An Overview of Freehaven


      Gates, Byways and Districts

      The Gates and Byways
      
          There are four gates set in the walls of the city.  The
       only other access to the town is through the well-guarded
       harbor.  Five walled roads, collectively known as the
       Byways, connect the gates, and divide the city into four
       segments.
      
          Most of these segments are also subdivided by internal
       walls, ultimately producing ten distinct Districts.
      
          North Gate/The Hollow
          Underhill Gate/Underhill Way
          Center Street
          South Gate/Farmer's Lane
          West Gate/Trapper's Road
      
      
      North Gate Also known as Elfgate or Roe's Gate, this well-fortified edifice is considered the last line of defence in the event of an attempt by the Icescha Fae to return to power. For decades after Freehaven gained independence, this gate was only used by militias heading to and from the guard posts along the High Road. Nowadays, a small trickle of traders travel between the Empire and Freehaven. The road leading from the gate to the center of town, where it links with Center Road and Underhill, still retains the name from its period of disuse: The Hollow. The Hollow runs N by NE from the center of town. On its SE side is the Harbor District, with two Gates, and on its NW side is a stone wall which first passes the North Quarter and then the High Quarter. Set into that wall is a fortified doorway that leads into the barracks of the city's standing army, and which is not open to public access. (The main entrance to the barracks is on the inside of the North Quarter). The High Quarter is utterly cut off, accessible only from a gate in the North Quarter.
      Underhill Gate This gate is actually carved into the stone cliff that serves as Freehaven's north wall. Large tunnels leading into the rock branch off into the underground network that serves as the periodic battleground of the Dwarves and Goblins of the Zantic Mountains. Official Freehaven policy is that either race may enter and trade with the city, so long as both races have at least one route of access. Thus, there is little advantage to be gained by either side to cut off the other. Leading south from the gate is Underhill Way, which runs between the North and High Quarters on the east and the Craftsman District to the West. One well-guarded gate leads to the North Quarter, while two more lead to the Craftsman District. Underhill Way terminates in a three-way intersection with Center Street and the Hollow.
      Center Street This roadway runs from NE to SW, intersecting with Underhill Way and The Hollow on its northernmost end and terminating in another three-way junction with Trapper's Road and Farmer's Lane. Set in the SE wall are four gates, all leading into the Harbor District. Along the NW wall are three more gates. The first, northernmost gate leads to the Craftsman Quarter. The other two give access to the Market District.
      West Gate Also known as Caravan Gate or Forest Gate, this portal faces on a road passing the through the Zantics foothills to the Great Woods. Trapper's Road leads in due West from the West Gate, ultimately linking with Center Street and Farmer's Lane. To the north, four gates open onto the Market District, while the three gates in the south wall, from West to East, respectively lead to the Red-Light District, the Bazaar and the Temple District.
      South Gate Facing the farmlands to the south of Freehaven, the South gate is also known as Farmer's Gate, and the road leading from it to the intersection with Center Street and Trapper's Road is known as Farmer's Lane. Four more gates lead to the Harbor District that lies to the east of Farmer's Lane, but only one gate, leading to the Temple District, is set in the western wall. The portion of the wall that borders the Necropolis is bare, while the place where a gate once opened onto Freeman's Quarter is now marked by the coppery red bricks that were used to wall it up. (For more information on "Bloodgate", see the description of the Freeman's Quarter, below.)
      The Districts Freehold is divided into ten districts by interior walls. Milita paid for by the district monitor traffic from the gates leading to the Byways. Gates between districts are guarded by militia from both, regulating the flow of traffic between districts. The Byways serve to further define the districts' boundaries. The districts are described in detail below. Harbor District The Bazaar High Quarter Red-Light District North Quarter Temple District Craftsman's District Necropolis Market District Freeman's Quarter
      Harbor District The docks form the largest of the city's districts. Warehouses, boathouses and rough-and-tumble inns form the majority of the commercial buildings here. Families of dock workers and fishermen dwell here as well. Taxes brought in from dock fees and import duties pay for much of Freehold's infrastructure. Little is restricted here, but there is one major prohibition--no magic which could adversely affect the harbor, particularly cold-generating magics, are allowed. Casting a Cone of Cold or Otilluke's Freezing Sphere can result in imprisonment or banishment, with repeat offenders being executed. Ten gates in the wall to the north make this the most easily-accessible district in the city.
