
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:
- Fifteen League Spring is about 45 miles east of Freuhaven in the middle of the Plains of Asmmard.
- Jansberg (pop. 370) is a mining town 35 miles north of Freuhaven and the source of most of Freuhaven’s iron and wealth. Situated on the Longrun, Jansberg is in the center of a large iron- and gem-laden region, including the famous Ansbach and Bergenwald Düne Mines. The small town is inhabited by a mix of dwarves, gnomes and humans and is surrounded by picturesque narrow alpine valleys and deep forest.
- Landsend Abbey
- The Longrun and Greatbridge: About 10 miles south of Jansberg, the waters of the Longrun are diverted into an ivy-encrusted stout stone aqueduct that empties them into Freuhaven’s City Cistern. The good condition of the 483-year-old aqueduct is a great testimony to the skill of the local dwarven stonesmiths. The Longrun empties into the cold waters of the Great Traverse in a narrow chasm, some portions rumored to be as deep as 700 feet. Another feat of dwarven craftsmanship, the Greatbridge has carried the Coastal Highroad over the chasm for more than 600 years. A small village grew up around the bridge and today, the 110 people who live there are protected by 20-25 Militiamen and a small Griffonrider detachment.
- Northern Lighthouse: This dreary, decaying lighthouse keeps grim countenance over the rocky, storm-blasted north coast of Freuhaven Bay. It stands atop a crumbling hill and is over a hundred feet tall. The tower has six sides and was built by strong dwarven hands of fine granite designed to last for centuries.
- Ocean Keep: This dreary gray castle guards the Coastal Road to Hasthness and is garrisoned by about 200 troops from Cassenddy’s Iron Hills Battalion. The Keep is also the collection point for customs on all traffic going north.
- Randolph Manor is a stately country manor south of Freuhaven that is kept by Tedden Randolph, who claims some obscure title from Cassenddy. Lord Randolph enjoys the occasional visitor, but only if they are well-educated and can debate the politics of the Northlands with him. A small village, populated mostly with Lord Randolph’s vassals, sits astride the Coastal Highroad. A small inn and general store, the Manicured Mouse, caters to the heavy traffic on the road. Local rumor suggests the inn’s name originated with an unusual pet the Lord Randolph keeps in his bathroom.
- The ruins of Rizendahl are located in the lower central Plains, almost due east of Landsend Abbey. Once a prosperous keep and farming village, Rizendahl was razed by Cassenddian barbarians in the middle of the 6th century. The few souls who have visited and survived the ruins and treacherous Plains spoke of little treasure but an unusual number of undead. Still rumors persist of a great buried treasure and foolhardy adventurers still occasionally visit the ruins.
- Tuornen Highlands
- Virgundy Wood: This small forest connects the Wylkwood to the south with the forested foothills of the Dangaard range. It is the eastern border of the Plains of Asmmard and just crests the Longor Hills west of Klandelberg. The woods remain largely unexplored due to their remoteness, although several druids are scattered throughout them.
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.
- Adventurers’ and Mercenaries’ Union: Garil Marjek
- Allied Couriers: Mij Thistlefoot
- Ancient Fellowship of Brewers: Daffen Noody
- Assassins’ Guild: Ayley the Black
- Associated Weaponsmiths: Dumas Ironwood
- Cabbies’ and Guides’ Alliance: Mirn Kaslow
- Cartage Guild: Huld Thaldump
- Cartographers’ Society: Terrick Cranden
- Esteemed Guild of Magecraft: Jondar Khelben
- Excellent Order of Weavers and Dyers: Minas Tirith
- Guild of Apothecaries and Physicians: Byron Colmorwe
- Hoteliers’ and Tavernmasters’ Association: Dal Norsovich
- Illustrious Order of Lightmen: Cen Linner
- Lightfinger Guild: Harll Kurland
- Longshoremen's Guild: Dutch Sicklehurst
- Merchants’ and Retailers’ Union: Carissa Falenmark
- Moneylenders and Changers, Incorporated: Sal Zosle
- Most Careful Order of Stonecutters, Masons, Potters, and Tile-Makers:
- Pilots’ Guild: Rafe Cramnell
- Porters’ and Warehousemens’ Coalition: Nat Raast
- Priests' Council: Karia Gamalon
- Sacred Brotherhood of Shipwrights: Byric Falenmark
- Seafarers’ Guild: Daena Rainbridge, Guildmistress; Resha Panalog, Archivist; Mariner's Fellowship Hall located in the Port Quarter
- Shopkeepers' League: Lyona Krecht
- Solemn Guild of Scriveners, Scribes, and Clerks:
- Splendid Brotherhood of Armorers:
- Stablemasters' and Farriers' Guild:
- Watchful Order of Nightwatchmen: Master Sergeant Llewellyn Finster
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.
