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| + | /* À compléter */ | ||
| + | ====== Beaurefuge ====== | ||
| + | /* Fairhaven */ | ||
| + | <WRAP box bgblue fgblack 350px left : | ||
| + | ^Pays | [[Aundair]]| | ||
| + | ^Gouverneur | Reine [[npc: | ||
| + | ^Population | 92 500, plus 20 000 dans la campagne avoisinante| | ||
| + | ^Races | ||
| + | ^Religions | ||
| + | </ | ||
| + | Its ancient foundations set on a riverside, Beaurefuge is the cultural and symbolic heart of Aundair. | ||
| + | {{: | ||
| + | {{fairhaven2.jpg}} | ||
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| + | La ville de ** Beaurefuge ** est la plus grande de l' | ||
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| + | ====== Caractéristiques et lieux notables ====== | ||
| + | * [[Cathédrale Abandonnée de la Flamme d' | ||
| + | * [[Centre du Calice]] | ||
| + | * [[Marché Éxotique]] | ||
| + | * [[Citadelle de la Maison Brunet]] | ||
| + | * [[Gare]] | ||
| + | * [[The Queen' | ||
| + | * [[Cour Royale de Beaufort]] | ||
| + | * [[Sovereign Ward]] | ||
| + | * [[Tower of Eyes]] | ||
| + | * [[L' | ||
| + | * [[Whiteroof Ward]] | ||
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| + | ====== Groupes Influents ====== | ||
| + | * [[Gang des Poignards Noirs]] | ||
| + | * [[Les Yeux Royaux d' | ||
| + | * [[Famille Royale Aundairienne]] | ||
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| + | ====== Notable People ====== | ||
| + | * [[Haneela de Brunet]] | ||
| + | * [[npc: | ||
| + | * [[Castellan Adelle Fulirno]] | ||
| + | * [[Thothar]] | ||
| + | * [[Tirah the Shark]] | ||
| + | * [[npc: | ||
| + | * [[npc: | ||
| + | * [[npc: | ||
| + | | ||
| + | * [[npc: | ||
| + | * [[: | ||
| + | * [[:Ralsor]] | ||
| + | * [[: | ||
| + | * [[:Torven]] | ||
| + | * [[npc: | ||
| + | * [[:Imre]] | ||
| + | {{fairhaven-streets.jpg}} | ||
| + | {{fairhavenx.jpg}} | ||
| + | <ifauth @admin>< | ||
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| + | {{fairhaven_map11.jpg}} | ||
| + | {{fairhaven_map2.jpg}} | ||
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| + | Beaurefuge est une ville de magie et d' | ||
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| + | Les repaires et les tanières | ||
| + | Beaurefuge est bien connu pour ses universités et ses bibliothèques, | ||
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| + | 8. La Troisième Tour | ||
| + | Lorsqu' | ||
| + | Conseil de la cave : Plus un point d'eau qu'une véritable taverne, ce bar en sous-sol est devenu le repaire des anarchistes, | ||
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| + | 8. The Third Tower | ||
| + | When a massive fire destroyed the upscale inn known as the Peryton’s Pride only a few years ago, the proprietor, a retired soldier named Phorif Mirador, rented the surface of the estate to Maison Lyrandar for a surprisingly low sum. His only condition: build around the intact foundations of the inn, what had once been a vast wine cellar. Soon after, Beaurefuge’s third and smallest Aéronef docking tower was erected on the site. Situated in the southwestern corner of the city in the residential Laurelbough District, the Third Tower, as it has come to be known, is the newest and least trafficked of Maison Lyrandar’s docking towers in Beaurefuge and sees more private than commercial use. A door just inside the ground floor is marked “Cellar Council,” and leads to what used to be the basement of the previous establishment. | ||
| + | Cellar Council: More a watering hole than a proper tavern, this basement bar has become a haunt for anarchists, malcontents, | ||
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| + | 9. Famille Ir' | ||
| + | Antiquités | ||
| + | A la limite du Quartier Souverain, et en vue des plus grands temples de la ville, se trouve un manoir majestueux appartenant à la noble famille ir' | ||
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| + | 9. Ir’Uvanto Family | ||
| + | Antiquities | ||
| + | On the edge of the Sovereign Ward, and in view of the city’s largest temples, is a stately manor belonging to the noble ir’Uvanto family. This old Aundairian family Perdu most of its fortunes, its holdings, and its children during La Dernière Guerre, and has struggled ever since to maintain both reputation and a high standard of living. The nobles make their living now by selling a vast collection of gems, jewelry, and objets d’art, many of which have been looted from the family’s own mausoleums. The gallery itself, known as ir’Uvanto Family Antiquities, | ||
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| + | Claws in the Dark: Bitterness and desperation drove the family’s patriarch, Arvos ir’Uvanto, | ||
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| + | 10. Vorenn’s Walk | ||
