- 1 History
- 2 City Districts
- 2.1 Thoroughfare Conventions
- 2.2 Elvish Quarter
- 2.3 Patrician Quarter
- 2.4 Trade Quarter
- 2.5 Outer Quarter
The city initially began as little more than an logging outpost huddled upon a small island at the mouth of the Daifiri River. Initial contact with the local Zuck 'savages', the Dafari tribe, proved peaceful thanks in large part to gifts and promises made by the shrewd young sun elf** to their leader, Chief N'kheet**. In exchange for peace with the local tribe, the elves would offer in return access to their unique crafts and weaponry that the locals might better resist other Zuck tribes further inland. As part of the conditions of their cooperation, Mancor promised that his people would not disturb the ancient shrine on the precipice overlooking the region from rocky hill on the south bank.
Within a decade, what had started as a collection of wood-crafters, herbalists, smiths, and farmers had expanded to fill the small island they had named Tol Lonnduil (Riverhaven Island). Further upstream, they had even form a small trading post, named Erylonn** (Riverwatch), with the blessing a witch-doctor whose tribe had allied themselves with N'kheet and the increasingly powerful Dafari. Yet this small elven jewel poised on Elsemar's** equator was soon to experience a boom from a most unlikely source.
Just twelve short years after Lord Eldarion's caravel first reached its shores, the industrious young lord had an stable and prosperous colony. Yet what he possessed in business sense, Mancor seemingly lacked in likability. So it was that when a pair of galleons from Malatesta** arrived, laden with nobles, tradesmen, and priests that he found himself in an awkward place.
Thankfully, the Malatestans, led by a powerful and charismatic noblewoman named Atella Semproni**, had not come for conquest. Rather, with an increasingly debauched and aggressive culture on the rise in their homeland, these more conservative followers of Alíta**, Astra**, Karmëa**, Keva**, Khorus**, Lyria**, Olcán**, Syrene**, and Starsha** had found themselves fast approaching the fringe of Malatestan society. Instead of attempting to fight the inevitable tide of manifest imperialism and wantonness, they sought instead to leave it behind. Further north, in Renátu**, the Setenbori** had already established a colony. It was Atella's hope that their presence would prove a shield to those who wished to settle further south.
Where Atella saw a dearth of any sort of temples or fortifications of any kind, and a prosperous but disenchanted enclave, Mancor saw in the would-be settlers the promise of culture and beauty that had been left behind in Chalësidhea**. While there were many elves who were apprehensive about introducing so large a human presence into their society, ultimately the promise of a higher quality of life and greater security against inevitable aggressors won out. Within the month, Atella's people were employing magic and artifice to build a district with a grand design atop the low hill that formed the Daifiri River's last bend. As a show of their goodwill, Mancor and Atella were betrothed, and she bore him a daughter, Naiobe**, in spite of rumors that Mancor had sired children with N'kheet's daughters.
Unrest with the Dafari
Within another decade, the reach of the young city-state extended east well over 150 miles up the Daifiri River. At the valley's western edge, where it opened onto Desolation Bay**, Port Eldarion had established an extensive network of farms, camps, mines, and wineries from the Keva's Plough** mountain range at north to the Qungolo Mountains** at south.
Although the Dafari had grown powerful and wealthy through their contact with the elves and Malatestans, N'kheet was no immortal. With his death, the jungle empire he had forged from amongst disparate tribes threatened to tear itself apart along tribal lines. There were those among the Zucks who frowned upon their kin growing weak and civilized in the shadow of the settlers' city. Still others balked at their presence altogether. When a strange and powerful witch-doctor from a secretive tribe foretold subjugation and slavery at the hands of foreign invaders, and the defilement of their holy sites, war was kindled. Previously aligned tribes split and there was a backlash against the Dafari for allowing foreign invaders to threaten them all. Even as the Dafari were forced to fall back, skirmishers from other tribes began to launch guerrilla attacks against settlements leading to a weakening of Port Eldarion's defenses as the once peaceful city-state was forced to over-extend itself in seeking to reestablish peaceful relations while protecting their people and property.
Ironically, it was the very threat of a civil war and its consequences that lead the tribes down that very path.
Although Atella and her followers had hoped to escape from the machinations of Malatesta and the senate, their departure had not gone unnoticed. In the midst of a civil war between Port Eldarion and Zuck natives from non Dafari tribes, unexpected reinforcements arrived from Malatesta**.
Cassius Laelis**, had once been partners with Otho Pompori**, Atella's late husband (Atella chose to use her own family name after she departed Malatesta). Although it took several years and a great deal of brokered deals to put together, Cassius arrived at the head of a colonial expansion force and offered aid to the beleaguered settlers. Knowing full well that Cassius had the means to destroy them if the refused, Atella and Mancor grudgingly accept. With giants and a legion of soldiers at their call, the uprising was put down, and the conquest of Dafar began.
For nearly 100 years, the Malatestans who followed after Cassius built-up Port Eldarion and set about exploiting the natives. Slavery, an abomination to Atella's faction, was simply a lucrative business opportunity to the imperialists. So too was the lumber trade. Vast tracts of forests, once carefully tended by the elves, were clear-cut for timber and farmland. If the Zucks thought they were being slighted before, under imperial rule they truly suffered.
Even the Dafari, who had fought alongside Atella and Mancor's forces, were not safe from the imperial yoke. Once they had finished pushing back the tribes that were against them, delivering captured enemies to Cassius' men as prisoners and slaves, the colonial leader's view of them cooled considerably. Crimes with neither suspects nor victims were blamed upon rebels within the Dafari tribe, and many of the remaining leaders were either rounded up or driven into hiding. There reward for defeating and selling the members of other Zuck tribes into slavery was to become slaves and outlaws themselves.
