Chapter One: A Visitor's Guide to Fairhaven

What Brings You to Fairhaven?


The best place to go to learn of the ancient wonders within Aundair’s borders is the Seroniot Museum of the University of Wynarn. Many secrets recovered by Wayfinder expeditions to Xen’drik or the Shadow Marches lie in the walls of that building, as do relics from former Aundair holdings in what is now the Eldeen Reaches. Seroniot is one of the best repositories of Gatekeeper artifacts and, after the destruction of Cyre, it is one of the best places to study the Dhakaani Empire as well.
For adventurers looking to buy or sell in ancient treasures, ir’Uvanto Family Antiquities in the Manticore & Rose district is an excellent option.


Like any large city, Fairhaven offers numerous places to store valuables, though most of the banks are to be found in the Chequer’s Ward. The Vaults of Kundarak in Crown Crossing represent another option, designed more for the storage and protection of treasures and is a frequent stop for adventurers with sensitive artifacts they need to keep safe.

Marketplace (Ward) Permit Cost
Chalice Center (Rordan's Gate) 5 sp
Distant Exchange (Chequer's Ward) 1 sp
Southgate Market (Grangehall Ward) 2 cp
Oldtown Hollow (Grangehall Ward) 1 cp

Commerce (General)

There are many shopping districts and marketplaces in Fairhaven where adventurers can buy what they need. In particular Curmesteau, Manticore & Rose, and Escape cater specifically to adventurers. Adventuring parties hoping to sell their treasures directly without middlemen can buy permits for a stall in the informal open-air markets in the City of Lights such as the grand Distant Exchange marketplace, the bazaar in Chalice Center, and the smaller Southgate Market and Oldtown Hollow in the Grangehall Ward. More established shopping areas can be found in almost every corner of the city, of course, though few adventurers are willing to tie themselves down so much.
Professional merchants, on the other hand, usually conduct business in bulk and trade in one of the city's several warehouse districts. Broadstreets and Weaver's Row in the Whiteroof Ward are large districts where merchants send goods out along the rivers to Scions Sound, while Archway is more of a secure holding place for merchants sending their goods overland. These districts all serve as repositories for goods coming into the city as well before they are moved on to the marketplaces of Fairhaven to be sold and many shopping districts nearby have fresh goods and new opportunities for starting cheap businesses.

Ward Sivis Stations
Besalle's Ward Olladra's Gate, Silvertorch, Wayside
Chequer's Ward Ambassador's Row, Distant Exchange, Dragonhold, Golden
Eastway Ward Archway, Lyresong, Narmont
Five Domes Kettleton, Sheimore, the Starlings, Towerview
Grangehall Ward Denarre's Court, Two Points
Knowledge Ward Copein Heights, Scrivener's Tower, University of Wynarn
Marble Halls Crown Crossing, Manticore & Rose
Nealford Aelynnue, Ausonne Gardens, Longwoods, Rosinialle
Pine Hill Barre Circle, Brighthall, Centerhill
Rordan's Gate Cestman Circle, Chalice Center, Curmesteau, Dorncall, Escape
Sovereign Ward Lorekeeper's Square, Orchid Court, Whitecrown Arch
Whiteroof Ward Broadstreets, Esplanade, Rainwash, the Sentry
Communication Prices
Service Cost
House Sivis message station 5 gp/page
(Including courier service) +15 sp
(To another city) + 5 gp
House Sivis: Animal Messenger 15 gp
House Sivis: Sending 65 gp
House Orien: unmarked courier 5 cp
House Orien: junior courier 1 gp
House Orien: senior courier 25 gp + 1 gp/mile
House Vadalis: dragonhawk rider 5 sp/mile
Fastieth Messengers 1 sp (+ 1 sp/mile outside of the city)
Lightning rail mail service 1 cp/mile


Like information, messages flow freely through Fairhaven and the hardest part of getting word to someone is usually picking the best option. The Speaker's Guild of House Sivis is the most well-connected business across the continent and its network is strongly established in Fairhaven. Message stations are located throughout the city (see table) but most of these are only equipped to handle written messages sent using Sivis speaking stones. This standard service costs 5 gp per page of the message and an additional 15 sp if it is to be delivered to a specific address, assuming Sivis couriers can travel to the address without safety concerns, and an additional 5 gp if it is to be sent to another city. For those with gold to spare, several Sivis heirs in the city have mastered the Animal Messenger ritual and can send a message overland that way, and two master scribes (both attached to the house enclave in Dragonhold) can cast the Sending ritual well enough to reach most locations in the Five Nations.
House Orien also carries messages on its lightning rail system and those sending packages or letters to a location connected by lightning rail can purchase courier service from the house enclave in Chalice Center for 1 cp per mile. There is also a permanent Linked Portal at the lightning rail station in Chalice Center and several heirs in the city have mastered the runes for other circles in most major cities in the Five Nations. Unmarked house couriers can be hired for a flat 5 cp and junior couriers are hired for 1gp. Messages outside of Fairhaven require the services of a senior courier and cost 25 gp plus 1 gp/mile. If a messenger is not hired, the letter will be dropped at the lightning rail station for the receiving party to pick up.
For destinations not connected to either the lightning rail system or the teleportation circle network, the dragonhawk riders of House Vadalis at Chapelroost Tack & Breeders are capable if expensive couriers for higher. They will fly most places in Khorvaire at the rather price of 5 sp per mile, though this includes a reply fee as long as its a short message. The house has also tried to import the gargoyle messengers it has employed in Sharn but without much success so far.
Perhaps the most interesting courier option in the city, however, is Fastieth Messengers in the Feast Sojourn, technically a subsidiary of House Orien's Couriers Guild but fairly autonomous. Here, clients can hire a fastieth-mounted halfling to carry their message anywhere in the city or within a few hours' ride of Fairhaven. The cost of delivery is 1 sp no matter where in the city the message is being sent (some fastieth messengers are stabled near the Orien enclave in Dragonhold) and another 1 sp per mile if sent outside of the city. Astute customers will note that this is a higher rate than a typical unmarked Orien courier, but the skilled Talenta warriors of the Feast Sojourn offer increased security along with swift delivery.
See Also: More details on urban courier services can be found on pages 12-13 of Sharn: City of Towers, although messaging rates are fairly standard across the Five Nations.


In a city as large as Fairhaven, having a group of ready allies is a definite benefit and many come to the City of Lights specifically to become involved with one of these groups. The world-renowned Wayfinder Foundation is based in Wayside and is well-worth the attention of those traveling to exotic locales. Adventurers who spend a lot of time in Fairhaven can also join one of the city's adventuring guilds which are alternately based in Escape or Almenn Town. Alternately, more scholarly adventurers may become involved in Fairhaven's complicated arcane orders which dominate the magic trade in the city. Goblin travelers may wish to contact or to expressly steer clear of the Kech Motrai, a revivalist group of goblins operating in the Grangehall Ward and Brickenhall. The entertainers' guild known as the Circle of Song also offers a connection to those affiliated with this international organization.
If a visitor is seeking some more temporary arrangements, they may wish to try Dusklight or River's Call, Fairhaven's two red-light districts. Prostitution on the street is illegal in Fairhaven, but within the confines of a business the Watch has no issue and brothels can be found in many lower class neighborhoods either as distinct businesses or in back of other establishments. Other more acceptable escort services can be found in the Chequer's Ward near Dragonhold or the Sovereign Ward near Seat of the Hearth both catering to wealthier clientele seeking accompaniment to an important event. The young lords of Leis Row are particularly likely to hire a companion for a night and some escorts who frequent this unorthodox section of the city's upper crust sometimes offer sex as well after an enjoyable evening out.

