Eastway Ward

The Eastway Ward has the unfortunate reputation of being the most ugly ward in Fairhaven. The main highway which runs through the ward leads to roads heading east to the rest of the former kingdom of Galifar and therefore a huge volume of trade moves through the ward daily. Unfortunately, very little of this commerce actually reaches the people of the ward and a number of slums mar the ward’s southern sections. While there are nice-looking sections of the Eastway Ward it is a place generally built for purpose first and aesthetics second. Other sections of the city, such as Marble Halls and the Whiteroof Ward, might have less money but Eastway is the only ward where visitors routinely wonder if they are really in the fabled City of Lights. Despite this, Fairhaven rightly cherishes Eastway as an important part of the city’s economy. It is these extremes, poverty and gold, dismissal and importance, which characterize the Eastway Ward.
Population: 8,200
Social Class: Lower Class
Character: Closed off and secretive neighborhoods with uncharacteristically poor populations.
Districts: average residential (3), inn district, slums (3), warehouse.
Businesses: warehouses, traders, roustabouts, taverns; gold piece limit: 45,000 gp.
Key Personalities: Argenta (Craelia), Montesi Errensea (Craelia), Galiamo Hourt (Craelia), Nesken ir’Laitne (Northarrow), Logen (Craelia), Ransin Mezzair (Vernhold), Cpt. Lorrz Nuerim (Vernhold), Jorace Vaulint (Narmont), Keston Ylla (Dove’s Rest).
Watch Detail: See the Chequer’s Ward.

ward-map

Archway

District Type: Warehouse
First Impression: The streets of this neighborhood are strewn with broken wagon wheels and discarded wood slats, but wide and heavily trafficked by merchants. The alleys, however, are dark and forbidding with a sense of hunger about them.

Archway has an upstanding reputation as the destination of many merchant caravans arriving in Fairhaven. The tall stone buildings which line the road are centuries old but enchanted to keep the wares inside safe. Ownership is generally hereditary, much like urban farms: generations of magewrights have kept up the warehouses and their security and merchants who are willing to pay the often unscrupulous prices know their goods are safe.
This district has another reputation, however, as a haven for cutpurses and confidence men. Some of these thieves are simply present to take advantage of the chaos created by the scores of wagons arriving and departing daily. Archway is also where the Dark Dagger Gang makes its presence in the Eastway Ward and Kreelo’s men even own a few of the warehouses through which the gang can launder money. The gang’s presence is hardly a new development but it often runs afoul of the district’s self-proclaimed masters, the Saverne. The Dark Daggers typically stick to running contraband through their warehouses into or out of the rest of Fairhaven maintaining a cold war of sorts with the Saverne. Whenever there has been a large-scale robbery backed by the Dark Daggers or even when their smuggling operation increases in volume, the fragile peace dissolves into violence. While both gangs are well-connected in the neighborhood and city in general, Archway is an important facet of Fairhaven’s economy and the City Watch is usually quick to act when news of the gang warfare reaches their offices. It is such an important facet, in fact, that they are not above hiring outside muscle, especially for jobs which might require harsh tactics themselves.

Ashcort

District Type: Industrial District
First Impression: Sooty streets dominated by large factories and tanneries. Acrid smells fill the air and the few people to be found on the streets appear eager to get off them.

The center of industry in the Eastway Ward, Ashcort is a much different place than the rest of Fairhaven. While many outsiders picture the City of Lights as a beautiful place full of wondrous architecture and fine dining, it is generally accepted that not all of the city can be like this. Still, even residents of Fairhaven are shocked by the soot and trash that are to be found in the streets of Ashcort and other industrial centers. To many in the Eastway Ward, Ashcort is the place where one works, a destination that is left behind in the evening for dinner in one’s apartment in the Narmont, Northarrow, and Craelia. What few citizens do live in the Ashcort district keep their homes on the outer edges away from the acrid smells of tanneries and foundries.
Though Ashcort is not as bad as the crime ridden areas of Northarrow and Darkhall in Marble Halls, it still has its share of pickpockets on the street. The Fairhaven Watch regularly patrols the streets in an effort to placate merchants arriving in the city and some laborers are starting to think more seriously about living in the district.

