm. The streets around it don’t cut into the park so much as it seems to have grown out to meet them.

The Queen’s Park is a new name for an old park in Fairhaven. Until forty years ago, the park was called Wardens’ Park and was a place for visiting allies from the Eldeen Reaches to rest in a non-urban area while coming to meet with the king or to trade with the magewrights of Fairhaven. A druid circle called the Fairfriends met in the park and most of its members lived there. Even at the height of friendship between eastern Aundair and the Reaches, this was a secondary purpose and the grove outside of the city (before the creation of the Grangehall Ward) was a common place for young lovers to visit, for nobles to hold ceremonial unmounted hunts close to home, and for locals to find wild produce such as mushrooms or wild herbs. After the Grange grew out around the grove, it retained this purpose and was a common place for a spring afternoon walk. The Wardens’ Grove could not survive the declaration of Eldeen independence, however, and the Royal Eyes focused on it as much as on the established druid shrines in trying to turn the city against anything Eldeen. They changed the name quickly to the Queen’s Grove, giving an excuse for royal guardsmen to ride through it regularly on the pretext of holding royal hunts. At the same time, the Royal Eyes began to spread rumors that the park was full of dangerous wildmen from the Reaches who sought to bring the rebellion right into the capitol, and with vicious shifter guerillas who had no respect for the monarchy or for their human and half-elven neighbors.
The campaign succeeded in creating an exodus of shifters from districts around the park into the rambling neighborhood now called the and nearby areas, which allowed the Royal Eyes to keep an eye on them all more easily. The druid presence in the park simply went underground, sometimes literally. The Fairfriends maintained a series of underground tunnels for members to meet and live, and many more of them moved into residences close by, coming into the Queen’s Grove after dark to hold ceremonies. The Royal Eyes were aware of the druidic presence, even if the druids’ magic prevented the spy agency from finding all of their shelters. The Treaty of Thronehold removed some of the pressure, but even as the ceasefire between the Wardens and Aundair remains, the fight between the Fairfriends and the Royal Eyes continues.
Hall of Oaks: This tall building, made of magically grown oak trees which knit into a roof at the top, serves as a cultural focus for Fairhaven citizens who follow druidic traditions. Though an old fixture in the ward, the interior of the Hall of Oaks appears remarkably new since the hall was closed for a number of years during the war. Before the Eldeen Reaches gained their independence, the grove was merely a stand of oak trees offering shelter for travelers and a place to place offerings. As soon as Western Aundair broke off, however, the Fairhaven Watch closed public access to the trees and barricaded the streets leading to it. Though they could not undo the druidic magic that protected the trees, the oaks withered with neglect over the next decades and druidic worship either took place secretly in the parks of Queen’s Grove or outside the city in secret shrines scattered throughout the Aundairian countryside.
It was not until after the signing of the Treaty of Thronehold that Queen Aurala reopened the grove for citizens to worship in. A delegation from the Wardens of the Wood has repaired the neglect shown to the trees and built a small stone shrine inside. Delegations sent from the Eldeen Reaches to negotiate with Aundair usually stay in the Hall of Oaks, but it is no longer a common place of worship. Druidic practitioners in the city still rely on the shrines that grew up in the absence of the Hall, and the Royal Eyes keep close watch on the grove for signs that it is attracting rebellious groups.

Totem Row
District Type: Temple district
Buildings: average food (18), average lodging (7), average residences (48), average services (55), average trades (25), magic and exotic goods dealers (16), fine food (7), fine lodging (3), fine residences (12), fine services (23), fine trades (13), temples (Arawai, Balinor, Boldrei, druidic practices) (15),
First Impression: Busy streets with through traffic lined with stately, if simple, temples and tall poles bearing shamanistic representations of animals or deities.

