(population: 66,000) Redmark is the capital of the Freehold of Norwald, and the largest independent city on Corwyn.
Located in the Barrens, along the eastern banks of the Granite River, Redmark has long had a sordid reputation as a seedy hive of mercenaries, unscrupulous merchants, and adventurers of every stripe. Towering over the city is the famous Castle Redmark; home of Viscount Argus Theed; the ruler of both the city and the surrounding Freehold.
Local History
Back in the distant years of the Third Age, a group of Thessalans settled this region, led by a great warrior named Hrothgar Norwald, who founded the settlement of Redmark under the shadow of Castle Redmark, a far older fortress which he took control of at the same time.
For centuries, the House of Norwald ruled the region, which they named the "Redmark Stronghold," and its leaders gave themselves the title of "Margrave." During the early years of the Fifth Age, the Wars of Destiny engulfed the entire region. At that time, Redmark was ruled by Artemis Norwald, who defeated Erin Fremantle at the Battle of Darkwood, and was therefore able to preserve the independence of his city.
The last Margrave of Redmark was Hayden, who was betrayed and murdered by Eldred Orsini during the War of Succession. With the Norwald line extinguished, King Eldred installed Lord Angus of House Brevoy as ruler, and dark times came to the city. The hated Brevoy family ruled as petty and corrupt tyrants. Their rule over the city finally ended with the Redmark Rebellion of 423/6, when Angus Brevoy was overthrown by a group of adventurers led by a wizard named Arcelor and a warrior named Robilar Theed. Robilar then became the new ruler of Redmark, and declared it an independent Freehold. It has remained so until this very day.
Magical Independence
The City of Redmark is unique in one particularly important way. The Free City allows the unlimited use of magic within its walls and its laws specifically forbid the Veiled Society from controlling the arcane arts as that order does in much of the continent of Corwyn.
Here ALL wizards are free to learn and practice magic without constraint. This is a legacy handed down from the ancient Circle of Eight; who repudiated the infamous Edict of Marquand soon after Redmark became a free city.
The Free City
From the darkest alleys and most fetid cellars of the Old City, to the alabaster spires of its temples and the gleaming glass pyramid of the famed Krakenmoor Academy, the Free City beckons. Redmark—the grandest jewel of the Barrens, offers adventures that stagger the imagination, treasures beyond anyone's wildest dreams, and of course, dangers aplenty.
The city and its lands lie in the heart of a region called the Barrens. The placid expanse of the Granite River meanders past Redmark's bustling docks, giving the city its primary claim to strategic significance, for it lies along that vital waterway between the great Axehead Mountains to the north and the cities of Marigold and Chelstad to the south.
The City of Redmark and its domain are ruled by an appointed Viscount, supported by a representative legislative body known as the "Grand Council." For the last twenty years, Argus Theed has ruled both the city and the Freehold, and by all accounts, has done so extremely competently.
Answering to the Grand Council of Redmark are the city Guild-masters, whose various guilds are all designed to protect and further the social and economic interests of their membership. Such guilds are numerous, secretive, and extremely wary of competition. While not all of the Free City's Guilds have been able to maintain a monopoly on the services and crafts they provide, they can nevertheless present a united front to any form of competition and have a strong amount of political influence within the city walls.
On the first day of every month, the Grand Council of Redmark meets in an enormous hall within the Grand Citadel. All the city Guild-masters as well as members of the city Merchant’s Council are required to attend. If they cannot, all members are required to send their principal deputies who have decision-making authority.
This monthly meeting is used to discuss various petitions and legislation before the Viscount that may affect any number of trades or businesses, of will affect one of the Free City's guilds. The meeting also serves another purpose; to grant those city organizations not directly represented, a voice in the city's affairs.
The city is protected by high stone walls, and there are seven entry gates: Highway Gate; the city busiest entrance, is located on the southern edge of the city, Wharfgate, Marsh Gate, and Cargo Gate, are located (from N to S) along the west side of the city, and handle the river traffic. Druid's Gate is located on the east side of the city, near a stone-circle monument. Garden Gate is located on the east side and leads to much of the city's surrounding farmland and agricultural plots. Finally, Iron Gate and Duke's Gate are located inside the city, along the Promenade; the main thoroughfare that divides the city roughly in half.
