City-State of Haven: Difference between revisions

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* Food is very expensive there - about four times the normal Crescent rates.  Water is more expensive than wine.
* Food is very expensive there - about four times the normal Crescent rates.  Water is more expensive than wine.
* The City is difficult to reach.  Only accessible at dawn each day, it requires a key to even approach the city gate.  Most keys are single-use, their magic being consumed with use.  Some merchants are known to have multiple-use keys.  All keys are attuned to their users.  [[Baelwren SummerStorm]] had a single-use key, in the form of a red-gold ring which was also a ring of mind shielding.  It was destroyed when she guided the [[Companions of the Rising Sun]] to Haven.
* The City is difficult to reach.  Only accessible at dawn each day, it requires a key to even approach the city gate.  Most keys are single-use, their magic being consumed with use.  Some merchants are known to have multiple-use keys.  All keys are attuned to their users.  [[Baelwren SummerStorm]] had a single-use key, in the form of a red-gold ring which was also a ring of mind shielding.  It was destroyed when she guided the [[Companions of the Rising Sun]] to Haven.
* [[Ali Mosafa's Mystical Emporium]]
* Some of the more well-known taverns and emporiums of delight:
** "Sunstroke" - high-end food and entertainment
** "Grog" - grog
** "Stinky Camel" - information, for a price.  See Thug, the barkeep.
** "Rusty Scimitar" - 'disreputable' services, of the dagger-in-the-back variety
** "Lusty Nymph" - 'disreputable' services, of the naughty variety
* The [[Chapel of the Mind]]
* It's considered impolite - bordering on a dueling offense - to talk or ask about someone's origins prior to their arrival in Haven.
* It's considered impolite - bordering on a dueling offense - to talk or ask about someone's origins prior to their arrival in Haven.
* Haven is a much larger city than you would expect, given the amount of traffic you've observed passing through the Setting Star Gate.
* Haven is a much larger city than you would expect, given the amount of traffic you've observed passing through the Setting Star Gate.
* Though composed of the same races you can find in normal Crescent society, the population balance of Haven is much different.  There are far more monster races, [[:Category:Races#planetouched|planetouched]], and not-exactly-mortals, and [[human|humans]] only represent a medium-sized fraction of the population.
* Though composed of the same races you can find in normal Crescent society, the population balance of Haven is much different.  There are far more monster races, [[:Category:Races#planetouched|planetouched]], and not-exactly-mortals, and [[human|humans]] only represent a medium-sized fraction of the population.


==Areas of Note==
===Palace===
1.1 - the Palace of Smoke, home to the King of Smoke and his courtiers.
===Market Plaza===
1.2 - the Market Warehouses<br/>
1.3 - Inn's Row: inns, taverns, and specialty stores
*The Wingless Condor - Guardsmen tavern
*Blue Tankard - Innovative drinks
*Sunstroke - high-end food and entertainment
*Liere's Corner - great food, naughty entertainment
*Amber's - Traveler's inn
*The Horizon - Haven's largest inn, for special events
*Salon du'Masque - two rules  - 100gp to enter and you must wear a mask.  Everything else is permissible.
*Tenferr's Spices
*The Missing Page - books, maps, and history
*[[Ali Mosafa's Mystical Emporium]]
*Silver Clouds - hang gliders
===Forest of Wind===
2.1 - Pillar Lake<br/>
2.2 - Gold and Silver Rivers<br/>
2.3 - Khalask Gate - main access to the Dwarven Mines and holdings<br/>
2.4 - The [[Chapel of the Mind]]<br/>
*The southern building is the main building, where most of the students and public go.
*The northern building is reserved for dangerous experiments and powerful students who haven't yet learned control.  It was [[Baelwren Summerstorm]]'s home for a number of years, and the main site of the [[Companions of the Rising Sun]]'s adventure [[Elementary, My Dear Inspector]].
2.6 - The Gold Disc - an enormous gold disc, 300ft in diameter, hung from the mountain.<br/>
===Warehouse District===
4.3 - the Wind Gates - keys to the wards that hide Haven from outside attention.<br/>
4.4 - Warehouses - lots of warehouses and some party-time folks
*Saman's Tattoo Emporium
*The Fiend's Folly - drinking establishment, mostly for slumming aristos.
4.5 - The Lifts - open-air basket elevators on gigantic rusty chains. Just as terrifying as it sounds.<br/>
4.6 - The One Thousand Steps - don't like the lifts?  Climb.
===Longhaven===
Estates of the rich and famous.<br/>
5.1 - Capak Family<br/>
5.2 - Copasac Family<br/>
5.3 - Dirac Family<br/>
5.4 - Dostavar Family<br/>
5.5 - Kanar Family<br/>
5.6 - Meraki Family<br/>
5.7 - Stenmark Family
===The Military Zone===
6.1 - Sky Riders<br/>
6.2 - Gray Elite<br/>
6.3 - Gray Guard<br/>
===Condor Trail===
The middle classes live here, along with the Nalan Family (7.1)
===The Plazas===
8.1 - "Rusty Scimitar" - 'disreputable' services, of the dagger-in-the-back variety<br/>
8.2 - Ninkala Family Estate<br/>
8.3 - Al'Hamzah Family<br/>
8.4 - "Lusty Nymph" - 'disreputable' services, of the naughty variety<br/>
Additional places of note:
*The Golden Triangle
*Kubisz' General Supplies
*Jamjoud's Historical Curiousities
*The Merry Widow
*I'lam Mougy's Funerary
*Jester's Warren - joke shop
* Some of the more well-known taverns and emporiums of delight:
** "Grog" - grog
** "Stinky Camel" - information, for a price.  See Thug, the barkeep.
**