Criminal Purposes

Four major criminal organization operate in Fairhaven, the Dark Dagger Gang, the Saverne, Morak's Crew, and most recently Daask. For those interested in criminal enterprises, these organizations have thugs for hire and contacts throughout the city. Those not interested in becoming embroiled with these gangs or with a job which could bring serious attention from the city authorities might try local contacts in the Grangehall Ward where anti-Aundairian sentiment is common.
Those interested in crime into or out of Fairhaven would probably have the best luck contacting local thieves in Escape, Wayside, or Chalice Center itself, all of which are near both the city's lightning rail station and its airship tower. A distraction at the right time or a means of slipping in with a local maintenance crew are all easy ways to slip past the normal officials who watch the travel points. The most direct means, of course, is to bribe an official directly, though success is far more likely at the Lyrandar Tower than Fairhaven Station which is run with cruelly exacting precision. For those who are able, however, the docks of the Whiteroof Ward are far more porous means of leaving or entering the city. Morak's Crew is the most organized criminal enterprise to help accomplish this but Liotians in general have made a living through smuggling for generations.

Dinner Quality (Example) Cost per Person
Oustanding (Aelynnue)
Includes superb wine
60 sp
Excellent (Seat of the Hearth)
Includes fine wine
30 sp
Good (Sheimore)
Includes good wine or ale
30 cp
Common (Olladra's Gate)
Includes common wine or ale
16 cp
Poor (Kaeltusk or street vendor)
Includes watered wine or watered ale
10 cp


Dining in Fairhaven is almost always an enjoyable excursion. The city offers a wide variety of specialty restaurants as well as several types of local cuisine from the typical Aundairian medleys, to spicy Liotian stews and fish, to rich dishes from the Eldeen element in the Grangehall Ward and other wards. Dining is also more expensive in a big city like Fairhaven than in the roadside taverns that some adventurers are used to. Even restaurants and street vendors in the poorer parts of the city have to charge more to cover the costs of shipping their foodstuffs into the city. The situation is not nearly as bad as in the labyrinthine towers of Sharn, but even in Aundair farmers are not close enough to the city walls to reflect small town prices. They do, though, all offer wine for the most part and even street vendors have a few bottles of wine to offer to customers, though it may be vinegary or watered down. Wine is such a part of the Aundairian cuisine that fair-quality wine is available to the common citizen at surprisingly low prices.
Visitors looking for fine dining generally head for the central city where Aundair’s reputation for fantastic cooking is plain to see. Restaurants in the Dragonhold, Longwoods, Rosinialle, Seat of the Hearth, and Whitecrown Arch include some of the finest in the Five Nations. For those more interested in good company than finery might try the Greenhollow district in the Grangehall Ward which has a number of well-known tavern-restaurants. The city's two adventurers quarters, Almenn Town and Escape, both have a number of taverns known throughout western Khorvaire as fine establishments with fine food and great character. The neighborhood of Manticore & Rose near Almenn Town also has a fine selection of restaurants, including the famous adventurers’ tavern from which the district gets its name.
Specialty cuisine is can also be found among Fairhaven’s many immigrant populations. Kaeltusk and the Warren in the Grangehall Ward offer goblinoid and shifter cuisine respectively, to those brave enough to enter the somewhat rough neighborhoods. In particular, Lurro’s Souphouse in the Warren features some of the most authentic Eldeen recipes outside of the reaches and many food connoisseurs are willing to risk the shifter pick pockets to try some. The elven neighborhood of Torenni in the Sovereign Ward has a number of exotic restaurants with Aereni cuisine, and the similar district of Aelynnue offers gnomish foods. The flower district of Orchid Court may be unique in its fusion restaurants of gnomish and halfling cuisine, and an increasing number of well-off citizens from the central city are visiting the neighborhood despite the reputation of Marble Halls.
As in any large community in Khorvaire, House Ghallanda always leads the way in the fields of hospitality, food, and drink. The house’s well-known heroes’ feasts, a signature of the Mark of Hospitality throughout the cities of Khorvaire, are held generally once a month as demand allows. They rotate between the three major holdings of the House: the Greenfield Tavern in the Sovereign Ward, the house enclave in the Chequer’s Ward, and the Gilded Tabernacle in Nealford. Each location hosts three or four heroes’ feasts a year, though the atmosphere and practices vary with each location’s character. Once every few years the Feast Sojourn hosts a heroes’ feast, though the nomadic halflings of that district treat it more as a festival than a service for clients.
See Also: Pages 17 and 18 of Sharn: City of Towers describe the bonuses for adventurers who are regulars at a certain tavern. Though the description there is specifically for Sharn, it holds true for any Khorvairian city.


The University of Wynarn is the premier academic institute in western Khorvaire rivaled only by the Five Colleges at Korranberg. Unlike Morgrave University in Sharn, this institute is as fully dedicated to knowledge and learning as it was when Galifar I founded it nearly one thousand years ago. The University’s Seroniot Museum houses delicate relics gathered throughout that time by enterprising students and many come to the university to study both modern and ancient history. The museum’s collection is not nearly a complete one, though, since the university refuses to conduct itself like a business and bid for treasures like Morgrave University. The collection is therefore heavily biased toward the Eldeen Reaches and other areas of interest in western Khorvaire, though donations from local adventurers and the Wayfinder Foundation have helped to fill in gaps.
Regardless, the scholars of the University of Wynarn are some of the best in Khorvaire and adventurers in search of obscure knowledge and hidden secrets are more than likely to find their answers here if they have the time to look. Wynarn is an excellent place to find an expert trained in esoteric knowledge for help with Arcana, History, and Religion checks. The Wayfinder Foundation can also provide assistance to adventurers, though the knowledge skills available from Wayfinder members are more likely to be Dungeoneering and Streetwise. With the Arcane Congress relatively nearby, many organizations of spellcasters can be found in Fairhaven, particularly in the Knowledge Ward and Five Domes, and are a good resource for mentors to teach arcanists new rituals, and the priests of the Sovereign Ward can provide the same service to servants of the gods. Unlike most cities, Fairhaven also boasts experts in the Nature skill and in rituals involving primal magic thanks to the large Eldeen population in the Grangehall Ward.
See Also: A description of the education available to citizens of the Five Nations is found in Sharn: City of Towers page 17.