- Educational Buildings
- College of Magical Arts (Scholars’ Quarter): Jondar Khelben is the Regent of the College, as well as Guildmaster of the Esteemed Guild of Magecraft. The Guild and College have historically had a close relationship and all students are granted honorary four-year memberships in the Guild. Some of the most famous mages in the Northlands, including Raeblejorn the Isleman, are on the faculty, while notable mages such as Ripzimy the Weird and Vanderheyden have guest-lectured at the College in the past.
- Great Library (Scholars’ Quarter): This library is located on the grounds of the University of Freuhaven and houses one of the largest collections of books and texts in the Northlands. A revolutionary special system to prevent theft and protect the most ancient texts is in place in the library, and the library only allows upper classmen, faculty and members of the Esteemed Guild of Magecraft enter. It was instituted with the help of the University’s mages 10 years ago following a hushed-up incident involving a fire in the Occult Wing.
- University of Freuhaven (Scholars’ Quarter): Founded in 698 Fd, the University is one of the oldest and most extensive universities in the Northlands. The University is divided up into the College of Professional Arts, the College of Philosophical Arts, and the College of Magical Arts, which is a semi-autonomous entity run in cooperation with the Esteemed Guild of Magecraft. The President and Senior Tutor is Gorman Trell, who also teaches Ullysian History. The University consists of several large, gargoyle-covered buildings with high turrets and peaked roofs, many in walled compounds. There are several university quads along the street, located on various blocks. The area around the university caters mostly to students, faculty and staff. The University’s finely maintained grounds are also home to the famous Great Library and Arboretum. The courses of study in the three Colleges are:
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.
- Government Buildings
- Cassenddian Embassy (Foreign Quarter): Located on Embassy Row.
- City Baths (Water Quarter)
- City Cistern (Water Quarter): Holds water for distribution throughout the city and for emergencies. An aqueduct from the Longrun Valley brings water to the Cistern, which is enough to supply the city for a month.
- City Coliseum (Water Quarter)
- City Hall (High City): This rambling structure houses most of the bureaucrats who run the city’s day-to-day affairs. The building is literally a warren of hallways and offices, as each Mayor over the last 150 years has added a wing or lobby. The result confuses all but the most experienced city staffers. The original building is a beautiful white marble structure fronting on the Processional and forming a plaza with the Halls of Justice.
- City Records Office (Port Quarter): This three-story stone building is across the Portway from the Customs Pier. It also has at least three floors underground (that most people know about) full of records dating back to the founding of the city. The City Clerk's Office and Directorate of Records and Archiving here deal with birth and death certificates, marraige licenses, business licenses, property titles, and the like. The Commission for Census and Taxation and Subcommission for Arms Registration are both located here too.
- City Treasury (Scholars’ Quarter)
- Citywatch Barracks (High City)
- Citywatch Stations (Elven, Foreign, Market, Port, Scholars’, Water Quarters)
- Civic Festhall (High City): The Civic Festhall is a tall structure with a semi-circle of seats around a great amphitheater, lit inside by eight huge magical chandeliers. Performing works from all around the Northlands and derived from many different cultures, opera as well as orchestral works and other grand performances, the Festhall is truly the place to be seen on opening night of a new performance. General entrance is 5 sp for regular seating, 1 gp for the raised rows, 5 gp for a private box, and 20 gp for a grand box.
- Customshouse (Port Quarter): Officially called The Directorate of Customs and Duties, the building commonly called the Customshouse juts out into Freuhaven Bay on a massive stone pier and is across the Portway from the ill-reputed Sea Lion Inn. The Customshouse is a large two-story brick and plaster building that houses the Director of Customs and Duties, his administrative assistants, their clerks, and all the Department's records.
