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Kingdom: Haran

City: Arrak’s Pass “the burning city”


Gods: 5 major gods
Population: Roughly 20.000 (Large City). 65% humans,
12% dwarves, 7% elves, 6% halflings, 4%
orcs, 3% ratfolk, 1% dark elves, 2% other.
Government: Prince Versarr Haran, youngest son of the
King, and a twin-council (Lady Quehtia and
Lorekeeper Darrach) chosen by the guilds.
Climate: Harsh. Very cold, but lava from below the
city makes it a viable place to live.
Income: Mining Umbrite, Adamantine and precious
gemstones.

Arrak’s Pass is an old dwarven city, located by the feet of


The Jagged Crown mountains, a mountain range so large, it
blocks out the sun most of the day. A thousand years ago,
the First King conquered the city, claiming it for himself and
his people. The riches found within the city were so great,
that he was later able to form the Haran Kingdom.
Since then, the city has been ruled by members of the
Haran bloodline, and still is to this day. Prince Versarr has
ruled for almost a year, after the unfortunate death of his
older brother.
As customs are, the Haran ruler is accompanied by a twin-
council, chosen by the Guilds. Currently, and for quite a few
years now, Lady Quehtia and Lorekeeper Darrach hold the
positions.
Darrach,
being one of
the older
lorekeepers Arrak's Pass
at Moonbright Academy is widely respected throughout the city and
is often referred to as “the wise one”.
Lady Quehtia is not as well known however. At an early age, it’s said
she became one of the wealthiest in Arrak’s Pass, and is known for
little other than that, except maybe her beauty.

The climate close to the mountains is cold, and it often snows.


Arrak’s Pass however, have lava flowing beneath it, thanks to the
ingenuity of the dwarves. The lava spews forth from below, making
the city a tolerable place to live. There’s almost never snow lying in
the streets inside the walls, as it melts almost instantly, but there are
plenty of icicles hanging on most buildings.
Some inns and larger houses have lava flowing just beneath their
floors, making them warm and cozy to stay in.

Most of the buildings in the city, is made of the dark, almost black
stone, mined from the nearby mountains.

Going outside during the dark hours, can be quite risky, as the dead
not burned in time, rise to roam the streets. For that same reason,
Arrak’s Pass employ many city guards that patrol the streets at night,
but it is advised not to walk the streets alone after the sun sets.

Lorekeeper Darrach
The Wards

Burning River docks


The docks are quite the sight to behold. Chunks of burning ice flows in the river, coming from the mountains above.
Ships that sail between the mines and the city are heavily fortified, and many poor people are hired to push away
the lumps of burning ice as the ships sail the river.
The docks are always bustling with activity, as they handle both the incoming ships from the mines and the merchant
vessels from the south, bringing in various trade goods.
Places of interest: Knife’s Edge, Thieves Guild
Deathfall Sorrows
The old graveyard of Arrak’s Pass, is now swarming with undead. The dead rise from the graves and the crypts
below, and no one has figured out why or how to stop it
from happening. Some mercenaries or adventurers
(commonly known as Deathwardens) venture into
Deathfall to kill as many as they can, before they must
flee – many simply never return.
The Deathwardens are paid by the Lorekeepers, at the
Moonbright Keep. The two bridges leading over the fiery
river, Frostford and Lakeshore, are both heavily fortified
at all times.
Places of interest:

Beggar’s Hole
Often referred to as just “the hole”. The poorest part of
town, with ramshackle buildings all over. Not many
Deathfall Sorrows come here, as the ward holds nothing of interest to most
people; the ward is, nonetheless, heavily populated.
There’s still a several taverns open in the ward, but it’s run mostly on charity from good-natured folk. Sometimes, if
the city dungeons are full, people are sentenced to live in the hole.
Places of interest: Hogsfeet tavern

Firebend Ward
Named after it’s beautiful lava fountain, the ward holds the
largest marketplace in the city, and it never closes. People come
here to trade all hours, and artisans try to peddle their wares.
Some of the best craftsmen in the kingdom have workshops
inside the ward, and it’s even possible to find someone that
trades in rare magical items of old. Having a stall at the Firebend
marketplace is known to be quite costly, but the quality of their
wares is often exquisite – shops are something you inherit; no
one in their right mind would ever sell, unless their life depended
on it.
Places of interest: Brotherhood of Fire, lava fountain,
marketplace, Pella’s Wand, League of Crafters

Darkwell
The 5 major temples lie in this ward, also known as “the Temple
district”. The entire ward is extremely well kept, and its rare to
notice a building that isn’t highly decorated by a talented artist.
The temples are no exception, even though the buildings
themselves are huge. Beggars are escorted out of this ward if
spotted and cut-purses will have their hands cut off, if caught.
Also inside the Darkwell ward, are two large, open plazas. The
Temple of Iomedae
two plazas each has a large well in the middle but holds no water.
It’s assumed that they functioned at one point, but now they’re just two great, black pits of darkness.
Places of interest: Goldcrest Gardens, Moonbright Academy, Marren’s Eve
Nobles Ward
Close to the Darkwell ward, people that has assimilated enough wealth come here to live. Great mansions line the
streets and servants mill around the wide, clean streets.
Lady Quehtia’s mansion lies on one of the main streets, atop a hill, and is visible from almost anywhere within the
ward.
Places of interest: Lady Quehtia’s Mansion,

City of Dawn
Settled many years ago by a group of nomads from the
north, that had fled an invading army of raiders. The
nomads were not welcome, but was in the end
allowed passage into the city and allowed to settle in
the southern region, outside the city wall. The place
has long since grown much larger, along with the city,
and has even grown beneath the city, where the
they’ve even succeeded in growing many gardens and
plants, away from the sun.
Now the undercity in the ward also function as a sort
of marketplace where you can buy almost anything,
even stolen goods, if you ever find your way into the
mazelike place.
Places of interest:

Westhaven
The ward where many of the non-human races are
settled. Elves, dwarves, halflings and orcs live side by
side here, making it a cultural firestorm of different
opinions, architecture and impressions.
Places of interest: Fool’s March Inn
City of Dawn, below ground
Zroga-Nadh
“Cursed ground” in the ancient tongue. Only adventurers or other daredevils ever venture here, due to the curse. It
used to be a heavily populated area, but it’s nothing more than a desolate place, with dark towers stretching
towards the sky. It used to house many powerful mages a few hundred years ago, but it’s said that their ambition
outgrew their power, and something went awfully wrong. Since then, mages have been detested in Arrak’s Pass.
Some even send their young into Zroga-Nadh, after they realize that they’re born with the “gift”.
Also infested by undead, since even the Deathwardens don’t go there, it’s a place most sane people stay well away
from.

Wards:
Deathfall Sorrows – Graveyard
Burning River docks
Beggar’s Hole – slums
Firebend – marketplace and artisans quarters
Darkwell district – Temple district, divine shops
Nobles Ward – Nobles/merchants quarter
Westhaven – foreign quarters.
City of Dawn – nomads/large bazar/undercity
Zroga-Nadh (cursed ground)
Ironforge Keep – Royal Palace of Prince Versarr

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