A major stop for druidic practioners traveling to the west, Totem Row is a historically rich area of Fairhaven hidden behind a simplistic name and façade. The most striking feature of the long boulevard that lends its name to the surrounding neighborhoods is the long line of tall poles bearing shamanistic images that line it. These features are carved by druids and other holy men in the ward, depicting either nature spirits that have spoken to them in visions or else traditional representations of figures such as the dragon Vvarak, Oalian the greatpine, or heroes from legend. There are also a few poles depicting primitive images of the Sovereign Host, most notably the large goblinoid icons which sit in front of the Kuraal Rhun.
Totem Row serves as the spiritual heart of the Grangehall Ward, a place of tolerance where even more traditionalist worshipers can come and now they are on neutral ground. Most Grangers agree that the temple-lined street is the most quintessentially Grange thing in the ward, although all agree that the nearby Oldtown Hollow is at least even.
Kuraal Rhun: Amid the rustic, simple styles of most of Totem Row’s temples, the goblinoid structure of Kuraal Rhun, with its jagged spiked decorations and curious gargoyles, certainly stands out. Even the totems out front are strikingly different from the myriad other styles to be found in the carvings along the street. This temple, whose name means “House of Spirits” in Goblin, is the place of worship for most of Fairhaven’s goblin population. It’s clergy ally themselves officially with the Church of the Sovereign Host, but the ceremonies blend traditional Dhakaani rituals, Vassal celebrations, and some druidic practices as well.
Standing in front of the Kuraal Rhun are four tall pillars flanked by a number of smaller, plain poles. One is carved to resemble a fat goblin woman nursing two infants, with sheaves of grain and a curved horn at her feet. Next to her is a strong goblinoid warrior, bearing the bow and curved knife of a warrior. On the other side of the doorway stand a wizened elder hobgoblin with a long scroll and a cloaked figure with a fang-shaped pendant. At the base of each of these statues are carved the goblin names for Arawai, Balinor, Boldrei, and the Keeper. These four deities form the core of worship at the Kuraal Rhun representing the classic images of goblinoid women and men in the figures of Arawai and Balinor. The Keeper and Boldrei represent, respectively, the inevitability of death and the remembrance and respect shown to those that have passed. The smaller poles are for goblinoid families to make special sacrifices on, while the rest of the Host is depicted on the front walls of the temple.
Though the leader of the church, Elder Roteal (LG male hobgoblin cleric of the Sovereign Host 6), maintains that he has had nothing but goodwill toward the other churches of the Sovereign Host in Fairhaven, the rich temples of the Sovereign Ward do not share his feelings. They see Kuraal Rhun as a perversion of the Host’s word, as bad if not worse than sects to the Dark Six. Pointing to the large depiction of the Keeper standing outside of the temple and to the animal sacrifices frequently seen on the offering poles flanking the icons, the traditional Vassal priests claim that Elder Roteal is using the church to coerce Fairhaven citizens to worship the Dark Six, or worse.
While hurtful to the elderly hobgoblin, these accusations have no real basis and Roteal tries to ignore them. For the moment, cool heads prevail in the ruling circles of the Sovereign Stars liturgical council, which oversees most of central Aundair, and complaints against the goblins’ worship are muttered grumbles and occasionally veiled insults. Many in Fairhaven are troubled by what might happen if the churches in the Sovereign Ward were given a looser rein, or if Hurstak of Kaeltusk’s Blackheart cult made a bid for control of Kuraal Rhun.
See Also: Faiths of Eberron pages 27-32 for information on variant sects of the Sovereign Host and the gods of the Host themselves.

Two Points
District Type: Garrison
Buildings: Average food (15), average lodging (15), average residences (129), average trades (27), fine trades (13), garrison building, poor food (9), poor lodging (6), poor residences (33), poor trades (6)
First Impression: Clean streets, much straighter than other parts of the Grangehall Ward. A cluster of old stone towers lie at the center, marking Two Points garrison.

The old stone towers of Two Points, located on the edge of Five Domes and the Grangehall Ward is responsible for patrolling both of these wards. The walls are still strong, especially in the two largest towers that give the garrison its name, but they have a worn and friendly appearance. Watch members who serve at the garrison tend to be competent but easygoing sorts. They are friends with Granger neighbors and frequent the farmer’s markets and taverns of the ward.
What most Grangers, and some of the Watch, don’t realize is that the garrison has been specifically staffed this way. To the public, it is a simple garrison in a quiet ward, but to the Royal Eyes of Aundair it is a perfect location for rooting out sedition. The Grangehall Ward has historically been sympathetic with the Eldeen Reaches and Five Domes is full of activist groups and quiet planning. From his position within the low-ceilinged dungeons of amicable Two Points garrison, Vaal (NG male changeling rogue 3/duelist 2) the local inquisitor and spymaster for the Royal Eyes sends out agents to infiltrate these groups and keep an ear out for plots against the queen. During the war fully one-third of the garrison was made of Royal Eyes agents, some of them carrying out duties as normal Watchmen while simultaneous reporting back to Vaal. Though that fraction has been reduced since the Treaty of Thronehold, Two Points is probably the largest concentration of Royal Eyes agents outside of the central city.

The Warren
District Type: Shifter neighborhood
Buildings: poor lodging (4), poor food (24), poor trades (60), poor services (28), poor residences (180)
First Impression: Crowded streets winding through ramshackle buildings that seem to be held up by nothing but their neighbors.