Law & Order
To keep order, the Free City maintains a large and professional City Watch, which numbers 600 officers and men, divided into three shifts. There are ten watch stations; one located in each city district. The Watch is commanded by Captain Medevoy, a stern, but fair ex-soldier. His watchmen not only patrol the city streets and alleys, but also employ many informants to help solve past crimes and prevent future ones. Overall, the Watch is quite effective, and does its best to maintain order within the city walls.
In addition to the Watch, a force of over 1,500 heavily armed soldiers is garrisoned at Castle Redmark. These troops are much more heavily armed and serve two purposes: first, to protect the city against an outside invasion, and second, as an emergency back-up force in case of a major disturbance within the city walls.
City Guilds
The City of Redmark has many trades, some require a high-level of education, whereas others are based on learned skills and craftsmanship. Every major trade or profession within the city must be licensed to practice their chosen vocation, and most trades and professions have formed Guilds to protect their interests.
The largest Guildhalls found in Redmark are: Alchemists, Apothecary, Architects, Armorers, Artisans, Bards, Carpenters, Cartographers, Cartwrights, Dyers, Gem-cutters, Merchants, Performers, Sages, Scriveners, Shipwrights, Smiths, Stonemasons, Tailors, and Tanners.
City Gazetteer
The City of Redmark is divided into ten Districts:
Artisans' District
This small District of Redmark is one of the most peaceful, lacking the wild taverns and crowds found in most other parts of the city. The Artisans' District is mostly home to hard-working craftsmen and their families. Accordingly, many Guild-halls are located in this District as well.
Like other parts of Redmark, the Artisans' District has its share of taverns, but these are mostly quiet, neighborhood watering holes, where most customers are repeat locals who recognize each other and consider the various proprietors and owners like extended family.
Visitors to the District are usually treated cordially, but any unruliness will almost immediately arouse resentment of the locals and provoke a rapid call for aid from the ever-present City Watch, which maintains a station here as well.
Most Artisan District homes are small and modest affairs. At first glance, a newcomer might think they are crowded uncomfortably close together. But upon closer examination, the buildings all seem to fit snugly together, while leaving a surprising amount of space between them. Most streets in the district are narrow and winding, divided by crisscrossing alleyways and back lanes.
With its convenient location next to one of Redmark’s largest open-street markets, the residents here rarely have to go elsewhere in the city for their daily needs. As a result, it is often felt that the Artisans' District seems entirely self-sufficient— Moreso than any other section of the city.
Everywhere in Artisans' District, one can easily observe the hallmarks of dozens of trades and skills. Seemingly every home has either an ornately carved balcony and railing made by a local woodcarver, or a wide, sweeping stairway made by a local carpenter. Other homes feature imposing granite façades crafted by skilled local stonemasons. Venturing inside any home here, visitors will see examples of décor, furnishings and tapestries proudly created by local weavers, painters, metal-smiths, and pottery-makers. While some of these artisans work for distant employers and have to travel to different locations for their job, the vast majority work in small shops located within their own homes. Consequently, a myriad of different businesses can be found in the tiny Artisans' District.
Notable Artisan District locations:A2. Alchemists Guildhall A3. Temple of Isilahr A4. The White Deer (Inn) A5. Armorers Guildhall. A6. Crosby’s General Store. A7. Temple of Shua & Gardens, A8. Cartographers Guildhall, A9. Druid’s Gate, A10. Stone Circle, A11. Scriveners Guildhall, A12. The Night Owl (tavern), A13. The Tempest (Inn), A14. The Green Frog (tavern), A15. Weaponsmiths’ Guildhall, A16. Artisans Market, A17. The Sly Fox (tavern), A18. Cartographers Guildhall, A19. The Gargoyle Theatre, A20. Old Castle Redmark, A21. The Ruby Maid (Inn/Tavern), A22. Mercenary Guildhall, A23. Crofters Guildhall, A24. Temple of Aleyssia.
Clerical District
In many ways, the Clerical District is Redmark’s most famous, for it houses the City's famous Krakenmoor Academy, Redmark College, as well as several other smaller schools and academies. The district name refers not only to those academic institutions, but also to the many students, tutors, scribes, and clerks who live here. Spread across the district are dozens of large dormitories and classroom buildings. Although not readily apparent to outsiders, the Clerical District is also home to a vast number of small parks, private gardens, and abundant greenery, rivalled only by the neighboring Garden District.
