Refuge

The capital city of the Isle of the Seven Stones.

From the Introductory Campaign Notes:
Refuge is exactly as the name implies; it is a city which is known for both its tolerance as well as its commitment to the peace and protection of all who come to live within the city walls.

The city is governed by a council of elders who serve as representatives of each of her founding races: Ulrick Ironbrand, the Dwarf, Liandros Flamespire, the High Elf, Maxina Drogarin, the Human, and Irina Stoutbrew, the Halfling. The council chamber, known as the Quartern, resides in the center of the city, and the clock tower which sits at the top of this circular building is Refuge’s tallest and most noticeable landmark, visible from each neighbourhood equally. The area directly around the Quartern is a sprawling piazza which often serves as the location for town hall gatherings. When not engaged, individuals of all races use the space for trading and conversation. Branching from this center point are the city’s four major districts: the Magician’s Quarter to the Northwest, Craftsman’s Terrace to the Northeast, the Bazaar to the Southeast, and the Temple District to the Southwest. Directly to the south of the border between the Temple District and the Bazaar lie the Docks, the only accessible way in and out of the otherwise walled-in city.

Magician’s Quarter is the home of the largest library and archive not located on Faerün itself. In the two hundred and forty-nine years since the founding of the city, magic users of all kinds have come to establish academies, search for apprentices, and found reagent shops to help serve all magical-types who happen to shore up. High Elves and other magic users of different races tend to live in this area.

Craftsman’s Terrace (sometimes known as Gond’s Ward to his followers) is where Refuge’s blacksmiths and crafter’s guilds are located. You may find weapons and armour of many kinds here, as long as material keeps floating up from the Bazaar. Gond’s Ward houses most of the Dwarves of the city, though anyone seeking to learn a trade is also welcome to find a room here. An interesting feature of the Craftsman’s Terrace is the Temple of Gond (which is how this area received its nickname), the only such holy space located outside of the Temple District itself. However, outsiders may be hard pressed to distinguish this building from the smithies that surround it.

The Bazaar is...well, it’s the bazaar. This is the central trading area of Refuge. Located directly north of the docks and branching up to the edge of the Craftsman’s Terrace, this region contains a labyrinthine chain of markets and shops that seem to shift and change with the tide. This area also contains the lion’s share of the city’s taverns and inns of a range of price points; the closer to the Quartern they are, the pricier they get. The outside edge of this quarter tends to house those newest to Refuge. This area also has the largest concentration of Halflings of the city. Some such Halflings live in the newcomers’ areas, but most have settled closer to the Quartern.

Finally, the Temple District is the most imposing of the four quarters of Refuge. Here, you will find temples of all sizes and of the various deities worshipped by the citizens. That being said, the Temple of Selûne is, even to the outsider, clearly both the oldest holy building as well as the most popular, as any keen-eyed observer may notice her sigil - a pair of eyes surrounded by seven stars - in places even outside of the Temple District itself. In addition to these temples, this district houses the training grounds for those learning the ways of both weapon-based and hand-to-hand styles of combat. The city’s largest concentration of Humans live here, generally in the area directly surrounding the Temple of Selûne, though anyone seeking holy wisdom or combat training may find space in either the barracks or in the housing complexes adjacent to the temple of their choice. The city guard has its headquarters here as well.