By far the largest shifter neighborhood in Fairhaven, the Warren has a reputation as a crime-ridden district. While confrontations on the street are not an uncommon sight, this description is a little misleading. Most of the altercations are posturing among the shifter gangs, defensive anger towards outsiders, or simply loud arguments between neighbors. To outsiders, any shifter argument might seem like its about to come to blows but in reality the rambling streets of the Warren are no more dangerous than any other poorer neighborhood. In fact it’s considerably safer to walk through the Warren than in some of the more northern Fairhaven neighborhoods where the Dark Dagger Gang holds sway.
Still, there is an element of truth to the Warren as a source of crime, though it is what the residents call “honest pickpocketing” instead of the complex protection rackets of Kreelo and his Dark Daggers. Various shifter gangs, or packs, operate through the neighborhood, dividing the Warren and some of the surrounding neighborhoods into four large territories. For the most part these packs are determined along family lines, or at least perceived family lines, and only matter to outsiders who come into the Warren. Anyone wandering through the shifter neighborhoods are quickly shadowed by pack members who make sure they find their way back out quickly. Strangers who linger a while can expect to be confronted by a pack member and questioned about their business. If any attacks are made against Warren residents or if any insult to the shifter community is observed (including displaying symbols of the Silver Flame), pack members may skip the questioning and simply ambush the interlopers, overwhelming powerful foes with their numbers and ferocity.
The other source of conflict within the Warren is rivalry with the Kech Motrai goblins of Kaeltusk. Because of the labyrinthine streets of the Warren function as well as any fortress to trap interlopers, and because the shifter packs are both large and vicious, actual street fights between the two groups are rare. Small-scale raids back and forth, however, are not and every few months reports of goblinoid-shifter conflict in the Grangehall Ward hits the Fairhaven papers, strengthening the grim reputations of both neighborhoods.
Dreams of the Night: Dreamsight shifters are rare and usually well-respected individuals in their tribes. In Fairhaven, Rava Moonshadow (N female dreamsight shifter druid 6; Spell Focus (divination) and Spell Penetration feats) is well-respected throughout the city for her powers as a seer. Other spellcasters may be more capable, but Rava’s traditional herbs and relics seem to give her metamagic enhancements to her divination spells that not even Haldran or Larishea can duplicate. Her small shop, Dreams of the Night, is nestled between two ragged-looking shifter homes and is dimly lit with the cloying smell of herbs and poultices. Rava moved to Fairhaven fifteen years ago, and became an overnight celebrity with the magical skills she claims to have learned from fey sorcerers in the Twilight Demesne.
In addition to benefiting from her metamagic feats, Rava’s divination spells cast with her herbal mixtures have the effects of the Extend Spell and Heighten Spell (typically two levels higher) feats even when she hasn’t prepared them as such. Campaigns with access to Complete Arcane might also consider allowing Rava to make use of the Fortify Spell and Persistent Spell feats and campaigns with access to Complete Mage may wish to give Rava the Metamagic School Focus feat.
Despite her noteriety, Rava remains a bit of a recluse, sometimes denying entry to would-be patrons for no other reason than vague suspicions. She is very paranoid of the Arcane Congress, which has tried on several occasions to steal her secrets. As such, any characters who appear to be wizards are usually denied entrance to Dreams of the Night, and anyone asking too many questions is immediately evicted from the shop. Recently, kalashtar from the neighborhoods in Marble Halls have approached Rava with what they say are urgent messages. The druid has heard too many tales about Riedra, however, to let any Sarlonans near her shop.
Lurro’s Souphouse: Most visitors to the Warren come to eat at Lurro’s, one of the only places in the district where non-shifters are seen in any great number. Lurro (CN female truedive shifter expert 4) is a gregarious and boisterous shifter woman, a far cry from the stereotypically callous truedive shifter. She spent her youth working with the half-elven river guides of the Whiteroof Ward and has picked up the best qualities of the Khoravars and of her native shifters. She also has a number of contacts at the docks still which allow her to buy spices from the south at extremely low prices, one of the secrets to her renowned soups and stews.
The interior of Lurro’s is always steamy, giving it the foggy atmosphere of a jungle, and the sharp tang of spices always hover in the air. Lurro makes sure to great all patrons personally, but keeps a close eye on the kitchen as well to make sure that her assistant cooks aren’t getting overwhelmed. Lurro’s Souphouse is a common place for adventurers to meet in the Grangehall Ward because the loud conversations can cover up any shady dealings. Lurro’s also features large tables instead of booths so customers regularly eat side-by-side with complete strangers. Even the Royal Eyes sometimes meet contacts in Lurro’s Souphouse, using a seemingly chance meeting between patrons to exchange reports and instructions.
See Also: The truedive and dreamsight shifter traits were introduced in Races of Eberron pages 26-27.
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.
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.
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
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.
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!
Placeholder for more Fairhaven districts...
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...
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...
This is good stuff, dude. Rock on.

Gold is for the mistress, silver for the maid

Copper for the craftsman, cunning at his trade.

"Good!" said the Baron, sitting in his hall,

"But Iron -- Cold Iron -- is master of them all." -Kipling

 

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I am a hero, not a chump.
@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.
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
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.
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'!

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.
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
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!
@ 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.
Could you do something on the Eldeen Reaches?
@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
Naaah, go on with your normally assigned cities. It's a small priority.
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!
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.
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.
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.
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.
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
Once again great work. I'm seriously impressed with the amount of info.
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!
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.
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.
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.
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
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

28 spaces
See Also: Adventurers’ options for setting up businesses within a city are described on page 12 of Sharn: City of Towers.