Craelia

District Type: Slum
First Impression: The people here seem suspicious and even hostile. Bands walk the streets, eyeing anyone that they pass or lurking in the shadows of the forbidding alleys.

Craelia is the most visible and troubling scar of the Last War to be found in Fairhaven, resembling in some ways the Fallen district of Sharn. Before the war, Craelia was a lower class but generally unremarkable neighborhood of laborers in the Eastway Ward. A small community of Cyrans lived in the neighborhood and Craelia had a reputation as a exotic area of colorful southern food and dress. With the outbreak of the war, however, the population of the district swelled as Cyrans in Karrnath and Thrane, unable to make it back to their homeland and unwilling to stay in hostile territory, fled to Fairhaven. Aundair and Cyre were strong allies during the wars early years but eventually even this relationship dimmed and the citizens of Fairhavens became suspicious of all outsiders, even their Cyran allies. As the Fairhaven Watch began patrolling the streets of Craelia more frequently, the attitudes of the Cyran immigrants soured as well.
As Aundairians left the district and Cyrans became insular and resistant to Watch interference, the situation suddenly dissolved completely. In the late 940s, Cyre suffered another bout of aggression from Thrane as the armies of the Silver Flame plundered the area known as the Cauldron and this time Aundair made no move to assist the southern nation. Protests in the streets of Craelia soon turned to riots when the Watch showed up and overnight the neighborhood came under a sort of martial law within Fairhaven. A division of the heavily trained Queen’s Guard was permanently dispatched to the district to prevent further disturbances. When uproar swept the country in 955 YK in response to the bitterly fought Battle of the Crying Fields the Thranish community of Silvertorch was forcibly relocated to Craelia so that both foreigner populations could be controlled at once.
As many voices at the time warned, this was a terrible mistake since the anger of the Cyrans and Thranes at each other was even greater than their resentment of the Fairhaven government. Aside from the still-fresh wounds that sparked the riots less than a decade before, both populations remembered very well the feud between Mishann of Cyre and Thalin of Thrane that started the Last War in the first place. Since the introduction of the Thrane population, Craelia has been dominated by constant gang warfare and sectarian violence between the two communities.
People in Craelia, both Thranes and Cyrans, are still very distrustful of the Fairhaven government whose heavy-handed tactics they blame for the current situation. Anyone connected with the Fairhaven Watch suffers a -8 penalty to Diplomacy and Streetwise checks in this district.
The Greyscarves: The Cyran population of Craelia has used grey scarves tied around their lower face since the first riots during the 940s. The scarves were originally adopted from the feared Valenar mercenaries who fought on behalf of Cyre, but it has the additional advantage of hiding gang members’ faces and anonymity. Many members of the gang go about their daily lives with a grey scarf tucked into their pockets should it be needed, but other members actively prowl the streets wearing their scarves looking for unaware Queen’s Guard patrols or members of the Pure. The Greyscarves are a very decentralized gang with several powerful leaders who sometimes act independently of each other. The most charismatic Greyscarf leader is a man named Galiamo Hourt who prefers guerilla tactics to the more overt attacks of some of his fellow leaders. Galiamo is responsible for the sabotage of many Queen’s Guard equipments and the ransack of Thranish businesses, acts which have made him into a sort of folk hero among the Cyrans of Craelia.
Another infamous leader of the Greyscarves is a man named Logen who takes a more aggressive stance on the plight of the Cyrans in Craelia. The gang members who owe their loyalty directly to him call themselves the Mourning Scarves and wear black scarves instead of grey. They have been responsible for several attacks in other sections of the Eastway Ward mostly against the city government instead of the Thranes in Craelia. Logen’s Mourning Scarves have attracted some members with their message of forcing Aundair to recognize refugees from Cyre, but most of the district considers a Logen a terrorist. The reprisals by the Queen’s Guard due to the Mourning Scarves’ attacks have turned more residents against Logen than against Aundair.
Montesi Errensea: One of the greatest hopes for peace in the district lies with Montesi Errensea, a virtuous missionary of the Silver Flame. Though she is unquestionably devoted to her faith she lends aid to Thranes and Cyrans alike in an effort to foster goodwill among the two populations. So far she has met with mixed results, facing Thranes who think she is belittling their struggle and Cyrans who are very suspicious. Errensea continues to work tirelessly on the issue and has shown remarkable skill at negotiating the volatile politics in Craelia. Most notably, Errensea has continually resisted aid from the Fairhaven government, recognizing that the city’s involvement is the one thing that can unite Cyran and Thranish opinion against her.
The Pure: Paralleling the name of one of Thrane’s massive peasant armies during the Last War, the Pure consists of gangs of Thranes who wander the streets of Craelia itching for a fight. Like the peasant armies, the Pure make up for what they lack in ability and training with hardheaded zealotry. While the tactics of the Pure are mostly limited to unfocused brawls with the Greyscarves, they are much more focused that the Cyran gang. Its leader, known as Argenta, served Thrane in the Last War but fled to Fairhaven to escape a court martial for her brutal actions during the conflict. Argenta left her name behind and blended into the Thranish population of Craelia. She has taken command of the Pure and is improving their discipline and tactics slowly. Unusually for a Thranish leader, Argenta is distrustful of the Church of the Silver Flame’s hierarchy which she sees as petty and overly political. She has spread a feeling of righteousness among her minions and is absolutely convinced of her own infallibility.
See Also: Information about Thrane’s conquest of the Cauldron and the Battle of the Crying Fields can be found on pages 27-28 of Forge of War.