      North Quarter A single gate opens onto Underhill Way, and is closed to general traffic at sundown, although residents bearing one of the stamped silver resident passes may enter, as can persons with a gold High Quarter pass, as the only way into the High Quarter is through the gate in this district's south wall. The North Quarter houses the many diplomats who call Freehold home. The barracks for the standing army is also here, a fact which is not lost on elves from Icescha Fae. Just as important, it is here that the City Council meets in the Great Hall--also known as the "Growing Hall", for the way it has expanded over the years. A number of inns operate here, serving the more refined (and expensive) tastes of diplomats from neighboring powers. Several Guildhouses are located here, as well, taking advantage of the higher security provided by the local militia. Significant among these is the Adventurer's House, a place where adventurers who swear to follow Freehold's laws can obtain cheap room and board and make contact with one another and with potential employers. This oath operates on the honor system, and many members have been ousted for being convicted of crimes. Another site of interest is Stared's Blood, a reddish-brown stain which marks the spot where the revolutionary fell after his assassination. Various attempts, magical and mundane, have been made over the years to remove the mark, but all have been dismal failures. During times of strife, the stain actually becomes more red, until it looks perfectly fresh.
      High Quarter This exclusive district is accessible only through a gate in the wall it shares with the North Quarter. While the Gate to the Heights is theoretically open during daylight hours, as a matter of fact, any person who comes to the gates without either the intricate gold resident's pass or a written message from a resident will face a prolonged session of questioning from the suspicious guards. There are no businesses here, only palatial residences, many of them dating back to the city's colonial days, when this was the "Governor's Quarter". Frequent rumours pop up to the effect that one or more secret entrances to the Heights exist, but none has ever been proven.
      Craftsman's District This region is populated by most of the more established craftsmen, many of whom maintain shops in the adjacent Market District (with which it shares two lightly-guarded gates). There are no inns or taverns here, only upscale shops where the owners display the "best of the best". Like the Market District, the gates that face onto the roads are closed an hour after sundown.
      Market District The market district contains the majority of the city's business activities. Eight gates lead in and out of the district (two of which lead to the adjacent Craftsman's District), although these are closed an hour after sundown. Likewise, there is a strictly-enforced curfew from midnight to first-light (about half an hour before dawn). Anyone found wandering around during the curfew will be searched and interrogated, and then escorted home or to one of the gates (assuming neither search nor questioning produced any reason for suspicion). During the day, however, anything goes. Also of note is the Arena of Awr, where gladiators and duelists battle before a paying crowd. Although named for the Master of Conflict, the Arena is actually run by a savvy Kobold named Exeter, who makes sure to give large donations to Awr's shrine in exchange for the Awrian's continued acceptance.
      The Bazaar Surrounded by a ring of more established shops and taverns, the vast majority of this district is taken up by ``Tent City'', a large, open market where travelling tradesmen market their goods. Exotic goods are best found here, and common goods are frequently available at lower prices (although this sometimes means inferior or stolen merchandise). In the center of this bazaar is Vegfiro's shrine, where many supplicants camp out, praying for forgiveness. A number of food sellers remain nearby, in case it takes longer to acquire forgiveness than the supplicant expected!