Communication
As the last oasis of civilization before the wild lands of western Khorvaire (and the first large settlement when traveling east from them) Fairhaven sees a lot of visitors hoping to send communications to other places around the continent. The message stations run by the Speaker’s Guild of House Sivis are the most efficient way to do this, either through a speaking stone or another more expensive method. Sivis message stations can be found in the following districts:
- Grangehall Ward: Curmesteau, Oldtown Hollow.
- Marble Halls: Orchid Court. Update these as wards are written.
House Orien also maintains courier stations in Central Wards and House Vadalis has a roost for its gargoyle courier in Chequer’s Ward, where the dragonmarked enclaves are.
See Also: Information on communication methods and prices within a Khorvairian city, see page 13 of Sharn: City of Towers.

Companionship
Visitors to the City of Lights can desire companionship for a number of reasons. Whether looking for a paid companion, social clubs, public debates, or just places to meet other people, Fairhaven has several different options.
Red-light districts can be found in Whiteroof is a good option, plus Rordan’s Gate and maybe one of the northern wards like the Eastway. Escort services for formal events or in more former areas can be found in Central wards.
Adventurer guilds are another way for visitors to make in-roads in Fairhaven, which has an inordinate amount of these clubs. While most large cities like Sharn or Korth feature only a couple of large adventuring groups, Fairhaven has no less than five. The Laurel Club and the Blades and Wands Company are both located in Almenn Town of Marble Halls. These two guilds have a long-standing rivalry, partially built on class issues. The Blades and Wands attract a wide range of members, while the Laurel Club prefers exclusively upper class adventurers. The Red Rose Adventurers’ Corp of Clayton in the Grangehall Ward is not strictly an adventuring guild, but the mercenary company has been known to accept some outsiders into their ranks. Lastly, the of Escape in Rordan’s Gate is most one of the most active groups in the wilds of northern Aundair, leading expeditions almost monthly to places like the Whisper Woods and the Starpeaks.
One of the reasons for so many adventuring groups in one city is Aundair’s history as a frontier. The western reaches of Khorvaire remained perpetually out of the grasp of the Galifar kings; even Aundair’s and Breland’s western limits were merely formal claims that were rarely enforced. Breland’s adventurers, however, are split between Sharn and its capitol Wroat, and adventuring companies have to contend with the treacherous Greywall Mountains to reach modern-day Droaam. By contrast, Aundair is the only large city within a few days journey of the Eldeen Reaches besides the Dragonmarked House cities of Varna and Passage, both of which are more concerned with commerce than adventuring. Additionally, the Eldeen Reaches are much more easily reached over the floodplains and rolling hills of Aundair where mountains are only seen occasionally on distant horizons. The other reason for the many adventuring groups is also the fifth such organization in Fairhaven: the Wayfinder Foundation. The Wayfinder Foundation is probably the best-equipped and best-endowed adventuring group in all of Khorvaire, but they are also exclusive. Membership is by invitation only, so would-be Wayfinder members must prove themselves to the Foundation and many adventurers see the other groups of Fairhaven as vehicles for just that.
Another, easier way to make one’s way into high society is through dining clubs. These organizations are exclusive restaurants where the well-to-do can meet each other and discuss politics, the arts, or whatever else strikes them. Most clubs require the surrendering of all weaponry upon entering, even ornamental rapiers following Queen Aurala’s outlawing of court duels. They also require appropriate dress which generally means a courtier’s or noble’s outfit purchased in the last year. While it is possible to make do with fancy jewelry or an outdated outfit, social-based checks will suffer. Rordan’s Gate and Pine Hill are both notably include dining clubs hosted by House Ghallanda which are relatively free of both the politics and the snobbery of the fancier dining clubs of the central city. These clubs, and a few others scattered throughout the wards, are much more about celebrating food and drink with people in the rich tradition of Aundairian hospitality. The wine clubs of Nealford and the Sovereign Ward are also of this tradition, though they are every bit as expensive as the dining clubs of those wards. Generally, adventurers looking for a fancy cover for an illicit meeting probably want the maneuvering of the dining clubs, while those looking to simply ingratiate themselves into Fairhaven’s upper crust would do better in the more open wine clubs.
In addition to all of these options, Fairhaven offers a wide variety of specialty societies and organizations. The Grangehall Ward is home to the Fairfriends urban druid circle, the Knowledge Ward and Five Domes host numerous academic and philosophic clubs as well as more than a few wizard guilds, and the Sovereign Ward contains a number of theologic societies. There are also racial groups to be found throughout the city, from the elven courts of Torenni in the Sovereign Ward, to the tightly-knit Warren of the Grangehall Ward, and even to the strong communal bonds of the Liotian culture centered in the Whiteroof Ward.

Companionship Costs
[code]Companionship Cost
Evening in a bordello

Escort Service (one evening) 25 sp
Adventurer’s guild membership (per year)
Blades and Wands 12 gp
Laurel Club 16 gp
Red Rose Adventurers’ Corp 13 gp
[Escape Group] 13 gp
Wayfinder Foundation free*
*By invitation only, though.
Dining club membership (per year, average
cost, meals not included)
Chequer’s Ward 15 gp
Knowledge Ward 14 gp
Nealford Ward 20 gp
Rordan’s Gate 8 gp
Sovereign Ward 18 gp
Pine Hill 10 gp[/sblock]


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See Also: More on Faihaven’s heritage as a wine supplier can be found in the Dining below. For more on the adventuring guilds of Fairhaven, see Chapter 4: Guilds and Organizations as well as their home districts in Chapter 2: Life in Faifhaven.

