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newhaven

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Newhaven

Overview

Locations of Note

  • 1 Lord's Manor: Entirely stone construction, less a keep than a fortified manor house. Internally compartmentalized: residences, governing services, and civic spaces.
  • 2 North Tower: Stone construction, overlooks the apple and pear groves.
  • 3 Oatmill: Planted smack on the crest of the ridge-line. Primarily grinds oat flour, but on Guildsday they swap over to lime for Dwarfpour.
  • 4 James Butcher's Shop: The town butcher is way up here rather than on the commons square because of his basement. Two rooms date back to the original Glamourous Elf farming village, one of which is perpetually five degrees above freezing, and the other five degrees below.
  • 5 Old Lord's House: Now the town hall and indoor activity spaces. The workshop still stores the various benches and handles developed for Erlich's sword Choppa from the founding.
  • 6 Town Commons: open grassy area where the weekly market is set up, also used for festivals, and in emergencies, pasturage for livestock from the nearby villages. There's an informal arrangement amongst the townsfolk as to whose goats will mow the commons on which days. The fountain is fed by one of three three springs inside the walls.
  • 7 Temple: Sister Maria tends to the spiritual needs of the community here, and teaches letters an arithmetic on weekdays when the weather is poor. The three meter Jewel Stone is rather impressive for a town this size, and shines with actual Jewel Light.
  • 8 Brewery: One of the earliest commercial structures built in the town, and the source of much of the Freeholding's income. Hob's Oat Stout is brewed here, and the apple brandy distillery can be found within as well.
  • 9 Goska Whitefoot's Grove: Home of the community druid and his extended family. The house is a peculiar mix of Human, Elven, and Keshanti architectural styles. For those with the talent to see, it is also home to a myriad of spirits.
  • 10 Smithy: Gamling Skyseeker set up shop here shortly after the founding, to everyone's relief. He functions as both the town's smith and tinker, along with his two assistants. There is a small glassblowing setup as well, but quartz sand needs to be imported.
  • 11 West Spring Fountain: One of three springs within the town walls.
  • 12 Merchant Guild Factor: Coordinates the caravans with the town merchants. Has a connecting door to the Gored Boar Tavern.
  • 13 Gored Boar Tavern: Primary hangout for traveling merchants, their workers, mercenaries, and off-duty town guardsmen. Connecting door to the Merchant Guild Factor, and more or less integrated with the Mercenary's Guild Office.
  • 14 Mercenary's Guild Office: more of an extension tot he Gored Boar than a separate building. The guildmaster's explanation is that it saves him from having to keep enough beer on hand to keep bored mercs and adventurers from getting obnoxious.
  • 15 Thorbrand's House: One of the few mostly intact structures of the original Elven village. Thorbrand and his family have restored it nicely over the years, and three generations occupy the structure.
  • 16 Guard Barracks: also the Guard armory. Another Elven vintage structure, the permanent members of the Freeholding Guard live here on their duty days.
  • 17 Main Gate: The primary means of entry and egress through the town palisade. The water feature is fed by the outflow drain from the Commons spring.
  • 18 Bunkhouse: Open area sleeping spaces for the caravan workers, budget conscious adventurers, and militia trainees from the outlying villages.
  • 19 Livery Stables and Stock Barns: Most non-resident livestock is kept here. The Guard also keeps a few horses and chocobos for its needs.
  • 20 East Spring Fountain: one of three springs within the walls.
  • 21 The Olde Theatre: Once an indoor Elven performance area, the town has decided to keep it only partially restored as an outdoor amphitheater. On weekdays with good weather, Sister maria can be found holding classes here.
  • 22 Zelda Zecour's Potion Shop: Another restored Elven vintage building, Zelda performs medical alchemy and herbcraft here. Also lots of baking. With Garlick Woodsborn's help, she has set up an impressive number of garden beds around her low tower.
  • 23 Arbor Gate: the newer of the to gates into town, this gate connects to the apple and pear groves in the valley behind Newhaven.
  • 24: Granaries: More round warehouses than modern grain silos, built on vintage Elven foundations.
  • 25: Outer Pasture: subdivides into multiple corrals, this fenced in space outside the walls is designated for livestock trading, Marketday cart parking, and as an expanded festival area.
  • 26: Old Bobb's Farm: Not a joke, the site of the first farm in the valley, and the most productive.
  • 27: The Rowdy House: A no-frills tavern outside the town walls, largely frequented by farmers and their hands.
  • 28: Alder House: Tam Alder is a goblin who absolutely cannot stand living within town walls. His family, and Mun, his Warg partner, put up with his peculiarities. Tam supports himself as an expert on collecting the plant and animal resources of the river.
  • 29: Rhon's Farm: This Tikume Plains Uruk isn't quite the farmer Bobb is, but is better with livestock.
  • 30: Barrow-Right Pub: a fairly standard British-style pub, almost exclusively serving town locals. Along with food and drink, the pub has two rooms for rent.
  • 31: Wily-Ham Pub: the other locals-only pub in the town. Better meat dishes than the Barrow, weaker pastries, three rooms upstairs for rent.
  • 32: Five Kobolds Earthworks: Three years ago, this quintet of oddly cold-hardy kobolds arrived, looking for a home where they wouldn't be percecuted. (For what, they refuse to discuss) Al, Bill, Gemma, Dill, and Euridysese make a living through use of their special earth-shaping rituals.
  • 33: Groak's Bakery: Groak is a highly skilled, painfully shy four-armed Ogrillion baker. One of Tam Alder's sons runs the public side of the business, assisted by a rotating collection of 13-16 year old towns-children. Groak has great difficulty interacting with young women past that age, something the women of Newhaven find adorable.
  • 34: Ridgeline: The hillside Newhaven is built against isn't that tall, but this line indicates the highest elevation.

NPCs of note

  • Mun: a middle-aged desert Warg, characterized by her long, silky coat. Partner to Tam Alder, Mun actually did most of the work raising his children, and has started taking care of his grand-children.
  • Old Bobb: The first farmer in the valley, and unarguably, the best. Bobb is human, a town founder, and incredibly in tune with his land. Bobb holds a seat on the Freeholding Council, but rarely attends.
  • Rhon: Uruk farmer originally from the northern Tikume plains. Notably adept at livestock handling.
  • Tam Alder: A true Goblin who settled in the area about twenty years ago. Partnered with the Warg Mun.
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