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==ARINDEL== '''Arindel''': (pop. 600,000) Arindel is detailed here as a good city in which to begin a campaign and to give the GM ideas on how to detail his own cities. Built at the mouth of the Druidwash, Arindel is the Western Shores' largest city. Founded as a small village even before the arrival of the Celinadions, it has weathered adversity time and again, and has somehow always survived. Today, it is a major trading center for both sea routes and the Great North-South Road. It is also the political capital of Ambria. The city proper is surrounded by a stone wall 30 feet high. There are only four gates in the wall 1 inland and three facing the wharffront. The city itself is divided by interior walls into five districts: the wharf district, the merchant district, the commoner district, the military district, and the wealthy district (These divisions are not formal merchants, soldiers and commoners can be found in almost every district). In order to cut the crime rate, travel between districts is restricted at night. Only those with passes from the district watch commander may pass the gates. The citadel of the Lord Regent is situated on the edge of the wealthy district. It is a huge construction, with many catacombs underneath. The outer sections resemble a fortress, but at the center is the sturdy palace of the Lord Regent. If Arindel were ever attacked in time of war, all of the city's 10,000 soldiers and guardsmen could withdraw within the walls of the citadel, along with a fair percentage of the general populace. The city is ruled by a mayor, who is appointed by the Lord Regent. The current mayor is Brinn Andhame, an ex-military officer who often tries to run Arindel more like a military post than a civilian city. Brinn's hard-bitten approach to leadership is tempered somewhat by Archbishop Nafan, the head of the Arindeller Church. Nafan spends much time away from his cathedral in the wealthy district, moving with his procession of retainers throughout the other districts, dispensing blessings, hearing grievances, and meting out low justice. While this is not strictly protocol, Nafan is allowed his eccentricities because he is well-loved by the people and has served the Church for almost 50 years. Many consider him a saint. The following are locations of interest in the city: ##the Citadel: This large structure sits upon a low hill and is easily defensible. It is not only the home of the Lord Regent, but also the location of the Royal Treasury Vault. ##Arindel Cathedral: the second-largest cathedral in Ambria (the largest is in Strongwall), this building is the tallest in the city. It is the home of the Archbishop of Arindel, and the center of the Ambrian Church. On religious holidays, the streets around the cathedral are packed with pilgrims from all over Ambria. ##Mayor's House: Mayor Brinn's dwelling, this lavish townhouse is the traditional home of the city leader. Brinn, however, has no use for the luxury the house provides, and lives in spartan quarters in one wing. The rest of the house is only opened for social occasions (which Mayor Brinn also dislikes). ##Wharf-Front: This area is busy 24 hours a day. In daylight, ships hailing from all ports load and unload cargo, and any man with a strong back and a will to work can earn himself a silver a day here. At night, any man who is good with a knife can make considerably more... ##Central Market: This trading bazaar is one of the largest in the northern lands. Farmers from the countryside come here to sell their goods, and the square is a veritable carnival of wagons, tents, and temporary stands. Pickpockets work the area by day, but at night the stands and tents are taken down, and the wagons are rolled away. The empty square is then patrolled by the City Watch. ##Bridges: Three bridges span the Druidwash. The largest of these, nearest the mouth of the river, can actually be raised in the middle to allow small ships and boats to pass to the smaller docks upriver. Each bridge has a toll booth. ##Washtown: This collection of houses is an small suburb of the city proper. It is filled mostly with lower-class fisher-folk who can't afford to pay city taxes on their boats. It is not patrolled by the city guard, but crime is not especially bad (there's not much to steal!). While the folk are poor, the houses are normally kept in good repair and are very tidy-looking. ##Gatetown: Another hamlet just outside the walls of the city, Gatetown is a shanty-town composed of the poorest of the poor. It is also where disreputable merchants try to sell their wares outside of city tariff jurisdiction. Gatetown is rife with crime, and the city guard doesn't bother patrolling here, either. Mercenaries hired by the Free Mercantile Union sometimes cause trouble here and try to drive the peddlers away. ##Home of Sir Roland Galden: A typical dwelling of a wealthy man, Sir Roland's house is a walled, three-story affair with a modest garden and a few small outbuildings. Sir Roland also employs a gardener who is good with a sword. Sir Roland was a knight but is now a wealthy spice trader and the leader of the Arindel branch of the Free Mercantile Union. ##the Tower of Falltann: Falltann is a sage, and a member of the Academy of Ancient Knowledge. His tower is actually a twostory building, the doors and windows of which he has bricked up. Falltann lives in the attic, which is accessible only by a narrow wooden stair. Falltann is an expert on the cultures of Celinad and knows something of Kartar as well. The walled-up first and second floors of his tower are actually a fine library containing much knowledge of Celinadion times. Anyone who entertains him with a good story of a far-off land may be allowed to enter his library through the attic. ##Xavier Xanx, Magician at large: Xavier Xanx, one of the city's most colorful figures, both lives and works here. Xavier was once an adventuring wizard who has settled down to practice in town. Hailing from Dornica, he is more than half swashbuckler, and fancies himself a fine swordsman as well as a great magician. Xavier performs minor enchantments for a fee, but has begun to tire of staid city life. With a little prompting, he could be convinced to saddle up his horse, strap on his sword, and go riding off to some new adventure. ##Needle's Tatoos: This seedy establishment