      Red-Light District The lanterns on the many gates leading to this section of town are actually plated with red tinted glass, and the many brothels use similar lights to advertise their nature. Of those gates, one leads directly to Trapper's Road, three more open onto the Bazaar, and the last links to Freeman's Quarter. In addition to bars and brothels, however, a surprising variety of other activity goes on in "The Red". Two open pits offer an alternative for fight fans who do not wish to pay the fees for the arena in the Market District. Betting is fierce, and there are occasional disputes rising over the possibility that a particular fight was fixed. "Talent scouts" from Awr's Arena are known to come to watch the more skilled fighters, looking for new meat. Low-priced inns provide an alternative for travellers whose purses are not up to the hostels of the Market District, and many of these have gambling dens on their lower level. Of course, with all this sort of "economic activity", the Red is rivaled only by the Harbor District for the interest of the city's two main thieves' guilds.
      Temple District Most of the city's legal religions maintain some sort of place of worship here. While the temples pay to man the three gates to the district, as well as keep up the roads, each faith's Templars see to the security of its own grounds. Inter-faith disputes are handled by a council, with proportionate representation. The temples, along with the number of council members each maintains, are listed below. Vegfiro's Temple 6 This is a low wood and stone building, surrounded by ten posts, alternately depicting the virtues and vices of Vegfiro's faith. Gerof's Temple 5 Heavily supported by the merchants in the Market District, This impressive stone edifice contains the forge and workshop the Priests need to make their wonders, as well as an open-air courtyard where art fairs and competitions are held. Trocept's Temple 4 This stone building is almost a miniature keep, complete with battlements. A low stone partition surrounds a mock lists, where the Paladins train daily. Temple of Thilg 4 This open, airy construct is designed to allow sunlight in from all sides, including through a large crystal ceiling. Debates are frequently held in the frontmost area, and all are invited to attend. To the rear is a smaller, more protected structure, which houses the Temple's library. Access to the library is hard to obtain, occasionally requiring a quest by the supplicant. Ruffalonna's Grove 3 Pine trees and shrubs surround the wooden Hospice in the center of this area. The Hospice is almost always full, but the Priests and Templars work diligently to create new space. House of Symeter 3 The House of Mysteries is surrounded by a hedge labyrinth. Mist-shrouded Oracles give prophecies to supplicants dedicated and clever enough to win through, in exchange for small donations. The building is also rumored to house the largest collection of spellbooks in the city. It is known that spells are often bestowed in exchange for successful quests on the Temple's behalf. Trevlo's Shrine 2 Trevlo would be more popular here, were it not the elves who had been usurped. Even so, this shrine is frequented by a small number of the devout, mostly elves who realize that Icescha Fae was in the wrong, and by those who wish to never see the memory of Stared fade. Shrine to Awr 2 Hardly surprising in a city where the god of peace is so venerated, Awr is only given token representation here. A second, larger shrine is in the military barracks in the North Quarter. This shrine does, however, include a site for formal, legal duels. Genveer's Shrine 1 Only the most desperate of supplicants comes to this shrine, as the forgiveness of Vegfiro is so readily available. However, the ongoing goblin-dwarf clan wars in the Zantics ensures a steady stream of desperation. Celeban's Circle 1 Since most of the population is relatively happy with the status quo, Celeban's philosophy of change is not overly popular. Certain elements in town, however, are beginning to realize that it may be to their advantage to invoke a small-scale change. Asylum of Smathpan 1(0) Although the followers of Smathpan are entitled to a vote, they have never exercised that right (much to the relief of the more Lawful temples). Instead, they seem quite happy to run the Asylum, ministering to the needs of the insane. However, few doubt that if they were truly unhappy with some decision of the council's, they would take a more active role in the district's governance. This unspoken "threat" means that many of the council's decisions are heavily influenced by their interpretation of the Smathpasians' desires. That this indirect influence is much harder to predict, and therefore appropriate to Smathpan's dogma, has not gone totally unnoticed.
