Professional Documents
Culture Documents
Foreign Powers in Fairhaven
Foreign Powers in Fairhaven
Cities of Khorvaire (as I like to call it) was put on the back-burner,
taken off, put back, and then left to cool for a little bit. I want to pick it
back up, though, so here’s some new info to get things going!
You can find much, much more information on Fairhaven here and the rest
of the sections that are only half-finished will be completed in upcoming
weeks.
The complex bureaucracy of Fairhaven does not run itself and there
are many different forces that contribute to its motions, not
necessarily all in concert. The city’s government is a multi-faceted
machine but foreign powers also influence city policies through
indirect means.
Foreign Powers
As with most major powers in the post-war world, Aundair has a
complex relationship with many powers in Khorvaire and beyond.
Most of those relationships have direct effects on the city of
Fairhaven, whether its citizens are aware of them or not.
Aerenal
Though the elves of Aerenal take great stock in their ancient magical
rites, they do not have too much hubris to consider others’ works. The
Aereni wizards in Fairhaven style themselves as teachers and mentors
of the Aundairian mages here and at Arcanix, but they regularly take
interest in innovative new rituals and spells that can be sent back to
Aerenal. In this quiet, theatrical relationship the Aereni are frequently
at odds with the agents of the Mosaic Commitee which leads the
Arcane Congress. Each side needs something from the other but sees a
definite and frustrating rival as well.
The other Aereni party interested in Fairhaven is much more sinister.
The Skullborn, heretical rebels who seek to overthrow the Undying
Court, have begun to send agents into the city to build a power base. In
Aundair they see a ready population of allies in the khorovar of that
nation and opportunity in the arcane traditions which already exist
there. Their necromancers hope to convince the Aundairian half-elves
of the opportunity that awaits a new and united Aerenal where both
elves and half-elves live forever with the rites of the Transition.
Breland
The Brelish ambassador to Aundair is Lord Cornwell ir’Hourn, a
gregarious and vocal individual known in Fairhaven primarily for his
parties. In the past the Brelish ambassadors had reputations as
difficult and stubborn nobles so Lord ir’Hourn is a breath of fresh air
to the population and his masked balls are highly sought events
among Fairhaven socialites. Unfortunately, he is not the real
representative of the Brelish crown in the city. Lord ir’Hourn may
bring official statements to Fairhold and receives proposals from
Queen Aurala as well but the real political maneuvering happens
between Sir Desmon Krantz of the King’s Dark Lanterns and Lord
Thuel Racannoch of the Royal Eyes. While Lord ir’Hourn entertains
the Aundairian nobles, Sir Krantz trades intelligence reports and
clandestine operatives to Lord Racannoch for the same services from
the Royal Eyes. The relationship is so fruitful that they have continued
cooperating even when relations between Breland and Aundair are
frosty.
Cyre
Though Cyre is gone, her people remain. The old Cyran embassy in
Ambassador Court is much-reduced but it still negotiates with
Aundair on behalf of Prince Oargev of New Cyre and helps the Cyran
refugees of Craelia to establish there new lives here. The Cyran
ambassador, Lord Irasta ir’Bensk, has served his country for decades
(well before the Day of Mourning) and he has a much broader view of
the world than other Cyrans and doesn’t like the tendency for Cyran
goals to be subsumed by other nations’. He is especially bitter about
the influence that Breland has over New Cyre and the Prince, and Lord
ir’Bensk is well-aware of the special relationship between Sir Krantz
at the Brelish embassy and Lord Racannochof the Royal Eyes. He’s
waiting for the chance to do something about this and embarrass both
men without putting Cyran interests in danger.
Droaam
While many nations are reticent to open active relations with Droaam,
Queen Aurala granted an embassy to the Daughters‘ representives
without hesitation. In truth, she was ambivalent over the decision but
the Commander of the Knights Arcane, Lord Darro ir’Lain, lobbied for
their inclusion. Few know the real reason for the lord’s efforts but
ir’Lain saw the chance to wrest access of the Droaamite mercenaries, a
devastating force during the Last War, from Breland. Like many, Lord
ir’Lain is convinced that the Last War will start again soon and he
remembers the horrors of the battlefield well from the Crying Fields
and other bloodbaths. He would much rather see the gnolls, ogres, and
harpies of Droaam fighting alongside Aundairian troops than Brelish
and he has cultivated a strong partnership with the Droaamite
ambassador, a sadistic shifter named Retharr, in anticipation of this
day.
Eldeen Reaches
The Eldeen embassy in Ambassador Court is a recent addition and
many are uncertain what to think of the nation to the west that was a
large portion of Aundair until a few decades ago. The Eldeen people
have been few in number and independent of spirit since the earliest
days of Aundair but the loss of this territory has been difficult for the
nation to bear well. Eldeen folk living in Fairhaven, the majority of
which can be found in the Grangehall Ward, are sometimes targeted
with violence by nationalistic groups and the Eldeen representative to
the crown, Dusklighter, spends much more of his time complaining to
the queen’s representatives than he’d like. Dusklighter, an awakened
giant owl, spends much of his time in the Wardens’ Glade (as the
embassy is known) or flying with a retinue to Fairhold or the
Grangehall Ward to meet with officials and constituents. He is a
cunning diplomat and sometimes seems frustrated that most of his
talents are spent on damage control between his nations rather than
negotiating fruitful treaties or alliances.