| + | In 967 AR, a favored member of Beaurefuge’s aristocracy—and a sorcerer of no small power—set to betray the city to the Thranes by selling them royal secrets. Although the crown was none the wiser at the time, word of this act reached the ears of Beaurefuge’s criminal element. On the night the nobleman intended to flee the city, he walked calmly from his manse to where a ship waited to bear him safely away. But as he passed through a corner alley in the Whiteroof Ward, more than twenty Aundairian outlaws descended on him with daggers. He did not emerge—but neither did his killers. Today, the alley that bears his name is believed to be haunted with his ghost and those of twenty criminals. Though many stories are told of this event, most claim that both betrayal and sorcery cursed the place of his death. | ||
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| + | Street Judgement: Local superstition holds that anyone who enters the alley and bears ill intent against the city will face the spirits of betrayal. Real or not, even the most intrepid of Beaurefuge’s criminals choose to go the long way around this part of the district. Characters with knowledge of the Mort-vivant might be asked to investigate the haunting, especially if the spirits of the legend have been seen leaving Vorren’s Walk. But how does one find suitable bait? | ||
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| + | Griffes dans l' | ||
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| + | 10. La marche de Vorenn | ||
| + | En 967 AR, un membre privilégié de l’aristocratie de Beaurefuge – et un sorcier au pouvoir non négligeable – s’apprêtait à trahir la ville aux Thranes en leur vendant des secrets royaux. Bien que la couronne n’en ait pas été plus avisée à l’époque, | ||
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| + | Jugement de rue : Selon une superstition locale, quiconque pénètre dans l' | ||
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| + | 11. The Underquay (Sous le Quai? SousQuai | ||
| + | While most legitimate river trade operates through the dockhouses of the Whiteroof Ward, a select number of Beaurefuge’s underworld elite have a resource of their own. Flushed to the northeast edge of the wharf is a quay of cracked stone seemingly used for damaged ships. An unassuming dockhouse is perched on one corner and is accessed only by a single door inscribed with invisible runes of warding. Within lies the Underquay, a surprisingly large extradimensional space that serves as tavern, canteen, and customs house to the powerful and lawless. Those who try to report the Underquay find that some of the authorities have been paid off, and that their days are now numbered. | ||
| + | Deadly Discretion: Characters who learn the watchword of entry into the Underquay find themselves rubbing elbows with the worst of Beaurefuge’s criminal element. Here the gang lord Kreelo (in one of his many faces) might meet with corrupt officials, disreputable visitors, or greedy merchants wishing to scare off their rivals. The war profiteer known as Dharvek often comes for business or to trade insults with Dark Dagger rogues. Those who come looking for trouble—or for a smuggler unafraid to break some bones—will find it in the Quay. | ||
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| + | “Crown jewel of Galifar? Crown seat of Aundair? Yeah, I know that drivel. Galifar’s dead, mate, and I rule these streets. If you wanted white spires and crystal waters, you’d have stayed in a better ward or let the river carry you by. Now let’s get down to business, or you can hit the cobbles." | ||
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| + | Beaurefuge is noted for its beauty, much like the rest of Aundair. But, as with any large mass of people, hidden evil has wormed its way through the community’s roots and weaves webs in Beaurefuge’s highest places. Ill fortune or decisive action can bring wicked eyes down on the bold. For such worthies, even gentle and beautiful Beaurefuge is a place of adventure. | ||
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| + | “Crown jewel and crown seat of Aundair. Envy of Galifar, far and wide. Beaurefuge, city of white spires and crystal waters, your name rings as modest to all who behold you.” | ||
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| + | Aundair is a land of rolling plains and forests. Its people are earthy, idealistic, patriotic, and hungry for knowledge. Respect for arcane magic runs deep in them, and their nation produces some of the finest arcanists on the continent. In the intellectual and spiritual center of this diversity stands Beaurefuge, capital of Aundair. | ||
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| + | Beaurefuge | ||
| + | Government: Prince Aurad ir’Wynarn is the city’s governor. Nobles and other influential individuals who have interests within or near the city advise the governor when called to do so. A network of bureaucrats, | ||
