Fairhaven

Fairhaven, the City of Dreams,  is the largest city on the Free Coast as well as the Free Cities’ Coalition.

It was first colonized by explorers from the Middle Kingdoms five hundred years ago.

 

It was a small frontier town for its first two centuries barely scraping by, until the discovery of a small deposit of mithral along with gold and silver in the abandoned mines to the north saw a massive influx of gold seekers, adventurers, and peasants from the Middle Kingdoms looking to find their fortune.

 

The mines were part of the “Lost Kingdom” of the dwarves and abandoned during the conclusion of the First Frost War centuries earlier.

The Dwarves had taken horrendous losses in defeating the Frost Giants and consolidated their power closer to their northern strongholds with plans to reopen the mines when their population had recovered

They did not count on humans settling the Free Coast.

 

The annexation of traditional dwarven lands, particularly this mine, is a sore topic between the Free Cities’ Coalition and the Dwarven Kings of the north.

The colonists fought for every inch of those mines even defeating some younger dragons, lesser giants and hordes of goblins to claim them. The humans felt they had a right of claim.

 

Due to the humans of the Free Cities’ Coalition having lent significant military aid to the dwarves in the Second Frost War (the Orc uprising) two hundred years ago, the stubborn dwarves conceded to give up their ancestral claims to these lands.

 

The fact that the mines were almost exhausted also played a large factor in their political decisions, probably more so than the human’s contribution to the war effort.

 

Fairhaven was built in a large and safe port to the south of the mines and flourished. The mithral, silver, and gold deposits have all been exhausted but the mines still produce good amounts of iron ore that services the needs of the grand city.

 

It is now a wealthy multicultural city ruled by a council of elected officials. Mostly rich nobles but charismatic and popular commoners have been known to sit on the ruling council.

 

Fairhaven is a city of laws and justice. It has its share of crime with powerful thieves’ guilds and crime syndicates that peddle contraband on the black markets, but in a city of its size, this is unavoidable.

Fairhaven has a strong city watch presence and a justice system that while not totally free of corruption, still serves the people.

 

There is a sense that all citizens are treated fairly in accordance with the law, even poorer commoners.

 

Fairhaven is the proxy leader of the Free Citys’ Coalition although technically all city-states including towns and villages have a voice.

Economy

Fairhaven is now the largest point of distribution of the vast dwarven wealth to the rest of Western Thytika and even to the Middle Kingdoms. It has large docks as well as some of the best shipbuilding facilities in the region that drives trade.

The city is full of artisans and crafters fashioning all types of goods that see their way onto trade ships and caravans to be distributed all over the Frontier.

Fairhaven is a center for culture and learning. It has a major temple dedicated to every Greater God as well as some of the largest and most prestigious universities and wizarding academies on the Freet Coast.

Academy of Pelia and Schools of the Arcane

The Academy of Pelia is the most prestigious university and wizarding academy on the Free Coast and one of the most prestigious in Western Thytika.

 

The wealthiest nobles and merchants pay a small fortune to educate their children here. Pelia is even known to offer scholarships to the commoners for the best and brightest students amongst the population.

 

The school specializes in areas of Language, Music, History, Religion, Arcane magic as well as the martial pursuits of Fencing, Archery, and Strategy.

A few smaller Wizarding academies and universities exist in Fairhaven that specialize in other academic pursuits but none are as prestigious as Pelia.

 

Some wizards also teach students in the traditional master-apprentice format of old in the city.

Districts and Quaters

Caramdor has a proud history of military traditions.

It boasts a well-trained and funded professional army including elite Griffon cavalry wings, a large navy, and some of the world’s best war wizards.

All male nobles are required to give military service to the nation and many daughters of noble houses volunteer their services as well.

 

Caramdor has the largest Wizarding academies in Western Thykita.

It controls two major Royal colleges of war wizards in both Evandross and Talista as well as some smaller private academies and universities.

Children found with a strong affinity to magic are drafted into the military, given a free education but are required to give 20 years of services to the nation.

