Besalle's Ward

This ward was the center of activity for the pre-Galifaran settlement that would become Fairhaven and as such it has the most number of ancient structures dating from that period. The ward is named, in fact, for Besalle’s Market which was destroyed during the War of the Mark. Popular legend says that Besalle’s Market was truly immense, as big as several districts today, but this is likely exaggeration. Today, Besalle’s Ward is a mixture of districts, mostly residential with a few important centers of culture and activity as well. Because it is filled with so many examples of ancient Fairhaven, it is sometimes known as the Old City and attracts a certain amount of tourists coming to see the old buildings.
Population: 7,600
Social Class: Middle Class
Character: Small communities set apart from the rest of the city by tradition and attitude.
Districts: average residential (6), necropolis, shops, tavern district
Businesses: professionals, taverns, craftsman services; gold piece limit: 60,000 gp
Key Personalities: Kureon Hallorand (Shadowatch), Tymal ir’Lormann (Silvertorch), Barinal Maelinos (Silvertorch), Hielon d’Medani (Wayside), Molthorek the Wizened (Ravensbourne), Saureis Ourett (Shadowatch), Suva Shol d'Phiarlan (CG Olladra’s Gate), Tandria Torralyn (Wayside), Jorrin Veleq (Olladra’s Gate)
Watch Detail: See Rordan’s Gate.

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Holserrat

District Type: Average Residential
First Impression: A tightly-knit community is very evident among the cheerful, helpful residents of this district and their eastern accents and traditional caps set the area apart from the larger city.

Holserrat has long been a home for transplanted residents of Thaliost and in recent years that title has taken on a new meaning. Thaliost was attacked early and often during the war, starting in 897 YK, and the city’s residents started trickling west into the Aundairian heartland as soon as it became clear that the economic center was an asset that every one of the Five Nations wanted for their own. The first families to leave met derision from their neighbors but, over the next 29 years as the city was attacked another four times, many more left the city. More than half of these residents arrived at Fairhaven to make their new homes and many of those moved to Holserrat where they had relatives.
Most of the Liotian families in Holserrat are from Thaliost’s mercantile middle class and the district is a small hub of trade and finance in Fairhaven. The merchants of Holserrat have their hands in most of the city’s other business centers and it is the almost tangible hum of commerce as much as the accents and garb that have earned this neighborhood its epithet of “Little Thaliost”.
The Jumping Trout: One of the best restaurants in Fairhaven serving fish, and certainly the best outside of the Whiteroof Ward, the Jumping Trout is constantly busy. It is a very large establishment, with two full floors of tables which are almost always full of diners enjoying the traditional bisques and fries for which Thaliost cooking is known. The large restaurant has grown slowly over the years and has been in the same street corner for over a century. Despite its size and expense, the Jumping Trout is seen as an icon of the Liotian community in Holserrat and it seems every resident of the district knows the owner personally. This owner, Mihan Garreot, inherited the Jumping Trout from her father ten years ago and is a fervent supporter of a campaign to retake Thaliost. Her zeal to retake the city is somewhat ironic since Mihan has never actually been to Thaliost but, as she frequently points out, “Thaliost is a place in our hearts as much as a city.”
Scions Liberation Front: The SLF has tacit support throughout Holserrat and merchants in the district are some of the most generous financial supporters of the resistance movement. Royal Eyes agents occasionally arrests some resident of the district for illegal activities related to the SLF, but this is mostly for show and the prisoners are rarely held for long. The truth is that stopping a group which undermines Thrane’s hold on formerly Aundairian territory is simply not a high priority for the group. The Royal Eyes make sure that a buffer exists between the Aundairian crown and the Liberation Front, but beyond that they give the group a wide berth.
See Also: The history of Thaliost’s fate during the Last War as well as the SLF can be found on pages 92-94 of The Forge of War. More information on the displaced Liotian culture in Fairhaven can be found in [Power and Politics.

King’s Rest

District Type: Necropolis
First Impression: Rows of large tombs line the walled off area, with a few tired-looking buildings along the surrounding streets.