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

The Cost of a Good Time
Entertainment Cost
Marble Halls
Dragonhawk Rampant (one ticket) 7 cp
Ninth Hall Theater (one ticket) 6 cp
Palace Theater (one ticket) 9 cp
Fairhaven Performance Hall 22 sp
Scion Theater (excellent seat) 18 sp
Scion Theater (good seat) 12 sp
Scion Theater (house seat) 9 sp


An evening’s entertainment in Fairhaven can include anything from a trip to the theater to see a famous actor to a night of wine and card games at a local tavern and everything in between. As described in the Fine Arts section below, Aundairian tastes tend to focus on wordplay and poetry over musical compositions, and many central city neighborhoods have open podium sessions where artists can read their latest poems for the common populace to hear.
Performances by master orators and musicians are concentrated in the upscale theaters of the Rosinialle district in Nealford. The Heights district of Marble Halls is another place to see theater productions, though the performances here tend to be more political than in the central city. The subterranean theaters in the Heights run from overtly liberal, such as the Palace, to the overtly conservative, such as the Rampant, but all are outspoken and provocative.
Of course, some adventurers just want a place to let off some steam after a surviving some horrific dungeon, and Fairhaven also has plenty of tavern districts for such purposes. Abbey Hall, Avalier, Centerhill, Escape, Manticore & Rose, and Olladra’s Gate are all popular destinations for taverngoers. Olladra’s Gate also boasts a number of gaming halls and others can be found in the red light districts of Dusklight and River’s Call. The Gorsethorn in Darkhall is one of the seedier gaming halls in the city with notorious criminal connections but its competitions still draw considerable crowds.

Exotic Services

Because of its diverse population, Fairhaven offers goods and services not typically found in Aundairian towns. The Grangehall Ward has a number of racially or ethnically distinct neighborhoods, including the Warren, a shifter neighborhood, and Kaeltusk, a goblinoid neighborhood, as well as Queen’s Grove and Totem Row, two districts where druids can be found. In Marble Halls, the Adaran immigrants of Shangha have several experts in psionics, while divine power of all kinds can be found in the Sovereign Ward, particularly the Hall of the Assembled Host. The elven neighborhood of Torenni and the gnomish populations in Orchid Court and Aelynnue are neighborhoods where fey races of all kinds can feel at home. Halflings can be found in Orchid Court, though the culture of the Talenta Plains is much more visible in the sprawling tent city of the Feast Sojourn. Stone’s Throw in has a visible dwarven population while an even larger community of immigrants from the Mror Holds can be found in Valkiron.
Brelish expatriates are scattered throughout Rordan’s Gate, while Cyran and Thranish populations are concentrated in the lower class neighborhood of Craelia where patriotic tensions run high. A population of Karrns can be found in Vernhold an insular neighborhood which keeps itself apart.
For exotic goods, the Distant Exchange in the Chequer’s Ward is the most obvious choice. Merchants from all over Khorvaire send their goods to this marketplace to be sold to collectors throughout the Five Nations and even beyond. Imported items and trade goods from Q’barra, Xen’drik, Sarlona, Aerenal, the Lazhaar Principalities, and other exotic places can be found in the Distant Exchange, and even relics from the Eldeen Reaches and Shadow Marches. Buyers looking more specifically for artwork might also try Expedition Corner in the Whitecrown Arch district, a lesser-known but equally opportune market for customers seeking exotic goods.
See Also: Guidelines for pricing exotic services can be found on page 19 of Sharn: City of Towers.

Expeditions to the West

If Sharn is the Gateway to Xen'drik, then Fairhaven is the Gateway to the West. Expeditions heading into the tangled woodlands of the Eldeen Reaches or the windswept canyons of the Demon Wastes are sure to stop in Fairhaven before heading out. It is the closest large city to these exotic locales and offers plenty of well-connected resources for travelers. Despite centuries under the nominal rule of the Kingdom of Galifar and then Aundair, much of the Reaches remains unmapped and unexplored. Many scholars seek out the natural riches of the forests for their healing properties or alchemical utility, and primal worshippers frequently seek out the magical groves where druidic magic in Khorvaire was born. In recent years, several expeditions have set out to trade with the fey of Shae Loralyndar in the Twilight Demesne with limited success. While Lord Eversun, the ruler of the feyspire, is tolerant and cooperative with the druids of the Reaches, he resents what he views as "corruption" by the human-ruled nations to the east.
Farther west, past the Icehorn Mountains, the Demon Wastes lurk like a shadow that most in the Five Nations are eager to forget. Even with this reputation, there are some who seek out its terrible mysteries from the Age of Demons out of hubris or courage. Adventuring parties hired by the University of Wynarn or Morgrave University in Sharn might search out a route to the Wastes to find an ancient relic or conduct an arcane experiment, or independent parties might be headed in that direction to overcome some curse or prophecy or else in the hopes of gaining immortality through an immense reputation.
Guides: As the Gateway to the West, Fairhaven has a number of guide services who can help a party heading to other exotic locations. Many residents of the Grangehall Ward were born in the Eldeen Reaches or are the first generation born outside of the western forests. Parties headed into the Reaches should stop here first to find guides with firsthand, intimate knowledge of the dense forests and their denizens, or they can look for Knife's Edge Guide Service in Almenn Town and the resourceful owner Heskan the gnoll. For those headed north, the orcish population of Dolaam arrived in Fairhaven centuries ago but many know travelers coming from orc families that still live in northern Aundair, especially around the Starpeaks Mountains northwest of Thaliost. Those heading southwest to Droaam will find Heskan of Knife's Edge Guide Service unwilling to visit his homeland, and they may be forced to seek out less-than-legal guides from the Daask crime syndicate based in the Grangehall Ward.
Wayfinder Foundation: No matter where one is going, the best option available is to hire guides through the Wayfinder Foundation in Wayside. This organization sends dozens of expeditions to some of the most exciting locations in the world and their connections have no equal in all of Khorvaire. Sometimes the Foundation's leaders will be unwilling to send an expedition at the drop of a hat, but for those with the means and time to spare the Wayfinders are peerless explorers and brave wanderers who can navigate to the ends of the world… if they have a contract for it.

Find Someone

Like any large city, Fairhaven offers numerous places to hide and plenty of ways to do so. Luckily for adventurers and law enforcement it also provides a number of ways to find people who are hiding, the easiest of which is to hire an inquisitive. Inquisitive services can be found throughout the city, usually in middle class neighborhoods that are near enough to poorer sections of the city where the inquisitives often end up on the job. Almenn Town and Manticore & Rose in Marble Halls, Clayton in the Grangehall Ward, and Cloudbreak in Five Domes are all neighborhoods where inquisitive services can be found. With its arcane tradition, Fairhaven also boasts a number of spellcasters who aren’t professional inquisitives but might be willing to cast divination magic for a price; these can be found in the Spellcasting section below. Watching Sigil mages sometimes monitor for scrying attempts, especially in the central wards, so spellcasters are taking something of a risk if they do not have an inquisitive’s license.
For adventurers willing to make an attempt on their own, Streetwise can be employed to track someone down as described on page 188 of the Fourth Edition Player's Handbook. Because each ward in the massive urban area of Fairhaven is like a country town onto itself, it is nearly impossible to find someone if you aren’t in the same ward as them. Looking for someone in Southway Market, for instance, when they are laying low somewhere in the Chequer’s Ward is doomed from the start. Even when you’re in the same district as a person, the location of someone trying to hide is secret or closely guarded which increases the DC by +10. Rituals such as Hunter's Blessing and Spirit Fetch or magic items like tracking dust can be invaluable to those who have access to them, though many in Aundair are expert spellcasters themselves and will have ways of countering these effects.
Royal Eyes: Some adventurers have the advantage of belonging to the Royal Eyes, in which case finding someone in Fairhaven can be far easier. Queen Aurala’s information service keeps as close an eye on Aundair’s capitol as it does her enemies and the hierarchy of the spy service is very efficient. Even if a Royal Eyes agent doesn’t even have a ward to go on, reports which filter back to the Tower of Eyes daily can be sifted through to look for any matching descriptions. Once the service knows who it’s looking for, agents throughout the city can be notified within twelve hours to keep a lookout.
In terms of game mechanics, this is reflected with the Streetwise bonus for a Royal Eyes agent’s contacts with their increasing affiliation score (see Five Nations page 25-26). Normally an agent needs to wait twenty-four hours to assemble all the information their contacts have gathered, but in the close-knit information hierarchy of Fairhaven, this time is reduced to twelve hours. Agents must wait the normal twenty four hours to learn information elsewhere in Aundair, and agents who are not currently in Fairhaven must wait twenty four hours as normal. Like all requests for information through the Royal Eyes, agents need to provide a good reason to utilize agency contacts and a senior official has to approve any notices sent out through the Royal Eyes service before they leave. This is typically a speedy process, unless the requests seems petty or personal.
See Also: More information on techniques available for hiding in Fairhaven can be found in the Hiding section below. Information on hiring an inquisitive can be found on page 19 of Sharn: City of Towers. Information on becoming a member of the Royal Eyes can be found in Five Nations pages 24-28.