Karrnath
Aundair and Karrnath would be mortal enemies if the tensions
between Karrnath and Thrane didn’t overshadow the eastern nation’s
relations with all other lands. The natural border between Aundair and
Karrnath is the northern branch of Scions Sound, leading from the
heart of Khorvaire to the Bitter Sea, and at one point the White Arch
Bridge spanned the waters to join Thaliost and Rekkenmark. Thaliost
has been lost to Thrane now in the last stages of the Last War and the
eastern reaches of Aundair are made up of the Starpeaks and the wild
moors to the northeast of there. Thaliost is a major sticking point
between Aundair and Thrane and the Karrnathi ambassador in
Fairhaven, Lord Efran ir’Mensk, has been offering his country’s help
in securing the return of Thaliost to Aundair. Lord ir’Mensk is an
accomplished necromancer and has been trying to win the support of
First Warlord Adal who is very focused on Thaliost. The two have long
conversations when Lord Adal is in Fairhaven about magical theory
and practice but so far the First Warlord has resisted a formal
partnership with the Karrn whom he doesn’t fully trust.
Thrane
Matters between Thrane and Aundair are very strained. Besides the
political arguments over Thaliost, the longest shared border that
Aundair has is it’s southern and eastern one with Aundair meaning
that the sheer number of people moving back and forth as well as the
bandits, wild beasts, and natural disasters that affect both nations
demands cooperation. The Thranish ambassador, Lady Netron
Elanno, walks a narrow path between taking a firm stance with
Aundair and keeping talks open so that the nations can work together
when needed. Though a devoted paladin, Lady Netron has had the best
success in this regard with the mage-knight Lord Darro ir’Lain who is
willing to secure Aundair’s eastern borders in order to focus on
retaking the Eldeen Reaches. Lord ir’Lain’s Knights Phantom have
been sent on more than one ocassion to the Thranish border, this time
with the help of Lady Netron’s paladin allies to defeat bandit lords and
prowling packs of gnolls. While these efforts saved many lives,
opponents on both sides of the border were quick to label it betrayal.
Dragonmarked Houses
House Cannith
The concerns of House Cannith are overseen by Jorlanna d’Cannith, as
are the house’s efforts throughout western Khorvaire. She is a divisive
figure in House Cannith given her checkered past but she has attracted
other Cannith heirs who aren’t afraid to push boundaries as well. The
Cannith enclave in Dragonhold is full of free thinkers and innovators
making new artificed wonders and keeping the energetic spirit of lost
Metrol alive. It also attracts heirs who have burned bridges in other
Cannith enclaves, however, and have left the traditionalist enclave in
Sharn or the strict enclave in Korth to find a more permissive
environment in Fairhaven.
House Jorasco
The House of Healing has a presence in all of the Five Nations, made a
powerful ally during the many bloody years of the Last War. The
Aundairian armies had Jorasco healers on the front lines but few
battles happened anywhere near Fairhaven. Instead, the Jorasco
Citadel in Dragonhold was a safe haven where Jorasco heirs could
experiment and research their magic. Collaborating with the famed
Aundairian arcanists they made significant advances in magical
healing items from wands and protective rings as well as alchemical
potions. The Citadel, run by Haneela d’Jorasco, is known as a scholarly
site but also as a center of the guilds-fairhaven.
House Lyrandar
The center of Lyrandar power in Fairhaven is the Airship Tower in
Rordan’s Gate and the towermaster Erix Nailo d’Lyrandar is a capable,
if embittered, leader. Airships lead regularly to destinations
throughout the wester Five Nations including Flamekeep, Sharn,
Stormhome, Trolanport, and Wroat as well as larger cities farther
away including Taer Valaestas, Krona Peak, and Korth. This hub of
activity is also a place of commerce and just as many merchants set up
stalls below as airship captains dock above. The mix of ambitious
traders, eager travelers, and house rivalries make this a frequent spot
for Fairhaven adventurers to head.
House Orien
Across Chalice Center from the Lyrandar Airship Tower is the Orien
lightining rail station. Fairhaven Station is overseen by Sithov
d’Orien, a nasty man with few allies among the other Orien heirs in
the city but with a fine reputation among house leaders in Passage.
Given many Orien agents’ distaste for the Fairhaven stationmaster,
other notable heirs have their own smaller spheres of influence in the
city, including among the caravan tents of the Feast Sojourn, the
warehouses and docks of the Whiteroof Ward, and the rumor-laden
inns ofLyresong.
House Phiarlan
One of the two dragonmarked houses of the Mark of Shadow, House
Phiarlan operates as an entertainment and guild of artists. The city of
Fairhaven is the headquarters of the Demesne of Memory and the
house’s enclave, the Halls of Memory, has a massive library of
historical texts but other Phiarlan members work as talented spies for
the many organizations in Fairhaven. The Royal Eyes, the Dark
Lanterns, the Karrnathi embassy, and even the guilds-fairhaven and
guilds-fairhaven have made use of House Phiarlan’s operatives in the
past… sometimes against each other.