Criminal Purposes
Renowned for its splendor and elegance, outsiders sometimes have a hard time picturing criminal gangs in Fairhaven. A trip to Marble Hills or Eastway Ward should quickly disabuse visitors of this naieve view: both of these downtrodden wards are filled with criminal gangs and their turf wars. Even such respectably industrious wards as the Grangehall Ward, the Whiteroof Ward, or Besalle’s Ward have their share of criminal activity, and adventurers in need of illicit dealings can find it all around the city if they know where to look. One thing that is harder to come by, however, is black market goods. During the war, the Royal Eyes of Aundair made it a priority to shut down war profiteering in the borders of Aundair. Though they take full credit for the success, Aundair was also one of the farthest nations from the main battlefields of the war and the Black Highway was never very prevalent there. Still, illicit goods like dreamlily or fenced items are typically twice as expensive in Fairhaven as they are elsewhere. The upside of this is that adventurers can get up to twice as much for illegal goods that they want to sell, but it’s much harder to earn a fence’s trust in a city where the local intelligence agency runs sting operations weekly.
The largest criminal organization in Fairhaven is the Dark Dagger Gang, a far-reaching syndicate led by the changeling Kreelo. The Dark Daggers deal in everything from smuggling to forgery to assassinations to burglary, and if they had their way they would be the only ones taking on these jobs in the City of Lights. In Eastway Ward where the gang is based the Dark Daggers are fairly synonymous with “crime” and Kreelo runs the ward as a fiefdom. The neighboring ward of Marble Hills and the underground tunnels of Brickenhall beneath it are home to the mysterious Saverne, a group of secretive thieves who engage in thieving and spying for a price. Morak’s Crew is a group of smugglers and thugs in the Whiteroof Ward, mostly composed of half-elves and Liotians. Between the Dark Dagger Gang, Morak’s Crew, and the Saverne, the eastern third of Fairhaven stretching north from the river is hotly contested ground among the city’s criminal element.
The monstrous criminal group known as Daask also has a presence in Fairhaven among the goblinoids of the Grangehall Ward, though it isn’t a very large one. This is mostly due to the fact that the ward already has its own home-grown criminal group known as the Blackhearts. These two groups have their own turf war going in the city’s southwestern ward but repercussions have shifted the balance throughout the city.
See Also: More information on the Dark Dagger Gang, the Saverne, and Morak’s Crew can be found in Chapter 4: Organizations and Guilds. Additionally, information on the typical cost of doing business with a criminal group can be found on pages 14 and 15 of Sharn: City of Towers. Forged documents, like other illegal goods, cost twice as much in Fairhaven as they do in Sharn, and a fence’s cut (15%), is likewise determined from the higher cost of the fenced goods.

Dining
Dining in Fairhaven can be a very enjoyable excursion. The city offers a wide variety of specialty restaurants as well as several types of local cuisine from the typical Aundairian medleys, to spicy Liotian stews and fish, to rich dishes from the Eldeen element in the Grangehall and other wards. Dining is also more expensive in a big city like Fairhaven than in the roadside taverns that some adventurers are used to. Even restaurants and street vendors in the poorer parts of the city have to charge more to cover the costs of shipping their foodstuffs into the city. The situation is not nearly as bad as in the labyrinthine towers of Sharn, but even in Aundair farmers are not close enough to the city walls to reflect small town prices. They do, though, all offer wine for the most part and even street vendors have a few bottles of wine to offer to customers, though it may be vinegary or watered down. Wine is such a part of the Aundairian cuisine that fair-quality wine is available to the common citizen at surprisingly low prices.
Visitors looking for fine dining generally head for the central city where Aundair’s reputation for fantastic cooking is plain to see.
For those more interested in good company than finery might try the Greenhollow district in the Grangehall Ward which has a number of well-known tavern-restaurants. The twin adventurers quarters of Almenn Town in Marble Halls and Escape in Rordan’s Gate both have a number of taverns known throughout western Khorvaire as fine establishments with fine food and great character. The neighborhood of Manticore & Rose near Almenn Town in Marble Halls also has a fine selection of restaurants, including the famous adventurers’ tavern from which the district gets its name.
Specialty cuisine is can also be found among Fairhaven’s many immigrant populations. Kaeltusk and the Warren in the Grangehall Ward offer goblinoid and shifter cuisine respectively, to those brave enough to enter the somewhat rough neighborhoods. In particular, Lurro’s Souphouse in the Warren features some of the most authentic Eldeen recipes outside of the reaches and many food connoisseurs are willing to risk the shifter pick pockets to try some. The elven neighborhood of Torenni in the Sovereign Ward has a number of exotic restaurants with Arenni cuisine, and the nearby district of Aelynnue offers gnomish foods. The flower district of Orchid Court in Marble Halls may be unique in its fusion restaurants of gnomish and halfling cuisine, and an increasing number of well-off citizens from the central city are visiting the neighborhood despite the reputation of Marble Halls. More on ethnically specialized restaurants here.
As in any large community in Khorvaire, House Ghallanda always leads the way in the fields of hospitality, food, and drink. The house’s well-known heroes’ feasts, a signature of the Mark of Hospitality throughout the cities of Khorvaire, are held generally once a month as demand allows. They rotate between the three major holdings of the House: the Greenfield Tavern in Marble Halls, the house enclave in the Chequer’s Ward, and the Gilded Tabernacle in Nealford. Each location hosts three or four heroes’ feasts a year, though the atmosphere and practices vary with each location’s character. Once every few years the Feast Sojourn hosts a heroes’ feast, though the nomadic halflings of that band treat it more as a festival than a service for clients.