Most who die in Fairhaven are buried in graveyards surrounding the city, but the wealthy are buried in the eerie mausoleums of King’s Rest. The necropolis is centuries old, dating from the time of the Mage Lords before Fairhaven was incorporated into the kingdom of Galifar. These wizard-kings have elaborate tombs ringing the crest of the small hill at the center of King’s Rest and some magic users come to these structures to offer prayers to Aureon, believing the Mage Lords’ spirits can act as couriers for such wishes. For the most part, however, Fairhaven’s citizens avoid the quiet graves assiduously and popular rumor says that the entire district is haunted by spirits of the past. Taverns throughout the city are filled with tales about the ghost of a famed duelist stalking visitors under full moons or the spirits of an heir to the throne of Galifar poisoned by a traitor who seeks victims to slate his anger. The most popular ghost story, however, holds that the Mage Lord Hexzareon, renowned for his cruelty and magical power, walks the nighttime paths of the necropolis during the week of Long Night daring any to challenge his domain. Local tradition holds that he is only kept within the necropolis by offerings of food placed at the graveyard gates before dusk, and many normally non-superstitious residents of Besalle’s Ward take part in the tradition… just in case.
A century and a half ago, the graveyard had a very really haunting. It was the hideout of the infamous Arek the Gutter, a horrific serial killer who plagued the districts of Besalle’s Ward and eluded the Fairhaven Watch for years. He was eventually caught by a group of adventurers in a dramatic battle but the event only served to increase the dark reputation of King’s Rest.
Temple of the Final Rest: This temple is ostensibly dedicated to the Sovereign Host, but its interior is a grim sight. Vassal teachings hold that when the Dark Six were banished, it took the combined might of the deities of the Host to banish the Keeper to the realm of Dolurrh. Murals and friezes throughout the Temple of the Final Rest depict this epic battle with a centerpiece over the altar which shows Dol Dorn smiting the Keeper with his greatsword.
However, this ancient temple is secretly a den of dark worship. Like her predecessors before her, the half-elven director Guine Ularo holds clandestine ceremonies to the Keeper in a secret chamber beneath the temple building. The priests of the Final Rest do still worship the Sovereign Host but their doctrine, which they hold to be the true path for faithful Vassals, is that only through respectful worship of the Keeper as well can one hope to avoid an afterlife of torment and toil. Guine would be furious to hear anyone claim that she worshiped the Dark Six, which she considers to be a collection of savage demon-gods, and is willing to explain the finer points of her faith to others if they threaten to expose her. Other priests at the temple are not so convinced of the distinction between Host and Six, however, and some have contacts with cells devoted to the Dark Six elsewhere in the city.

Olladra’s Gate

District Type: Tavern district
First Impression: Bright lanterns light up the night sky, and bands of people wander the streets laughing giving the place a carnival air.

