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.)
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.)