Dining Prices
[b]Dinner Quality (Example) Cost per Person[/b]<br /> Oustanding () 60 sp<br /> Includes superb wine<br /> Excellent () 30 sp<br /> Includes fine wine<br /> Good () 30 cp<br /> Includes good wine or ale<br /> Common () 16 cp<br /> Includes common wine or ale<br /> Poor (street vendor) 10 cp<br /> Includes watered wine or watered ale


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Wines: Aundair is famous for its wines and many connoisseurs around Khorvaire won’t drink anything that doesn’t come from that nation. As the capitol of Aundair and the largest city in the northern wine region, Fairhaven is the best place to get these wines and dozens of ships and caravans leave the City of Lights every day laden with bottles of wine. Mark-ups as high as 500% were seen during the Last War when borders were much more closed and trade was difficult, but today it’s rare for merchants to increase the sale price by much more than a tenth of what they bought the wines for. Still, adventurers with money to spend could do worse than to pick up some nice bottles of Aundairian wines before making their trips to Karrnath or Breland, then selling them in their destination at a profit.
Popular places in Fairhaven to go shopping for wines include the Merry Finch Wine Shop in the Grangehall Ward... The following is a list of popular Aundairian wine, copied from the ledgers of a wine club in Nealford.
[sblock=Wines of Fairhaven]
  • Antille Grand Reserve: The well-known Antille Monastery produces excellent wines, but none so excellent as the Grand Reserve label produced once every five years. This full-bodied red goes excellently with Aundairian lamb raised in the rolling hills around the monastery.
  • Skybanks Vineyards Bluevine: From the shores of Lake Galifar, where moist easterly winds feed the much-prized bluevine grapes, this vineyard produces one of the finest bluevine aperitifs in Aundair. This wine goes excellently with stuffed pheasant and mushrooms.
  • Mount and Moon Cellars: Though their wine is not as widely distributed as other wineries, the Mount and Moon franchise has the distinction of being the iconic label of Fairhaven. The vineyards where they grow their grapes are just outside of the city and the wine cellars are in the cosy neighborhood of Wine neighborhood here in Nealford.
  • Red Owl Fields: The dark red aglianico grape of Cyre was transplanted to the rich vineyards of central Aundair nearly two hundred years ago. The ir’Lenstou family which owns the Red Owl estates was originally from Cyre and is recognized as the best producers of aglianico wine in the nation and are in fact one of the only producers of it on Khorvaire.

See Also: Pages 17 and 18 of Sharn: City of Towers describe the bonuses for adventurers who are regulars at a certain tavern. Though the description there is specifically for Sharn, it holds true for any Khorvairian city.

Education
The University of Wynarn is the premier academic institute in western Khorvaire rivaled only by the Five Colleges at Korranberg. Unlike Morgrave University in Sharn, this institute is as fully dedicated to knowledge and learning as it was when Galifar I founded it nearly one thousand years ago. The university’s Seroniot Museum houses delicate relics gathered throughout that time by enterprising students and many come to the university to study both modern and ancient history. The museum’s collection is not nearly a complete one, though, since the university refuses to conduct itself like a business and bid for treasures like Morgrave University. The collection is therefore heavily biased toward the Eldeen Reaches and the western reaches of Khorvaire, though donations from local adventurers and the Wayfinder Foundation have helped to fill in gaps.
Regardless, the scholars of the University of Wynarn are some of the best in Khorvaire and adventurers in search of obscure knowledge and hidden secrets are more than likely to find their answers here if they have the time to look. For campaigns where PCs are required to train to learn skills and feats (according to Chapter 6 of the Dungeon Master’s Guide), Wynarn is an excellent place to find a mentor for Knowledge skills, Decipher Script, and Speak Language. The Wayfinder Foundation can also provide instruction to adventurers, though the skills learned from Wayfinder members are more likely to be those needed for exploring ruins such as Search, Survival, and Disable Device. With the Arcane Congress relatively nearby, many organizations of spellcasters can be found in Fairhaven, particularly in the Knowledge Ward and Five Domes, and are a good resource for mentors to teach skills such as Spellcraft and Use Magic Device. The various guilds and organizations of the Knowledge Ward and the Chequer’s Ward are also good options for locating mentors of Profession and Craft skills, among others, while the groups described under Criminal Organizations above can provide mentors for learning skills like Hide, Move Silently, and Forgery.
See Also: A description of the education available to citizens of the Five Nations is found in Sharn: City of Towers page 17.