The City Watch patrols Clerical District regularly, and its members will arrive within a few moments of any alarm raised. Because of fear of roaming wizards and sorcerers, it is no surprise that ruffians and petty street thugs tend to avoid this area entirely.
An interesting feature of the district is the vast amount of outside seating and verandas used by local taverns and eateries. Some seating areas are squeezed precariously between adjacent buildings—often wide enough for only a single row of tables. Others stretch out into the streets of the district, making the passage of carts and wagons quite difficult here.
On most days, weather permitting, the streets of the Clerical District swell with folk from all over the city, coming to enjoy their meals in the fresh air. The Millstream winds its way through the district, and much of its bank has been preserved as a grassy parkway. Students from various colleges often come here to study or relax. The Clerical District is not a thriving business district—most of the local buildings not used for schools are used as residences of students and instructors.
Notable Clerical District locations: C1. The Broken Quill (Inn), C2. Temple of Pharos, C3. College Headmaster’s Estate, C4. The Blind Dwarf (Inn/Tavern), C5. The Black Dragon (Inn), C6. Stonemasons Guildhall, C7. Redmark Arena, C8. The Inkpot (Tavern), C9. The Broken Staff (Inn), C10. Stables/Riding School, C11. Redmark Grand Library, C12. Duke’s Gate, C13. City Watch Station, C14. Redmark Bardic School, C15. Redmark College Campus, C16. Krakenmoor Academy, C17. Redmark College Campus, C18. Student Dormitories.
Noble District
A grand array of buildings and personages await the fortunate traveler who decides to stroll down the famed Promenade, with its impressive marvels of architecture, splendid grace and beauty. Strolling along this crowded is truly one of the grandest spectacles found anywhere in the Free City
Many of the structures found in Noble District are gorgeous, opulent mansions that would be fit for a ruler of an entire nation on Corwyn. In Redmark, however, such homes are the just rewards for successful merchants, important ambassadors, the city's aristocracy, and visitors with either wealth or station.
Various mansions sprawl over large estates; some of which are so large the equivalent ground space might hold the homes of 1,000 souls in the cramped confines of the Old City. Very few stores and shops can be found within the district, because its residents can usually find everything they need at the city's High Marketplace.
The only businesses in the Noble District are a few, select gambling houses, taverns, and clubs that cater exclusively to its wealthy clientele. After darkness falls, the district is easiest the well-lit of any city district. Every mansion maintains a lamp on the road before it, and the city Lamplighter’s Guild maintains oil lamps at frequent intervals along each and every thoroughfare.
In addition, the city watch is far more diligent and noticeably present here than other section of the city. Here, a Watch patrol will arrive within moments following any cry of alarm. Also, many private mercenaries are employed throughout the district, sometimes to guard a single mansion, and other times to patrol a region of several neighboring estates. These private soldiers essentially form a second police force in Noble District, making it the safest and most well-guarded in Redmark.
These hired mercenaries often make roving patrols, usually in groups as large as five, and often accompanied by fierce hounds. The streets of Noble District bustle with crowds only on the occasions of parades and festivals, otherwise they are normally quiet and empty. The main thoroughfares of this district receives a huge amount of pedestrian traffic every single day, most of whom are attracted by the grand array of booths and stalls located in the High Marketplace.
Otherwise, Noble District is often quiet, with only a few people moving about at any one time. Many of the travelers found here are nobles, who are always carried in carriages or on horseback, and are often accompanied by their servants and bodyguards. During the day, the streets are usually filled with various craftsmen who have been hired to work for various members of the city aristocracy. But at night, this part of the city is extremely quiet. The only night-time presence on district streets are the numerous patrols of the City Watch and privately-hired mercenaries.
Travel is allowed to and from the Noble District with no restrictions, but visitors to the district who appear to be up to no good (loitering about, acting furtive, associating with known criminals, etc.) will quickly be accosted by the City Watch. If visitors can produce no good reason why they belong here, they are roughly escorted to the Garden Gate with orders not to return. The watch officers assigned to this district are professional, and suspicious by nature. Wealthy patrons that have the ear of the Viscount and members of the Grand Council do not make for happy crime victims; so, out of a sense of self-preservation, the City Watch Commander has always assigned his best officers to this district.
