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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.

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