Fine Arts

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


Though Aundair is a fairly wealthy country, much of it is farmlands and those in the rural parts of the nation don't always have the expertise needed to treat serious injuries. Folk from the countryside, as well as the wilder lands to the east, often come to Fairhaven for cures that are not available at home. House Jorasco asks the least for such services, just gold. The House's resources in the city are directed from the Jorasco Citadel in Dragonhold but it also has large establishments in Clayton, Orchid Court, and the Feast Sojourn. A number of herbalists in the city, many located in the Grangehall Ward and Whiteroof Ward also operate under a Healers Guild license even if they lack a dragonmarked heir.
Of course, there are also a number of houses of worship which have healers who can help the sick and injured. These are not merchants, however, and it takes more than gold to secure help from these locations. Typically a show of faith is needed or an agreement to preform some service on behalf of the church for those who are not active worshippers. The Hall of the Assembled Host and nearby Diadem Temples are some of the best places for a worshipper to go, and the priests in these locations are happy to help faithful Vassals with minor injuries for token fees. For more serious injuries, however, most churches of the Host in Fairhaven will exchange their services for a mission or task that their clergy cannot complete. The City of Lights is also the City of Secrets and the Sovereign Host has a strong presence in Aundair; this translates into a collection of priests in the city with a lot of political experience who know the value of adventurers in need. Smaller churches around the city are usually less political, but they often don't have the resources to treat serious injuries. An exception to both of these tendencies, however, is the Temple of Fairhaven in Godsworn: Huys Tousane is both capable and generous, though some adventurers would rather not be caught up in the thick community of the neighborhood as Tousane and his followers assume that visitors will be willing to help in the future.
Other faiths have priests who can heal their followers as well, of course. Druidic practioners can be found in the Grangehall Ward, especially the Fairfriends in Queen's Park and the shifter druids in the Warren, as well as the elven neighborhood of Torenni. One is much more likely to find priests of the Undying Court in Torenni, however, at the Deathless Halls where the patient priests happily collect debts to be called on in the future. Likewise, druids can be found among the goblins of Kaeltusk but one is much more likely to find a priest of the Merlaac Taer from the temples in Temple Row. These goblin priests are generally suspicious of non-goblins unless the petitioners have preformed some service which benefits the temple or the goblin community. The kalashtar of Shangha are also wary of outsiders, but they communicate with other kalashtar enclaves in Khorvaire and goodwill in one city will often translate to goodwill in another.
The Silver Flame might have been chased from Fairhaven in the past, when it's Cathedral was burned, but it has returned to the city with the Church of the Cool Fire in the Seat of the Hearth district. The priests here are very willing to help outsiders who show they are friends to the Silver Flame, seeing it as part of the healing process to have their faith recognized with respect once more in Fairhaven. Silver Flame priests also are to be found among the Pure of Craelia, but they are far less likely to help outsiders and much more likely to demand a trade in services for their healing, usually something illegal. Montesi Errensea of Craelia is more generous with her spells, but she also believes that there are very deserving people in the slum that need her help and will need to be convinced that a roughed-up adventurer is not simply using her generosity. The Siberyne Cult is also an altruistic faith in the city with a similar sphere of influence as the Church of the Silver Flame, though the Siberynes are building up rather than rebuilding their presence. Aron Silverwright of Escape and Banne ir'Ostriel of Gamelonne are the leading priests of the religion and the most likely to have access to powerful healing magics. They both are likely to collect some form of payment or service to promote the charitable interests of the faith, though repeated use of their abilities may sour them to a group.


While not as big as the City of Towers, Fairhaven is still a large place and easy to get lost in, or to lose oneself. Some come to the City of Lights not for the sights or entertainments, but to hide from someone and here too Fairhaven has a number of options. One easy solution is to simply go to one of the more chaotic parts of the city, whether the rambling streets of the Grangehall Ward or the neighborhoods of the Marble Halls which are overgrown and in disrepair. The Eastway Ward and Whiteroof Ward are also good options since they see a lot of daily traffic and no one is likely to look twice at an unfamiliar face. The crowded adventurer's quarters of Escape and Almenn Town are fine options as well, though someone looking for an adventuring group on the run is very likely to start there. Still, if you have friends there or, better yet, you are part of one of the city's adventuring guilds you might find a welcome haven to wait out whatever unpleasantness has followed you from your last delve. Guild leaders are unlikely to look favorably on those who repeatedly use the guild as a safehouse for the unfavorable reputation it draws. Criminal elements are another option for those who don't mind the risk involved, and they ask far fewer questions than other organizations. For a price (large to exceptional depending on who you are hiding from) gangs will spirit you away to a hidden part of the city and they even have a ready connection to the sort of low-lifes that pursuers are likely to use as well. The half-elves of Morak's Crew excel at getting people in and out of the city quietly and the changelings in Kreelo's employ can even offer the added benefit of look-alike decoys for an increased fee. The most desperate option, of course, is the Saverne which will accept someone on the run into its ranks and offer them a refuge in the deepest parts of the city… forever.

Hired Help

Some visitors to Fairhaven come in need of specialized help either for a task in the City of Lights or beyond. For those heading west to the Eldeen Reaches a guide can be hired in the Grangehall Ward who knows the western forests as well as any local and can be consulted for purchasing supplies before ever leaving civilization. For that matter, those heading to distant and exotic locations can hire guides to just about anywhere through the connections at the Wayfinder Foundation in Wayside provided they can pay the foundation's steep prices. Anyone traveling extensively by boat can hire excellent pilots on the Esplanade of the Whiteroof Ward and mercenary services can be hired throughout the city for any sort of expedition.

