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Freywharf

Freywharf, the port of the free, is the capital of the kingdom of Scaelor and the seat of power for the Chromatic King. It was chosen as the capital by the first Chromatic king of Scaelor almost four thousand years ago. The city has since grown exponentially and is now a sprawling trading central. Its position makes it a commercial crossroad for all nations west of the mountains and those traveling to them.

Government

The city is governed by the Chromatic King and his council of five. Even though he has absolute power, not only in Freywharf but in all of Scaelor, the king mostly delegates his duties to the council. He himself spends most of his time mingling with the powerful nobles of his court and fighting anyone who happens to cross him.

Defences

Freywharf maintains the Chromatic Kings five separate armed forces. The Dragonshards serve as Freywharfs soldiery and its member's staff garrisons and watchpoints. The Dragonguards are the local police force, that also patrol the roads and serve as gate guards   Freywharf has strong walls on its landward sides and was protected in part by a merfolk populace on the seaward side. The seaward side is studded with watchtowers and defensive positions and patrolled by special guard units on flights of hippogriffs. Aside from this, Freywharf also benefited from a large native population of the adventuring classes (including powerful mages, priests, and warriors) who were more than willing to deal with any and all miscreants who threatened their home city, and has done so in the past. This often proved the Port of the Free's most potent defense.   The city also had the eight giant Walking Statues of Freywharf. Seven of these statues could be animated by the Skullstaff of Freywharf to defend the city, one was too damaged to be activated. These statues were extremely destructive, and only used to fend off armies or win otherwise impossible battles.

Infrastructure

Freywharf is characterized by its broad and busy streets and boulevards. Its heavy traffic, a constant during all day and most of the night, is monitored by the traffic wardens of the Dragonguard. The streets are kept well maintained and signaled by the Scriveners', Scribes', and Clerks' Guild, who manufactured and installed labels and signs in all intersections.   The city has the largest port on the southern coast and welcomes most seafaring races. Docking at Freywharf's port incurred a fee of 1 cp per 10 ft of keel length per week.

Assets

The Sphinx's Armory: The shop is a three-story tower hewn from an outcrop of rock, with a gray tile roof. A small dragon's skull hangs over the hearth. The shopkeeper is an old female Ammaru named Waru. She was once an adventurer, but stumbled into a fortune and retired.   Hamond's Marvelous Blades: The shop is a single story building of finely wrought iron, with carved wooden doors and a tiled mosaic floor. The shopkeeper is an overweight male halfling named Hamond. He also deals in mining tools.   Zdorba's Mystical Emporium: The shop is a single story building of stone walls, with several stained glass windows. It is brightly lit by magical candles and chandeliers. The shopkeeper is a willowy male half-orc named Zdobra. He was cursed by an item and falls asleep at random moments.   The Unicorn's Quill: The shop is a two-story tower of polished marble, with dwarf-wrought iron furnishings. It is brightly lit with alchemist's fire. The shopkeeper is an old female gnome named Elynda. She only accepts payment in platinum coins.   Aban and Ahar's Apothecary: The shop is a two-story building of stone walls, with a gray tile roof and tall elf-wrought wooden shelves. The walls are inscribed with arcane designs and formulae. The shopkeeper is an old male dwarf named Aban. He holds a grudge against elves.   Kark's Arsenal: The shop is a single-story half-timbered building. The shopkeeper is a male lizardfolk named Kark that only sells his own handcrafted clubs and daggers made of bone. He only accepts payment in the form of trade.   The Naga's Emporium: The shop is a single storey half-timbered building, with a reinforced wooden door and tall elf-wrought wooden shelves. The shopkeeper is an extravagant female human named Cece. She insists on inspecting every coin paid to her.   Inns and Taverns
  • The Yawning Cove: The inn is a three-story timber and brick building, with a red tile roof and dwarf-wrought iron tables and chairs. Accommodations consist of several large rooms with beds and straw mattresses. The tavern is placed on top of a secured entrance to the Underdark into which many adventurers have journeyed. Most are never seen again, but some do return and often with great treasures. The innkeeper is a gruff male human named Korin Dondarion who was a part of the party that secured the entrance that he built his inn upon.
  • The Gilded Hammer: The inn is a large timber and brick building, with vaulted ceilings. Accommodations consist of several large rooms with beds and feather mattresses. A large stable behind the inn has room for horses and carriages. The innkeeper is a courteous patron of the Ducan family.
  • The Greedy Minstrel: The inn is a single-story wooden building, with a single salvaged stone wall and roughly hewn wooden tables and benches. Accommodation consist of a single large room with wooden cots. The inn was rebuilt recently after a devastating fire. The innkeeper is an old male elf named Enengor.
  • The Broken Tusk: The inn is a single storey timber and brick building, with a small fenced yard and dwarf-wrought iron tables and chairs. A collection of tankards from many lands sits upon a shelf. Accomodations consist of several small rooms with wooden cots. The innkeeper is a rugged half-orc with a broken left tusk. He is a retired adventurer who seems to have a grudge against adventurers.