| + | Defense: Beaurefuge maintains an extensive constabulary called the Beaurefuge Watch, and it includes arcanists trained in Aundair and ex-soldiers. Les Chevaliers Arcaniques maintains its garrison within Beaufort, with divisions including the royal Arcane Guard, Beaurefuge Wands, Knights Phantom, and Sky Knights (Faucon-dragon riders). Royal and noble armies have similar holds within or near the city. Also within [[Beaufort]] is the Tower of the Eyes (Eberron® Campaign Guide, page 71) where the queen’s intelligence agents work and train. Capable students from numerous arcane schools and brave citizens willing to take up arms supplement these considerable defenses. | ||
| + | Inns: Fairview Inn (Beaufort), University Place (Knowledge Ward), Normandin House (Chalice Center), Hooked Inn (Whiteroof ), Wayfinder’s Rest (Sunset Ward), Red Maple (Wood Ward), Saint’s Hall (Sovereign Ward). | ||
| + | Taverns: Royal Vintners (Beaufort), Normandin House Restaurant (Chalice Center), The Tipsy Nixie (Whiteroof ), University Place Alehouse (Knowledge Ward), Wayfinder’s Brewery and Spirits (Sunset Ward), Red Maple (Wood Ward), Row’s End Tavern (Wood Ward), The Ribald Rector (Knowledge Ward). | ||
| + | Supplies: Distant Exchangel (Wood Ward), Faucon-dragon Reagents (Knowledge Ward), Beaurefuge Consortium (Chalice Center), Haldran Books (Sovereign Ward), Riverside Supply (Whiteroof ), Fondation du Routard Surplus (Sunset Ward). | ||
| + | Temples: Hall of the Assembled Host (Légion Souveraine; Sovereign Ward), Shrine of the Giver (Traveler; Chalice Center), Dome of Light (Voie de la Lumière; Knowledge Ward). | ||
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| + | Lore | ||
| + | Commun Knowledge: Beaurefuge has an orderly design, with brick- or stone-paved streets and stunning towers and minarets. Its grand style hints of something other than Humain thought, and its layout suggests careful planning. None can miss the pale towers of the city’s central fortress and royal palace, Beaufort (Eberron Campaign Guide, page 69). Elsewhere about the city, other buildings, particularly municipal ones, echo the style of these spires. Magic as much as muscle shaped numerous buildings. From the uplands about 50 miles southwest of the city spills the Rivière Aundair. The river is wide, slow, and deep by the time it reaches Beaurefuge, and then it meanders northeasterly down the plains toward Scion’s Sound. Its position on the river makes Beaurefuge a trade gateway to western Khorvaire. Other cities in the region are less hospitable, and the river becomes too shallow and treacherous for larger merchant vessels to fare beyond the city. As a mercantile hub, Beaurefuge is also a place full of opportunities, | ||
| + | Beaurefuge offers much more than moneymaking prospects, however. It is a focus of adventure, learning, and magic. Fée are Commun here, harkening to the time when Aundair was a wilder place. The University of Wynarn (Eberron Campaign Guide, page 69) also brings a diverse population into the city from across Khorvaire. Major holds of several Maisons Marquées Du Dragon stand in or near the city, including Bombardier Ouest. The Fondation du Routard has its headquarters within the city, bringing in all sorts of venturesome folk. | ||
| + | History DC 15: After a spy loyal to the Church of the Flamme d' | ||
| + | History DC 20: To those knowledgeable on city building, Beaurefuge has the appearance of a young city. Old cities meander beyond their original layout, becoming chaotic. Beaurefuge has the geometric layout of a settlement that has yet to escape its reins. Beaurefuge started as a military installation and became a trade port. The military leaders at the time planned it from the beginning and controlled its growth. Later, when the needs of the city called for new construction, | ||
| + | Beaurefuge has also had its share of river floods in its history. Civic Mage-artisans and their magic keep the city dry now, even when the Rivière Aundair rises to flood fields near the city. In the past, however, the waters washed away the old and made way for the new. | ||
| + | History DC 25: When the majority of Tairnadal Elfes abandoned their colonies to Gobelins thousands of years ago, a few clans of Elfes remained in Khorvaire. As mobile as their counterparts in Aérénal, some of these Elfes migrated north to put distance between them and the power centers of the Dhakaani Gobelins. Over time, their nomadic ways took them amazing distances and their culture changeld. Sarlonan immigrants met these Elfes in Khorvaire and absorbed them, which led to the Demi-Elfes of modern Khorvaire. | ||
| + | Among these Elfes were those who plied the waters around Scion’s Sound and the Rivière Aundair when Humains and other Demi-Elfes came and established Thaliost, Aundair’s earliest city. Beaurefuge served as one of the harbors of the “river Elfes” in those days. Numerous Demi-Elfes of Beaurefuge and western Scion’s Sound still bear the traditions and fiery spirit of these Elfee ancestors. | ||
