From rpi!gatech!howland.reston.ans.net!cs.utexas.edu!uunet!eskimo!iceblade Fri Nov 18 22:24:40 1994 Article: 54370 of rec.games.frp.misc Newsgroups: rec.games.frp.misc Path: rpi!gatech!howland.reston.ans.net!cs.utexas.edu!uunet!eskimo!iceblade From: iceblade@eskimo.com (Innocuous Appellation) Subject: Kharnport, The City of Spires Message-ID: Keywords: Fantasy Organization: Eskimo North (206) For-Ever Date: Thu, 17 Nov 1994 00:23:09 GMT Lines: 248 Xref: rpi rec.games.frp.misc:54370 Status: RO KHARNPORT, THE CITY OF SPIRES ------------------------------- [1] Description Kharnport lies in the beautiful bay formed by the arms of the dormant Felkyrn Volcano. From the port city, the coast of Tharse runs northwest following the line of the Eldar Mountains, and eastward along the plains of Chanuk. To the south, across the Straits of Lansh, lies the rival city state of Algernia. The city is divided into four major areas: the Runs (a clutter of peasant hovels covering most of the western arm of the bay); the Docks (consisting of a semi-circular group of docking bays, storage buildings, Inns, and Shipping houses); the Merchant sector (workshops for artisans and craftsmen, trading plazas, money lenders, guild shoppes, and lower merchant homes), and the Citadel (a walled inner city along the east arm of the bay, containing the Merchant Nobility, the LordŐs Sanctum, barracks for the Blood Guard, an Arena, and parade street.) Near the Felkryn lava cliffs stands the Tower of Guild, the commons, animal stockades, caravan marshalling grounds, the New Wall, and considerable ruins. Outside the city wall to the east is the Graveyard Peninsula and the Free Market. The Draft Road leads out from the New Wall Gate, then forks toward the Barder Forest and the Plains of Chanuk. [2] History The city of Kharnport was founded as a religious colony by Priest Sartienne Kharnos, on the spit of land where missionaries would often stop for a respite while making the long journey to the eastern holy lands. Over time the colony expanded, due in part to its deep, natural harbor and a prized location on the north shore of the straits. The town continued to grow, in time becoming a thriving city, and a stone wall was added to protect the citizens from the incursions of the northern barbarians. This peaceful growth was eventually threatened, however, by the emergence of the Felkryn volcano. Three times within the past millennium, parts of the city have been destroyed by eruptions of the Felkryn, and twice the city has been completely rebuilt. Much of the original city is buried beneath lava and ash, accessible only through dangerous lava tubes or by means of an ancient labyrinth of sewers. During the most recent eruption a century ago, the city was spared further destruction by the powers of the newly established Hekrod Braeth. The mysterious barrier of energy erected by these Eastern Magi protected the city from the ash and lava flows, leaving three quarters of the portŐs land side surrounded by a massive cliff of lava. The Hekrod have helped the city thrice since the eruption: driving back an invasion of the northern Icemen, destroying a nest of troublesome pirates in the Rocks of Tibar, and foiling a plot by the Algernians to sink the entire Kharnport merchant fleet. The city has been controlled for the past few decades by the Grey Lord, a powerful despot of whom little is actually known. Since overthrowing the original Council of Merchant Nobles, he has ruled the Independent city with an iron hand, bringing prosperity but little joy to itŐs citizens. The day to day running of the city is handled by a puppet council of hand-picked Merchant croneys whom the Grey Lord has favored for their loyalty with plum trade contracts. [4] Law The LordŐs rule is enforced by the Blood Guard, an elitist band of brutish warriors noted for the dark veins which cover much of their flesh. Rumors about the bizarre habits and rituals of the Blood Hand abound, but few citizens speak of them without a twinge of fear. Spies of the Grey Lord are everywhere, and many tales are told of residents who vanish during the night, never to be heard from again. The atmosphere of fear and loathing maintained by the Grey LordŐs watchdogs has so far suppressed any attempts at revolt by the Kharnputnians. Those who survive the brutal justice system of Kharnport are branded for their crimes upon the forehead by means of the Palpur, a mark which resists all known forms of disguise, both magical and mundane. Branded criminals usually belong to a loose alliance known as the ThievesŐ Caste. [5] Magic and Religion The Hekrod is a secretive but altruistic alliance of Wizards who established their new home in the recently completed Tower of Guild. It is said that the Hekrod arrived from a far place fleeing some unknown terror, and certainly their