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 Scions 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: 9,800
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 (Manticore & Rose), Daen Lyba (Godsworn), Dera Fullheart (Dolaam), Jestal Ineste (Almenn Town), Epheme (CN male human? warlock 8/monk 8), Heskan (Almenn Town), Huys Tousane (Godsworn), Jiulaan (LE changeling rogue 3/swordsage4), Kolyn d’Cannith (Almenn Town), Kreelo (Darkhall), Laanaskai (Shangha), Laisten Troy (The Heights), Novakri (Shangha), Rhaaki (Shangha), Tek (Almenn Town), Venerated Ishakhad (Shangha)
Watch Detail: See the Whiteroof Ward.

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Almenn Town

District Type: Adventurer’s Quarter
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, 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, a crafty gnoll 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, is 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, 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 fluent, Tek resorts to Common only when necessary and mainly speaks in the mixture of Common and Dwarven he grew up with, 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
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 lending house 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: Average Residential
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 particularly unfortunate because the district was beautiful before the last war and bears Fairhaven’s most visible scar: the Abandoned Church of the Silver Flame. It is from this gutted structure that Darkhall gets its name, though the halls inside are neither dark nor empty. Kreelo and his Dark Dagger Gang use this building as their headquarters and the streets of Darkhall are undisputedly theirs. When the church was still opened, Darkhall (or Halls of Light as it was known) was considered the southernmost extent of the Sovereign Ward and many city historians still consider it so. However, the site of the empty shell of the Cathedral is never talked about by most of the city’s residents and Marble Halls is tacitly agreed to be the place where forgotten things are left.
Abandoned Cathedral to the Silver Flame: This structure was closed in 914 YK by King Wrogar and it has steadily fallen apart since. Today it is the seat of the Dark Dagger Gang and the home of its leader, Kreelo. Most of the residents of Darkhall, as well as the Royal Eyes, know that the gang operates out of this district, but the exact location of its headquarters within the cathedral’s sprawling catacombs and the directions to get there are a well-guarded secret.
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 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.
See Also: A complete description of the Abandoned Cathedral of the Silver Flame and the Dark Dagger Gang can be found on pages 30-31 of Five Nations and in Dragon 173. More information on the worship of the Traveler can be found in Faiths of Eberron..

Dolaam

District Type: Average Residential
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.

The Duchy

District Type: Apartment Homes
First Impression: Large buildings leaning together and cramped streets with refuse trapped in the corners.

Long ago, this neighborhood was the personal project of the Duke of Bridgewater, the feudal lord of a small collection of farming communities just to the south of Fairhaven. Traditionally, the proximity to the capitol meant that the hereditary role of the lord of Bridgewater had a large presence in court. To this end, the Duke of Bridgewater maintained a large mansion in the mercantile district of Marble Halls and the nearby streets benefitted from this association.
When the Duke of Bridgewater died heirless during the first years of the war, however, the household was cleared out and the neighborhood fell apart with the rest of Marble Halls. The new Duke of Bridgewater, recently appointed by Queen Aurala, has little interest in re-opening the mansion and the neighborhood continues to languish, falling prey to the interests of the Saverne, the Dark Dagger Gang, and Morak’s Crew from the Whiteroof Ward.

Godsworn

District Type: Temple District
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 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 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
First Impressions: Equal parts dramatic and compelling, there seems to be something lurking at the edge of this neighborhood of entertainers and performers that is hard to place.

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 in Brelish, Karrnathi, Cyran, and Thranish liveries. 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 with 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, is not only a 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, since Kreelo is hardly someone to push and doing it so close to his seat of power is risky. 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
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
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 warforged Arrow 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.
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 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.
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 grangehall-ward district of the Grangehall Ward.

Shangha

District Type: Kalashtar Neighborhood
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 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.
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 is the leader of the temple and the motivating force behind the conservative elders of the Shangha community. Though a not a trained seer, Ishakhad does receive visions in his dreams 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 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 crysteel longsword just inside the back room in case of trouble. Though he is an unassuming man and a fair merchant, 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 of 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 and Novakri 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 number of adventurous aristocratic youth, particularly those from Leis Row find their way to the Far Horizon to learn to fight in a style with more flair.


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. Information on Sarlonan weapons can be found in Secrets of Sarlona pages 135-136. Yukiri the Swordsman in the Curmesteau district of Rordan’s Gate is also connected to Shangha through Laanastai at Chammanau Blades.
Fairhaven: City of Lights
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A Visitor's Guide to Fairhaven What Brings You to Fairhaven?Population and DemographicsHistory of the CityFestivals and Diversions
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Power and Politics The Government of FairhavenForeign PowersDragonmarked Houses
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