Olladra’s Gate is infamous as a place of fun and celebration. It is far more clean than the city’s red light districts and not dominated by rowdy adventurers like Avalier or Manticore & Rose. It is instead known as a place of art and song as much as drink and food, and the district is immensely popular with bards. Many of Aundair’s best-known travelling poets got their start in the taverns of Olladra’s Gate and other famous artists never leave. Despite this notoriety, the Gate maintains a friendly atmosphere and most patrons in a given night are from Besalle’s Ward. In fact this may be the true appeal of the district: it attracts crowds from all over the city yet maintains a down-the-street character.
Calf and Dog: This tavern is known much more for its music than its food, which is generally agreed to be some of the worst in Olladra’s Gate. Customers mainly come to have a glass of wine and hear the truly talented lute and harp players that grace the stage nightly. The tavern’s owner, Pallia Belierix, is known throughout the city for her skill with the harp and has played in the grand halls of Nealford before, though the elf prefers her own stage. The Calf and Dog is known casually across Khorvaire, however, because it is the local outpost for the Circle of Song, a bardic guild that operates throughout the Five Nations and beyond. Pallia is a strong proponent of the guild’s informal code of brotherhood and could be a valuable ally to a member of the guild.
Dragonmilk Inn: This fanciful establishment is owned by Suva Shol d'Phiarlan a capricious elven bard with the Mark of Shadow who also contributes to the Aundairian Scroll. Her inn is well-known throughout the city for the ornate architecture of the building and the twin statues of wyrmlings flanking the door. The inn's signature drink is a strong liquor which Suva claims contains "real dragonmilk", though she is vague on what such a compound might actually be. The mysterious dragonmilk is also advertised in some of the dishes served by the restaurant as well and both the drinks and snacks at the inn are well-liked by the discerning patronage. Suva also is a patron of local musicians and weekly events occur every night at the inn drawing crowds from as far away as Wynarn University. With such a colorful reputation, it's perhaps unsurprising that the inn is awash with rumors. Many say that the dragon statues outside are actually real and guard something precious kept within. Others whisper about clandestine meetings at the Dragonmilk Inn between everyone from the queen to Kreelo to Arcanix wizards. The most popular topic, of course, is what "dragonmilk" might actually be.
The Lady in Blue: This fancifully decorated tavern is also popular among bards, but the entertainment is more magical than at the Calf and Dog. Magicians frequently perform here, to the delight of the patrons from Besalle’s Ward, but even when there isn’t an actual performance going on, those patrons with magical abilities often play jokes on each other with illusion spells. Such activity is actually encouraged and the owner of the tavern is the biggest trickster of the lot. The biggest trick in the Lady in Blue, however, is that the owner is not what he seems, nor even mortal! A sprite who goes by the name of Jak Lamplighter runs the Lady in Blue disguised as a gnome. At night he becomes invisible once more and roams the streets looking for mischief to get into. Like most fey, though, Jak has a strange sense of humor and in the past he’s picked pockets, shot City Watch patrols with sleep arrows, and rearranged people’s furniture while they slept as practical jokes. Jak might be a useful ally for a Greensinger druid, but they would need to convince the sprite that they are on his side. He’s convinced that any day now a faerie messenger from the Seelie Court in Thelanis is going to arrive to drag him back and ruin his fun, so the sprite has prepared several emergency plans for this eventuality.
Left Hand’s: This gaming house has stood in Olladra’s Gate for as long as anyone can remember. It’s floors creak, its roof is sagging despite three repair jobs in recent memory, and the rooms inside are old-fashioned and small, yet Left Hand’s is on e of the busiest places in the district. No one remembers who or what the gaming house is named after, but the bright blue left-handed palm on the sign out front is as recognized in the ward as the shining spire of Lyrandar Tower. The current owner is the latest of at least three (probably more) and has only been running the place since the war’s end. Jorrin Veleq served as an artificer for the Aundairian army during the war but left as soon as hostilities ended to return home to Fairhaven. His timing couldn’t have been better since the halfling arrived just two months after the death of the beloved, if strange, Grandma Henji who owned Left Hand’s before and left the establishment to the halfling in her will. Jorrin was as surprised as anyone to find out about the inheritance and mystified by the old woman’s comment on the letter of “You’ll know why”. He was a frequent customer during his youth and took over the gaming house mainly to keep it from being auctioned off. By now, Jorrin is used to the day-to-day business of Left Hand’s but he can’t shake the feeling that something big is going to happen and prove Grandma Henji right.
See Also: The Circle of Song is detailed on page 145-146 of Sharn: City of Towers.

Ravensbourne

District Type: Average residential
First Impression: This quiet neighborhood is dominated by a tall tower in its center.

The small neighborhood of Ravensbourne is sleepy and all but unremarkable. It would likely escape notice entirely, in fact, were it not for the tall tower at its center which silently watches over the district. Ravensbourne Tower has only one door and no windows for its first three floors, its smooth granite sides marked only by richly detailed iron raven gargoyles. The tower is home to Fairhaven’s most powerful wizard, Molthorek the Wizened, a reclusive and mysterious man. While visitors occasionally come at his request, no one who arrives without receiving a summons from the wizard is admitted. Those who are summoned find letters which simple appear at their homes requiring their presence. Molthorek himself is only seen outside of his tower once a year, at noon on the festday of Aureon’s Crown when he delivers a portent to the waiting crowd. Often the old man’s predictions, which he phrases, are something local but sometimes they are very large scale things and they always come true. Molthorek attracted a lot of attention four years ago when he predicted the end of the Last War. Within months of this proclamation, Cyre was consumed by the dead grey mist. Lady Aasta ir’Vintes, the head of the Cyran embassy, has tried for years to obtain an audience with Molthorek but, like all uninvited guests, the couriers she sends to his door are met with only stony silence.

Shadowatch

District Type: Average residential
First Impression: While these streets are busy in the daytime with shoppers and residents, during the night they are silent and a pall seems to hang over the neighborhood.