| + | The river Elfes are still fine riders. Many believe that the horses of Aundair might have descended from those the migrant Tairnadal Elfes brought with them. Some claim that the Elfes also influenced the dueling and singing traditions of Aundair. | ||
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| + | map : A - Farhold (Eberron Campaign Guide, page 69) | ||
| + | B - University of Wynarn (Eberron Campaign Guide, page 69) | ||
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| + | Characters | ||
| + | The following characters play a large role in | ||
| + | Beaurefuge. | ||
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| + | Queen Aurala ir’Wynarn | ||
| + | An imposing woman with diplomatic skill unmatched among her peers, the Queen of Aundair is agile with the intricacies of ruling her land. She bends just enough to keep her Vassaux loyal while keeping a firm grasp on royal power. With public edicts and private discourse, she supports the ambitions of others enough to keep them content and, perhaps, lead them into underestimating her. When she makes mistakes, such as her mishandling of Cyran refugees, she does her best to turn the tide back in her favor. Aurala advocates for peace, but such ideals are secondary to her ambition to rule all Khorvaire with the crown of Galifar on her head. | ||
| + | Queen’s Gambit: Aurala is a masterful politician, and she is no warrior. She relies on the Royal Eyes and other agents to help her with the dirty and bloody work of maintaining Aundair. To keep tabs on her warlords and to circumvent any possible leak from within official channels, she uses independent operatives. An autonomous team might serve the queen and her loyalists in all sorts of ways, including against other nations. Thrane suffers Aurala’s secret opposition at every turn, but Aurala encourages any action likely to weaken others among the Cinq Nations. | ||
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| + | Prince Adal ir’Wynarn, | ||
| + | First Warlord | ||
| + | Aurala’s younger brother Adal is the Royal Minister of Magic, First Warlord of Aundair, and an arcanist of considerable might. He is also ambitious. He maintains his home within Arcanix, where he oversees the Congrès Ésotérique and Ministry of Magic. He returns to Beaurefuge at regular intervals to speak with his sister and to oversee magical matters important to the military. Although he is discontent with allowing Lord Darro too much influence in either area, he sees Darro as a capable but misguided warmonger rather than a rival. Adal believes unhappy chance placed the crown on Aurala’s brow, and that he should have it and, eventually, the crown of Galifar. Through a great arcane attack, he plans to retake Thaliost from Thrane to gain popular support and cow other nations into submission. If Aurala and her troublesome heirs disappear during the upheaval, all the better. | ||
| + | Arcane Plots: Adal’s agents keep watch for any arcane item, power, or ritual that might advance Adal’s ambitions. He keeps strong ties to the Fondation du Routard for this purpose. Through go-betweens, | ||
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| + | Prince Aurad ir’Wynarn, | ||
| + | High Chancellor | ||
| + | Unlike Adal, Prince Aurad, the queen’s youngest brother, devotes himself to the crown. Like Aurala, Aurad is a politician rather than a warrior. He serves as Aurala’s chief advisor, leader of her diplomatic corps, and governor of Beaurefuge. Aurad’s morals place him above intrigue and outside the grasp of corruption. The queen can rely upon him to render advice that holds at its foundation the best interests of Aundair and its ruler. Aurad prefers peace, however, and this colors his counsel. He counts himself and Aundair lucky that his sister believes that the crown of Galifar must be acquired through strategies better than outright warfare. | ||
| + | Fair Governance: When it comes to taking care of the city’s problems, the queen can overrule Prince Aurad’s decisions, but she seldom involves hersElfee in such matters. Player characters who help Beaurefuge maintain its peace and prosperity can count on great rewards from Aurad’s even hand. Conspirators, | ||
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| + | Lord Darro ir’Lien, | ||
| + | Second Warlord | ||
| + | Lord Darro is a bold warrior who has augmented his martial skill with considerable arcane power. He leads Aundair’s Knights Arcane and is captain among the order’s elite Knights Phantom, dragoons who ride steeds conjured with the Phantom Steed ritual. Darro’s ambition to retake a section of the Eldeen Reaches is well known, and he intends to reclaim Aundairian territory and harden the nation’s troops for the inevitable resurgence of war. He splits his time in Beaurefuge between currying the queen’s favor and that of Prince Adal. | ||