As was the Malatestan way, Mancor and Atella were allowed to remain in a nominal positions of power. In theory, this granted protection to the elves, yet with increasing frequency they sought out more distant lands reviling their new overlords and sympathizing with the natives whom many felt they had failed.
For her part, Naiobe had also grown up. While she had still been relatively young when Atella's human frailty claimed her, she understood and admired her mother's vision for the city. That her parents had not loved one another was no mystery. Mancor's extra-marital dalliances (particularly as Atella aged) were a poorly kept secret at best. It wasn't long before he had his willful young half-elven daughter married off for political advantage to Cassius Laelis' somewhat dim-witted son, Linardo. Yet within 3 years, Linardo succeeded his father as heir of the Viamaré Concern when Cassius was crushed to death beneath a suspicious partial collapse of the great arena his company was building atop the homes of Dafari refugees.
With an incompetent now at the helm of the Viamaré Concern, Naiobe was better able to direct events towards the outcome Atella would have desired. It wasn't long before profits fell and Dafar became an increasingly expensive investment for Malatesta. Tensions between Malatesta and Mestara** were on the rise and well-organized strikes by Dafari insurgents strained imperial control even further. When Dafar's eastern-most city, Batasuno**, fell to an united Zuck attack, and several high-ranking Laelis loyalists were found slain by their slaves, the empire had no choice but to contract and deal with Mestara — resources already in Dafar simply could not be supported if it were not self-sufficient.
While the Dafari had won a great victory, Naiobe knew it was an unstable one.
With Malatesta's withdraw, Mancor Eldarion found himself without allies. The elves and Dafari resented him. Those humans who remained saw him as incompetent, and Malatesta proper would certainly desire his head for losing their colony. When he was confronted by Naiobe and (to his surprise) half-elven representatives from the Zucks, he was offered an opportunity: leave to seek out a new ally to protect Dafar and retire in prosperity, or stay and suffer the mercy of the Dafari for crimes against their people. An easier decision he had never made.
Accompanied by an escort that would see to his demise if he fled, Mancor made his way north to Mennen Fedleth**, capital of Ilmarond**. There King Aramandil** heard the pleas for a protected state and was moved to help.
Not long thereafter, Dafar became a protectorate of Ilmarond with Mancor remaining in Mennen Fedleth as an advisor on the situation there. Sadly, the following winter, he suffered a fall over a bridge into icy water and was found dead the next morning.
In typical Anzio** fashion, there is a methodology behind which the various thoroughfares in Port Eldarion's mainland districts are numbered. For the most part, these rules do not apply to the Elvish Quarter where the thoroughfares have a habit of wending and meandering seemingly at leisure.
- Streets run chiefly East-West and are numbered from North to South. 1st Street borders the Daifiri in Riverside. Steets are always paved and fall inside the protection of the city walls.
- Avenues run chiefly North-South and are numbered from East to West. 1st Avenue passes in front of the Pantheon. Avenues are always paved and fall inside the protection of the city walls.
- Plazas are generally paved thoroughfares that do not adhere to these rules in some way. The Plaza surrounds the Colosseum, and the curved portion of Long Street/Worship Avenue passing thru the Empyrean Arcade is also called Arcade Plaza or simply 'The Arcade'.
- Boulevards run chiefly East-West and are not numbered. They may or may not be paved, and fall outside the protection of the city walls.
- Lanes run chiefly North-South and are not numbered. They may or may not be paved, and fall outside the protection of the city walls.
- Roads fall outside the protection of the city walls and connect to other sites such as towns, farms, or mines. They are generally unpaved.
- Highways are paved roads.
Note that many thoroughfares will have familiar names in-addition to their number. For instance 1st Avenue is also called Worship Avenue or simply Worship, and 11th Street is Trade Street. Still, only the actual numbers are official, and in a city as culturally divided as Port Eldarion, residents may be apt to call certain thoroughfares by whatever they will.
When residents of the city specify an intersection, it is customary to list the East-West street first and the North-South avenue second. For example, the gates between Monument Green and Colissineum are located at 9th & 1st, 9th & 3rd, and 9th & 5th.
Founded by Mancor Eldarion**, the elvish quarter is chiefly populated by elves, half-elves, and those with a talent for woodworking and similar artifice. The outlook of many residents in the Elvish Quarter tends to be less religious than in the more human-dominated areas of the city, possessing only a few humble shrines in the lovingly tended gardens that cover the main island. Locals, particularly newer residents, tend to refer to the elvish quarter as Tree Town, The Garden, Winding Way, The Island, or even (usually jokingly) Elf-ville.
With the exception of a few tiny islands, and a small settlement on the north shore of the Daifiri River**, most of Port Eldarion's elvish quarter is contained on the island of Tol Lonnduil. Although it is only 1.5 miles long and half as wide, only Pinnacle Beach is less densely populated.
Unlike the walled portions of the city, Tol Lonnduil's streets are not paved with cobblestones. Instead they are covered with a resilient, grassy turf. Only the southern half of Wending Way, the long, curving road that loops the island, is paved with unmortared brickwork for the benefit of horse-drawn carts crossing from Cutters' Footstool to New Viamaré.
- (1) Tol Valier
- On a tiny, teardrop-shaped island between the Elvish and Trade quarters, stands a monument to the three eldest goddesses, Silenya**, Corollairë**, and Cainrelée**. It is joined to the main island by a gracefully arching bridge of wood and elvish ironwork, and to New Viamaré by a long, stone bridge, the central span of which is a wooden drawbridge that allows tall-masted ships to pass.