Revision as of 20:17, 21 July 2009

Map of Haven
Map of Haven, showing major neighborhoods and holdings

Hidden away in the Iron Hills lies a small city, home to planetouched and arcanists alike, as well as smugglers, roustabouts, and ne'er-do-wells.

Notable Facts

  • The City is not ruled by the government of Crescent. It is instead ruled by a being known only as the King of Smoke, a shadowy figure rumored to be more than mortal.
  • Flight and Teleportation magic are banned within the city, save for the Gray Guards, who have a reputation for knowing about - and showing up to stop - trouble almost as quickly as it starts.
  • Food is very expensive there - about four times the normal Crescent rates. Water is more expensive than wine.
  • The City is difficult to reach. Only accessible at dawn each day, it requires a key to even approach the city gate. Most keys are single-use, their magic being consumed with use. Some merchants are known to have multiple-use keys. All keys are attuned to their users. Baelwren SummerStorm had a single-use key, in the form of a red-gold ring which was also a ring of mind shielding. It was destroyed when she guided the Companions of the Rising Sun to Haven.
  • It's considered impolite - bordering on a dueling offense - to talk or ask about someone's origins prior to their arrival in Haven.
  • Haven is a much larger city than you would expect, given the amount of traffic you've observed passing through the Setting Star Gate.
  • Though composed of the same races you can find in normal Crescent society, the population balance of Haven is much different. There are far more monster races, planetouched, and not-exactly-mortals, and humans only represent a medium-sized fraction of the population.


Areas of Note

Palace

1.1 - the Palace of Smoke, home to the King of Smoke and his courtiers.

Market Plaza

1.2 - the Market Warehouses
1.3 - Inn's Row: inns, taverns, and specialty stores

  • The Wingless Condor - Guardsmen tavern
  • Blue Tankard - Innovative drinks
  • Sunstroke - high-end food and entertainment
  • Liere's Corner - great food, naughty entertainment
  • Amber's - Traveler's inn
  • The Horizon - Haven's largest inn, for special events
  • Salon du'Masque - two rules - 100gp to enter and you must wear a mask. Everything else is permissible.
  • Tenferr's Spices
  • The Missing Page - books, maps, and history
  • Ali Mosafa's Mystical Emporium
  • Silver Clouds - hang gliders

Forest of Wind

2.1 - Pillar Lake
2.2 - Gold and Silver Rivers
2.3 - Khalask Gate - main access to the Dwarven Mines and holdings
2.4 - The Chapel of the Mind

2.6 - The Gold Disc - an enormous gold disc, 300ft in diameter, hung from the mountain.

Warehouse District

4.3 - the Wind Gates - keys to the wards that hide Haven from outside attention.
4.4 - Warehouses - lots of warehouses and some party-time folks

  • Saman's Tattoo Emporium
  • The Fiend's Folly - drinking establishment, mostly for slumming aristos.

4.5 - The Lifts - open-air basket elevators on gigantic rusty chains. Just as terrifying as it sounds.
4.6 - The One Thousand Steps - don't like the lifts? Climb.

Longhaven

Estates of the rich and famous.
5.1 - Capak Family
5.2 - Copasac Family
5.3 - Dirac Family
5.4 - Dostavar Family
5.5 - Kanar Family
5.6 - Meraki Family
5.7 - Stenmark Family

The Military Zone

6.1 - Sky Riders
6.2 - Gray Elite
6.3 - Gray Guard

Condor Trail

The middle classes live here, along with the Nalan Family (7.1)

The Plazas

8.1 - "Rusty Scimitar" - 'disreputable' services, of the dagger-in-the-back variety
8.2 - Ninkala Family Estate
8.3 - Al'Hamzah Family
8.4 - "Lusty Nymph" - 'disreputable' services, of the naughty variety
Additional places of note:

  • The Golden Triangle
  • Kubisz' General Supplies
  • Jamjoud's Historical Curiousities
  • The Merry Widow
  • I'lam Mougy's Funerary
  • Jester's Warren - joke shop



  • Some of the more well-known taverns and emporiums of delight:
    • "Grog" - grog
    • "Stinky Camel" - information, for a price. See Thug, the barkeep.