Legal Aid

Aundairians from all over the nation come to Fairhaven for legal needs, particularly for cases which involve international law. Those who live in the rural countryside of the nation pride themselves in their independence and legal disputes are usually resolved by the parties involved in a quiet manner without involving others. However, people from other nations also come to Fairhaven for legal advice on cases which involve magical disputes. There are no greater authorities on arcane law in all of Khorvaire than the lawyers of the Chequer's Ward who are by far the most well-read on the statutes of the Caliastan Code. Most of the Five Nations use a simplified version of the venerable code of law, named after one of the earliest Galifaran Ministers of Magic, but Aundair maintains the full set of codes for cases involving the misuse of spells. Those nations which use sets of laws based on the Caliastan Code sometimes turn to the older set of laws to be better informed of the intent of those earlier statutes and, having mastered the byzantine older laws, Aundairian magistrates are sometimes better authorities on other nation's magical laws than the native arbitrators.

Magic Items, Buying or Selling

With such a long and rich history in arcane magic in Aundair, it shouldn’t be surprising that Fairhaven has the most magic dealers of any city in the Five Nations. Its two magic districts, Brighthall and Luminous, have nearly two dozen arcane merchants between them. These locations are the best options for buyers seeking specific items as the variety is wide and the merchants are more likely to carry high-end items (gold price limit is 40,000 gp in Brighthall and 60,000 gp in Luminous). For more “routine” items at affordable prices, however, adventurers often turn to the multiple magic item dealers in Almenn Town and Escape who buy and sell from adventuring parties returning from expeditions. Prices are sometimes inflated because of the niche these merchants have a monopoly on, but experienced adventurers can sometimes play one dealer off others to bring down prices. Gold price limits in both adventurer’s quarters are 35,000 gp.
More expensive options include a several shops scattered through the Sovereign Ward (especially the Whitecrown Arch and Sovereign Square districts) and the Chequer’s Ward. These shops have much more expensive items for sale (gold price limit 100,000 gp for both) but cater to rich collectors more than adventurers and many of their magical items may not be practical for adventuring types, nor are they likely to buy used or salvaged items from returning parties.
Canny adventurers also might keep an eye on the stalls of the Distant Exchange where exotic magic items from across Eberron sometimes show up (gold piece limit generally 20,000 - 50,000 gp depending on the day). Occasionally one finds merchants who don’t know that the used item they are selling is worth thousands, but buyers are more likely to encounter glamered junk being sold as Xen’drik artifacts. Another intermittent source of magical items in Fairhaven is the Wayfinder Foundation whose expeditions often return with rare riches from exotic locales. The Foundation Enclave in Wayside holds Relics and Antiquities Auctions where rare magical items are sometimes put on the block. The knowledgeable Shensari Damilek who runs the auctions, though, always knows what is being sold and if anything adventurers may end up paying much more than the standard price for a magic item in a bidding war.
See Also: More information on the Wayfinder Foundation and Shensari Damilek can be found in the Explorer's Handbook pages 47-53.


The local chronicle for the city is the Aundairian Scroll which has a distribution throughout Aundair. It is published weekly at the end of the week on Sar and distributed through the city mail, though subscribers outside of the city usually get two-issue bundles once a month. Unlike the notoriously rumor-driven Sharn Inquisitive, the Scroll tries to take a broader view of the news and publishes stories from across Khorvaire. While it still does not compete with the Korranberg Chronicle for international news (and most educated citizens maintain a subscription with the Chronicle as well) the last issue of every month is mostly stories from outside of Aundair.
The international focus of the paper is a conscious effort by the paper’s elderly editor, Baern Zaile, who has run the chronicle for the last twenty years. During the Last War, Baern made sure that the population of Fairhaven could get news from the front and sometimes events from battles were published by the Scroll before even the military officials in Fairhaven had heard of them. Though the war is officially over, Baern is one of those convinced that the current “peace” is just a lull. The Scroll frequently publishes rumors of clandestine operations in the Five Nations and eagerly details border disputes between signatories of the Treaty of Thronehold. Critics describe the Scroll of everything from making up stories to agitating for more war. The truth is more innocuous, however: Baern Zaile is a man of the people and he wants to make sure the public knows about it when the Last War begins anew.
A subscription to the Aundairian Scroll can be purchased at the chronicle’s offices in Rosemont for 4 gp per year, and single issues of the paper are not generally available for purchase. Discarded copies can usually be found a few days after publication.

Paying Taxes

As the capitol of Aundair, Fairhaven is the ultimate destination for all annual taxes collected in the nation. The city also has locations for Aundairians in the surrounding region to come pay their taxes as well. Tariff offices can be found in Lorekeeper’s Square, the Chalice Center, and Rosemont. These offices principally collect annual taxes but they are also the offices where Fairhaven citizens pay trade tariffs, property taxes, and other official fees. Licenses can be bought here as well, although many notary publics throughout the city can fulfill this duty as well.

Pilgrimage Destinations

Though the flow has waxed and waned, Fairhaven has always seen its share of religious travelers even through the years of the Last War. The Sovereign Ward attracts pilgrims from all over northern Khorvaire who come to worship at the Hall of the Assembled Host and the Diadem Temples. Worshipers of Aureon and laypeople alike often come to study at the Library of Aureon in Lorekeeper’s Square.
Folowers of the Silver Flame are far less common in Fairhaven because of the animosity shown towards the religion. When the Church of the Silver Flame came to power in Thrane, the Cathedral of the Silver Flame in Marble Halls was closed by King Wrogar and many Fairhaven residents consider this still to be an official condemnation of the religion by the monarchy. There is new temple to the Flame, however: the Church of the Cool Fire. This temple attracts an increasing number of Purified worshipers who still have a following in the Aundairian countryside if not Fairhaven itself.
Druidic practioners travel to the city to speak with the Fairfriends druid circle in Queen’s Grove, visit the Astrakala in Sheimore, or speak with one of the many sages in the city. The number of druidic pilgrims is only notable, however, when compared to other cities and few are found outside of the Grangehall Ward.
Several other minor religions attract small crowds of followers to the city. The Siberyne Cult rooted in Rordan’s Gate and Nealford is a unique religion to the city but a few worshippers abroad come to Fairhaven to speak with the elders of the cult. For that matter, the Cults of the Dragon Below in the city benefit from the proximity to the Demon Wastes and some of the most charismatic cell leaders can be found in the warrens beneath the City of Lights. A temple to the Blood of Vol in the Seat of the Hearth brings some pilgrims and the Temple of the Lightbearer in Shangha attracts human and kalashtar worshippers of the Path of Light.

Residence Cost
Upscale residence (rent) 2d10x10 gp/month
Average residence (rent) 1d4x10 gp/month
Poor residence (rent) 1d4 gp/month
Upscale residence (buy) 2d10x3,000 gp
Average residence (buy) 1d4x1,500 gp
Poor residence (buy) 1d4x80 gp

Places to Live

Fairhaven has numerous residential areas with apartments to rent. In general the most expensive housing is found in the center of the city, close to Fairhold, and the Chequer’s Ward in particular is popular among wealthy adventurers. The most expensive and desirable housing in the city is found in the walled neighborhoods of Nealford where some of the wealthiest aristocrats in the Five Nations live. More affordable housing is found in the north, west, and south of the city especially in Five Domes and [[[besalles-ward | Besalle’s Ward]] which are the most residential areas of the city. Besalle’s Ward is mostly inhabited by merchants who have easy access to trade centers in Rordan’s Gate, the Chequer’s Ward, and the Eastway Ward. Five Domes is known as a place for scholars, craftsmen, and others who prefer a more insular existence, particularly staff and students of the University of Wynarn. Lower class housing is usually restricted to the eastern city: Marble Halls and the Eastway Wards. The racial ghettos of the Grangehall Ward (the Warren and Kaeltusk) are also thought of as lower class residential areas.
Rent in Fairhaven is more affordable than the sprawling metropolis of Sharn, but the upscale housing can be even more expensive.