ways and rituals are strange to the city folk. The primary college of wizardry lies on the southwest corner of the Citadel, just across the waters from the LordŐs Sanctum. Here are studied the magics of the Elements, as well as powers of immediate practical use to the citizenry, such as nautical, construction, animation, business and transportation magery. The college boasts the largest library of magic west of Tirbrene. The three deities with the largest followings are Silvess, the God of Healing and Mercy; Chaixawl, the Iron Goddess of Battle (adopted from a Lizardman cult); and Fairn, the God of Law and Justice. There are smaller followings for deities of Life, Sailors, and some Dark Gods cults. Most of the churches are clustered about the temple square. [7] Points of Interest Here are a few locations of interest within the city of Kharnport. Many areas have been left for completion at a later date, and a few details have been deliberately withheld. Bitter Rose - This is a typical sailors Inn located only two blocks from the docks. It is property of the Keirfel Shipping House, and is often used to house any special hirelings prior to an expedition. The manager of the establishment is an elderly dwarven woman named Delgrine. She has a griff outer demeanor but a kindly, almost too fussy personality. Downstairs is a cosy little bar, with guest rooms located on the second floor. The rooms are impressive, better than many within the city. Each has a recessed stone fireplace, a four-poster bed, curtained bay window, a copper bath, stained oak chest of drawers, and a fine upright cabinet. Somebody has gone to a lot of effort to decorate the walls with assorted paintings, tapestries, collectables, and souvenirs from distant lands. Caravan Marshaling Grounds - This field near the main gate is the marshalling grounds for departing caravans. Tents are set up to house the crews, and several permanent, stone-walled stockades exist for holding livestock and horses. Citadel - This wealthier portion of the city is protected by a Blood Guard garrison. A special pass is required to enter this elite portion of the city, although slaves are usually passed through as a matter of course. Docks - Most of the cheap Inns are located down by the docks, where sailors are wont to stay. Rooms are available at a reasonable rate at the Fishok Inn down at the Docks. The owner is Darius Gilbert, a retired merchant sailor. Draft Road - This road leads westward into the city from the Plains of Chanuk. When the prevailing easterly winds clear away the clouds, a magnificient view of the city greets travellers arriving from the east. To the north, the immense, snow-capped form of Felkryn Mountain stands shrouded in mists. To the south, the sun reflects of the sparkling waters of the Straits of Lansh. The splendor of the City of Spires lies spread out in the middle, sprawling south across the rocky peninsula beyond the mountain slope. Fork Stone - This crumbling obelisk has come to mark the fork in the road leading north to the Border Forest and east to the Plains of Chanuk. It was not always thus. The obelisk has stood in this spot before the original founding colony appeared on the coast, and its origins have been lost to time. Various Sages have attempted to decipher the fading glyphs along the sides, so far without success. Free Market - In this nearly enclosed area along the shore, many vendors set up camp, hoping to make a few sales to visiting caravan merchants and city folk. Covered tables display the wares of the vendors, which range from cheap iron jewelry and knives, to magically freshened fruit, cooked sparga on a stick, and fresh baked pita loaves. The aisles are crowded with buyers, and street children darting between the bodies, playing games or fleeing an angry vendor after knocking over his cart. Jugglers and musicians, hoping to collect some small donations, are surrounded by admirers. In general, the free market is cheaper than the Habwa Plaza in the merchant section, but pickpockets are more common. Graveyard - Literally thousands of barrows fill the rich earth of this grassy peninsula just outside the temple district. A dirt road leads from the western in the city wall, curving down to the iron gates of LyarŐs Crypt. Habwa Plaza - This large plaza is the center of the cities economy. The rectangular plaza is full of vending stands with hawkers selling their wares and merchants making deals. At the west end of the plaza, captives from the south shores are sold into servitude. In stalls under the plaza walls, other merchants hire workers for temporary jobs, or just advertise their businesses. Typical jobs available in the plaza include deck hands for sea voyages, or laborers to haul stone to the city wall. The better jobs are reserved for members of the various guild houses. Keirfel