Fairhaven was fortunate in that it escaped much of the battles during the War of the Mark. The Mage Lords who controlled the city were formidable opponents and General Tarkanan didn’t want to incur their wrath so he avoided confronting them and instead concentrated on southern cities such as Sharn and Metrol. However, the one conflict that did take place with the aberrant armies occurred in Shadowatch, then a prosperous neighborhood on the edge of Besalle’s Market. Danose the Black, a cruel man with aberrant marks that allowed him to control the shadows themselves, attempted to take the city in a covert operation but instead he was discovered by the City Watch, and a few dragonmarked members of the Vadalis family, and killed next to the district’s tall fountain. With his dying breath, Danose cursed the place of his death and, while Besalle’s Market burned next to him, he stained the marble of the fountain and its water black with shadows. To this day the Shadowatch fountain is made of jet black stone and the water in it, while perfectly drinkable, is a dark grey color with an oil-like sheen. The residents take a certain amount of stubborn pride in the monument, but it remains a threatening symbol and people tend to avoid it after dark.
Kureon’s Oddities: This small bookshop is run by the reclusive Kureon Hallorand, a well-educated half-elf particularly knowledgeable about the distant past. Kureon is known throughout Fairhaven academic circles as the city’s foremost expert on period of the War of the Mark and he has been invited several times to speak to the University of Wynarn on the subject, though he has declined every time. His curiosity on the subject is more than just academic, however, for Kureon has a dark secret. When he was a young man, just finishing his studies of magic at the university, he developed an aberrant dragonmark which twists up his spine like a snake. The wizard’s mark, like all aberrant dragonmarks, has no set transition but all of Kureon’s powers from the mark are related to manipulating shadow. The connection to Danose the Black has not escaped Kureon and the half-elf in fact believes himself to be the reincarnation of this dangerous man. For now, Kureon is biding his time, waiting to find his true potential, but he grows more and more confident every day.
Laughing Mask Inn: The vibrant purple mask of this tavern’s sign stands out even in the gloomy streets of Shadowatch. The crowd inside, however, is even gloomier than the streets and typically filled with a much rougher crowd than one would expect for a fairly well off district. The is partly for show, as the tavern is frequented by adventurers who like showing off their toughness, and partly because of the old friends of the owner Saureis Ourett who are also regulars. Ourett is perhaps better known as “the Snake” and was an infamous smuggler and privateer during the Last War, preying on shipping lanes throughout the Bitter Sea coast. Less well known is the fact that Ourett was paid by the Aundairian crown to harass shipping lanes in the Bitter Sea to disrupt supplies reaching Karrnath, Thrane, and other nations. The Snake was so good at this that by the last half-decade of the war only supply ships accompanied by armed warships could hope to make it into Scion’s Sound to deliver their goods and the bronzewood figurehead of a serpent was feared throughout the Bitter Sea. When the war ended, however, Ourett was faced with the possibility of being hunted down by revenging navies, and Aundair was faced with the risk of having their support of the pirate exposed. Both parties reached a compromise and the Aundairian crown paid a final bounty so that the Snake could afford the Laughing Mask Tavern where he could lay low. He’s left the name of Snake behind, but Ourett still acts like a pirate. The Laughing Mask is known throughout Fairhaven as the only place to get fresh Stormreach kuryeva gin, which Ourett obtains through semi-legitimate contacts from his old life. He also brews his own beer, a potent fermentation known as dusk ale which has a distinctive smoky taste and an even more infamously high alcohol content.
See Also: Information on aberrant dragonmarks, including the War of the Mark, can be found on pages 155-158 of Dragonmarked. Information on kuryeva can be found on page 23 of Secrets of Xen’drik, as well as the description of the Molou’s Distillery on page 38 of City of Stormreach.

Shreve’s End

District Type: Average residential
First Impression: A rustic feel permeates this district, with several buildings that resemble cottages from the farmland villages of western Aundair.

The residential district of Shreve’s End has an even mix of citizens from around Aundair, but the most visible community by far is that of the transplanted West Aundairian families. While the settlers from the Wynarn River Valley don’t even make up a majority of the district’s population, they are newly arrived and still very much attached to the culture of their homeland. For the most part these settlers were fleeing the fighting after the secession of the Eldeen Reaches and a fair amount of housing was needed to accommodate all the refugees. Many of the West Aundairians are shifters, but mostly they are human and half-elf journeymen who are trying to make use of their country skills to make livings in the big city. The country feel of these newcomers is preserved in the new homes built in a distinctly rustic style throughout the district and their country dress. There are also games of the shifter game hrazhak played now in the alleyways of Shreve’s End, and the large courtyard of an apartment building on Raftan Street is used for a monthly tournament which frequently has a modest cash prize for the winner.
See Also: Hrazhak is detailed on pages 32-33 of Sharn: City of Towers.