Places to Stay

Visitors to Fairhaven have their choice of several different areas to find a room for a few days. The most affordable inn district in the city is found in the Lyresong district of the Eastway Ward which cater to visiting merchants and travelers on a budget. More upscale establishments can be found in Greenhollow and Sheimore and the most expensive are in the Seat of the Hearth. For adventurers who do not mind establishments with only the basic needs of a bunk and secure storage, the adventurer's quarters of Escape and Almenn Town offer relatively cheap but somewhat dangerous accommodations. For the most desperate, almshouses exist throughout the Eastway Ward and Marble Halls to help the city's poor, although these are even more dangerous than the adventuring inns. The clients are not as powerful but if an adventuring party with plenty of expensive items stays at an almshouse they are sure to bring out the worst in people.
On the other hand, those with the means to do so can purchase very safe quarters from House Ghallanda in the form of the Secure Shelter ritual, which they will cast for 240 gp. The shelter has room for nine people and can be furnished with food and wood for a fire for an extra 40 gp. Ghallanda heirs who have mastered the ritual are uncommon, however, and they will usually only preform it in certain areas of the city: near the Greenfield Tavern in Orchid Court and near the house enclave in Dragonhold. These places are in safe parts of the city, where the house can guarantee its clients' safety, but also near enough to house strongholds so House Ghallanda can ensure their rituals are not being used for illegal activities.


Those seeking mysteries of the past, secrets of the present, and prophecies of the future will invariably head to the Knowledge Ward, even if only based on the area's name. If this is all they know, however, then they will not be disappointed as the libraries of the University of Wynarn hardly have an equal in all of Khorvaire. Unlike more vainglorious institutions like Morgrave University in Sharn, the University of Wynarn is purely academic and egalitarian: anyone with the proper papers can research at the university, provided no books or artifacts actually leave the premises. The Fairhaven Census Hall and the nearby Herald's Hall each provide a similar wealth of knowledge, with records dating back before the founding of Galifar and the birth of the Five Nations. For those seeking more esoteric knowedge, the Library of Aureon has many vaults full of histories of magical research, records of planar influences and observations, and other, darker secrets from the great mages of the past.

Spellcasting Service Cost
Spell (Divine or Arcane) Level x 15 gp
Spell (Psionic or Shadow) Level x 20 gp
Ritual or Martial Practice Market Value - (10 x Level)
Brew Potion or Brew Potion 50 gp + item cost
Enchant Magic Item 100 gp + item cost


There are two things that Aundair has a reputation for doing better than anyone: wines and arcane magic. If you are coming to Fairhaven looking for a spellcaster you have your pick of a number of arcanists with fine reputations. The streets of Fairhaven include theorists knowlegable about obscure spells and artifacts, generalists who offer discounted versions of common spells and rituals which they know shortcuts to, innovative experimentalists willing to develop unique spells for a price, and devoted specialists who have spent their lives perfecting their skills in one type of magic. Where you go is typically decided by what you want but most seekers of spellcasting will head for one of a handful of districts. Those seeking a refined touch or a specialist's expertise will head to the magic districts of Brighthall and Luminous. For those who prefer discretion over pedigree, however, there are more circumspect options in the adventurer's quarters of Escape and Almenn Town. Most spellcasters that frequently work for adventurers don't ask too many questions, but if a party's purposes are so disreputable that they are forced to go to a non-affiliated or (worse yet) a criminal spellcaster, it is definitely a "buyer beware" situation.
The prices for spellcasting services in Fairhaven are given in the table to the right, though it is worth noting that specialist casters might charge more and particularly long casting times can also increase the price. Costs for ritual components are added on to these prices, though professional spellcasters usually have supplies of residuum to use in their casting. Adventuring parties also know that there's a hazard fee for bringing a hired spellcaster into a dangerous area.




The temperate climate of central Aundair is a welcoming break from the warmer summers in Sharn or Korranberg. Before the Last War, wealthy citizens of Galifar frequently visited Fairhaven for a vacation from the warmer seasons in their home citizens. As hostilities became more serious, of course, this practice ended quickly but now with the signing of the Treaty of Thronehold some rich families in the Five Nations have begun to visit once more. Small but stately mansions in Nealford and the Sovereign Ward which have grown quieter each decade since the war's beginning are opening once more to visiting families from Breland and [] until the harvests in the fall when they return with fresh gifts for friends and a sense of the growing peace after the long conflict.


Aundair is famous for its wines and many connoisseurs around Khorvaire won’t drink anything that doesn’t come from that nation. As the capitol of Aundair and the largest city in the northern wine region, Fairhaven is the best place to get these wines and dozens of ships and caravans leave the City of Lights every day laden with bottles of wine. Mark-ups as high as 500% were seen during the Last War when borders were much more closed and trade was difficult, but today it’s rare for merchants to increase the sale price by much more than a tenth of what they bought the wines for. Still, adventurers with money to spend have been known to pick up some nice bottles of Aundairian wines before making their trips to Karrnath or Breland, then selling them in their destination at a profit.
Popular places in Fairhaven to go shopping for wines include the Merry Finch Wine Shop in Oldtown Hollow, Roeden’s Wines in Sovereign Square, and the many shops of Ausonne Gardens. The following is a list of popular Aundairian wine, copied from the ledgers of a wine club in Nealford.

  • Antille Grand Reserve: The well-known Antille Monastery produces excellent wines, but none so excellent as the Grand Reserve label produced once every five years. This full-bodied red goes excellently with Aundairian lamb raised in the rolling hills around the monastery.
  • Skybanks Vineyards Bluevine: From the shores of Lake Galifar, where moist easterly winds feed the much-prized bluevine grapes, this vineyard produces one of the finest bluevine aperitifs in Aundair. This wine goes excellently with stuffed pheasant and mushrooms.
  • Mount and Moon Cellars: Though their wine is not as widely distributed as other wineries, the Mount and Moon franchise has the distinction of being the iconic label of Fairhaven. The vineyards where they grow their grapes are just outside of the city and the wine cellars are in the cozy neighborhood of Aussone Gardens in Nealford.
  • Red Owl Fields: The dark red aglianico grape of Cyre was transplanted to the rich vineyards of central Aundair nearly two hundred years ago. The ir’Lenstou family which owns the Red Owl estates was originally from Cyre and is recognized as the best producers of aglianico wine in the nation and are in fact one of the only producers of it on Khorvaire.