- (2) Eldarion Estate
- Located amidst sprawling gardens and sheltered by tall trees, the estate built by the city's founder is home to his now middle-aged daughter, Naiobe**. Although in the immediate aftermath of the Dafari resistance many Laelis Loyalists viewed her as a traitor, among Atella's Patricians, the Dafari, and the elves, she was seen as a heroine. While several generations of humans have come and gone in the century since then, there are enough elves and half-elves among the population that her savvy has not been forgotten. Yet in spite of her popularity, she now prefers the peaceful quiet of Tol Lonnduil to the bustle of Monument Green and commotion of business and politics.
- (3) Shrine of the Fates
- This spacious garden hosts the only formal place of worship in the elvish quarter — a trio of shrines to the three sisters of Fate, Fëarianna**, Súmalya**, and Kamína**. In the nearby vicinity stand buildings relevant to the sisters, the isle's theater, bathhouse, and library.
- (20) Lissehtelë
- When the elves first settled at the mouth of the Daifiri River**, the flora and fauna of the region were entirely unfamiliar to them. In a tragic accident, a milkwood tree belonging to a sleeping dryad was felled, orphaning her saplings. The grief-stricken loggers beseeched Corollairë** for forgiveness and guidance, and in a dream-vision received their answer. The daughter trees were transplanted Tol Lonnduil, spaced an even distance from old grey stone bearing a shallow depression on its surface. When a white peacock landed atop the stone and cracked open a seed pod from the mother tree, the stone cracked and the depression began to fill with a pale amber liquid that flowed in rivulets to the saplings.
- So it was that the wood of the mother tree was used to build a pavilion around the sacred well, and the residents of the fledgling community would come to regale the young dryads with stories around a tale-fire. Now 200 years later, the branches of the milkwood trees have entwined to form a thick canopy above the well, the area encircled by a low stone wall topped with arched trellises. The three sisters, Galenwen**, Lóthanel**, and Miruvien**, enjoy cheerful company, heroic tales set to song, and dancing by moon or firelight. They take a certain delight at the elvish children who enjoy climbing the tall branches of their home-trees, and the elvish lovers who hold hands beneath them.
- Unlike a human tavern with a proper bar and kitchen, Lissehtelë's walls are dotted with a number of small alcoves where independent vendors offer mead, wine, pastries, stews or other fare as it suits them. It is equally common for visitor to bring picnic baskets, sharing with other friends who frequent the locale — something that everyone living on Tol Lonnduil does from time to time. The waters of the sweet-well itself taste of pure spring water flavored with honey, and can temporarily alleviate the effects of weariness and minor ills.
- (21) Marestë Telepelasse
- As word of Lissehtelë spread, so too did the number of visitors to Tol Lonnduil. Although the holy spring enabled visitors to drink, dance, and sing for days at a time, eventually sense and reason (or a concerned on-looker) would catch up with most, and straight-blood humans certainly weren't up to such rigors. As a result, what began as a simple encampment beneath the stars grew into a simple, yet comfortable inn not long after humans became commonplace in the settlement. Today, 'Silverleaf' Inn offers quiet and gentle accommodations to those who require such amenities even though Alara Telepelasse**, the kind-hearted druid proprietor who watches over the dryads' grove, desires anything more than a stretch of mossy ground and a balmy breeze herself.
- (22) Mardil Tindómerel
- The House of the Nightingale is an expansive, open hall built around a large, traditional elvish tale-fire. Long tables line the perimeter so that guests may sit, drink and dine while bards, storytellers, and dancers recount and reenact ancient legends, recite lengthy ballads, or join in communal lamentations and recollections in the rare event that a member of the elven community passes away. Although the structure is chiefly dedicated to the eldest of the three Fates, Fëarianna, it sees frequent use by those who dance and sing in honor to Súmalya, and those who keep Kamína's histories alive.
- (23) House of the Muse
- This large mansion, its grounds replete with gardens and statuary, serves the elvish community in a number of ways. While the House of the Nightingale is dedicated to the communal appreciation of the arts, this estate is focused on more intimate explorations of art and inspiration. Here one will find parlors for meditation and massage to restore the creative spirit, halls containing sculpture, studios for figure study, quiet rooms for the composition of poetry, and groves where musicians might improvise and collaborate. It is not uncommon for those preparing for public performances before the tale-fire to find their muse here, or to relax from their efforts.
- Contrary to the perception of many humans, the House is not a brothel, and such intimations are not appreciated. Even so, the priestess who keep the place welcome elven couple to seek out tepid pools, pillow-strewn nooks, or beds of thick moss where they might express their passions to one another. The priestesses are also skilled at tending to ills both emotional and physical. Coupled with the wisdom and spiritual counsel of the priestesses from the Hall of Kamína, they serve as mid-wives, healers, and counselors for those in need of such aid.
- (24) Sheavehall
- This great library dedicated to Kamína also serves as a school where elven sages and offer group instruction and private mentoring to elvish youths. The priestesses are responsible for chronicling the history, achievements, and follies of Tol Lonnduil's people as well as aiding those who seek knowledge and counsel on matters that are perhaps more technical and less inspired. Like with the sites dedicated to the other Fates, the library and her sages are of great service to those studying legends they hope to recount, or simply looking for inspiration in works or histories that have come before. Those who lead public offices are often encouraged to seek the wisdom of Kamína to avoid the errors of the past, Fëarianna to glimpse what tragedy might result from their decisions, and Súmalya for inspirations into the hearts of others and solutions otherwise unthought of.
