Freehaven--City Gate


Let all who enter be free


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.



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