| + | Eyes in the Woodlands: Through sympathetic intermediaries, | ||
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| + | Royal Family | ||
| + | Prince Consort Sasik d’Létourneau, | ||
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| + | Castellan Adele Fulirno | ||
| + | Those who seek an audience with the queen or any important royal advisors must first meet with Castellan Fulirno. The castellan once acted as an agent for Les Yeux Royaux d' | ||
| + | Political Nexus: Castellan Fulirno is loyal to Queen Aurala, but she plays a duplicitous game. Each warlord believes her to be an ally, and she pretends to have a secret, stormy, on-and-off relationship with each. In truth, she and Aurad work to keep the warlords off balance. Through numerous avenues that include the castellan, PCs might become double or triple agents loyal to the queen. The castellan might instead employ the characters to help keep up appearances to the warlords. If Fulirno can be counted on for any one thing, it is that Aurala and Aurad know everything the castellan learns | ||
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| + | Ubeth Gratios | ||
| + | A wealthy Humain wine merchant and known rake, Ubeth specializes in exotic drinks from southern lands, including [[Aérénal]] and Xen’drik. He’s also not all he seems. Ubeth is Jabreki Osluuhn, an Elfee master of disguise and operative for the Order of Vigilant Sentinels—elite agents of Les Souverains Frère et Soeur of his homeland. Although he frequents the Aereni Embassy in Beaurefuge, ostensibly to secure his shipments, he is independent and answers to no one there. | ||
| + | Elfique Interests: Other than his [[Aérénal]] connections, | ||
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| + | Factions | ||
| + | Player characters might have to deal with one or more of the following factions while in Beaurefuge. | ||
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| + | 1 - Adaran Enclave | ||
| + | Kalashtar make up a tiny minority in Beaurefuge, and most of them live in the Adaran enclave in the city’s Knowledge Ward. Within the enclave, the Adarans share their traditions and offer whatever help they can to their fellow citizens. Citizens in the city consider the kalashtar and other Adarans to be valued neighbors. The Dome of Light, a shrine to the Path of Light, offers facilities for meditation, psionic training, and even magical healing. Adarans, kalashtar and otherwise, also go to the university as teachers and students. Partially because of this population, Beaurefuge is an Aundairian center for martial arts. | ||
| + | Fair Inspiration: | ||
| + | The Riedrans have yet to work directly against the kalashtar, since little would be gained. Prince Aurad has heard the basics of both sides of the Sarlonan conflict—the Adarans are criminals and terrorists, and the Riedrans are oppressive autocrats. Given the reputation of the kalashtar in Beaurefuge and the queen’s favor for the Riedran ambassador, the governor has no wish to take sides in such foreign concerns. | ||
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| + | Bombardier Ouest | ||
| + | Jorlanna d’Bombardier (Eberron Campaign Guide, page 211) is considered a citizen of Beaurefuge although the main Bombardier compound stands outside Beaurefuge’s sturdy walls (Eberron Campaign Guide, page 210). Members of this Bombardier branch receive training in social skills, and as a result of their diplomatic abilities, the house has a good reputation in Beaurefuge, Aundair, and the Confins d' | ||
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| + | Cult of Life | ||
| + | A widespread sect of the Le Sang Divin, Le Culte de la Vie operates in secret within Beaurefuge. Its members are skilled and ruthless individuals who work to take positions of power, whether mercantile, religious, or political. Seekers who serve Le Culte de la Vie sometimes meet to practice the rites of their religion and trade secrets. Only the most powerful Seekers know the truth at the center of their religion, and many of them possess dark powers that allow them to steal life energy or kill from L' | ||
| + | Blood Web: Torven “the Ageless” d’Médani is a Demi-Elfe vampire lord, the leader of Le Culte de la Vie in Beaurefuge, and one of the cult’s principles in Khorvaire. Although Maison Médani’s authorities believe he is dead, he maintains power and influence over a few choice house scions in the Beaurefuge enclave and elsewhere. He also has a network of sinister connections among influential persons in Beaurefuge, Arcanix, and wider Aundair, Karrnath, and Thrane. The PCs might follow any of these strands to the Cult of Life and, possibly, to Torven’s lair. He has established his lair in ancient catacombs under the Sovereign Ward | ||