Silvertorch

District Type: Shops
First Impression: The architecture here is distinctly similar to the Flamic style common throughout Thrane, while the people dress in the embroidered style common to Aundair.

The rivalry between Thane and Aundair is centuries old, perhaps tracing all the way back to the first human colonies in Aundair. During the Last War this rivalry intensified into a bitter enmity which fueled some of the deadliest battles in the war. Across Aundair, Thranish communities were under intense scrutiny and the Thrane expatriates of Silvertorch were forcibly removed to a walled facility in the Craelia district following protests after the Tharnish invasion of the Thaliost region. Today the residents of Silvertorch are almost all Aundairian, many born in Fairhaven itself. The district is almost a caricature of Aundairian society, asserting its patriotism in the face of the Flamic architecture of the district. Not every resident of Silvertorch is especially hostile towards Thrane, and in fact a number of followers of the Silver Flame have moved to the district in recent years, but there is a strong pressure to “look Aundairian” in all respects to change the stigma of the neighborhood.
Guildhouse of the Manifest Legion: During the Last War, the Manifest Legion made a name for itself as a powerful and highly effective force of mercenary spellcasters. The arcanists who make up the ranks of the Legion specialize in summoning creatures to combat the enemy and more than one battle has been turned because of their expertise. While they still remain active today in the employment of all of the remaining Five Nations and some of the newer ones, the main headquarters of the company are in the professional district of Silvertorch. Long Uthar, the wizened gnome conjurer who leads the Manifest Legion, bought up a large office in the district which was vacated towards the end of the war and administers the mercenary company from there. Sivis messengers, who can erase messages from their minds once delivered, are a frequent sight at the Guildhouse, delivering sensitive contract offers to Uthar. More than one nation utilizes the untraceable monsters of the legion to harass their neighbors, and somebody getting a hold of that information would be very risky indeed.
Lormann & Sons: Two centuries ago, a tailor named Justian Lormann allegedly revolutionized Fairhaven fashion with an innovative coat design which came into high demand overnight. High fashions of the time were a naval style coat: long with a high collar and stylized epaulettes. The exploits of the King’s Royal Navy against the pirate lords of the Thunder Sea were being lionized in chronicles throughout Khorvaire and courtiers in all the major cities were dressed as the heroes of the campaign. Lormann took advantage of the fashion and began making coats which incorporated extradimensional pockets, similar to the more-familiar Hevard’s handy haversacks from roughly the same period. Two centuries later Lormann coats are hardly “high fashion” as they were at the end of the eighth century, but Lormann & Sons has had steady business through all the intervening years. Today the business is run by Tymal ir’Lormann, Justian’s great grandson who also holds the title which the family earned after the original tailor’s days. With the help of his sister Arianne and his cousin Hentier, Tymal produces coats on order, though the shop occasionally sells somewhat marked-down window models to keep their displays fresh. They have enjoyed an increase in sales due to a resurgence in the naval-style coats the last decade of the Last War, especially among the roguish elite of Leis Row in the Chequer’s Ward. Though the Lormanns have managed to keep their business a family affair for centuries, this newly increased demand may mean hiring outside help from local magewrights. So far Tymal has been understandably reluctant to share the design specifications with outsiders, but if anything the demand continues to grow.

Lormann coats effectively function as other magical storage items, though they take up the vestment slot instead. The most expensive kind (5,000 gp) are known as Lormann grande coats and have a large internal pocket which function as a bag of storing Type II. Especially wealthy clients have commissioned coats in the past which have two internal pockets of this type but the prohibitive cost (11,000 gp) makes this a rare request indeed. The second type, known as Lormann captain’s coats (4,000 gp), have a wide breast pocket which and allows the wearer to summon items within the pocket to their hands with a move action, somewhat like a glove of storing. Only hand-held items weighing less than 10 pounds can fit into the breast pocket, though even large items such as a longsword can fit, and only one item at a time. Like the grande coats clients sometimes purchase two such pockets (10,000 gp), an alteration more common in the captain’s coats but still expensive. The least expensive type of coat by far is the Lormann shipman’s coat (1,000 gp) which provides a +10 bonus on Sleight of Hand checks made to hide items in the secret pockets of the cloak. Unlike the more expensive models, these pockets are not extradimensional and only small objects can be so hidden. Generally, shipman’s coats have two pockets, but they can have as many as six, though each additional pocket increases the cost of the coat by 50 gp.
While the Lormann family takes great care to avoid any connection to illegal activity, their coats were commonly employed by smugglers operating out of Stormhome during the Last War. Today the family is even more concerned about legality, though this hasn’t stopped Kreelo from outfitting couriers from his Dark Dagger Gang with Lormann coats to smuggle goods within Fairhaven.

