The Heldannic Order - Vaults of Pandius
The Heldannic Order - Vaults of Pandius
The Heldannic Order - Vaults of Pandius
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THE CITY OF FREIBURG<br />
<strong>The</strong> Foreign District: <strong>The</strong><br />
embassies <strong>of</strong> foreign nations and<br />
supporting businesses populated the<br />
northwestern corner <strong>of</strong> Freiburg. <strong>The</strong><br />
Knights keep a close watch on this<br />
quarter, and many <strong>of</strong> its residents venture<br />
out to Westberg for a less intrusive time.<br />
<strong>The</strong> Warehouse District: <strong>The</strong><br />
eastern riverfront is filled with several<br />
large warehouses used by the <strong>Order</strong> and<br />
merchant interests. An open air fish and<br />
produce market is conducted in the west<br />
near the commercial section.<br />
<strong>The</strong> Commercial District: East <strong>of</strong><br />
the plaza, the Commercial District sits<br />
astride the east-bound avenue. Most<br />
structures are geared towards industry.<br />
Vayburg: Vayburg is the home <strong>of</strong> the<br />
lower and middle-class followers <strong>of</strong><br />
Vanya. It encompasses everything that<br />
lies between the Fortress and the outer<br />
wall. Numerous small shops mix with<br />
the tenements and houses.<br />
Freiburg’s Pride: <strong>The</strong> city’s more<br />
affluent or powerful individuals live east<br />
<strong>of</strong> the Cathedral and the southern<br />
Commercial District. Shops and markets<br />
that cater to this class are also found here.<br />
Stamh<strong>of</strong>fer Plaza: <strong>The</strong> Plaza is<br />
the convergence point for Freiburg’s<br />
avenues. At the north end <strong>of</strong> the plaza<br />
squats the Fortress <strong>of</strong> Freiburg. This<br />
stone building is the heart <strong>of</strong> the<br />
<strong>Heldannic</strong> <strong>Order</strong> and is almost a city in<br />
its own right. <strong>The</strong> Fortress contains<br />
towers, courtyards, and covered<br />
walkways, all defended by large siege<br />
weapons. Inside are training and parade<br />
grounds, administrative buildings,<br />
stables, smithies and a warbird docking<br />
station. <strong>The</strong> top three floors <strong>of</strong> the central<br />
tower comprise the Grand Master’s<br />
personal residence and <strong>of</strong>fice, from<br />
which one can survey the entire city.<br />
At the south end <strong>of</strong> the plaza, facing the<br />
entrance to the Fortress is the Cathedral<br />
<strong>of</strong> Vanya. With little subtlety, this vast<br />
gothic structure glorifies Vanya’s name<br />
and demonstrate her – and the <strong>Order</strong>’s –<br />
power to the Heldanners. At its north<br />
end, two massive doors lead into a central<br />
space covering nearly six acres <strong>of</strong><br />
ground. Light streams in from windows<br />
high in the walls and falls on columns<br />
and mosaics set into the floor.<br />
<strong>The</strong> Cathedral is not without its own<br />
defenses. Behind the crenulations on its<br />
exterior lurk deployable siege weapons.<br />
<strong>The</strong> cathedral’s most famous element is<br />
the Rose Window – an enchanted, round,<br />
stained-glass window depicting 132<br />
scenes from the mythic life <strong>of</strong> Vanya and<br />
the history <strong>of</strong> the <strong>Order</strong>. <strong>The</strong> cycle<br />
begins with Vanya’s birth and ends with<br />
the completion <strong>of</strong> the Cathedral, the<br />
picture changes at midday.<br />
Westberg: Westberg is a satellite<br />
settlement <strong>of</strong> 850 that sprung up along<br />
the road paralleling the Elber. It is a<br />
provisioning center for travel in-country<br />
and provides many basic amenities<br />
normally prohibited by the tenets <strong>of</strong> the<br />
<strong>Order</strong>. Foreign visitors <strong>of</strong>ten congregate<br />
here, and Westberg’s two lodges can<br />
room 30 individuals each.<br />
Within 10 miles there are 10 smaller<br />
hamlets further west, and 5 others along<br />