While worship of the Sovereign Host is widespread throughout Khorvaire, it is especially strong in Aundair. Whether this is because of the nation's long rivalry with Thrane and Karrnath which so avidly promote other faith or if it stems from the Kaluunite faith that the first settlers brought with them from Sarlona is a matter for discussion, but the fact is that many Vassals travel to Aundair for religious journeys and the most impressive sites of worship are in Fairhaven. Because of the informal nature of the Sovereign Host's clergy, many country priests come to study with experts at the Stronghold of the Host to better serve their flocks. The Sovereign Stars liturgical council, based in nearby Lathleer, promotes these trips in an effort to bolster the Sovereign Host faith in northern Aundair.

Population and Demographics

History of the City

Before it was the capitol of Aundair, the site at the head of the swift-flowing Aundair River was always a center of trade and civilization dating back over twenty millennia. No Cogs exist in Fairhaven as physical reminders of the city’s past, but the signs are there for those who look. Many residents of Fairhaven attending lectures on Khorvairian History at the University of Wynarn are amazed to hear about the rich history of their home, and adventurers who spend enough time in the city are certain to run into specters of the past as well.


Many cities of the Five Nations are built on the ruins of Dhakaani cities, but Fairhaven is the only major settlement is built on an orcish ruins. Vaarn’tel was perhaps the largest settlement in the western orcish nations of the Age of Monsters which existed alongside the goblinoid empire of the east and south. Its name means “bright sands”, a tribute to the white beaches that can still be seen outside of the city along the river’s edge. While it was certainly a large settlement in terms of space since orcish architecture was typically limited to one story, Vaarn’tel never had a large population. This was true even before the rise of the Gatekeepers caused many orcs to move into the vast forests of the west. When the Daelkyr War erupted, the Gatekeepers were on the front lines, as the dragon Vvaraak had planned. The encampments of the druids might have been disrupted, but any permanent orcish settlements were absolutely leveled and Vaarn’tel was no exception. The Dhakaani goblinoids, always jealous of the river port, tried briefly to colonize the area and many monastic communities came to the area with Dhakaani relics they sought to save, but in the end the instability of the empire’s collapse reached even these far-flung communities and the goblinoids were left as scattered tribes.
Today, remnants of Vaarn’tel and the goblinoids that came after is hard to find. Dhakaani relics can sometimes be found in the surrounding lands and tales of farmers turning up goblets and statues with their plows are common in Aundairian folktales. The Dhakaan Obelisk in the Iron Way district is a notable exception and the Kech Motrai continues to search for Dhakaani artifacts, but by and large the legacy of Vaarn’tel is only visible to archeologists who seek it out.

Far Haven

During the migration of humans from Sarlona, many groups arrived in several different waves fleeing the Sundering of the nations of that continent. These groups arrived fifteen-hundred years after Lazhaar’s famous voyage and many settled among the already-established human communities in eastern Khorvaire. Ships sailing from the island nation of Ohr Kaluun, however, sailed east from Sarlona across the Barren Sea and down the wide mouth of Scion’s Sound. These refugees, carrying with them the powerful magical traditions of their ancestors and their ambition as well, named their new colony Far Haven and saw it as a safe place to hide from the disasters back home. Some began calling it Fair Haven, at the time a pun referring again to the bright white sands that had enamored the orcs, but that name would not become commonplace for another few centuries. The Kaluunite settlers befriended the local goblinoid tribes and developed their port, eventually drawing the attention of other refugees. A rival settlement eventually formed on the far side of the river, populated mostly by zealous immigrants from Khalesh who followed a religion similar to that of the modern Church of the Silver Flame. The rivalry soon turned to a conflict and, with the help of their goblin allies, the colonists of Far Haven destroyed the Khaleshites.
Although it was long ago, most citizens of Fairhaven are at least passingly familiar with the story of their Kaluunite predecessors thanks to the plays of Baroc ir’Tylle. This playwright put on a series of plays about the Kaluunites’ conflict with the Khaleshite settlement during the early years of the Last War. The obvious analogies in the play paralleling the ancient story with growing anti-Thrane sentiment fueled the growing patriotism of the newly independent kingdom of Aundair. While the play wasn’t especially accurate, it has been ingrained in the city’s psyche.

Fairhaven and the War of the Mark

The nation that would come to be known as Aundair was forged by the Kaluunite descendants of the Far Haven colony, settling the surrounding lands with their powerful magic. In about -2000 YK, a wizard named Saelyn united the communities around Fairhaven into a magocracy, just in time to resist the armies of Karrn the Conqueror. The communities offered stability to the region and attracted different groups including the half-elf communities of Thaliost who eventually gave rise to the Lyrandar elves. Lyran and Selavash, the legendary Firstborn, came from the city and many half-elves with the Mark of Storm came to the larger city of Fairhaven. It is thanks to the protection of the Lyrandar windwrights that Fairhaven escaped largely unscathed during the War of the Mark. There was only one attempt by the Aberrant forces to take the city, a covert operation led by a captain of General Tarkanan named Danose the Black and twenty operatives with over twenty aberrant-marked followers. Some Galifarian historians say that Danose had no orders from the general to infiltrate Fairhold, but undertook the mission of his own volition to impress Tarkanan. This would explain why the captain’s force was so disorganized. Still, the ensuing battle with the Fairhaven Watch which destroyed Besalle’s Market is the subject of several panoramic portraits in the Seroniot Museum of the University of Wynarn, though most citizens of Fairhaven are more familiar with the Night Fountain in Shadowatch as a symbol of the Aberrant incursion.

Fairhaven Under Galifar

The alliance of House Lyrandar with the monarchy of Fairhaven proved to be a benefit for the city during the next large conflict as well. When Galifar I launched his campaign to unify Khorvaire, Fairhaven was besieged by his troops and might have suffered through starvation or worse if the monarchy hadn’t been able to count on the half-elves to negotiate. From the start, Fairhaven has been supportive of Galifarian rule, which is part of the reason that Prince Wrogar decided to stand by Mishann's right to the throne. Even today, the heritage of the Kingdom of Galifar is celebrated in Fairhaven, almost as much as Aundair’s own. Fairhaven remains a center of mercantilism and a crossroad of different cultures, just as it has always been.
See Also: Information on the former nation of Ohr Kaluun can be found on page 43 of Secrets of Sarlona. A history of the War of the Mark can be found on page 29 of Sharn: City of Towers and pages 156-157 of Dragonmarked. For information on the fate of Fairhaven during the Last War, see Chapter 1 of Forge of War.

Festivals and Diversions

Fairhaven uses the liturgical calendar of the Sovereign Host like the rest of the Five Nations. Residents celebrate a number of holidays, including some secular holidays unique to the city.

Holy Days

The holy days of the Sovereign Host are celebrated in Fairhaven just the same as in the rest of the Five Nations. The druidic sects of the Grangehall Ward also have large celebrations and the other religions present in the city celebrate on their own terms. The following holy days are still dominated by the religions they celebrate, but they are large and important enough to become part of the larger life in the City of Light.

