The Sewers of Freuhaven | Freuhaven Castle

Free City of Freuhaven


Population: 88,500
Government: republic
His Noble Honor, Jules Ludenwick, Lord Mayor of Freuhaven
Kathena Sorelean, Lady Commander of the Citywatch
Carrissa Falenmark, Merchants' Guildmaster
National Alignment: Neutral Good
Languages: Common and High Kingdom, Dwarven, Karmani*, Stykllian* (*=minor)


The Free City of Freuhaven is a major port and city on the Great Traverse south of Cassenddy. Freuhaven has long been one of the most important financial, military, diplomatic and mercantile centers in the north and its independence, wealth and freedom are renown and envied the world-round. Schiller described the mighty city as "...no doubt, the gem of the Northlands. It is no wonder that the world seems to revolve around Freuhaven, for if Freuhaven were to break, the rest of the world would follow like so many horses at a merry-go-round."
Freuhaven began life as a port for the iron-rich Tuornen Highlands in 190 Fd. It quickly became a major trade outlet on the Traverse, and proclaimed itself a free city in 246 Fd over a minor trade dispute with the ancient nation of Faldaea. Freuhaven’s location, neutrality, and free city status helped the town grow into an important power in the politics of the Northlands. The Free City largely remained out of the Dark Wars, but it supplied the forces of good with arms, money and mercenaries.

Freuhaven lays claim to approximately 500 square miles in northern Abbysinia. The city has a fine citizen-militia and regular light cavalry to defend these lands. The Longrun Valley to the north yields much iron ore to the Free City’s forges and weaponry shops, while a large fishing fleet based in the Free City’s port adds to the city’s trade, and gate-taxes levied on the caravans that enter the city bring the city much-needed income.

The Free City proper has a constant population of 77,400, according to the City Records Office, making it the third most populous city in the Northlands. This number can swell to beyond 120,000 in the summer months leading up to the monsoon season. The population is made up of 75% humans and dwarves, elves, gnomes and halflings make up the other 25%. Dwarves and gnomes are a majority in the northern Highlands and Longrun Valley, while plains barbarians frequent the Plains of Asmmard. A large conclave of elves can also be found in Freuhaven, a rarity not shared by most large cities. The Free City rests between the western reach of the Dangaard Mountains and the Great Traverse. The city itself rests on Freuhaven Bay and is less than a mile from open water. The strategic position of the city allows for much profitable trade along the Great Traverse as well as the only major port for Abbysinia, Kammerander and the Swordslands. In the winter, ocean-bound traffic normally calling in at Hasthness or Rylkennen diverts to Freuhaven to avoid the icebergs and frozen upper reaches of Halfor Bay. Freuhaven’s location near the great iron mines of the Tuornen Highlands and the great hardwoods of the Wylkwood, as well as the tremendous diversity inside the city, allow for a substantial trade in products originating in the City.

As a result of the instability of Abbysinia and the increased numbers of humanoids and brigands in the Dangaard Mountains, the volume of trade passing through Freuhaven has decreased. The Free City has had to raise taxes because of the loss of revenue, and although many artisans and merchants fled here during the wars, the city is facing severe economic problems. The increased number of refugees has also put a strain on the city’s resources, and several outbreaks of plague have been reported in the poorer sections of the city. The Citywatch has had to cope with increased criminal activity, gangs and an occasional riot. On the other hand, Freuhaven’s militia has been strengthened by recruitment from the Andalusians and Kammerandorians, who are well known for their military training.

History

Climate

Geography

Guilds

Politics

Military Units

Locations in the City


History: Freuhaven was founded in 190 Fd as a port for the newly discovered iron region to the north. Duke Jarron of Kellarty was given title to the town and surrounding lands. Previous to that date, an Issachari outpost had existed on the same site, but it was destroyed by Cassenddian barbarians after the Dragon Wars. Freuhaven remained a sleepy backwater until it gained independence from the old nation of Faldaea in 246 Fd. By the time the War of the Successionist States occurred, Freuhaven had gained enough power and wealth to weather the war in neutrality. During the war, Freuhaven established its reputation as an excellent city to find quality weapons and mercenaries.