- (30) The Enclave
- The elves arcane aficionados call the northern end of the island home. Here alchemists, wizards, herbalists, and the like ply their art. It is also home to the city's oldest resident, Glorohir**, a powerful elvish wizard whose tower is the tallest structure on the island. While not as powerful herself, his beautiful (and much younger) wife Elendreth** keeps the nascent archmage involved in 'mortal affairs' rather than becoming a hermit.
A sub-district of the Elvish Quarter so nicknamed for its original focus on woodworking, this tiny island has traditionally housed those trades that are too disruptive to the calmness of elven life. Tanners, smiths, and the like tend to operate here in order to keep noise and runoff from despoiling the main island. It is joined to Tol Lonnduil and the north shore of the Daifiri by long elvish bridges of wood and wrought iron.
Over the past few decades, a small community of farmers and horse ranchers has developed outside the Malatestan-built barbican that guards bridge-access to Port Eldarion.
- (70) Marëste Fornrast
- North Shore Inn is a simple and quiet roadside inn for those whose business takes them past Port Eldarion rather than thru it, or who simply prefer the leisurely comfort of elvish lodgings to the more the more cosmopolitan hotels within the city. For those arriving after the barbican leading to Cutter's Footstool has already been closed for the night, Eärella Iaurlad's** cozy beds and light fare are a welcome relief indeed.
In contrast to the more subdued and rustic Elvish Quarter, much of Monument Square was built by expert stonemasons and artisans using magic to aid its construction. Ironically, elven visitors from Mennen Fedleth and Silverwake** would likely find many area of this district the most familiar.
At the westernmost edge of the peninsula sits a great walled square dominated by an imposing domed Palace**. Originally intended by Atella as a capitol building, the arrival of Cassius and the giants led to changes in its construction. While the south wing remained dedicated to administrative offices and an audience chamber, the northern wing was transformed into a Malatestan-style home fit for a giant governor and their family.
In addition to its great iron dome and luxuriant steam baths, the square boasts its own parade grounds, a private pier, extensive gardens, orchards, and art galleries. Its perimeter wall is tall and thick enough to thwart invading giants, with a water-filled moat guarding the approach. The Palace's main floor is built at the same height as the top of the walls causing the whole structure to loom above the Patrician and Trade Quarters, its marble-clad exterior is easily visible from many leagues away.
Beneath the Palace proper, massive piers of vaulted stone form an expansive network of crypts sheltering barracks for the house guard, sheltered stables, storerooms for grain and munitions, and even a private, man-made grotto in which to escape from the equatorial heat. There are also whispered rumors of a dungeon used to secure those deemed too dangerous to entrust to the city guard.
Locals have a variety of names for this sub-district including The Square, The Capitol, The Big House, or just simply The Palace.
- (1a) Fountains & Entrance Balconies
- (1b) Great Rotunda & Galleries
- (1c) Grand Baths
- (1d) Royal Residence
- Once designed on a scale suitable for a family of giants, the north wing of the Palace was badly damaged by fires in LK 4210. While still grand, it has been chiefly rebuilt on a scale better suited to humans and elves.
- In addition to the ruler's luxurious residence, the north wing of the Palace also contains many apartment suites to accommodate visiting dignitaries and retainers of sufficient status.
- (1e) Senate Chamber
- (1f) Administrative Offices
- (1g) Parade Grounds
- (1h) Formal Gardens
- (1j) Gloriette
- West of the royal residence, overlooking the river, stands an ornate, giant-sized gloriette whose very walls seem bathed in celestial radiance with the rising and setting of the sun. Traditionally, it has been the location of many a private concert and lavish dinner party.
- (1k) Royal Pier & Guard Barracks
With the arrival of Atella Sempronius**, a grand plaza with gardens, fountains, monuments, and a vast pantheon was built atop the low hill that formed the last bend of the Daifiri River. Here too was built a great academy, an amphitheater, and an elaborate public bathhouse. All the hopes of Atella Sempronius and her followers were put into what they hoped would be a diamond of culture in the otherwise hot and unwelcoming jungle. Many locals simply refer to the entire area as The Green after its most prominent feature.
- (2) The Green
- The feature for which the rest of the district is named, this broad mall contains gardens, fountains, and reflecting pools. At its very center stands a shrine honoring Atella Sempronius who is entombed within.
- (3) The Pantheon
- Unlike in Malatesta** where all of the gods are given shrines, Atella's faction did not wish to allow into their city deities that even the gods had cast out. Thus, the partially open-air cathedral did not originally include shrine to Invidia** and her ilk. The intrusion of Cassius Laelis and the giants changed all of that, although the statue that should stand atop Invidia's dais remains conspicuously vacant.
- (4) Abbey of the Sacred Muse
- Within lovingly tended gardens resides a monastery dedicated to Lyria** as a source of inspiration. More austere than the Houses of Lyria found in more decadent cities, this is chiefly a center for artistry and a finishing school for women of fine breeding. Given their high-minded ideals, the devotees of this abbey tend to shy away from the House of the Muse located upon Tol Lonnduil.
- (5) The Cornerstones
- Coupled with just leadership and respectful piety, Atella and her followers wished to found their city on four key virtues: Industry, Artistry, Scholarship, and Integrity. Each end of The Green is flanked by a pair of these cornerstone — great stone monuments with towering statuary and inspirational inscriptions mean to encourage and guide the citizenry in their daily lives.
- (8) Academy of Starsha
- Occupying six city blocks, the Academy's** vast campus boasts the largest library south of Mestara**, and academic facilities worthy of any major metropolis. Its current dean, and the Magister of Dafar, is Laeranna Mithluil**, an aging half-elf whose one-time junior now heads the academy in Silverwake** where the Vicereine once studied.
