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This is just an overview of the city. More detailed info can be found by following the links at the bottom of the overview.
Surrounding Territory
The city of Freehaven is the northernmost year-round
port city on the east coast of Chiar. The natural harbor
is fed by subterranean hot springs which not only keep it
free of ice, but also ensure the flow of water southbound
remains relatively clear of ice floes.
The city lies at the southernmost tip of the Zantic mountain range, a huge, Himalayan-style formation, nestled into the foothills. Both Dwarven and Goblin clans claim these forbidding peaks, and traders from both sides are frequent visitors in Freehaven, which welcomes any who abide by the peace (and some who don't).
To the south and southwest are sizable tracts of farms, some irrigated by springs only slightly cooler than those which feed into the harbor. Trade roads pass through these farms, bringing caravans overland to the harbor city. Settlements grow increasingly sparse, until they dwindle entirely, giving way to the Roade Plains, dominated by several nomadic barbarian tribes.
Along the coast to the north, a highway runs along the
face of the cliffs formed where the Zantics meet the sea.
The road, which has periodic guard posts along it,
eventually runs all the way to the Elven kingdom of Icescha
Fae. At the point where the road becomes a bridge over the
Thunderwall Falls, the Elven empire takes control.
Climate
Freehaven's climate is a cool temperate zone, although
the springs help extend the harvest season considerably.
The deepest part of winter is still harsh, and frequently
shuts down land-based travel for periods of two to three
months.
Violent storms are very rare, as the Zantics provide
considerable shelter from much of the winds which plague
towns and hamlets further south.
History
Over a thousand years ago, the Elves of Icescha Fae
built the High Road as a way of bypassing the often
dangerous terrain of the Zantics, setting up posts along
the way to protect travelers. The empire desired more
reliable trading partners than the volatile Goblins who
controlled most of the northern portion of that range.
Upon discovering the harbor, the elves founded the
trading post of Warmwater, and quickly made arrangements
for substantial fortifications to be built. Local Dwarves
and human nomads were employed as laborers, and many
settled in the city after the walls and towers were
finished.
Unfortunately, the Emperor of Icescha Fae was
neglectful of the needs of the small city, which grew
rapidly in the presence of ever-increasing trade. Only
elves were allowed into positions of authority, and humans
and goblins were second-class citizens.
Icescha Fae exasperated the problem by using the remote
city as a dumping ground for court members who were inept
or corrupt, but too well-connected to simply strip of rank.
Eventually, the citizenry had enough of the graft and
ineptitude of the current governor, Liscanas Roe. Small,
isolated incidents of rebellion and protest began to flare
up, which Roe put down with ever-harsher edicts.
About this time (250 yrs. ago), a man named Arakon
Stared, a descendent of the nomads the elves had used for
unskilled labor, began to make contact with different
dissident groups, particularly goblin and human, but also
including a large number of dwarves and a few sympathetic
elves. He used this network to smuggle in and store
weaponry, and to learn the locations and habits of town
patrols. But rather than strike immediately, as others had
done, he bided his time, waiting for one final outrage that
would unite the town against their elven lieges. He did
not have to wait long.
The winter had been a long and harsh one. Food stores
were low, overland trade routes were closed off and a
two-month-long streak of stormy weather had caused shipping
to come to a complete halt.
With no end in sight, Governor Roe issued this edict:
All non-elven households were to surrender one-tenth of
their food to the Governor's stores, "for the continued
well-being and prosperity of the Empire and the City of
Warmwater."
This did not go over well with the citizenry. Angry
mobs, directed by Stared's allies, began attacking the
homes of wealthy and corrupt elven officials. Dwarves, who
made up the bulk of the militia, were angered by their
inclusion in the edict, and refused to intervene (many even
joined the rebellion). Elven sympathizers released a large
number of dissidents who had been jailed as a result of
prior incidents.
Before Roe realized the size of the rebellion, the
townspeople had managed to seize control of three-fourths
of the town, with the rest a chaotic battleground. Only
the Governor's elite guard, the Reshka Hoy, managed to keep
the palace from being taken. After a four-day siege,
however, Roe was forced to surrender.
During this period, only Stared's high charisma and
compassion were able to keep the rioters from killing every
elf in the captured portion of the city. As it was, all
the elves were required to sign a binding oath, enforced by
magic, that they would never work to restore elven rule in
the city, which Stared renamed Freehaven.
Roe himself was exiled, forced to make his way as best
he could on foot, along the High Road back to Icescha Fae.
But even as Roe's figure disappeared into the swirling
blizzard, tragedy struck. An assassin struck Stared down
as he stood on the top of the wall overlooking the High
Road, giving orders to his men to seize the gate houses as
far as the bridge over Thunderwall Falls.
The identity and motive of the assassin has never been
learned, despite two centuries of research, both magical
and mundane. While suspicion first settled, naturally, on
elven loyalists, over time various conspiracy theories have
arisen, and it may very well be that the truth is never
fully known.
After Stared's death, things looked very bleak for the
captured elves. Fourteen were lynched by enraged mobs, and
more would probably have followed had not a most amazing
thing occurred: A goblin stood before the largest of the
mobs and spoke eloquently and powerfully about the virtue
of forgiveness. As other lynch mobs stumbled onto the
scene, they were caught up in the reverie induced by the
speaker's words, slowly calming down and dropping their
weapons.
For two days and nights the goblin spoke, calling on
all present to set aside their feelings of resentment and
bitterness, so that they could work together to build a
bright new future for this city. While not all present
were able to do so, enough were swayed by his eloquence
that the mobs no longer held the majority.
It was only long after the goblin had ceased his speech
and left the city that his identity was revealed: He was
none other than Vegfiro, who was soon to Ascend to the
heavens as the Diety of atonement and peace.
Following Vegfiro's sermon, the townspeople calmed down
and began working on the business of setting up a new
government. Each of the races selected one of their number
to represent them at the meeting. While the elves were
allowed to send a representative, he was not allowed a
vote, only a voice.
When the First Council emerged from their negotiations,
they had a working document for the establishment of a new
regime.
When winter ended and trade resumed, merchants were
shocked to discover that Freehaven was now ruled by a
representative, multi-racial council composed of
twenty-one members, including three non-voting elves.
Since that time, the city has grown into the star of
the north, and the council now numbers forty-five, and the
elven members have acquired the right to vote. Curiously,
the different races view the independence of Freehaven
quite differently. This stems largely from their differing
life-spans.
To the humans and goblins, it is the War of
Independence, a long-ago battle, of significance mainly to
scholars and historians. To the dwarves, it is WWII, when
their grandfathers bravely assisted the oppressed races in
achieving social justice and thus bestowed honor and
respect on their own families. And to the elves, it is
Vietnam, a time when they as a people were divided and
their great empire suffered its first major defeat. Many
are ashamed of the actions their fathers and mothers took
while in power, while others still resent the humiliation
they received from the "shorts", as this faction refers to the
other races. Indeed, the Emperor of Icescha Fae (the
self-same one who reigned at the time of the rebellion) has
yet to formally acknowledge the independence of Warmwater,
considering the city to be "in a state of rebellion".
Enter now the city, and explore its districts, its people
and its problems. When you're done, stop off at the
Adventurer's Guild for a quick drink.
Return to Gero
Return to Freemage's Lab
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