Those that have the magical spark but do not display a predetermined level of talent are free to peruse a career in magic through some of the smaller schools or to be taught as an apprentice by retired war wizards in the traditional master-student arrangement.

 

Magic is not forbidden in Caramdor but its misuse is harshly punished, with hefty fines and even prison time in anti-magic cells designed to contain magic users.

The North Quarter

 

The North quarter houses most of the city’s richest citizens. The Streets are lined with villas, not the typical row houses found in the rest of the city.

The roads are paved in bluestone,  large enough to accommodate two wagons side by side, with elevated sidewalks and gutters that lead to the extensive sewers network below.

The well-maintained roads are flanked by street lamps with eternal light enchantments that wash the district in a beautiful glow at night, highlighting the wealthy nature of the residents.

 

Boutique stores, fine taverns, restaurants, lawyers’ officers, and other niche services like the magical “post offices” and wizardry service can be found within its borders. The wealthiest citizens pay handsomely for magical wards and locks on their houses and properties.

 

The streets are constantly patrolled by the city watch as well as private guards of those wishing to protect their wealth from thieves and criminals.

The North Quarter is not restricted to citizens but those that stand out as not belonging are very carefully watched.

 

Servants of the wealthy come and go as do those on official business, like the street sweepers and members of the guild houses that maintain the quarter making it quite busy

 

 

Temples and Arts District, The center of culture and learning

 

The Temples District has a major temple to each of the thirteen Greater Gods as well as some smaller shrines dedicated to lesser gods.

The temple district is also the home of the Academy of Pelia amongst other smaller schools.

 

This district houses the most theatres and halls, that the citizens of Fairhaven, commoners and wealthy alike, love to visit to see dramas, concerts and participate in exhibitions and even debates for the elections of the ruling council.

 

The district does have a fair amount of residents that live in the odd rowhouse tucked in amongst all the other major buildings.

 

Some modest Taverns and small storefronts exist servicing the district for those that do not want to travel to The Grand Market and Trade District.

The streets are well paved like the Wealthy quarters and some magically enchanted street lamps exist but not as many as the Northern Quarter.

 

 

Trade District

 

The Trade district is the largest (by area) district in the city. The city’s main market, The Grand Market, can be found here as well as the home of the biggest collection of stores plying various trades.

 

The stores make up the first floor of row houses where the owners/managers and large workforce that services the district live upstairs with their families.

It also houses the second biggest population of citizens (after the docks/Warehouse District).

 

The Trade District is controlled by the powerful guilds.

No aspect of life in Fairhaven goes untouched by at least one of its many guilds and the Trade District is the home most of these guilds.

 

It has a number of modest taverns and Inns as well as some more wealthy establishments, that cater to residence of means, traveling merchants, and adventurers.

 

The trade district is well patrolled by the city watch and sees activity at all hours of the day.

Some taverns and inns never shut and some shops service the needs of the city at all hours including physicians, and brothels.

 

All manner of services and goods that service the citizens can be found here. If you want to buy something you can usually find it here including;

Shoemakers,  Locksmiths, Butchers, Furriers,  Fishmongers, Maidservants, Beer-Sellers, Tailors, Buckle Makers, Barbers, Bathers, Plasterers, Jewelers, Spice Merchants, Taverns/Restaurants, Blacksmiths, Old-Clothes ,Painters , Pastrycooks , Doctors, Masons, Roofers Carpenters,  Weavers, Chandlers, Ropemakers, Inns, Bakers, Copyists , Watercarriers, Sculptors, Scabbard makers, Rugmakers, Wine-Sellers, Harness-Makers, Hatmakers, Saddlers, Hay Merchants Chicken Butchers,Cutlers, Purse makers, Glovemakers, Wood sellers, Woodcarvers, Magic shop Booksellers, Bookbinders, apothecaries/doctors.

 

Other shops of similar goods and services found in this district exist in the other quarters but the market and trade district houses the largest concentration and amount.

 

The main streets and boulevards are lined with street lamps that are kept alight by the Guild of Chandlers and Lamplighters.