- (20) The Dryad Rose
- Like the grand hotel to its west, this restaurant and café is generally regarded as the most prestigious (albeit not the most pretentious) destination for fine dining in all of Port Eldarion.
- (21) The Greenview Hotel
- Port Eldarion's most prestigious hotel is also very nearly its oldest. Rising above even the nearby amphitheater, The Greenview lives up to its name by offering a majestic vista which encompasses, the palace, The Green, the Daifiri River, and Desolation Bay.
- (44) Villa Sempronius
- Once the home of Atella, Naiobe graciously allows whomever is Port Eldarion's current Councilor to reside in her childhood home. Along with the Envoy Villa across from it, here the nation's chief ministers may host and entertain visiting delegates and dignitaries.
Although Monument Green covers a great deal of ground, unless one is a noble, scholar, soldier, or priest, there is precious little space for living quarters. While Port Eldarion's great structures were still being built, Atella's followers settled in the most defensible area they could, the tip of the peninsula. Here, one will find some of the oldest, most well-kept homes and businesses in the city. Being descended from the original settlers is a point of pride for many of the citizens here, and there is a definite air of superiority amongst those whose families had the daring to leave Malatesta's corruption behind. While the city's founders were in many ways progressive, many of the newer residents instead consider them insular and prudish referring to the district as Old Town or The Bend.
- (20) Hearthstone Pub
- While the wealthy might prefer to dine elsewhere, Rosa d'Georgio** and her family have owned and operated this popular restaurant and tavern going on four generations. The short, but fiery old proprietor's establishment is famed for its generous portions, and man a young man has had his waistline expanded by her insistence that there never be leftovers at any table.
- (50) Hall of Patricians
- This old, stone lodge serves as Port Eldarion's civil hall for local matters. Small claims courts, land sales, and offices for the city's less glamorous positions are headquartered here.
- (51) River Watch
- The oldest defensive structure in the city, River Watch Keep provides a commanding view of the Daifiri River and the surrounding roads and jungle.
- (60) Fraternal Association of Builders
- Although visitors might mistake the place for a temple, the only guild permitted within the Patrician quarter is the very order of masons and architects responsible for its construction. Unlike the Viamaré Concern, which attempted to monopolize building contracts and those with the talents needed to construct them, this fraternity is more chiefly focused on advancing the artform itself and safeguarding the interests of its constituent members rather than those of shareholders. The fact that the structure resembles a temple is no accident as Olcan** is held up as the authority from which all architects and masons derive their talents. the current Grand Architect and head of the guild is Luca Petronius**, a bald-headed, grey-bearded man who increasingly sees his role more as that of a philosopher and teacher. His perfectly cylindrical walking stick is specifically crafted from expansion-resistant ceramics and inscribed with measuring graduations to ensure consistent measurements regardless of environmental conditions.
Although all of Port Eldarion's water-bordered districts contain piers, this district boasts an impressive array of deep-water wharves and a harbor that was constructed in equal parts by the labor of giants and magic. Most of the city's trade-based businesses and citizens reside here preferring to keep clear of the high-brow concerns of Monument Square save for when business and record-keeping demands otherwise. Locals, particularly those with a grudge against the Viamaré Concern, frequently refer to New Viamaré as the Waterfront District, the Waterfront, or simply Trade and Market depending on their view of the area.
- Market Avenue
- Running from the palace's southern gatehouse and out through New Viamaré's southern gate, this street is host to a large open-air market where both land and sea-borne traders may ply their wares. While it lacks the glitz and glamour of Colossineum's Empyrean Arcade, the fact that the vendors are constantly in flux lends an aspect of treasure-hunting not found in the Port Eldarion's other marketplaces.
- Trade Street
- The biggest artery in the Trade Quarter, and the heart New Viamaré's commerce, Trade street runs from the east-west from the waterfront's open-air markets, to the plaza surrounding the arena in Colossineum. From blacksmiths to alchemists, tailors to get-cutters, virtually every legal trade imaginable can be found on this extra-wide boulevard, offering stiff competition to the older businesses found in East Riverside.
- Part guild, part government agency, the Port Authority handles waterborne security, lighthouse and drawbridge operations, cargo inspections, and the employment of sailors and stevedores. In spite of being a government-funded organization, port authority leadership is elected rather than appointed. The current harbormaster, Jaro Corvinus** is not only the youngest guild heads in recent years, but a fairly outspoken proponent of advancement thru merit and a vocal detractor of noble privilege. Given the hardships he has overcome as a one-time orphan, his fervor is matched only by his unwillingness to brook complaints from those afraid of hard work. While his attitudes have certain earned the respect of his fellow common man, many in higher offices see him as a brash young pup and a rabble-rouser.
- (6) Sentinel Bridge
- While Port Eldarion boasts many impressive monuments, few structures beyond the city walls have had as big an impact on the populace's day-to-day life as the long bridge joining Tol Lonnduil and New Viamaré. Along with the bridges joining the elvish quarter to the north shore, it at once improved trade and also helped to bring the city's elvish population more into the city's daily affairs. Unlike the other bridges however, the central span of Sentinel Bridge is composed of a pair of counterweighted bascules that can be raised to permit the passage of ships requiring more than 30-ft of clearance. It is operated by the Port Authority from a nearby tower to the southeast where a lookouts keep perpetual watch for ships hoisting lanterns indicating the need to pass.