Notable Noble District locations: N1. The Grand Citadel, N2.The Pavilion, N3. Temple of Nerydia, N4. City Watch Station, N5. Velstad’s Curio shop, N6. Temple of Ethenghar, N7. Garden Gate, N8. Royal Stables & Livery, N9. Ghormeghal Estate, N10. Temple of Eiryundal, N11. The Gilded Crown (Gambling Hall), N12. The Iron Dragon (Inn), N13. The Pale Mare (Private Club), N14. Temple of Berevrom, N15. Beckworth Estate, N16. Vhalantru Estate, N17. Norshen Manor, N18. Kellaren Estate, N19. Redmark Observatory.
Garden District
The sprawling Garden District adjoins the city's Noble District. In truth, an untutored observer could not tell where one district ends and the other begins. But the boundaries are clearly defined within the well-defined social hierarchy of the city's aristocratic classes.
If the estates in the Garden District tend to be a little smaller than their Noble District neighbors, if their statuary is less exquisite and the architecture plainer, these deficiencies are more than made up for by the brilliant profusion of blossoms grown here.
The sweeping expanses of manicured beauty found here have given the district both its name and its character. On a pleasant spring day, the fragrances from thousands of blossoms are carried by each passing breeze. While every autumn, the entire district turns a bright red and orange from its fallen leaves.
Here City Watch patrols are as every bit as diligent and professional as those found in the neighboring Noble District, although there are far fewer private mercenaries employed within this section of the city. There are only a few scattered shops found throughout the district, except for the region in and around the High Marketplace. Several fine inns and clubs offer tasty cuisine, lodging and gambling to wealthy patrons. But the taverns are nowhere as raucous as those found in seedier parts of the Free City.
Notable Garden District locations: G1. Temple of Atanavar, G2. The Wise Wizard (Inn), G3. The Jester (tavern), G4. Brax Estate, G5. Wharf Gate, G6. The Merry Maid (tavern), G7. Redmark Gardens, G8. The Silver Dragon (tavern), G9. The Blue Goddess (inn), G10. Sable Brethren Monastery, G11. The Purple Unicorn (Inn), G12. Temple of Praxis, G13. Ammarind Embassy, G14. Erindar Embassy, G15. Serathyr Embassy, G16. Iskandar Embassy, G17. Marundi Embassy, G18. Alveron Embassy, G19. Orel Embassy, G20. The Black Rose (theatre), G21. The Lady Luck (tavern), G22. Thraydin Estate, G23. The Sly Vixen (tavern/brothel), G24. Del'Vario Estate, G25. City Watch Station.
Foreign District
The Foreign District is easily the most crowded and most ethnically diverse part of Redmark, because it is the residential district assigned to all those who have not inherited or officially adopted Redmark citizenry, and also because it is simply a nice place to live.
The district offers a variety of eateries and taverns, as well as tiny shops of many unique types. It has long been city policy that visitors who take up permanent residence in Redmark should not be allowed to inhabit certain areas, particularly places adjacent to the city wall.
Therefore, all foreigners who actually rent a residence, as opposed to renting out a room in a local inn, even for many weeks, must find such a residence in this District.
Of course, foreign nobles and official guests of the city are exempt from this restriction. Also, Foreigners are usually not permitted to purchase property within the walls of the Free City without prior approval from the Grand Council.
After seven consecutive years of residence within Redmark’s walls, any foreigner can apply for official citizenship. The Redmark government will grant citizenship to any applicant, provided he or she has at least two citizens to vouch for him, and has no prior record of trouble with either the City Watch or has run afoul of any influential city guild.
Certain of the Foreign District's shops and inns retain a distinctive character reflecting their owners' origins. But for the most part, this district has blended very well into the rest of the Free City's character.
The City Watch maintains a presence in the district, but not in any considerable numbers. Here, the frequency of Watch patrols increases sharply after dark, when they assign many officers, due to the district’s proximity to the far more dangerous streets of the neighboring River District. In many ways, Foreigner’s District is representative of the city in miniature, with its diversity of shops, its theaters, and its mix of peoples and cultures from all across Corwyn, and across social class divides.
Indeed, the Foreign District is often compared to “a city within a city.” Every conceivable type of business or profession can be found somewhere here. The largest problem here is that most residents speak two dozen different languages and very few can understand each other.