New Dawn Jewelers: Before the Last War, Dawnsmith Jewelers was a popular shop in Silvertorch and the owner, an ancient elf named Barinal Maelinos, produced jewelry for many nobles living in Fairhaven and even the Wynarn monarchs in Fairhold. Maelinos was a Thrane by birth, however, and immediately came under suspicion when Aundairian and Thranish forces clashed in the first years of the conflict. When it became clear that relations between the two nations were not going to improve Maelinos abandoned his shop, moving all of his merchandise to the city of Athandra in Thrane and narrowly missing being sent to the confinement district in Craelia with his fellow expatriates. Nothing was heard of Maelinos in Fairhaven for decades, but the smith never stopped considering Athandra a temporary location where he would wait until “things settled.” Two years ago, after the Treaty of Thronehold was signed, Barinal Maelinos returned to Fairhaven and purchased a storefront in Silvertorch which he named New Dawn Jewelers. None of his old clientele are still alive, but the novelty of having a figure from Fairhaven’s past seemingly reborn is such a thrill for the present nobility that they are willing to overlook the Silver Flame imagery throughout the store and the Thranish coat of arms in the wall in back. Because he is only one of a handful of Thranes who have returned to Silvertorch, and by far the most successful, Maelinos has earned a reputation both among his countrymen and the Royal Eyes.
See Also: The crowded streets of Craelia in the Eastway Ward are where most Thrane expatriates live. Details on the Manifest Legion can be found on pages 74-76 of Forge of War.

Stone’s Throw

District Type: Average Residential
First Impression: Squat stone buildings lining sleepy, comfortable streets.

The neighborhood of Stone’s Throw gets its name from both its closeness to Rordan’s Gate and for the distinctive stone architecture of the houses in the neighborhood. Some of the first residents of the district were dwarven craftsmen, though many of those left either because of Aundair’s aggression against Karrnath during the Last War, where many dwarven families had relatives, or to join with their brethren in a free Mror Holds. The dwarves who remain are a minority now, but the district retains their stout design and Stone’s Throw’s reputation as a neighborhood of craftsmen remains. While other neighborhoods, such as Valkiron in the Knowledge Ward, have larger populations of dwarves, Stone’s Throw is the iconic dwarf neighborhood in the minds of most Fairhaven citizens. As such the district is known as a place for specialists and many of the residents in Rordan’s Gate come to the district for their blacksmithing and carpentry needs. It is also the premier place to go for architectural consultation and the dwarf-owned affiliates of the Fabricators Guild specializing in engineering can be found in Stone’s Throw.

Wayside

District Type: Professionals district
First Impression: This neighborhood is almost disturbingly quiet compared to the bustling districts nearby. Everything is well-ordered and neat, while the local streets are organized around the strikingly impressive structure of the Wayfinder Conclave.