- (7) Arrowhead Island
- Like the harbor its ships guard, Arrowhead Island is man-made. It and the great tower upon it were originally built by the giants as a defensive position, yet it was unable to guard the city against the strife that weakened Malatesta's hold from within. Later reinforced by elvish magic, the island now serves as the chief naval base for those vessels in direct service to Ilmarond** and the office of the Governor. It is commanded by Commodore Thrandel Gaeros**, who is subordinate only to the the Governor. Atop the tower, a large trebuchet fixed on a pivoting track is capable of striking targets within a quarter mile — significantly further with magically enhanced ammunition.
- (20) Gods Save the Keg
- Once the headquarters for the Dafar branch of the Viamaré Concern**, the building was sold when that guild managed to win approval to build the arena and relocated their offices to what was to become the Colossineum district. Although it has changed hands at least twice more since then, it is now a thriving pub with an attached brewery under the ownership of Sareth Antirel**, a failed priest of Miralnas** who now fancies himself a dandy. While the charming half elf hasn't managed to work his way into the aristocracy quite yet, his establishment has become quite popular with up and coming merchants, young politicians, and other who the 'establishment' would regard as 'new money'.
- (21) Pier 21
- Located directly on the docks, this is the tavern most favored by sailor, stevedores, whalers, and those who have little use for the niceties of polite company. Vinder Kreed**, a retired sellsword from icy Valahrim**, runs the place and has few qualms about settling other people's disputes with his fists if they don't do so first.
- (22) Mirabel's
- While Pier 21 is more raucous, The Dryad Rose more exclusive, and Gods Save the Keg more lively, Mirabel's has them all beaten in terms of a laid-back, homey atmosphere. Simple food, strong drink, and no hassle have been a policy for generations, one that the current proprietor, Bethany Martelli**, has no intention of changing anytime soon.
- (23) Governor's Arms Hotel
- While delegates and diplomats of sufficient status are frequently hosted at either the Councilor or Grand Diplomat's villas respectively, those whose business is more mercantile than political in nature, or whose retinue requires additional lodging space will seek accommodations elsewhere. While not as old as The Greenview, the Governor's Arms is nearly as prestigious and in fact preferred by many who prefer being situated closer to the trade districts (or at least further from the Patrician quarter).
- (30) Marna Thalasia Shipyard
- Named after the giant shipwright who founded it 150 years ago, this massive plant turned out sturdy and seaworthy vessels based upon designs both human, elvish, and giant for generations. Currently the property stands idle and for sale due to recent economic hardship and lumber shortages.
Named both for the Colosseum at its center, and the stature of those who first built here, this newest section of the city proper was built to satisfy the demands of those giants who set out from Malatesta**. It is also referred to as the Arena or Plaza District by some.
While the Patrician Quarter was indeed aesthetically pleasing and the palace spacious, the giants found the other human and elven-sized dwelling insufficient for their needs. Rather than leveling other potions of the city or clearing additional jungle, they instead forced thousands of Zuck settlers from their homes, enslaving many to help build this walled district. While this made the existing city walls somewhat unnecessary, rather than tearing them down, they instead opted to build additional gatehouses in order to ensure greater privacy and to keep unwanted plebeians out of their affairs.
- (1) The Colosseum
- While Port Eldarion already featured both a playhouse and an amphitheater, there were no arenas for visceral, large-scale entertainment. Eager to impress, the Viamaré Concern went thru the expense of moving its headquarters not even a mile just to capitalize on a strategic position next to the Colosseum that was envisioned. While bloodsports are illegal under Ilmarond's** laws, mock battles, communal prayers, concerts, and military drills are frequent uses for this vast and imposing facility. The area surrounding the arena is frequently referred to as The Plaza.
- (2) Vault of Dalus
- Resembling more a fortress than a temple, this cyclopean mausoleum and its outlying towers are constructed from boulders taller than most men. Within its musty halls, those deceased who wished to be interred in proper Malatestan style (i.e. cremated), are stored in great vaults upon altars burdened by stone urns and valuable offerings. The priesthood is composed of monks sworn to poverty and seclusion, the site being largely self-sufficient, although it is expected that families requiring the temple's services offer sacrifices of grains, livestock, and wine to be consumed by the priesthood. It is said that the color of the smoke that issues from the crematorium's lofty chimney speaks to the quality of the deceased's soul.
- (3) The Viamaré Concern
- Over two hundred years ago, what is now the Viamaré Concern was several separate guilds: architects, masons, carpenters, miners, and shipping & logistics all handled by disparate bodies. That all changed when Cassius Laelis** (head of a large shipping conern) and Otho Pompori** (head of the Viamaré Masonic Union) partnered and used their collective resources to form a near monopoly over all phases of the construction process from mining to shipping, and labor to engineering. (Having several politicians and academy instructors in their pockets didn't hurt either.) While their foothold in Dafar verged on a monopoly under Malatestan colonialism, they were fortunate not to be driven out entirely with the advent of Ilmarond's protectionism. It is perhaps only because Linardo Laelis** was already an old man at that point, Naiobe having proven incapable of bearing him any sons, that they were allowed to remain with the stipulation that she be made a permanent director with the Governor's office having final say over all capital contracts and investments in Dafar.
- Today, while they are still an influential force in Dafar, their power and reach around the Gulf of Dafar** is no longer what it once was. Building and architectural matters have reverted to the Fraternal Association of Builders while the Viamaré Concern chiefly handles trade and logistics. The current head of operations in Dafar, Lucio Gallo** a minor Malatestan nobleman famous mostly for fleeing a duel over his former fiancée's honor, tends to jealously and aggressively negotiate on the concern's behalf only to back down red-faced when stood up to by those he can't intimidate.