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| + | 2 - Gang des Poignards Noirs | ||
| + | Strongest among the criminal gangs of Beaurefuge, the Gang des Poignards Noirs operates out of the abandoned Flamme d' | ||
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| + | 3 - River Elfes | ||
| + | Demi-Elfes Commun in the Whiteroof Ward add local color to Beaurefuge and points east into Scion’s Sound. Dressed flamboyantly in loose clothing reminiscent of Valénar Elfee dress, these quixotic, itinerant people are fishers, ferry folk, shippers, and even pirates on the Rivière Aundair. Such “river Elfes,” as they are called, are rumored to descend from Beaurefuge’s earliest inhabitants, | ||
| + | River Running: No better guide than a river Elfee can be had for the environs of the Rivière Aundair all the way to Scion’s Sound. Anyone who needs to move something in or out of Beaurefuge without the notice of the authorities can turn to the river Elfes. Some Aundairians consider the Demi-Elfes, who have downriver dealings in Thrane and Karrnath, a little too liberal and worldly. This tolerance works two ways. PCs might run afoul of river Elfee buccaneers or thwart smugglers in Thrane’s employ, but they might as easily work with the Demi-Elfes to root out river monsters or gather intelligence in Thaliost or Korth. | ||
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| + | Plots | ||
| + | Where people live and work, some seek goals that come at the expense of others. Beaurefuge is no exception. | ||
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| + | Greenkeepers | ||
| + | The Greenkeeper Guild maintains a stable of gardeners and animal handlers who keep the city’s numerous parks and street beds clean, healthy, and safe. In doing so, they also help maintain Beaurefuge’s status as one of the most beautiful and tidy cities in all Khorvaire. Maison Létourneau sanctions the guild, some of whose members use primal magic. Prominent members work on the grounds in Beaufort, although the queen’s personal retainers handle similar duties within the fortress. | ||
| + | Roots of Ash: The Peuple du Frêne have infiltrated the Green Keepers extensively, | ||
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| + | Lineage of Dust | ||
| + | The Demi-Elfe ir’Lantar family has enjoyed success within Aundair since before Galifar was sundered. Extensive holdings outside Beaurefuge, as well as its manor and grounds within, attest to this success. Family history has it that ir’Lantar ancestors lived here when the foundations of Beaurefuge were being set. Countess Tensyn ir’Lantar, | ||
| + | Fiends in Beaurefuge: The truth is that the ir’Lantar family has been in league with rakshasas for generations. They owe numerous triumphs to their affiliation with the Seigneurs Des Cendres. All the adults know of the family’s true history, and the children are raised to be decorous in appearance but cruel. Helais, one of Les Yeux Royaux d' | ||
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| + | Precocious Princess | ||
| + | Prince Aurad’s adolescent daughter Austasia has taken it into her head that she can become a great explorer. Princess Corrine, rascal that she is, has encouraged Austasia to run away to pursue her dreams, despite the latter’s youth and incomplete training. Austasia, who has shown promise, might be hero material one day. | ||
| + | Royal Runaway: Austasia, possibly along with Corrine, leaves Beaufort, disguises hersElfee, and attempts to travel to Sharn. The royal family dispatches trusted agents, perhaps the PCs, to recover the girl. If a foreign power or disreputable organization were to “acquire” the wayward lady, repercussions could be dire. Nationalistic loyalties being what they are, the characters might instead be looking for the princess for Thrane or Karrnath. Adventure could ensue if the PCs just happen to meet Austasia during or after her trip. They could even be implicated as kidnappers if they aren’t careful. | ||
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| + | Sites | ||
| + | Several notable sites might provide the PCs with interesting tasks to accomplish. | ||
| + | 4 - Chalice Center | ||
| + | This district is a major center of travel and shipping in Fairhaven. The House Orien lightning rail station stands just outside its northern gate. A House Lyrandar airship tower, one of three similar towers in the city, marks the ward’s southern side. Both dragonmarked houses maintain their enclaves in Chalice Center. | ||
| + | Democracy: Chalice Center is among the most cosmopolitan in Aundair, and one of its well-known citizen philosophers is Thothar Ostren. Thothar advocates for peaceful revolution—the overturning of the crown in favor of populism. Although the Royal Eyes keep tabs on him and have questioned him on occasion, Thothar is too popular in intellectual circles and too peace-minded to silence. Thothar and his patrons might sponsor progressive PCs, and the man is a great source of information within the city. However, those who intend harm to the Aundairian Crown could use Thothar for unwholesome ends. | ||