Shipping House - Down a moderately-busy side street in the business section is the Dun-colored House Keirfel, identified by a banner hanging from a pole on the second story. There is usually a group of mercenary guards gathered near the entrance to protect the owners from a rival. Inside, the house is surprisingly old and cramped, although well maintained. A narrow passage leads to the inner plaza, where there is a pretty little garden and a small pool. Members of the household often enjoy their siesta in the garden, being served refreshments by servants. An inner walkway wraps around the courtyard on each of the three stories, and more guards patrol each of the balconies. To the left, a steep staircase leads up to the second level. The master of KeirfelŐs merchant fleet is Captain Darnan Tyler, a long time friend of master Keirfel. He is a middle-aged merchant who is balding and has a slight pot belly. In short, he doesnŐt look anything like a sea captain. However, he does have a sharp eye for talent. DarnanŐs command ship is the Wave Courser, a twin-masted carrack Darnan has a daughter, aged 12. His wife is said to have been arrested five years ago by the Blood Guard, and hasnŐt been seen since. Merchant Section - Here the streets are narrow, but clean, cobbled, and well drained. The two to three story, timber and mortar buildings hang out over the twisting and winding streets. Their sloped tile rooves are adorned with clay chimneys, and the occasional turret or spire, giving the reason for the city nickname. Every window is barred with solid iron grillwork, and the doors are made from heavy wood. None of the buildings bear much in the way of extraneous decoration or adornments. In fact, there is no sign of the colorful plants or other vegetation youŐd normally expect to see hanging from upper balconies. The folk here are plainly dressed and sullen in appearance, sparing barely a glance about before hurrying about their important business. The streets are busy with foot traffic during the daylight hours, with a few foot coaches passing by and frequent patrols by the city guard. Further into the section, artisan workshops and cafes line the streets, along with guild houses, well guarded money lenders, and many other businesses. The merchants of Khanport are obviously prosperous and thriving. Mistal Keep - Once a fine keep on the southern outskirts of the old city, this keep was abandoned after the last eruption and is gradually succumbing to decay. New Wall - This massive wall has been under construction since the Grey Lord took over the city, and is roughly 80% completed. The only entrance to the city on this side is through the massive gate house. The soldiers at the gate are regular city guards. The Blood Guard hold the honor of guarding the Citadel inside the city. Most of the merchants passing through the gate are farmers bearing their goods to the markets. A steady stream of such goods arrives at the city gate during the day, ending only with dusk. Non-merchant visitors are required to state their business, then pay a gate tax ranging from 2 Irongs to 5 Bronze Chuds, depending on how wealthy they appear. The guards wear well-oiled ring mail, and fading talbards marked with the city colors. (A black icon consisting of a cup of seven chain links, enclosing a hollow pentacle star, all on a pale gold background.) They are armed with long swords hanging from belt scabbards, but their wood shields are usually stacked against the side of the gate. The heavy, reinforced wood gates are some 20 meters in height, and a combined 10 meters across. Beyond, a dim arcade leads through a sizeable gate house. Several gruesome corpses hang from ropes descending from the arrow slits in the ceiling, with placards describing their crimes hung about their necks. Bits and pieces of crushed human bones can be seen in the dirt along the sides of the passage: a warning to new visitors. At the far end of the arcade, the bottom of a porticullis hangs from a slot in the ceiling, ready to trap any enemy army foolish enough to break through the gates. Beyond the passage, a heavily used road leads off to the south-west toward the heart of the city. Tower of Guild - This remarkable construction rests atop a small grassy knoll at the outskirts of the city, a mere hundred meters from the face of the immense lava wall, and towers high above all other buildings. Sharp eyes can spot a slender bridge running between the upper levels of the tower and the cliffs, leading who knows where. No visitors are allowed further into the building than the guest quarters on the lowest level. Rumors abound about the activities within the tower, although none know for certain what lies within. -- Bob | Out with the tax-and-spend Democrats... iceblade@eskimo.com | ...in with the borrow and spend Republicans.