Freuhaven continued to grow in regional power and wealth, especially under the reign of the d’Adyren family (632-725 Fd), when Freuhaven experienced a scientific and artistic renaissance. Kristophan d’Adyren, who is rumored to be an ancestor of the mad Archmage Morgen of Marblehead, ruled at the height of this renewal, from 692 to 709. He is credited with the construction of the city water system and aqueduct from Jansberg, Freuhaven University, and the outer walls of Freuhaven Castle. It is interesting to note that all of this was achieved in spite of a slight case of insanity, an illness that was apparently passed down through the ages to Morgen. Kristophan mysteriously disappeared during the construction of Freuhaven Castle, and some say he keeps watch over the city, waiting for a time of great distress to bring back his odd brand of humor.

After seven years of holding out, Freuhaven briefly came under the dominion of Mebraam from 728 to 730 Fd. In 729, much of the Market Quarter burned to the ground and Stonefront came into existence as the home of those who could not afford to rebuild inside the city walls. After the Haveners cast off Mebraam with Cassenddian help, they rebelled against Dacre d'Adyren, and changed the city government into the Mayor-council form it is in today. A poorly timed birthday party initially started a brief border war between Freuhaven and Cassenddy in 1014 for the Cassenddian ambassador. Freuhaven has always been suspicious of Cassenddy’s territorial ambitions, and the incident quickly spiraled out of control. Freuhaven was no match for the massive legions of the Kingsguard and quickly sued for peace. The war diminished Freuhaven's power slightly and the city lost some valuable territory in the iron-mining region. In 1079, the College of Magical Arts was added to Freuhaven University, with the help of the young mage Vanderheyden. This added to Freuhaven’s prominence in the magic world as a center of learning and magical innovation. Today, Freuhaven has become known as a regional trade center and port, a large marketplace for weapons and mercenaries, and a relatively free and neutral city to conduct business in.

Climate: Freuhaven has a typical northern climate. Winter lasts from Kaminfall to Blumengrun. Heavy snowfalls are common and Freuhaven Bay freezes solid . Average temperatures during this period range from -20 to 40F A short spring and planting season in Pflanzengrun and Tieregrun follows and average temperatures are 40 to 60F. Occasional rainstorms and late snow showers occur. Summer consists of Farenseit and Heisenseit and temperatures reach 100oF. Freuhaven experiences its monsoon season in Farenseit and Heisenseit. Faulenseit and Erntefall are the fall months. Temperatures range in the 50s to the 70s and fall is moderately dry.

Geography: To the southeast of the City lie the Plains of Asmmard, which are uninhabited except for wandering tribes of nomads. The Plains used to be home to many scattered farms while still a part of Faldaea, but now the only farmed land is within a 20-mile radius of Freuhaven. Many small streams and rivulets crisscross the Plains, making overland travel cautious at best. During the monsoon season, the resulting mud and quicksand have swallowed up entire horses. Almost midway between Freuhaven and Hundred Mile Pass is Fifteen League Spring. A small roadhouse and stable owned by Abbathorn Parser surrounds the spring, while a small stockade across the road is typically manned by 20-25 mounted Militiamen. There are also regular camping spots along the Inland Traderoad, some in small groves of trees, frequented by the caravans that travel between Freuhaven and Klandelberg.

Along the coastal hills to the south, lies the Falmouth-Freuhaven Coastal Highroad and Randolph Manor. These lands are sparsely populated and only partly cultivated. Freuhaven claims land for 50 miles south to Landsend Head, where a monastery dedicated to Gherandel is located. In the north, the foothills of the Tuornen Highlands rise up from Freuhaven. These hills are inhabited by goblins and other wild animals. The Longrun Valley in the north contains the only substantial settlement in the region, Jansberg. This is the center of the southern iron-mining district and a trickle of trade flows north to the Cassenddian mines of the Iron Hills. Freuhaven sovereignty extends to the village of Greatbridge (110 souls) on the mouth of the Longrun. On the very northern coast, Ocean Keep stands watch over the Northern Highroad, 60 miles from Freuhaven. This region has become dangerous for travel recently due to an increased number of brigands and evil humanoids in the western Dangaards.