Employment
Though many types of businesses are to be found throughout the wards of Fairhaven, few adventurers have the will or the ability to work in something as commonplace as a cooper’s shop or a bakery. The types of employers that most adventurers are looking for are specialty guilds such as those found in the Chequer’s Ward. The enclaves of the Dragonmarked Houses, most of which are to be found in the Dragonhold district, sometimes hire outside assistance for some missions are most are always looking for new talent to hire permanently. The Wayfinder Foundation is also located in the Chequer’s Ward in the district of Westhall and hires out to outside adventurers for missions that are too risky for its investors. With the constant excitement over exotica from Xen’drik, other expeditions to the Eldeen Reaches, the Demon Wastes, or the Shadow Marches often are looked over by Wayfinder members and it is left to unaffiliated adventuring parties to take these on. Parties that are already in the Wayfinder Foundation, of course, can find gainful employment on the foundation’s expeditions to faraway locales, though they also launch expeditions to hidden ruins within the confines of Khorvaire as well.
Riverboat captains in the Whiteroof Ward also hire adventurers on sometimes to help guarding shipments along Scion’s Sound. Some groups take such jobs regularly as a free form of transportation to other parts of Khorvaire. Adventurer’s guilds, in addition to being supportive communities for adventurers in Fairhaven, are also excellent locations to hear about job opportunities. Some with sufficient funds, especially the Laurel Club, will sometimes hire outside help like the Wayfinder Foundation, as do some of the criminal gangs in the city. Working for a criminal organization can be a well-paying job, but it is also dangerous. Other gangs may consider an adventuring group that works for a criminal organization to be affiliated with it, even if the party itself doesn’t want that distinction.

Finding Someone
Like any large city, Fairhaven offers numerous places to hide and plenty of ways to do so. Luckily for adventurers and law enforcement it also provides a number of ways to find people who are hiding, the easiest of which is to hire an inquisitive. Inquisitive services can be found throughout the city, usually in middle class neighborhoods that are nearby poorer sections of the city where the inquisitives sometimes find themselves going on jobs. Almenn Town and Manticore & Rose in Marble Halls, Clayton and Cloudbreak in the Grangehall Ward are all neighborhoods where inquisitive services can be found. A few of the more well-known inquisitives in Fairhaven are Taeros and Taen of the Baying Hound Inquisitive Service in Cloudbreak. For those who want the best results, the Finders’ Guild maintains three establishments with dragonmarked Tharashk heirs for hire. With its arcane tradition, Fairhaven also boasts a number of spellcasters who aren’t professional inquisitives but might be willing to cast divination magic for a price; these can be found in the Spellcasting section below. The Royal Eyes sometimes monitor for scrying attempts, especially in the central wards, so spellcasters are taking something of a risk if they do not have an inquisitive’s license.
For adventurers willing to make an attempt on their own, Gather Information can be employed to track someone down. Because each ward in the massive urban area of Fairhaven is like a country town onto itself, it is nearly impossible to find someone if you aren’t in the same district as them. Looking for someone in Southway Market, for instance, when they are laying low somewhere in the Chequer’s Ward is doomed from the start. Even when you’re in the same district as a person, blindly asking around can be difficult (DC 20-30) though the DM may choose to give a circumstance bonus on this check if the PCs have leads to help them look. Additionally, magic such as locate creature or scry can also be useful, though many mages in Aundair are powerful enough to use spells such as scry trap (Magic of Eberron page 101) to protect their privacy.
Royal Eyes: Some adventurers have the advantage of belonging to the Royal Eyes, in which case finding someone in Fairhaven can be far easier. Queen Aurala’s information service keeps as close an eye on Aundair’s capitol as it does her enemies and the hierarchy of the spy service is very efficient. Even if a Royal Eyes agent doesn’t even have a ward to go on, reports which filter back to the Tower of Eyes daily can be sifted through to look for any matching descriptions. Once the service knows who it’s looking for, agents throughout the city can be notified within twelve hours to keep a lookout.
In terms of game mechanics, this is reflected with the Gather Information bonus for a Royal Eyes agent’s contacts with their increasing affiliation score (see Five Nations page 25-26). Normally an agent needs to wait twenty-four hours to assemble all the information their contacts have gathered, but in the close-knit information hierarchy of Fairhaven, this time is reduced to twelve hours. Agents must wait the normal twenty four hours to learn information elsewhere in Aundair, and agents who are not currently in Fairhaven must wait twenty four hours as normal. Like all requests for information through the Royal Eyes, agents need to provide a good reason to utilize agency contacts and a senior official has to approve any notices sent out through the Royal Eyes service before they leave. This is typically a speedy process, unless the requests seems petty or personal.
See Also: More information on techniques available for hiding in Fairhaven can be found in the Hiding section below. Information on hiring an inquisitive can be found on page 19 of Sharn: City of Towers. Information on becoming a member of the Royal Eyes can be found in Five Nations pages 24-28.