Notable Foreign District locations: F1. The Blue Dragon (Inn), F2. Steelfist Mercenary Guildhall, F3. The Broken Staff (tavern), F4. Gemcutters Guildhall, F5. The Wise Fool (tavern), F6. Silver Ravens Guildhall, F7. Able Carter Coach-House, F8. The Hissing Serpent (tavern), F9. City Watch Station, F10. The Drunken Savant (tavern), F11. Tarshek’s Provisions (shop), F12. The Burning Man (tavern), F13. The Harpy (tavern), F14. Marsh Gate, F15. The Copper Crown (Inn), F16. Warehouses, F17. Temple of Acerion, F18. The Smiling Knave (Inn), F19. Elendari Estate, F20. The Timid Giant (inn/tavern), F21. Cartwrights Guildhall, F22. Home of Eligos, F23. Nine Noble Swords (Shop), F24. Halfling Quarter.
The Old City (Thieves and Slums Districts)
This maze of alleys, shacks, boarding houses, and tenements is the true soul of Redmark. Herein lie the city's roots, and herein also live its most volatile citizens. The Old City, separated by the Black Wall from the New City, has taken on a life all its own. The Old City is actually two Districts; known as “the Slums” and the “Thieves' Quarter.” These two districts are divided by “the Promenade,” the largest street in Redmark. Many locals believe that if the New City should suddenly disappear, the Old City would function much as before, but the same cannot be said for the reverse.
Redmark’s Old City has a higher presence of City Watch officers than any other district. Crime and misery are commonplace here, but so are gallantry and decency. Various Thieves' Guilds control the bulk of seedy business ventures and other clandestine activities, but nowhere else is the proverb "honor among thieves" more in evidence. Even though the City Watch maintain two separate stations here, many wary families devote a large proportion of the precious incomes for the additional protection provided by various private mercenaries.
Because of the high crime rates in the Old City, the Watch offers assigned here take their duties very seriously indeed. Watch patrols are quite common here, and will respond fairly quickly if an alarm is raised. However, back alleys and dark streets remain unsafe throughout the Old City, largely due to the ever-present gangs of street ruffians. Even the vaunted City Watch has not been able to bring these various gangs to heel, and most locals consider the Old City simply unsafe for travel at night.
Notable Slums District locations: S1. The Brass Dragon (Inn), S2. Shemric’s Blades, S3. The Cracked Tooth (tavern), S4. Colby’s Warehouse, S5. Talworth Stables, S6. Knight’s Delight (Brothel), S7. Tanners Guildhall, S8. The Happy Heretic (tavern), S9. The Painted Lady (Inn), S10. City Watch Station, S11. Gansworth Manor, S12. The Galloping Ghost (tavern), S13. Temple of Ixion, S14. Hansford Manor, S15. Madame Griselda’s Boarding House, S16. The Red Lantern (Brothel), S17. The Golden Key (tavern), S18. The Tall Man (Inn).
Notable Thieves' District locations: T1. The Phoenix (Boarding House), T2. The Blind Beggar (tavern), T3. Harlad's Jewelry, T4. The Red Lion (tavern/inn), T5. Skagen’s Pawnshop, T6. The Lace Garter (Brothel), T7. Cobbler’s Square, T8. Madame Serena’s Fortune-telling, T9. The Broken Dagger (Inn), T10. Penrose Brewery, T11. City Orphanage, T12. The Rusty Blade (tavern), T13. Ellival Manor, T14. Merchant’s Guildhall, T15. The Merchants' Exchange, T16. Warehouses, T17. The White Dragon (Inn), T18. Vesper’s Goods, T19. Temple of Lehr, T20. The Lady Luck (Gambling Hall), T21. Corvhaire Manor, T22. Durskan the Locksmith, T23. The Grinning Gargoyle (inn/tavern), T24. City Watch Station, T25. Sour Grapes (tavern), T26. Iron Gate.
River District
This notorious, seedy city district is centered around the great curving avenue known as “the Strip.” Packed with dozens of riotous taverns, sleazy brothels, and raucous gambling dens, the Strip is a cacophony of noises, a shadowy land of flickering torches and blazing oil lamps, which seems to come alive every night. Even in the bright light of day, the district teems with various drunks and toughs, both river-men and city-folk. At any given moment, there seems to be a brawl or fistfight taking place somewhere, and there are never enough City Watch patrols to keep the peace.