Several of the interesting locations around Freuhaven include:


The Guilds: The following is a partial list of the Guilds of the Free City. After each guild is the name of the current Guildmaster.

 

Politics: When the people of Freuhaven overthrew the last Duke after Mebraam's Reign of Terror, they tried to create a more democratic system of government. Of course, powerful vested interests insured that they stayed in power, but Freuhaven is much closer to a democracy than most of the Northlands.

At the lowest level, closest to the regular population, is the Council of Freeholders. Each Quarter in the Free City is further divided into sub-quarters. Every property holder in that sub-quarter gets to vote every five years on their Councillor to the Council of Freeholders. All communities outside Freuhaven with a population greater than 200 are also granted a Councillor. The Council advises the Lord Mayor on domestic issues and any changes in taxation must be proposed and approved by a simple majority of the Council of Freeholders. Every ten years, the sub-quarters are redrawn to accurately reflect changes in the city's population, although some amount of politics invariably goes into the mix.

The Council of Guilds, the city's second advisory body, is made up of the guildmasters of each of Freuhaven's more than fifty guilds. This Council advises the Lord Mayor on business issues and any major changes in Freuhaven's legal code must be proposed and approved by a simple majority of the Council of Guilds.

Freuhaven has three other senior government officials, the Lord Commander of the Citywatch, the Lord High Magus, and the Lord High Magistrate of the Superior Court. Each is elected for a lifelong-term by their respective constituencies (i.e. senior Citywatch officers, the Esteemed Guild of Magecraft, and Magistrates of the Superior and Inferior Courts). Each of these officials advises the Lord Mayor on their areas of expertise, as well as running some of the day-to-day operations of their bureaucracies (the Citywatch and Courts at least).

The Lord Mayor runs the everyday operations of Freuhaven's government. In the very short term, the Lord Mayor is the single most powerful person in Freuhaven's government, for it takes a lot of time and effort to undo what he can do in one day. Every five years, one month after Councillors to the Council of Freeholders have been elected, both Councils have elections on candidates for Lord Mayor. This means that there can be at most two finalists for the five-year-term of Lord Mayor. The three other senior officials then choose the final candidate for Lord Mayor. If at any time, both Councils, or one Council and two senior officials, votes to impeach the Lord Mayor, the Lord Mayor is removed immediately and elections are held. This has only happened five times in Freuhaven's history.

Freuhaven's courts have two levels, the Inferior Court and the Superior Court. The Inferior Court hears cases involving minor crimes like assault, theft, public nuisance, and the like, with only one Magistrate presiding. Cases can be appealed to the Superior Court, with the permission of the Lord High Magistrate. The Superior Court hears serious crimes like murder, treason, kidnapping, and the like. Due to the nature of these cases, there are usually three Magistrates in court. If the circumstances of a case permit, it can be appealed to the highest level, a hearing before the Lord Mayor, Lord High Magistrate, and Lord High Magus.

In foreign relations, Freuhaven is a major trade rival of Marblehead, because both are vying for the trade bound to Cassenddy and the Swordlands from the south. In addition, the rush of refugees from the Dark Wars has upset the balance in the city and the Citywatch must often break up rival gangs from the displaced peoples.

Military Units: Freuhaven actually fields only a relatively small military force. The Militia patrols the lands outside the Free City, while the Citywatch keeps the peace inside the city and only calls upon the military for major events such as riots, natural disasters, etc. The two forces are technically commanded by Lady Commander Kathena Sorelean, who is assisted by Lord Lieutenant Commander Eitan Blackguard. Karl Mortenheim is the primary commander of the Militia, while Blackguard sees to the day-to-day operations for the Citywatch.