 

Some of the alleys and narrow streets of the residential row houses blocks can be rough at night with lurking thieves and thugs but the main streets and boulevards that are illuminated at all hours of the night are generally safe to walk even by strangers and visitors of the city.

 

Docks and Warehouse District

 

This is the second-largest (by area) district in Fairhaven, but the most populated, dirtiest, crowded, and roughest as well.

It houses the largest Warehouse, Shipbuilding facilities as well as smiths, carpenters, mills, factories, tanners, bleachers, and generally “smelly”, “dirty” or “noisy” industries.

 

It has the second largest collection of guild houses of all the districts.

 

These businesses and facilities are either guarded by armed guards, on the payroll of the trade houses that own them, or they pay protection money to the local thieves guild that controls the dock quarters.

 

The poorest but busiest taverns and inns can be found in the docks and Warehouse District servicing the locals as well as the steady flow of sailors that come in every day to the busy trade city.

 

The streets are generally narrow except the main boulevards that lead from city gates to the busy docks and Trade district.

The roads are poorly maintained and dirty although but even this part of the city is connected to the vast sewers network under the city.

 

Street lamps are broken in most areas with business owners (that can afford it) maintaining the street lamps outside their businesses giving a disjointed pockmark of lights that only partially illuminates the district at night.

 

The local Thieve’s guild and its factions use underground cellars that are connected to sections of the sewers as their headquarters and hideouts.

While a fair number of actual thieves operate within these guilds (and some master thieves) they engage mostly in smuggling and handling of black-market goods as well as racketeering and  “protection”.

 

The local thieves guild is rumored to be controlled by an elf (called the Immortal) that has been in power for the last century.

 

 

The streets are relatively safe to travel during the day if you have your wits about you (Lots of pickpockets) with larger squads of city watch patrolling them but at night it can be dangerous with roving bands of thugs and criminals.

 

Locals that pay “protection money” to the criminal gangs are left alone but visitors to the city do well to be armed and guarded or avoid the area at night staying indoors at one of their taverns or inns (or avoid the area entirely)

 

 

The Castle

 

At the center of the city is the “Castle”. A walled village in its own right, that is the administrative center of the city.

 

It houses the city guard garrison (over 500 soldiers) and the headquarters for the city watch.

 

Each district has its own mayor’s office and city watch district house but The Castle is the headquarters for all state affairs.

Officers for various state affairs include the tax office, courthouses, titles office, a public library, a jail, training yards, and even its own trades to service the garrison (smiths, saddlers etc)

 

The garrison also includes a large rookery where trained griffons are bred and cared for.

Two wings of elite griffon rider cavalry armed with Sabres, muskets, lances, and black power bombs (grenades) help keep the city safe.

 

 

 

Outer Town

Across the southern river is what is called the “Outer Town” of the city.

While still part of the city proper it is disconnected from the rest of the city.

It is also sometimes referred to as the “New District” as it is the expanding part of the city as Fairhaven grows.

With row houses, shop fronts, taverns, and inns it is a modest part of town that reflects all the other districts in that it has a bit of everything.

 

 

Farms, Farmsteads and Lumber camps

 

Large farms, farmsteads, and lumber camps can be found sprawling to the North, South, and East of the city for about five miles.

They service a part of the food needs of the city but Fairhaven has to import large amounts of grain and food that come from the dwarves in the north and the Dutchy of Barossa in the south to keep up with the demand of its citizens.

 

 

The Necropolis

 

Outside the North-Western city walls of the temple district, it is the large graveyard for the city.

Over the last two decades, the dead rising from their graves has become more and more common.

 

The Temple district gates are sealed and well-guarded during the night and combined units of the city watch and city guard are sent out at first light with clerics to put wandering undead down and back into their graves.

Something is afoul in the world and the undead are stirring.

Metropolis, City-state

Population

Govt

Ruler

150,000

Democracy

Lord Mayor

Races

Human

Dwarf

Half-elf

Elf

Other

85%

10%

2%

2%

1%

Exports

Finished goods, Education, Trade

Imports

Lumber, Food, Livestock, Alcohol, Luxury Goods, Commodaties

Religion

Major Religions

Lesser Religions