the trade road curling to the south. <strong>The</strong>se<br />
settlements normally hold 100 residents<br />
and remain native farming or fishing<br />
communities.<br />
Graudenz: <strong>The</strong> hamlet <strong>of</strong> Graudenz<br />
holds the pass leading up into the<br />
Freiburg Hills. 200 civilians handle<br />
routine provisioning and farming while<br />
supporting an important garrison chapter.<br />
Few ordinary travelers pass through<br />
Graudenz. <strong>The</strong> hill country is considered<br />
a training ground for the <strong>Order</strong>, and the<br />
Knights preserve their secrets in its<br />
forlorn hills. Throughout this area are<br />
tucked away several chapter houses and<br />
thirty-five shepherding and horse- and<br />
cattle-raising hamlets <strong>of</strong> 50 people each.<br />
Zehlendorf: Directly opposite<br />
Freiburg proper is the village <strong>of</strong><br />
Zehlendorf (1800), which maintains<br />
contact between the capital and the<br />
northern Territories. Three ferries shuttle<br />
people and goods across the Elber.<br />
Unlike the other near-city communities,<br />
Zehlendorf remains predominantly<br />
native. Twenty-odd hamlets ranging in<br />
size from 25 to 75 individuals line the<br />
northern shore in either direction in<br />
quarter-mile intervals. An equal number<br />
lie scattered to the north. All <strong>of</strong> these<br />
settlements fall under the authority <strong>of</strong><br />
Zehlendorf’s Chapters.<br />
Althaven: Althaven lies seven miles<br />
down river from Freiburg at the mouth <strong>of</strong><br />
the Elber. Only 10 hamlets separate<br />
15<br />
Althaven from the capital. It is the<br />
headquarters for the <strong>Order</strong>’s navy, and<br />
most ocean-going vessels berth here, with<br />
cargo being hauled to Freiburg along the<br />
Old Road. Like the capital, Althaven<br />
was damaged seven years ago during the<br />
Partisans’ final spasm <strong>of</strong> defiance. Two<br />
miles south in the foothills rests the Holy<br />
Memorial Ground, which was dedicated<br />
to those who fell to the Partisans and<br />
Alphatians. Around the clock, an honor<br />
guard oversees this graveyard, which is<br />
thought to be haunted by the local<br />
Heldanners.<br />
<strong>The</strong> Church <strong>of</strong> the Protector is a redbricked<br />
church on a small hill at the end<br />
<strong>of</strong> the Old Road. <strong>The</strong> structure was<br />
damaged in 993, and restoration<br />
continues slowly. <strong>The</strong> church’s central<br />
feature is a soaring tower from which one<br />
can see to the walls <strong>of</strong> Freiburg and to the<br />
sea on the horizon.<br />
<strong>The</strong> Althaven Garrison’s 350 soldiers<br />
are charged with the protection <strong>of</strong> the<br />
Naval Station. <strong>The</strong>y occupy the<br />
Althaven Citadel, a riverside fort capable<br />
<strong>of</strong> housing 2000 soldiers and the civilian<br />
population up to six months.<br />
<strong>The</strong> town’s main square opens out to<br />
the river and contains the local market.<br />
Farmers and herders enter every Moldain<br />
during the growing season, while the<br />
local fishermen sell their catch each<br />
morning.<br />
Althaven has several notable<br />
businesses. <strong>The</strong> Holy Hammer<br />
manufactures mallets and hammers for<br />
civilian and military purposes, while the<br />
Gilded Sword provides over 50 rooms for<br />
rent. On a dark riverside alley, the<br />
Knights find one <strong>of</strong> the few places in the<br />
Territories where they can purchase<br />
drink. <strong>The</strong> Drunken Rat Tavern is a<br />
favorite haunt for sailors on shore-leave.<br />
Finally, far removed from the <strong>Order</strong>’s<br />
Naval Station, the Minrothaddan Factory<br />
is a warehouse and Consul for the seatrading<br />
nation.<br />
<strong>The</strong> northern banks <strong>of</strong> the river are<br />
swampland avoided by natives and<br />
foreigners alike. A lone tower pierces the<br />
skyline. It previously belonged to a<br />
wizard who died fighting the Knights’<br />
invasion.