While the districts of Rordan’s Gate which lie close to the Chalice Center are filled with raucous taverns and wild night life, the neighborhood of Wayside to the north has always been one of quiet, professional business. The most well-known location in the district by far is the Wayfinder Foundation Conclave on Wrogar Street, and most shops in the neighborhood try to position themselves to take advantage of the traffic the Conclave creates. In fact, the quiet district of Wayside is where most knowledgeable adventurers go to prepare for expeditions after they celebrate in the taverns of Rordan’s Gate.
Arrow Inquisitives: As in most cities, House Medani has a very low profile in Fairhaven. Arrow Inquisitives is the only place in the city where the house has any visibility but it makes enough of an impression by itself. The tall, spired building recalls Sharn architecture and in fact it is design reminiscent of the architecture in the house’s ancestral home of Wroat. Most of the inquisitive work that Arrow Inquisitives is contracted for is actually carried out by unmarked members of the Warning Guild rather than Medani heirs. Several house scions do work for the service, but they delegate the crime-solving to their large staff and concentrate instead on scrying which is the largest portion of the service’s business. The head of Arrow Inquisitives, Hielon d’Medani, is also one of the most skilled scryers in the city and frequently determines auguries for the Wayfinder Foundation as well as rich businessmen from Nealford. Hielon is a very matter-of-fact person, approaching each job with cool detachment. He would never do anything to endanger his guild or house but is otherwise not terribly concerned with the morality of the jobs he is asked to do. For Hielon and his staff, information is impartial and removed so they strive to be as well.
Boot and Trail: Tandria Torralyn served in the Aundarian army for more than twenty years of the Last War as a military cartographer. After the signing of the Treaty of Thronehold, she came to Fairhaven hoping to get a job as a cartographer for one of the firms in the central wards. She was dismayed to find her military career considered amateur by the firm’s owners and also that their ornate maps were not what she knew from experience that most of the world wanted.
So, in answer, Tandria bought a shopfront in Wayside and opened the Boot and Trail, a map shop dedicated to serving the modern traveler. Tandria’s maps tend to be simple affairs, but they are inexpensive and to the point. To many of the veterans who turned to adventuring after the war, “Torralyn maps” are refreshingly detailed and practical. Through word of mouth, Tandria’s shop has begun to attract adventuring parties from all over Fairhaven. The Gatecrashers adventuring guild of Rordan’s Gate and various Wayfinder expeditions gave her so much business that the Boot and Trail has expanded several times and employs three full-time cartographers. Tandria has even begun to carry some adventuring equipment to further entice adventurers to visit and the associations she has made through her shop make her an excellent source of information about events in northwestern Khorvaire. Though she is not a member of the Wayfinder Foudation, Tandria is good friends with Shansari Damilek who oversees the Foundation’s Relics and Antiquities Auctions and the cartographer is usually the first to know about any rare maps recovered by an expedition.
Lady of the West: This fountain depicting a tall woman with a shield and a wizard’s staff, the traditional symbol of Aundair, is a common landmark in the district. Directions which tell visitors to “turn right at the Lady” are often seen as confusing but most anyone in the city knows what it means. The fountain also has an air of familiarity to members of the Wayfinder Foundation, hence the common farewell among members “See you at the Lady.”
Wayfinder Foundation Conclave Headquarters: The breathtakingly ornate headquarters of the Wayfinder Foundation dominates the district of Wayside. Many residents of Fairhaven are familiar with the Foundation Conclave and it has the distinction of being one of the most obvious landmarks visible from Fairhaven Station. Previously, it was the family estate of the ir’Dayne family, donated by Lord Boromar when he created the Foundation. Even non-members frequent the building to take in the incredible amount of Xen’drik artifacts on display in the museum on the first floor, the largest public collection outside of Sharn, and to view exhibits on the Foundation’s famous expeditions. The museum takes up the first two stories and visitors are not allowed in the upper two stories except by direct invitation. The Relics and Antiquities Auctions held at the Conclave are private affairs but the news of one typically increases the number of visitors to Wayside even if they aren’t attending. As such, outdoor Foundation Festivals are held on auction days during the summer where merchants and vendors from the Chalice Center set up shop for the afternoon along the broad avenue of Wrogar Street a few blocks down from the Conclave building.
See Also: A full detailing of the Wayfinder Foundation can be found on pages 47-53 of the Explorer’s Handbook and page 247 of the Eberron Campaign Setting.

Fairhaven: City of Lights
City Districts Besalle's WardChequers WardEastway WardFive DomesGrangehall WardKnowledge WardMarble HallsNealford WardPine HillRordan's GateSovereign WardWhiteroof Ward

FairholdBrickenhall
A Visitor's Guide to Fairhaven What Brings You to Fairhaven?Population and DemographicsHistory of the CityFestivals and Diversions
Life in Fairhaven Districts and WardsCity ArchitectureGetting Where You're Going
Power and Politics The Government of FairhavenForeign PowersDragonmarked Houses
Guilds and Organizations City GuildsAdventurers GuildsArcane OrdersThe Circle of SongCult of the Dragon AboveKech MotraiMercenary ServicesOrganized Crime

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