Guilds and Factions

Although the Chromatic King and his council of five hold absolute power, just like the townships there are smaller actors that rule matters too insignificant for the council of five or the Chromatic King. Most notable of these are the guilds of Freywharf. Whilst most of these are powerful merchant and crafter organizations, that controlled the life-blood of the city, some were more sinister groups that ruled the unseen world of Freywharf.  

Nobles

Another important Freywharfian faction is the local nobility, consisting of up to 80 local noble houses with varying degrees of power and influence. The most influential are those that attend the king's court, but most are powerful merchants. Many powerful names originate all the way back to the founders of Scaelor and have had several kings in their family tree, for example, the Cinderbreeze and Thunderjack families.  

Adventurers

A third faction that has begun to decline in recent years, due to restrictive foreign relations policies, are the adventurers. Still, Freywharf has no shortage of mighty adventurers seeking glory and fortune. A portion of these has formed guilds of their own, such as the Grey Hands, the Harmbringers and the Red Velvet Clan. Some have established themselves as citizens of good standing and have settled here permanently. One such example is the mighty adventurer Korin Dondarion, who was a powerful warrior who together with his party secured an entrance to the Underdark that appeared in the middle of the city. He then used his reward from the Chromatic King to settle down and build a tavern on top of the entrance.  

Established Guilds

Registered Guilds
  • Baker's Guild
  • Council of Farmer-Grocers
  • Fishmongers' Fellowship
  • Guild of Apothecaries and Physicians
  • Guild of Butchers
  • Guild of Stonecutters, Masons, Potters, and Tile-makers
  • Jewelers' Guild
  • Order of Master Shipwrights
  • Order of Master Tailors, Glovers, and Mercers
  • Scriveners', Scribes', and Clerks' Guild
  • Splendid Order of Armorers, Locksmiths, and Finesmiths
  • Stablemasters' and Farriers' Guild
  • Vintners', Distillers', & Brewers' Guild
  • Wagon-makers' and Coach Builders' Guild
Arcane Schools and Practitioners
  • Skullstaff Tower: The home of Kelabin "Skullstaff" Arusun and his arcane apprentices.
  • Elerian Academy: The magic school of Lord Thespis Cinderbreeze.
  • New Olovix Academy: A bardic education center formed after Iridor "Garnet" Starmist in his anger at the Harmbringers' deviance from their original ideals.
  • Watchful Order of Magists and Protectors: Formed to as a supplement to the Dragonguard to protect the innocents of Freywharf.
  • Salazar's Heirs: A hidden academy for dark wizards, situated on the first level of the Upperdark underneath the city.
Adventurer Guilds
  • Grey Hands: An unaligned adventuring guild that served more as a union for adventurers that chose to join. They operate from the Yawning Cove tavern situated on top of the entrance to the Underdark.
  • Harmbringers: An organization that claims to be believing in the goodness of humankind and its allies. Although this claim has recently come into question due to some falling out within the guild.
  • Red Velvet Clan: A vigilante group dedicated to the god Torag and is active all around the city. It originated in the ancient dwarven city of Grimhammer and its true mission is unknown to the public, and probably forgotten to most of its members.
  • Kraken Society: A group of adventurers specified on sea and underwater missions, and operates from the harbor.

History

Freywharf was built around the ruins of the citadel, from which an Ancient red dragon named Meraxxes ruled the lands that would become Scaelor. After the dragon was defeated in the war known as the Ballet of Scales, the first Chromatic chose to these ruins as the place for his capital city. The city was named Freywharf to mark as a symbol of Scaelors freedom from the tyranny of the dragons. The citadel itself was rebuilt with ornate statues dedicated to the heroes of the war and a shining silver roof to commemorate the silver dragon that helped Scaelor win its freedom. It was therefore named Silverkeep.

Architecture

The Walking Statues were mighty constructs built for the defense of holy temples, ancient vaults, and castle of Freywharf. The only authority they listen to is the one who wields the Crimson Claw. Unlike most constructs, walking statues were free-willed, thinking creatures who could reason, learn and remember. They were able to stand still for centuries at a time, remaining endlessly vigilant, but all the while they would be deep in thought. Walking statues were capable of understanding Common and Draconic, but would speak only if they were commanded to do so by the Chromatic King.   The Statues:
  • The Savior: A statue of the Silver Dragon Valarion settled just north of The Market.
  • The Griffon: A griffon with two heads settled just inside the castle gates.
  • The Humbled Giant: A stone giant settled on the northern side of the castle.
  • The Great Drunkard: A statue of Caiden Caylien settled just south of The Market.
  • The Lady Dreaming: A statue of the goddess Desna settled on the western edge of the port.
  • The Honorable Knight: A statue of the first Dragonrider settled in the throne room of the castle.
  • The Stag Man: A statue of Erastil settled in the greenery
  • The King: A statue of the first Chromatic king settled in the northern parts of the city.

Geography

Freywharf was constructed next to the citadel of Meraxxes. It's situated on the tip of Serpent's Bay, which is famous for being plentiful fishing grounds. To the north and east, the great Fey-fire Forest stretches out across the lands, cutting the city from the rest of Scaelor save for a small road cutting straight through it. Its position has made a commercial crossroad for all who travel along the southern shore of Scaelor.

Maps

  • Freywharf

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