Fine Arts
While Fairhaven doesn’t have the grand productions of Torchlight in Sharn, its literary tradition is the most well-respected in the Five Nations. The people of Aundair have great respect for both written and spoken word from the simple “add-a-verse” songs sung in taverns throughout the nation to the powerful ledgers of Arcanix to the powerful rhetorical creations of Fairhold’s Court. Aundairian plays tend to have simple sets and epic speeches, some of them oratorios which are heroic or religious tales set to stirring music. Concerts, likewise, focus much more on the language used than the music and many musicians in other nations look down their noses at what they see as commoner music, such as the Epic of the Valiant and Vigilant, performed in concert halls. For a description of musical and theatrical venues in Fairhaven, consult the Entertainment section above.
Adventuring bards from Fairhaven likewise are storytellers more often than great musicians. There is a long tradition in Aundair, however, of “making one’s own story.” Artists in other nations often live in seclusion, toying with melody and composition in the privacy of concert halls but Aundairian musicians, like chronicle reporters, place much more stock in a novel subject matter and often are in the thick of things. Thothar, the Gadfly of Fairhaven, is a prime example of this ideal and has used his rhetorical works of art to stir up Court bards from Aundair were present at many battles during the last war, writing such well-known songs as Daskaran on High and The Walls of Eston. While not as long as the Valiant and Vigilant, these epic poems are a staple of any Aundairian bard. When visiting Fairhaven, bards often spend time in taverns, picking up the latest add-a-verse songs to keep their repertoire fresh.
Visual art in Fairhaven is another popular destination for visitors. The Seroniot Museum attached to the University of Wynarn has a gallery displaying works from many different Aundairian artists. The paintings on display are generally the oil and pastel landscape styles typical of Aundairian art. A movement known as the Windshire Valley School, has become popular throughout Khorvaire since the end of the Last War. Its depictions of storms and jungles as powerful forces of nature juxtaposed with tiny icons of civilization grew out of an Eldeen sense of the power of the wild. In the war-torn Five Nations, though, many have latched onto this as a symbolic artistic style of the war, which many came to see as a powerful force of nature in itself. Another style growing in popularity is the Mage-Aundist style, which has been adopted with enthusiasm by the Seroniot in particular because of the many arcanist provosts at the university. Though Mage-Aundist has its roots in the towers of Arcanix, masters of the style assert that the art schools in the Knowledge Ward are where serious students should go to study its intricacies.
See Also: Add-a-verse songs and the Mage-Aundist style are introduced on page 16 of Five Nations, and a general description of Aundairian art can be found on that page as well.

Hiding
The Five Nations are traditionally seen as a cluster of countries surrounding the central crux of Scion’s Sound. While this is somewhat true, Aundair is the one nation without shores overlooking Thronehold. In fact, the entire nation is somewhat removed from the middle part of the continent, particularly after the loss of the Thaliost territory, and many refugees came to Aundair for a variety of reasons during the conflict. Some were deserters
Whatever the reason, most of these individuals were being smuggled out of their countries of origin (or sometimes from other parts of Aundair) by the Black Highway and so frequently came through Fairhaven to the more remote northern stretches of the country. Some stayed in the City of Lights, lying low usually with the aid of one of Fairhaven’s criminal elements. Though risky, this option is sometimes the only one left for refugees. Even today with the Treaty of Thronehold stopping active hostilities, people fleeing repercussions for their actions during the war or the machinations of their own government turn to the remains of the Black Highway to find refuges.
The magical tradition of Aundair means that there are magic shops throughout the city where spellcasters might be willing to use magic to disguise someone who needs to escape. The resources of the Dark Dagger Gang can also be utilized and Kreelo’s changeling partners could even pose as the character to lead a fugitive’s pursuers astray. The gang leader would certainly charge a fortune for such a service and adventurers would probably be better off hiding by their own means. A nobleman with the means, however, hiding from war charges or a similar indictment may be desperate enough to turn to the Dark Daggers.
Perhaps the most drastic course is to turn to the Saverne in Marble Halls to hide. This gang only takes risks for its members so in order to be hidden a refugee would have to go through the initiation ceremony with all of its consequences. The Saverne has a number of foreigners in its ranks, perhaps the most of any group in the city, and this does little to ingratiate it with the Royal Eyes.
See Also: General methods for hiding in a Khorvairian city can be found on page 21 of Sharn: City of Towers.
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.
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
Mephit, thank you very much for your excellent work. This will be extremely useful for me and I believe, for other GMs too.
: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!
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. :-)
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