is actually a front for the local thieves' guild, and is also affiliated with the Golden Hand. The owner, Needles, is a huge, bald mountain of a man, more than a little willing to give quick, painful tatoo jobs to snoopers he catches hanging around his place. The Guild meets in the immense cellar. ##City Watch: This large, sturdy-looking building is the headquarters of the city watch. It is also the city armory. Its massive vaults can equip 10,000 men in time of war. The building is, of course, always very well guarded. ##Interior Gate: Scattered throughout the city, these gates are the only public means of passing the walls from district to district. They are normally only guarded by a pair of watchmen. There is no toll for passing from district to district, but in nighttime hours, the gates are closed by portculli and travel is restricted only to those who have permission from the district watch commander. ##the Half-Hewn Hickory, Inne and Taverne: Arindel's premier inn, this establishment is well-known for its fine food and drink, and occasional rowdy bar fights. It is expensive for an inn; private rooms cost a silver per night. Meal prices are fair , and food is served in heaping portions. Maak One-Eye Maavins, the owner and sometimes bartender, is an ex-adventurer. It is said that he occasionally hires rogues of the better sort to come to his tavern and cause trouble, just to keep things lively. ##Weaponsmith: Known only by this utilitarian name, this is one of many weapons shops in Arindel. Most common weapons can be found here, as can some more unusual ones. Grig, the owner, is an immense, taciturn man with huge biceps. Some say he is a half-giant. Like all other weapons' dealers in the city, Grig operates only under strict license from the mayor. ##Mad Hettie the Prophet: Mad Hettie is known by no other name. For as long as anyone can remember, she has operated a small shop in the poorer section of town, making prophecies and general pronouncements about the future of the world. What makes Mad Hattie remarkable is that her predictions sometimes come true! (Not always, but just enough to keep people coming to her for more prophecies). Mad Hettie charges no money. Only those who bring food for her and her two dozen cats will be granted a sitting. Depending on her mood, Mad Hettie can act either like a kindly old woman or a lunatic crone. ##Livery: One of only a few stables in the city proper, horses can be bought or boarded here temporarily. Once a day, in fair weather, the stable boys lead the tethered horses to the fields outside the city for feeding. The Livery is guarded at night only by a few hired ruffians. Horse stealing is a hanging offense in Ambria, so this deters most would-be horse thieves. ##Moneychanger's: Set in the heart of the wharf district, this small building is visited frequently by sailors and travellers from other lands. For a 10% fee (or more if the customer looks gullible), the moneychangers will exchange coins of another realm for those of Ambria, and vice-versa. There is a secure vault in this building, and it is guarded day and night by hired members of the Fraternity of the Sword and Shield. ##Royal Gaol: This squat building is well-designed for holding prisoners. The above-ground levels are used for most offenders. Extremely violent or dangerous criminals are kept in a below-ground dungeon. Set in the heart of the military district, this building is always well-guarded. ##The Knights of St. Grignr: Although this order originally had its headquarters in the wealthy district, 20 years ago they moved to a new building in the common district to be closer to the people. The building acts almost like a mission, providing shelter and food for the unfortunate. It is manned primarily by old knights and young squires, as most of the battle-ready knights travel the countryside in search of honor and adventure. ##Curiosity Shoppe: Run by an old Halfling named Pipkin, this shop deals in magical trinkets of all kinds. More powerful items are kept here, but they are stowed away in a back room, only shown to special customers . Thieves which attempt to break in here invariably find that all doors and windows whose locks are picked magically open into the City Gaol. No one knows where the Halfling comes by his items, but he is known to receive strange visitors late at night, who are always gone by morning. ##Royal Theater: Built only recently on the south bank of the Druidwash, this theater closely resembles those of Elizabethan England. In warm, fair weather, two performances are given every day, ranging from juggling acts to ribald comedy to serious drama. With expensive boxes, and a cheap standing-only section, the theatre is a favorite locale of both nobles and commoners alike. ##Royal Hospice: This house of healing is divided into two sections. The first is for non-paying customers. Here, city folk, upon proof of citizenship, may receive basic medical care and some minor healing magics performed by public chiurgeons. The other section is for paying customers. Here, as long as someone has money, nearly any healing magic can be found (prices are very high for major magics, however. For example: A cure for a broken arm may cost 25 silver pieces, but the regeneration of a severed limb may cost as much as 100 gold!). ##Harbormaster: This building is the center of all dock activity. Jen Thorfssen, an ex-Brondheim captain, is the current harbormaster. Assisted by nearly two dozen customs officials, Jen levies trade tariffs and docking fees with a fair but firm hand. His word is law when it comes to the harbor, and any captain who crosses him may find his ship impounded. ##City Gates: These huge wooden gates are set into solid gatehouses which are manned and guarded at all times. The gates are closed from sunset to sunrise, and small camps of folk waiting to enter the city often form outside at night. Pedestrians are allowed to pass through the gates free of charge, but horses and wagons are each charged a toll upon entering the city. ##Festival Field: Twice a year, this large, open field is the scene of a carnival. The Spring and Harvest Festivals draw all manner of folk from the city and the surrounding countryside. There are tournaments, dances, and bardic competitions, and the Lord Regent himself presides over the activity.
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