- Freuhaven Castle: The center of Freuhaven's government and defense was originally built over the ruins of the old Issachari outpost by Kristophan D'Adyren. The Municipal Armory and Citywatch headquarters are located here, as well as a chapel to Carmichal, Celestian, and Kammerlein, and the Lord Mayor's quarters.
- Great Gymnasium (Water Quarter): Lessons on swordwork, dexterity, unarmed combat, wrestling, and other phyical sports can be obtained here from many experienced instructors.
- Halls of Justice (High City): A beautiful domed white marble building next to City Hall on the Processional in the High City houses Freuhaven's Inferior and Superior Courts. The Magistrates of the Courts also have offices in the upper floors of the Halls.
- Karmani Embassy (Foreign Quarter): Located on Embassy Row.
- Naval Base (High City): Freuhaven fields a small but effective navy to protect its coast and ocean-bound trade from pirates (from Marblehead and Canapia).
- Ullysian Imperial Embassy (Foreign Quarter): Located on Embassy Row.
- Guildhalls:
- Mariner’s Fellowship Hall (Port Quarter)
- Markets
- Caravansary (outside Stonegate)
- Central Market (Market Quarter)
- Fish Market (Black Quarter)
- High Market (High City)
- Shops and Businesses
- Bron Arvo's Armory (Market Quarter): This establishment, located on the side of the Central Market, specializes in the crafting of metal armor. Bron Arvo prefers plate armor in particular - he will not make shields or any type of leather or wood mail, although he will craft metal helms of any style. Arvo's work is always expensive, but the result is always worth the price, as his work is of the highest quality and durability.
- Dorn's Quaffables (Foreign Quarter):
- Famous Amos's Weapons (Market Quarter): Amos Lekkle
- Freedle's Librarium (Scholars' Quarter): rare bookstore
- Gord & Chert's (High City): auctioneers
- Locklaw’s Store-N-Ship (Market Quarter): Danyen Locklaw
- Palace of Peaceful Repose
- Phineas of Klandelberg (Market Quarter): Phineas the tailor
- Whitehead and Sons, Fine Weaponeers (High City): Flargos Whitehead
- Wonders of the World (High City): The Eddie Bauer of Freuhaven
- Zreed's Antiquary (Market Quarter): The Antiquary is one of those odd shops where clientele with unusual tastes can find what they seek; it buys and sells exotica, and is also the venue that auctions off the estates and property of those who die without leaving a will or whose heirs wish to sell their inheritances. Zreed charges a professional fee, and the rest of the proceeds are split evenly between any heirs and the city government. Goods that are not sold in the estate auction remain in Zreed’s for sale. Estate auctions are held on the first day of every month. The shop opens at dawn and closes at dusk, although Zreed may open his shop earlier or later for private appointments and important deals.
- Taverns and Inns
[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)]
- Blood Of The Vine Alehouse (High City): [fair/expensive]
- Burmah Club (High City): This small club between Courtier's Walk and Marble Street is closed to all but its members, and its selectivity is maintained by trained mercenaries who screen all would-be patrons at the entrance. Members of the club are only brought in as guests by other members, and must be voted on after a probationary period to be accepted as members themselves; it is said all members are closely screened before being accepted. The club has two doors, each of which opens into a waiting room rather than into the club itself, and no windows. The interior of the club, it is commonly known, is very conservatively tasteful, and those who serve club members are well spoken, discreet and impeccably mannered. It is known that the club contains a sitting room and library, a common dining room and several smaller dining chambers. This much guests to the club are allowed to see. [excellent/expensive]
- The Crossed Swords Inn (Water Quarter) [fair/moderate]
- The Full Moon Inn (Foreign Quarter): The Full Moon is the oldest inn in Freuhaven, providing rooms to sleep in, rooms to meet in, an open commons room, a bar, full food services and nightly entertainment. It is especially well known for its desserts, and even nobles will venture into the Foreign Quarter to partake of its cherries jubilee, "Wombat Splits," pastries, puddings and parfaits. The Full Moon is open 24 hours a day and has a working relationship with the Citywatch guards and the local community to remain a relatively safe haven for its patrons. [excellent/expensive]
- The Grey Wizard Bar (Scholars' Quarter) [excellent/moderate]