- (10) Porter & Cartwrights' Guild
- This large facility is the central hub for both local shipping within Port Eldarion, as well as overland-shipping throughout Dafar**. They also handle the city's contract for local garbage collection and look after maintaining Port Eldarion's granaries. While Angrem Rochmir** technically heads the organization, his true passion is his craftsmanship. A large showroom with expensive, hardened-glass windows shows off his finely crafted carriages to wealthy passers-by en route to the Empyrean Arcade across the street. Not surprisingly, he has fostered a mutually beneficial friendship with Carlina**, matriarch of the Mondracus horse-breeding family.
- (20) Four Sticks
- Favored both by well-to-do Patricians and those who prefer an upscale dining experience where celebration of family and success trumps formality, Four Sticks is a frequent destination for wedding receptions, special events, and casual business engagements.
- (21) Victor's
- The opening of the Colosseum opened a new door for entertainment and economic opportunities in Port Eldarion. Crowds came from far and wide to cheer over bloodsports and other such contests. What began as an inn for traveling spectators soon grew into a restaurant, bar, and gambling den all rolled into one. Previously called Champion's, the current owner, Victor Moretti** preferred the sound of his own name explaining, "Champion implies a do-gooder, somebody with a noble cause. But let's face it, people just want to see a winner, they want to see the Victor!"
- Since taking over the establishment, Victor's has steadily been expanding into addition nearby properties first adding a private brewery, and most recently a members-only wing for those preferring more sophisticated company.
- (30) Empyrean Arcade
- When a partial collapse of the new arena killed Cassius Laelis and left the Viamaré Concern reeling, many of the building projects in Colossineum were threatened. In order to prevent the incident from stalling development in the fledgling district, Naiobe convinced Linardo to allow the building contract for a new shopping plaza to pass to the Fraternal Association of Builders instead. The fraternity her mother had supported was only too eager to accept, and they had soon drafted plans and broken ground. The end result was a refined, three-story arcade bordering both sides of the half-mile bend where Worship Avenue turns into Long Street.
- At ground level, the elegant, colonnaded structure houses several dozen shops and cafés with fountains, benches, and gardens dotting the central plaza. Internal lighting and ventilation is provided by a number of skylights and towering 2-story archways that open onto surrounding side-streets. The second story accommodates additional galleries and restaurants with a broad mezzanine encircling both the plaza below and the perimeter, graceful skybridges connecting both sides. At its western-most end, a recently added bridge links to the upper patio of Victor's across Central Avenue. Third-story access is restricted to those owning the penthouse suites and luxury apartments located there, although access to the rooftop is frequently granted for special events such as moonlight socials beneath the planter-grown palms and trellises. Among locals, this area of the city is simply referred to as The Arcade.
Named after the tall, rocky crag on south bank of the Daifiri River, Pinnacle Beach began as a small fishing community and has steadily grown over the years as space within the city walls has become more scarce and the cost of property increasingly high. While more sophisticated goods are imported and exported thru New Viamaré, the freshest fish and livestock are found in the large road-side market in the heart of Pinnacle Beach. Here too is where local native will often hawk wares such as herbal remedies, animal pelts, and the like. Locals often refer to this loosely-defined district as Beachhead, the Fish Market, The Pinnacle, or even Carlina's Place.
- (1) Pinnacle Rock
- The Zuck people do not revere the same gods as in more civilized nations further north. Rather each tribe pays homage to those spirits local to the lands in which they live. The primitive shrine atop this 200-ft tall crag was built by the Dafari tribe to honor the large white fish-eagles which share the same hunting grounds along the coasts and rivers. While these majestic raptors were once a common sight 200 years ago, the huge influx of Malatestans who followed Cassius Laelis and the Viamaré Concern has resulted in them being hunted nearly to extinction in Dafar for their snow-white plumage. In spite of the fact that it is now illegal to hunt the white fish-eagle, they remain a rare sight to this day.
- (2, 3) Mondracus Estate
- After fishing and whaling, the Mondracus family is the next largest employer in Pinnacle Beach. Carlina Mondracus'** sprawling 300+ acre estate encompasses approximately as much area as the rest of the town, and puts both laborers from the Daifiri Flats and settlers from Pinnacle Beach to work tending livestock, and breeding and training horses capable of thriving in the hot, humid climate. The wealthy half-elven matriarch owns several carriages built by Angrem Rochmir**, and they share a mutually beneficial working relationship, her stables providing the Porters and Cartwrights' guild with the majority of their steeds. The local gossip is that there is more between the two than just a working relationship, although neither party will confirm nor deny such rumors.
- (5) Pinnacle Day School
- In an effort to ingratiate themselves to both the city's leadership and the growing population of Pinnacle Beach, the Dagonius family built a school for workers' families immediately behind the Mondracus Estate. While many of the teachers are little more than glorified day-care staff paid more to put a positive spin on the Gulf Coast Whaling Company's practice than anything else, there are still a few qualified instructors who ensure children at the very least grow up into literate adults with skills useful for future employment in the area.
- (10) Pinnacle Lighthouse
- Just outside the breakwaters, a sturdy lighthouse, stands beneath the towering ridge south of the harbor.
- (20) The Black Mermaid
- When Oresto Scapparelli's** freighter ran aground with no casualties during a storm after narrowly escaping a Confederation** brigadine by successfully rounding Reaver's Shiv** some 70 years ago, the young sailor figured that he had probably used up whatever luck a single man could hope to be afforded in one lifetime. He sold his cargo, paid his men, and had the ship dragged further ashore where he set about turning it into a tavern. After marrying an exotic half-elven, half-Dafari woman, he lived to a ripe old age and lived what most would consider a blessed life. Today, his widow, Tuila**, and their three sons' families run the unique tavern still bearing the same name as his old ship, and still serving the best of each day's daily catch at a fair price.