  • Sun's Blessing (15 Therendor): As the bright sun begins to banish the cold and darkness of winter, Vassals of the Sovereign Host celebrate the triumph of Dol Arrah the Sovereign of Sun and Sacrifice. In Fairhaven, this means a parade route which follows the path of the sun. It is considered one long parade, though in fact it is dozens which join and drop off over the course of the route. Around midday, people gather in front of the Hall of the Assembled Host in the Sovereign Ward and the crowd moves, waxing and waning, through the streets to the University in Knowledge Ward and the Astrakala in Sheimore, eventually ending in Bright Haven in Nealford, the original site of the city's foundations as | Varrn'tel. In this way the procession follows an arc through the southern part of the city which resembles the path of the sun, though in only a few hours, and to the populace assures them of a strong connection between Fairhaven and the Sovereign of Righteousness.
  • Feast of Last Snow (11 Eyre): The holy day of Arawai is an important event throughout the nation of Aundair, which is dominantly farmland. On this day, people celebrate the coming of spring by sharing what is left of their winter stores in a communal meal. The central feature of the meal is the large, woven horn of Arawai, usually decorated with fresh spring flowers. Flower crowns and necklaces are also popular and children spend time making such items to trade for slices of fruit candied over the months of the previous winter. While the Feast of Last Snow is not a popular celebration in most cities of Khorvaire, it is an important day in Fairhaven. Horns of Arawai can be seen in most large squares throughout the city and flower vendors from Orchid Court and the Distant Exchange gather around these to sell flowers for people to decorate the horns with, a gesture which is supposed to bring good luck in the coming year. A more tangible tradition is the public feasts held in Oldtown Hollow, Broadstreets, and Stone's Throw which are sponsored by politicians and aristocrats from the city's wealthier district. More than one merchant from Nealford has paved his way to a political career by buying supporters on the Feast of Last Snow.
  • Aureon's Crown (26 Dravago): The feast day of the Sovereign of Knowledge is an event that virtually shuts down two important sections of the city. A large open-air festival is held outside the Library of Aureon in Lorekeeper's Square, with hired Raincallers from House Lyrandar to ensure good weather if necessary. The celebration features readings and oratories from priests of Aureon who take turns to maintain constant recitation throughout the day. Gnomes from the nearby neighborhood of Orchid Court come as well to read stories to crowds with illusions to act out the story while they read. Elves from the neighborhood of Torenni come as well to have arcane duels in the street, safely monitored and judged by magician-priests of Aureon.

In another part of the city, the residents of Luminous near the University of Wynarn have a very different celebration. In contrast to the solemn activities of Lorekeeper's Square, the shop owners of Luminous arrange for a drunken, hedonistic display of exotic dancers, food, drink, and goods from across Eberron. Talenta battle-dancers preform next to serpent riders from the Shadow Marshes; dwarves from Valkiron have axe-throwing contests with enchanted metal and eladrin from the feyspire of Pylas Pyrial in Zilargo preform impressive arcane tricks with their silver bows. The festival held in Aureon's name here is one to celebrate the exotic reaches of knowledge and the mysteries that Aureon reveals to those who follow him. To most festival-goers in Luminous on this day, however, it is an evening of wine and song, an attitude that the priests in Lorekeeper's Square find abhorrent. While many people in Fairhaven come to both celebrations, spending the afternoon in Lorekeeper's Square and the evening in Luminous, a rivalry continues to grow between the two districts. During the war, this rivalry was sometimes exploited to distract Fairhaven's best diviners for illegal or military purposes. While that has disappeared with the ending of the Last War, unscrupulous figures may try again.

  • Brightblade (12 Nymm): The holy day of Dol Dorn unsurprisingly centers on the garrison neighborhood of Dorncall in Rordan's Gate. The residents of the neighborhood are friendly and loyal, taking great pride in their connection to the Sovereign of Strength. A festival held in the vicinity of the garrison itself with wrestling matches and feats of strength for prizes of armor and weaponry. More recently, games of hrazhak have been held as part of the festival, much to the dislike of some residents of Fairhaven who don't like seeing a shifter game displayed so openly. The shifters certainly take great pride in their sport being so popular, which doesn't help matters.
  • The Hunt (9 Rhaan):
  • Boldrei's Feast (9 Rhaan): Partially because the Feast of Last Snow (see below) is so grand, the feast day of the Sovereign of the Hearth is a different sort of celebration in Fairhaven than in the rest of Khorvaire. Instead of feasts, citizens of Fairhaven participate in large communal projects around the city. In some areas these may be practical projects such as clearing streets of trash or replacing worn cobblestones in marketplaces. The most eye-catching projects, however, are the floats constructed in the central districts of the city. Wagons are piled with decorations and sculpted into a theme that represents the district: including brightly-painted towers, magical sculptures, and singing wind chimes. Since the signing of the Treaty of Thronehold, the floats have begun to increase in ornateness and inventiveness every year and some in Fairhaven worry if this festival of community will turn into one of competition.

Secular Festivals

Day of Mourning (20 Olarune): On this day the people of Fairhaven remember the destruction of Cyre. While there are not as many Cyran expatriates living in Fairhaven as there are in Sharn, this day carries strong meaning for everyone alive because of the still-fresh threat behind the mysterious Mournland. In the Eastway Ward, long lines of people from Craelia walk from that district to the Hall of the Assembled Host in the Sovereign Ward for a night of vigil. The ceremony, which is presided over by a Cyran priest from Craelia, is usually so large that worshipers crowd into the street, even in the massive cathedral hall. Fairhaven Watch guards are on hand through the long walk from Craelia to the Halls of the Host, though whether they expect trouble from the Cyrans or others is unclear.
Fireheart's Day (16 Lharvion): This is a very old holiday, and one that has only recently made a resurgence in the City of Light. Before it was part of the Kingdom of Galifar, the city-state of Fairhaven held a number of rich agricultural lands in the surrounding area. It survived many sieges before succumbing to Galifar I's armies, but the most rmemorable one was undertaken by the army of Takra Red-Eye, a firbolg king from the Feywild. Nine hundred years before the founding of Galifar, a brief manifest zone in the forests of what is now the Eldeen Reaches brought an army of fey creatures through to Eberron from the lands of Thelanis and the firbolg leader fixed his sights on the only large city around. As the otherworldly forces pillaged their way across the farmlands between the Chanthwood and Fairhaven, the populace of the city began to panic. One champion stepped forward to calm the population, convincing them to stay where they were and defend the city. Genavis the Firehearted formed a circle of mages to direct the defenses and led an expedition herself to bring boats of grain up the Aundair to feed the people when Takra and his forces cut the city off. After a brief but violent siege, the invaders were all but killed and the remainder fled north to the Whisper Wood.
Though historians disagree on how true this story is, it is a source of strong Fairhaven pride. Old shrines to the Host decorated with statues of Genavis can be found throughout the city, most notably the large shrine in Endower. On the day honoring her memory, residents of Fairhaven have traditionally held dinners where they can toast their home city and its accomplishments. Genavis became a prominent symbol for Aundairian victory during the Last War and the Fireheart has become a patron saint of the Aundairian military as well as the city of Fairhaven. Each year since the signing of the Treaty of Thronehold, the celebrations surrounding Genavis have grown. This is a worrying prospect for some as some figures around the city have already begun to exploit the Fireheart's legend as a call for retaking the Eldeen Reaches. Eladrin in the city have begun to stay indoors during Fireheart's Day and even gnomish citizens avoid the larger celebrations because of their tenuous connection to Thelanis.

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

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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