Mercenary guards are commonly employed during the hours of daylight, especially near the Cargo Gate. Naturally, adventurers love it here. Lodgings are cheap, and news from the world beyond is plentiful. There are numerous merchants and innkeepers willing to relieve traveler of his or her hard-earned treasure. Behind the Strip, the district is a mixture of run-down boarding houses, cheap inns, and dozens of dreary warehouses. While much cargo brought up the river is stored on the riverside wharves, many small warehouses can also be rented out inside the city walls. Cargo moves quickly in the lively economy of the Free City, so most loads generally remain in a warehouse for less than a week. By day, the streets of the district are utterly clogged with cart traffic as hundreds of merchants try to move their wares back and forth from the city to the various docks and wharves located along the banks of the Granite River.
Notable River District locations: R1. Brass Helm Armory, R2. The Night Raven (Inn), R3. The Grinning Ghost (tavern), R4. Arnaud Manor, R5. Temple of Kartmalok, R6. The Black Goat (tavern), R7. The Boars’ Head (Inn), R8. The Patrician (gambling hall), R9. City Watch Station, R10. The the Green Dragon Inn, R11. Lefty’s (inn/ tavern), R12. The River Rat (tavern).
OUTSIDE THE CITY WALLS
Unusual for such a large city, Redmark actually has nearly one-quarter of its population living outside its tall, red-flecked walls. This segment of the population resides in two major, but distinct areas: Harbor District, which lies along the entire western edge of the city between its walls and the Granite River, and the over-crowded Market District; which is the most densely populated part of the city and home to nearly a quarter of its population.
Harbor District
Often called "Barge End," or “Mudville,” this part of Redmark is not only filthy, but can also be quite dangerous. The district is made up of a cramped network of riverside docks, quays, and wharves, where hundreds of river galleys, cargo barges, and assorted fishing boats tie-up daily. Because of overflow from the Granite River, most of the streets here are usually reduced to muddy quagmires and the folk who reside here are often filthy and miserable. Locals manage to stay clean and dry and clean if they travel upon the rickety, narrow wooden plank-ways which crisscross the district. As for crime, many shady activities occur along the riverbank, and all manner of unsavory characters can usually be found here. On nearly a daily basis, the City Watch will pull some bloated corpse out of the river. Whether they be the victim of an accidental drowning, or a casual murder usually remains an unsolved mystery.
Notable Harbor District locations: H1. River Docks, H2. Warehouse, H3. The Honest Rogue (Brothel), H4. Temple of Myrival, H5. Customs House, H6. The Fishery, H7. Marsh Gate, H8. Graysby’s Shipbuilding, H9. Traders Guildhall, H10. The Daffodil (Inn), H11. City Watch Station.
Market District
Often called "Shantytown," this densely populated District is located directly south of the Main Gates. It is made up of mostly wooden warehouses, shacks and shanties, and is home to two gigantic caravan parks, which have a combined capacity of nearly 1,000 wagons. At all times of the day and night, this area is teeming with activity.
Notable Market District locations: M1. Caravan Park, M2. The Wagon Wheel (inn/tavern), M3. Warehouses, M4. Caravan Park, M5. Farmer’s Market, M6. Zharcayne Manor, M7. South Gate (Highway Gate), M8. Tollet’s Dry Goods, M9. The Outsider (Inn), M10. The Manticore (tavern), M11. Farmsteads.
The Sewers
Almost a city in itself, the Redmark sewers are a literal maze of ancient, underground passages, which were magically created long ago to remove the city wastes. Over the centuries, the passages have also become home to all manner of seedy characters and roving monsters. There are oft-heard rumors of various burial crypts, secret societies, and even wandering demons which can be found in the vast underground network located below the city streets. Rumors abound of all manner of foul creatures living below the city; including Ratfolk, Ghouls, Vampires, and even Demons.
There are only a handful of public entrances to the sewer system, but many more secret ones. Officially, it is strictly illegal for anyone except city officials to enter the sewers, but that hasn't stopped the criminal element of Redmark in the slightest.
MAP OF THE CITY