| + | 5 - Distant Exchange | ||
| + | Near the city center, at the base of an airship tower | ||
| + | and beyond the customs houses of Chalice Center and Whiteroof, stands the huge bazaar known as Distant Exchange. Local law decrees that nothing native to Aundair can be sold within Distant Exchange. People visit here to purchase foreign goods and rarities, as well as to meet unusual folk such as dragonborn from Q’barra. Information Exchange: Close to the embassies near Fairhold and several minority districts, Distant Exchange is also a trading place for information. More than one merchant is loyal to a foreign interest, and agents can talk within the exchange under the guise of doing business. Further, some minorities within Fairhaven use Distant Exchange as a meeting place. Those who know the right person to ask can learn obscure news of distant lands here. Occasionally the intrigue seething under the market’s alien atmosphere breaks out in violence for one reason or another. | ||
| + | 6 - House Brunet Citadel | ||
| + | Just north of Distant Exchange, House Brunet maintains its Fairhaven citadel. Within the walls and tower is a hospital, an extensive herb garden, a medicinal and potion dispensary, and a center of medical learning. Field medics make themselves available for hire within the enclave, but the most potent healers choose to remain inside the enclave as much as possible. Among the latter is Haneela d’Brunet, who has been known to bring back the dead. | ||
| + | The Grasping of Healing Hands: House Brunet treads risky political ground within the Fairhaven citadel by engaging in research into healing herbs, reagents, and techniques from the Eldeen Reaches. Those who come into possession of medicinal secrets from the Reaches can find a buyer in House Brunet. For such treasures, house employees take some risks. They’re also willing to use the unpopularity of Reachers against any who claim the house has taken or acquired goods unfairly. | ||
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| + | 7 - Fondation du Routard | ||
| + | Headquarters | ||
| + | Lord Boroman ir’Dayne had this four-story building constructed as the major center for the Wayfarer Fondation. It houses a museum, also known informally as the “trophy room,” on the first two floors. Upper floors house offices, lecture halls, and meeting rooms, including the Conclave Chambre where the foundation’s most prominent members and stewards, La Tutelleees, meet. On these floors, explorers and members of the foundation can arrangel or invest in expeditions, | ||
| + | Lordly Wasting: Lord Boroman ir’Dayne is dying. While on an expedition to Xen’drik, the affable and capable hobbit contracted a wasting curse. The curse is slowly destroying the lord’s body. Boroman uses his vast wealth to find countermeasures and delay the inevitable, but he is weakened enough that he must use a cane to make his daily walk to and from his manor to the foundation headquarters. Boroman might employ the PCs to travel to any site in which a cure might be located, including back to the mysterious Xen’drik ruins in which the lord contracted the curse. | ||
| + | Mislaid Trust: Clandestine organizations of all sorts have reason to infiltrate the Fondation du Routard. A spy, especially among La Tutelleees, could gain a vast array of valuable knowledge and resources. A double-dealing trustee might also plot to help Boroman ir’Dayne into the grave and seize leadership of the foundation. The PCs might be caught in one of these plots, especially if they succeed at finding help for Boroman’s curse. | ||
| + | Relic Raiders: Items and valuables from the trophy room have gone missing. No one can find any sign of breaking and entering. Are the thieves working within the foundation building or coming from outside? Perhaps a creature in the trophy room isn’t a stuffed model after all? Then again, maybe the trustees have set up an elaborate hoax to test potential recruits or existing members. | ||
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| + | River Smugglers | ||
| + | Although the river Elfes are a colorful part of Beaurefuge life, and most are as law abiding as most citizens, river life has its dark side. River Elfes are fantastic guides and expert shippers, but both traits make them ideal smugglers. Illicit goods come into Beaurefuge through the river ports, and the bulk of that trade flows through Demi-Elfeeique hands. Finding a smuggling ring and shutting it down can be part of just about any heroic adventure. | ||
| + | For most smugglers, the money and thrills are the goal. Such individuals like to think they’ve outwitted the authorities, | ||
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