Dove’s Rest

District Type: Average Residential
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 Chequer’s Ward and the Eastway Ward. 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 and the Eastway Ward 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 Northarrow and Craelia nearby 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 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 residents 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.

Lyresong

District Type: Inn District
First Impression: The taverns and inns lining the streets here are dingy and rowdy. Groups of rough-looking laborers wander around looking for either a drink of a fight.

The teamsters and roustabouts who work for merchants and warehouse owners in Archway congregate in the taverns of Lyresong at night. While many of the bars are well-stocked and spacious, the neighborhood is not one that the average Fairhaven citizen would frequent. The laborers in the Eastway Ward can be as rowdy and aggressive as any sailor walking the avenues of the Whiteroof Ward and the scene in the streets of Lyresong can often resemble a privateer town than the fabled, gentile City of Lights. Despite the character, however, both the Saverne and the Dark Dagger Gang have only a minor presence in the district. Many residents claim this is due to their toughness and independent spirit, but it is more likely a stalemate between the two gangs.

Narmont

District Type: Average Residential
First Impression: A sleepy neighborhood with friendly residents, notable only for the odd orcish runes seen here and there on streets and buildings alike.

The district of Narmont is a fairly typical urban Khovairian neighborhood with a mix of lower- to middle-class residents. Most are merchants or craftsmen, sometimes with shops elsewhere in the city although the small open-air market on the main avenue through Narmont provides work for a large number. The circular Courtyard, a cobblestone plaza at the center of the district, is the scene of a harvest festival every fall and another celebration on the Fireheart’s Day, but most of the year the rest of Fairhaven often forgets about quiet Narmont. Some, however, are very concerned with the neighborhood.
Narmont has a secret. In the Courtyard are a number of squared stones set somewhat irregularly around the perimeter. They seem ancient and some familiar with orcish culture can note that runes on the stones from that race, but ruins are seen in other parts of Fairhaven and the Stones of Narmont are not nearly as pretty as other examples. They are still standing, however, because they resist destruction and magically repair any damage done to them. More interestingly, perhaps, the orcish runes on the stones appear every once in a while on buildings in the district. While these new runes can be washed off or painted over, the phenomenon is somewhat troubling to the residents of Narmont who blame it on “witches” from the Eldeen Reaches. There is a silent consensus among residents of Narmont to downplay the runes and so far it has surprisingly escaped notice by many of the city’s arcane authorities.
Cult of the Dragon Below: Festering in the shadows of pleasant Narmont is a cult of evil. Some of the cult members are from the neighborhood, but others come from elsewhere in the city. The cult is obsessed with the runes on the Stones of Narmont and the runes which appear on surrounding buildings. They have discovered that the neighborhood is the site of an old orcish village before the coming of Galifar and believe that the stones were put in place to keep a powerful daelkyr lord trapped. If this is true, the tunnels of Brickenhall used by the Saverne may contain a passageway to the creature’s resting place and the cultists are in the process of searching the depths. Because of their disorganization and conflict with the Saverne, nothing has been found yet, but the cultists all have strange dreams from time to time of a voice in the depths calling to them. This voice slowly drives the cultists insane and more than one has left their lives in Narmont to live permanently in Brickenhall, searching for their dominator.