      Necropolis The City of the Dead has three gates, all heavily watched. Priests of Ruffalonna and Vegfiro share the duty of laying the dead to rest, although deceased Warriors are often tended to by the Priests of Awr, instead. A large paupers' grave is located along the wall next to the Freeman's Quarter, and the immediate family of anyone buried there is permitted to sit at one of the gates and beg for one month after the burial. More than one cynic has noticed how quickly a "friendless beggar's" family has grown immediately following his death, but few actually quibble. Beneath the surface an extensive network of catacombs goes down for many levels. The famous Ritualist Asteroth Margen created the lattice of wards which keep the Catacombs from flooding. There are frequent rumors that it might have been better to focus on keeping out things other than water. A sunset-sunrise curfew is strictly enforced, and Trocept's Paladins supplement the militia to make sure there are no exceptions. The Paladins also organize a "Cat-crawl" every few years to root out any ghouls that have taken up residence. The fact that these almost always result in several destryed ghouls is definitely cause for a mixed reaction. After all, they couldn't kill them if they weren't there...
      Freeman's Quarter Contrary to popular assertion, not everyone living in F.Q. is a thief or beggar. However, this is definitely the poorest district in the city. The two gates that provide access to the district (one to Necropolis and one to the Red-Light District) have led to the common saying, "The only way out of the Freek is as a whore or a corpse." There are even a few low-grade inns, most of which also serve as low-price flop-houses. Guests are advised to sleep lightly, with weapons in hand, and taking shifts if possible. Since the inhabitants are too poor to pay for a militia, the other districts chip in to maintain a token force, although during leaner years, this has often meant almost no guard at all. Furthermore, since these guardsmen often act on behalf of the interests of the districts that pay them (especially those provided by the Market District and High Quarter), these are often viewed by the inhabitants as occupying troops rather than officers of the peace. Priests of Vegfiro and Ruffalonna frequently come through here, preaching of the need for peace while distributing food and healing. Templars of Celeban and Trevlo are also active here, telling the inhabitants that they should at least consider the possibility of more drastic action. Passionate arguments between the two groups often break out in the streets, and many locals consider these impromptu "debates" to be fine entertainment. A common site for these debates is Bloodgate, a hot-point for the Liberators. About 25 years ago, a Liberator named Olliander Drey had managed to organize what was supposed to be a peaceful march, starting in the Freek and proceeding first up Farmer's Lane, then Center Street and finally Underhill Way, before ending in the North Quarter. The idea was to embarass the wealthy and powerful in front of the foriegn diplomats. Unfortunately, someone among the rich and powerful had learned of the protest, and arranged for the guards at the gate that then led to Farmer's Lane to close it to traffic. As the crowd began to press in, many started shouting ugly epithets, and more than a few threw rocks and other non-lethal weapons at the guards, who responded with restrained force. Even so, things might have been calmed down, save that the next shift of guards (who had not been told of the march) showed up, and saw what appeared to them to be a near-riot in progress. They launched into the mob, trying to force their way to the gate, which they believed needed reinforcements. Just as they reached the head of the ever-more agitated crowd, one of them swung his halberd a little wide, striking Olliander dead. In moments, a real riot broke out, one that took a week to settle down. By the time the riots were over and an official inquiry could be made into events, a group of merchants had arranged for an emergency closure of the gate. Once the gate was sealed, it was hard to get the Council to agree to reopen it. One protest, however, did have some effect. The mason who had been ordered to provide the bricks with which the gate was sealed had sympathized with the rioters. So, when he mixed the blocks, he included a compound which, after a week in the sun, had turned a dull, coppery red. Combined with the violence that had occured there, the contrast with the white-grey of the walls was enough to get the place dubbed "Bloodgate" in the popular mind. Many ghosts and other spirits have been reported wandering the area immediately around Bloodgate, and the Temple of Trocept has been in closed debate as to whether or not to do something about the area. It is commonly believed that The Word, a secretive information service, has a number of spies among the beggars who dwell here but work most of the city, but no one has ever actually admitted it. (Occasional braggarts claiming membership usually wind up dead so fast that everyone assumes they were lying.)
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