The militiamen who are stationed outside the city have "gone over the wall" voluntarily and most are unmarried loners or older, battle-hardened veterans. The largest militia contingent is the 50 militiamen stationed in the Longrun Valley. In addition, there are two small detachments at Fifteen League Spring and Greatbridge, as well as patrols on the Coastal and Klandelberg Roads. These Militiamen are the only law enforcement in the area and are Freuhaven’s first line of defense against foreign attack. In addition, Freuhaven has specialized Ranger and Griffinrider units totaling 72 men. The Freuhaven Rangers are based in Jansberg and patrol the foothills north of the city. The 25 Griffonriders compose an elite force that can rapidly aid ground detachments and deliver messages and reside in Freuhaven Castle. The approximately 5,000 trained Haveners who make up the backbone of Freuhaven's citizen-militia can also bolster this number.

The Watch is divided into eight divisions, one in each quarter: Black, Elven, Foreign, High City, Market, Port, Scholars, and Water. The headquarters is in the High City, a couple blocks west of Freuhaven Castle. It contains the Forensics and Alchemy Labs, Evidence Depot, Records Hall and Armory and has a permanent Proof Against Teleportation cast on it. The High City station also houses the Special Services Divisons, which run from the ultra-prestigious Diplomatic Protection Division to the infamous Brawl Squad. The Deity Division (or "God Squad") and the Special Magicks and Tactics Team (S.M.A.T. team) also reside in the High City. The S.M.A.T. Team consists of Constable Pavel Kafka, Priest Premysl Klima and Master Mage Oskar the Over-Confident of Olmutz and is supposed to be the Citywatch’s elite force versus problems of a magical nature.

Below each Divisional Commander are five Watch Captains who alternate six-hour shifts. The Citywatch is also responsible for assisting the City Tax Collector’s Office in its duties, and Kathena is always careful to make sure the officers fulfilling this duty are scrupulously honest. Other sections of the Citywatch are not so well regulated and there is a 30% chance that a Watchman can be bribed (15% chance for Sergeants, although not in the High City).

Each Citywatch patrol usually consists of one Sergeant and 1d4 Watchmen. Each Quarter has 12 Watchmen and 3 Sergeants on duty at all times; in addition, there are a few specialized groups such as the riot squad and flying patrol. The Wall has 90 men and 10 sergeants manning the walls and Castle in three shifts. Each of the city's four gates has 8 guards and one sergeant during two-day shifts and only 4 guards and an officer at night. The Customshouse detail, which is well known for its unscrupulousness, has 7 watchmen and one sergeant to assist customs officials. The total Citywatch within the city walls thus totals more than 265 non-commissioned men on duty at any one time, with a total force of 920.

Locations of Interest: This is a partial list of important buildings, businesses and locations within the Free City. Next to the name is the Quarter in which it is located; refer to the map of Freuhaven above.

  1. Educational Buildings
  2. College of Magical Arts

    College of Philosophical Arts

    College of Professional Arts

    Magical History

    Communications (Reading/Writing)

    Business

    Magical Theory

    History

    Engineering

    Plus one Department for each

    Languages

    Geography

    Major school of magic

    Physical Sciences

    Political Sciences

       

    Strategy

    Although Freuhaven University is an open campus, students must report to class on the first and last day, and are expected to be present for exams. The student's rank within the university depends on his or her skill and performance on exams. A student is an Aspirant from two to four years. While an Aspirant, the student may be evicted from the University by the Master of the relevant College without a vote of Masters. Journeyers have finished their basic education and may choose to continue studying with a Master, pursue private research (subject to the Regent’s inspection and approval), teach, or leave to practice elsewhere. Each college has its own badge. Students wear dark black, hooded student's robes closed at the neck with their college badge while on campus.

  3. Government Buildings
  4. Guildhalls:
  5. Markets
  6. Shops and Businesses
  7. Taverns and Inns
  8. [ratings: quality (excellent, fair, poor, awful)/
    inn prices (very expensive 15+gp, expensive 1-10gp, moderate 5-10sp, cheap 5-50cp),
    tavern prices (very expensive 5+gp, expensive 5-50sp, moderate 1-5sp, cheap 5-10cp)]

  9. Temples


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Last modified on Sept 30 2000. | Copyright Page
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