Siberite Cult: A group of Siberites is aware of the neighborhood’s history as well and are determined to discover what it might be protecting. Because the Siberite religion is so new, the members have only arrived in Narmont in the last few years but their leader, Jorace Vaulint, has been quick about setting up a presence. They have erected a shrine just off of the Courtyard and give generously to the community at large. Their success at stopping the Cult of the Dragon Below has been less successful, however, and Jorace is just now beginning to realize the extent of the group. Like their enemies, however, the Siberites have run afoul of more than a few Saverne patrols in Brickenhall and confrontations with this group have sidetracked them in recent months.

Northarrow

District Type: Slums
First Impression: Run-down tenements with figures lurking furtively in the alleyways.

The slum district of Northarrow looks downtrodden and sad, a collection of ramshackle buildings in danger of collapse and muddy streets full of refuse. Visitors are met with suspicion here, and the populace is very insular. However, once one gets past this initial reaction the people of Northarrow are a surprisingly communal and optimistic lot. There is a sense of community here that is rock solid, built on a feeling of mutual protection and neighborliness. This feeling is no doubt fostered by the Saverne (see below) who actively protect the streets of Northarrow from more aggressive gangs, but people in Northarrow are also proud of their support of each other. Residents tend to count on their neighbors for support and help out when they can. “Many slats are a barrel” is the common saying in Northarrow, a setiment similar to more familiar Karrnathi sayings which speak toward strength in numbers. Individually, wood slats are junk but together they have purpose.
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 Northarrow and the neighboring districts 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 Northarrow, 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 Northarrow residents, it’s largely ignored and rarely affects the day-to-day lives of the clientele. More importantly, it doesn’t affect their drinking.
Nesken ir’Laitne: Though this laconic half-elf claims a noble last name, he has no fortune or legacy to speak of. Nesken is a skilled tattoo artist and well-informed rumor monger, and both skills command a hefty business in Northarrow. Nesken is a man of few words and is closed-mouthed about his past except to insist on his noble title. He claims to be a knight of Aundair, though Nesken lived through most of the Last War in his small basement apartment in Northarrow. He is not a member of the Saverne and in fact has a lukewarm relationship with the gang. Nesken helps the gang when they approach him for information but, unlike many residents of the district, does not go out of his way to ingratiate himself. Nesken’s uninvolvement might become an issue soon since he is by far the most high-profile person in Northarrow who does not actively support the Saverne.
See Also: The Saverne and the Dark Dagger Gang are detailed fully in Chapter 4: Guilds and Organizations.