- High Grey Inn (High City): This beautiful three-story gothic manor is one of the highest-quality taverns in Freuhaven, keeping an exclusive clientele and reserving the right to refuse service to anyone. The High Grey has an excellent menu and wine cellar and can host large banquets on-site. Its owner, Quincy, is a chubby half-elf who enjoys his social clout but scrupulously tries to avoid getting involved in politics. He is not always successful. [excellent/very expensive]
- Inn of the Seven Quills (Scholars' Quarter): Gules Madrigan, a mage of no small repute, turned his three-story house outside Freuhaven University into an inn by default, since he had so many guests and hosted such a regular salon that finally he decided to start collecting a maintenance fee from those who kept staying over. The exact arrangements he's made with his regulars is unknown, but it is doubtful that he asks for anything as sordid and mundane as mere cash from them. He will, however, accept cash for a one-night guest and for all drinks and so on. The inn is a converted mansion, of which the bottom and second story are more or less open to the public - any place that is not, is wizardlocked. It is a favorite haunt of mages, but also caters to others who deal in spellcraft, such as bards and even the occasional elementalist-druid. Already notorious for its specialized clientele, the fact that it is preferred by spell-users makes its patrons just that much more select. Most come to eat, drink, philosophize or romance, but Gules has been known to rent a room for a night (although never for less than a night), and to take in long-term boarders. As one might expect, a tavern favored by mages has its fair share of permanent illusions, glassteel windows and crystal, continually lit lamps, warded doors, and other arcane eccentricities. Gules Madrigan also enjoys collecting magical and exotic memorabilia, which clutter the windowsills, nooks and crannies of his home-cum-hostel. Non-mages are certainly allowed into the inn, but they ought to be careful of what they touch. [fair/expensive]
- The Loyal Company Tavern (Port Quarter): located near the Adventurers' and Mercenaries' Union Guildhall; frequented by mercenaries looking for work [fair/cheap]
- Mayor's Rest Inn (Foreign Quarter) [fair/expensive]
- Mad Elf Tavern (Elven Quarter) [poor/cheap]
- Old Chap's Club (High City): group of old rich nobles that get together and drink, gamble, talk, etc. [excellent/very expensive]
- The Raging Flea Tavern (Port Quarter) [awful/cheap]
- Red Boar Inn (Market Quarter) [fair/moderate]
- Sea Lion Tavern (Port Quarter): This seedy tavern is devoted to drinking - hard drinking - nothing but drinking. There's a grill that serves highly seasoned snacks, and there are a few non-alcoholic drinks offered for customers of an abstemious nature who might otherwise keep their friends from visiting - and drinking. The occasional hooker might pass through, and a gambler or sharp trader might set up business at one of the tables, but unless they consume their space's worth, they're encouraged to go elsewhere. The Sea Lion opens its front door at 10 am and closes at 2 am. [awful/moderate]
- The Sign of the Golden Orange Inn (Foreign Quarter): Dal Norsovich [/]
- Silver Coach Inn (Port Quarter): Harll Kurland [poor/moderate]
- Slug and Tomato Tavern (Market Quarter): Joby Boontoggle [fair/moderate]
- Swashbuckler's Luck (Beer and Beds) (Port Quarter) [awful/moderate]
- Three Blind Geese Tavern (Water Quarter): Bert Rettison [fair/cheap]
- Warrior's Rest Tavern (Black Quarter): Paren Jesseth [/]
- Waterside Tavern (Water Quarter): The Waterside is a somewhat unsavoury tavern known for its expensive and unique house speciality, the "Spider's Web," a lethal concoction of five varieties of hard alcohol, three fruit juices, and a drop or two of tincture of opium. The bar also offers the usual complement of drinks, and a clientele of regulars that enjoys gambling on rough-and-ready contests such as spider racing or dagger pitching. Its most popular entertainment, however, is Vishina the Steel Gazelle, a sloe-eyed, voluptuous, tawny-blonde beauty who dances in the tavern three times a night, twice a week. [poor/cheap]
- Wizard's Cape Inn (Scholars' Quarter) [fair/moderate]
- Temples
- Carmichal (Foreign Quarter)
- Celestian (Freuhaven Castle)
- Kammerlein (Foreign Quarter)
- Malaacha (Black Quarter)
- Ravenien (High City)
- Sabrae (Elven Quarter)
- Sirean (Water Quarter)
- Telenna (Market Quarter)
- Zerys (Port Quarter)
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