Rinaldo Dagonius** heads the Gulf Coast Whaling Company** and has made himself as wealthy as his private docks are bloody harvesting whales in the region. While the citizens of Elvish Quarter largely abhor the practice, the fact that business employs several hundred sailors, butchers, and tradesmen has kept the their practice alive and well. Waste meat and parts generally not easily profitable are either sold cheaply to the poor residents of Daifiri Flats or given in exchange for work too gruesome for any descendant of Malatesta to stoop to.
- (60d) Grey-Amber Aromatics
- Although a small storefront borders the road south from New Viamaré, the bulk of this property is given to the actual processing of ambergris and the distillation of other aromatic compounds for wholesale and distribution across the Silver Sea** and even as far north as Ilmarond**. Unlike the whalers' other endeavors, harvesting ambergris does not require that a sperm whale be slaughtered, and so most elves turn a blind eye to the perfumery even if they still loathe Dagonius' other business ventures.
Everything outside the city walls and east of Mondracus Lane is considered to be the Daifiri Flats, a broad flood-plane with rich farming opportunities for those with the manpower to cultivate it. Locals frequently refer to the region as the Flats, the Plantation, or even the Ghetto or the Bonati Slums.
- (1,40 ) Shrine of the Boar
- Like the shrine located atop Pinnacle Rock, this is another of the ancestral animal totems sacred to the Dafari Tribe. Chukwuebuka**, an aging half-elven/half-Dafari witch who lives alone by the cliffs to the west tends the shrine. For the most part, fear of her abilities keeps vandal from rival tribes at bay, but rumors persist of strong men whose loins have been shriveled in the night after tempting their luck with her patience. Those who show proper reverence for the witch's talents and the spirits she keeps turn to her for blessings, auguries, curses, and charms bartering food-stuffs or wares in exchange for her voodoo magic.
- (10-12) Bonny Swale Plantation
- For the last 130 years, those with the means to reap the river plane's rich bounty has been the Bonati family. Iole Bonati** and his half-elven wife, Melianna**, live in luxury behind the sturdy walls of a fortified villa amidst the growing ranks of impoverished Zuck refugees who work their Bonny Swale Plantation.
- Although Melianna attests that their wages are fair and the work honest, the fact remains that there is only so much rice and so many pecans to harvest. As a result, the vast majority of Zucks who live near Port Eldarion fall below the poverty level and there has been no measurable improvement in this situation during the last generation.
- (2) Hope-Light Mission
- While none can confirm Carlina Mondracus' romantic intentions, what is affirmed is that she harbors a great deal more compassion for the poverty-stricken in the Daifiri Flats than many of her human peers. When requests made to the previous governor's office went unanswered, a generous grant from Carlina to the Academy saw the construction of a school not far from her home where a handful of instructor of Patrician and elvish descent educate Zuck settlers in the hope that they might be able to rise above their current condition and do well for themselves. The effort is not always appreciated, however. Vandalism and intimidation of the instructors has been a recurring problem, one which the city guard has seldom had the time or inclination to investigate in spite of Ilmarond's publicly-stated goals for Dafar's eventual self-government.
- (20) Shearer's Taproom
- Like the general store behind it, this Patrician-owned tavern is ideally situated to make a tidy profit on the daily wages of those workers returning from long hours in the fields to the east. For the most part, the food is middling and the drink cheap swill. Drunken disorder is fairly common, but the city guard will usually let problems sort themselves out so long as no one is shouting or screaming too loudly. For the most part, and of the Malatestan overseers who want a drink or meal will head up the road to Warden's Lodge rather than drinking here with the field hands.
- (21) Sugarteat Bar
- The lewd signage advertising the bar's name really serves only as a warning to those who have no business being in this part of The Flats — those who live here know full well how seedy it is. Cheap hard liquor, greasy food, waitress of questionable virtue, and patrons with a disenfranchised and lawless outlook make for a dangerous combination. Decent people (such as the city guard) generally give this area in the heart of the ghetto a wide berth.
- After dark, prostitutes from the nearby brothel help to relieve the ill-tempered patrons of whatever coin they might have left or to arrange meetings of a less intimate sort with the criminal elements holding the reins in the area.
When space within even Colossineum began to run out, those who did not wish to settle on the north shore or in Pinnacle Beach were left with few options. In order to avoid the unrest that would result from having the descendants of Malatesta settle within the what was fast becoming a Zuck ghetto, the governor decreed that the development of any and all land within one mile of Monument Green's east gate was subject to government approval. Since that decree, the only development that has been allowed in what is called "East Gate" have been a smattering of citizen-owned homes and businesses, and the headquarters of the Warden Commander.
- (50) Warden Headquarters
- While the city guard has their hands full looking after security within Port Eldarion, jurisdiction beyond the city limits falls to the office of Warden-Commander Pélith Nargothel. Her sturdy headquarters is manned at all times by rough and ready rangers who work long hours patrolling the roads and rivers vital to Dafar's economic security. It is a largely thankless job although the necessity of it at least guarantees steady pay.
- (70) Warden's Lodge
- Patrolling a countryside rife with jungle beasts and angry natives is hard work. Likewise in times of unrest one does not wish to get locked outside the city gates after dark with no recourse. So it was that when Captain Alezio Trevisani** retired that he decided to invest his pension in building an inn and tavern inspired by a grand hunting lodge. Here off-duty wardens and merchants alike can rest easy with a good half-mile between themselves and any high-strung city-folk or angst-ridden natives.