Vernhold

District Type: Average Residential
First Impression: A severe, grey neighborhood of whispered conversations and austere, Karrnathi architecture.

Aundair and Karrnath have had competitive relationship for as long as human records run. During the reign of the Galifar kings this exhibited itself as a competition for prestige and resources but the rivalry remained a civil one. In fact, the competition enriched both nations as each discovered new innovations and research in an effort to hold its own against the rival across the sound. To this end, many Aundairians settled in Karrnath and an equal number of Karrns ended up in Aundair. So many settled in Fairhaven that they built up a district that seems like it would be more at home with the close-packed neighborhoods of Korth than with the rest of the city around it.
The people of Vernhold keep themselves somewhat apart from the Aundairians around them and in fact consider themselves to be Karrnathi despite the fact that the majority were born in Fairhaven. When the Last War began, all those who felt a militaristic nationalism relocated to Karrnath but those that remained kept a strict neutrality during the conflict, some being taken to the dungeons after refusing to equip the Aundairian army. Rather than deal with what would become a thorn in its side at best (and a nest of traitors at worst), the Fairhaven government effectively blocked off the district. Anyone leaving the internal walls of Vernhold has to check in with Fairhaven Watch stations at one of the three gates and the officers there are sure to take notice of anyone looking suspicious. Of course, anyone entering the district is subjected to similar scrutiny from the local Volgaard who make sure the Royal Eyes keep their spies out of Karrnathi business.
Temple of the Divinity Within: This structure was built during the middle years of the Last War after the Siege of Shadukar when Aundair-Karrnath relations were at their best (or at least the least strained). Though the Karrnathi community of Vernhold was strong even at the war’s start, many credit the unifying force of a local temple of the Blood as the real reason it remains a coherent unit today. A newer temple was built in the last few years in the Seat of the Hearth district of the Sovereign Ward, but the Divinity Temple in Vernhold remains the center of both Karrnathi immigrant culture and worship of the Blood of Vol in Fairhaven.
The overseer of the temple is a stern-faced man named Ransin Mezzair who commands the respect of a king in the borders of Vernhold. Most know the man as simply a grandfatherly figure with some amount of magic power, but in truth Mezzair is capable of impressive feats of divine magic. The man is reaching his twilight years, though, and every day he becomes increasingly obsessed with becoming an undead. He spends much of his time in his laboratory, pouring over books and papers to learn the secrets of the ritual to become a lich. He has run into a few dead ends, mostly due to ignorance and the limitations of even his ability, and Mezzair has begun to look towards the village of Arcanix to overcome them. Even a man as single-minded as Mezzair realizes the danger of provoking the Arcane Congress but he might grow desperate enough to hire a group to infiltrate the college to retrieve necromantic papers for him, perhaps under the guise of “keeping such evil from the world.”
The Volgaard: Because Vernhold is largely ignored by the city government, the Fairhaven Watch patrols there only very occasionally. The district’s borders are watched for signs of shady workings and there are likely Royal Eyes within the neighborhood but order in Vernhold is maintained by the Volgaard, an order of knights who take an oath of loyalty to the Church of the Blood. Despite the macabre reputation of the Blood of Vol, members of the Volgaard have a reputation for being honest and forthright. Their leader, Cpt. Lorrz Nuerim, is an exceptional man known throughout the district for his unimpeachable character. Lorrz is truly altruistic and believes whole-heartedly in the Divinity Within, which is why he is so disturbed by recent dealings with the church elders. Undead were never the man’s favorite aspect of the church, but he respected the ideal they represented even if he found them creepy. In the wake of the Last War, however, Lorrz has grown somewhat disillusioned with the use of undead, both in Fairhaven and abroad. He traveled to his parents’ homeland just after the Treaty of Thronehold and saw the undead legions firsthand. Now the captain finds himself in a difficult position: quietly challenging corruption in the Church of the Blood while protecting the Vernhold community he knows and loves.

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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