"Of Myranor, I can only say that when our Lord Draxorith returns to this world, it is this city that will be the first to fall."
-Lord Caramus of Duthelm
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| Ruler | His Most Magnificient Nobility, Lord of the Snowy Timber, Scourge of the Ogrish Lands, Guardian of the Great Rukemian Empire, Keeper of the King's Relics, King Davillon Arkain |
| Population | 47,600 |
| Demographics | Human 63%, Elven 11%, Ogre 10%, Dwarven 8%, Borrellian 5%, Orc 3% |
| Languages | Rukemian 85%, Northern 15% |
| Nationality | Kitar (Population: 210,000) |
| National Colors | Blue, gray and green |
| Year Founded | 1758 |
| Currency | Rukemian |
| Natural Resources and Manufactured Goods | Lumber (especially ironwood), ships, wheat, fish and other seafood, apples, grapes, bitter berries, crullen berries, zellan fruit, cattle, fur |
| Wealth | Above Average |
| Government Type | Monarchy |
| Government Stability | Stable |
| Allies | Rukemia, War Vale, Normidia |
| Enemies | Duthelm, Borrell |
| Walled | Yes |
| Crime Level | Moderate |
| Technology Level | Middle Ages |
| Primary Religion | Erylon |
| Other Religion | Assytia, Barrinor |
| Climate | Temperate |
| Terrain | Forested hills, grasslands, light forest |
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Myranor rules all the lands of the northern empire and protects several large towns and dozens of villages along the coast. Myranor is a large and varied city with a number of excellent inns and guilds.
Myranor has an impressive harbor with many docks. Much of the shore along the outer city wall consists of hard, sharp black rock with numerous caves and blow holes. Waves often crash spectacularly against the black rocks and jet out of blow holes. Small boats are often crushed between the waves and rocks during storms.
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Myranor is built upon the ruins of the thullian city of Bretark. This was a major trading and shipping center in its day but was badly damaged during one of the major land quakes of the world storm. Late in the Great War, it was laid siege and finally brought down. Now, the ruins of Bretark lie buried - about half underground beneath the city of Myranor and half submerged in the harbor. When Myranor dug its existing sewer system, many existing channels and underground corridors were incorporated to save time and money. Most of the ruins under the city were explored, stripped of valuables and then sealed up to help channel the sewer water. This outraged many thullian scholars at the time because they believed there was a great deal left to excavate.
Numerous defenses are built into Myranor's sewer system to prevent an enemy from gaining entrance to the city during a siege. These same gates, traps and guardians deter rogues and such from gaining unauthorized access and using the sewers to elude authorities.
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The Myranor government is steeped heavily in tradition. First and foremost, Myranor is a traditional monarchy and is ruled by a king. Sovereignty is passed down from father to son through the Arkain family. The King is supported by a Council of Advisors with whom he meets regularly and who answer directly to him.
| King's Advisor - A general advisor to the king. | |
| City Master - Responsible for construction, safety, financial and other projects within the city limits. | |
| Ritual Master - Responsible for conducting all official ceremonies - weddings, crownings, etc. | |
| Master of Arms - The supreme military commander of Myranor. | |
| Imperial Representative - The Emperor's representative in Kitar. | |
| King's Magus - The supreme authority on all magical matters and advisor to the King on such matters. | |
| Royal Physician - A healer dedicated to the royal family. | |
| Master Chamberlain - Responsible for running the royal palace and tending to the day to day needs of the royal family. | |
| Border Commander - Commander of the border patrols and monitoring Duthelmian activity. |
Beyond this council of advisors, the King is greatly aided by three legendary artifacts, the King's Artifacts: The Crown of Wisdom, the Scepter of Might and the Ring of Truth. These three artifacts are enchanted with powerful magicks. They were recovered from ancient ruins centuries ago and have been passed down, from father to son, ever since. Due to the mystical nature of these artifacts and the fact that they must "bond" with the user, they are always handed down in an elaborate ceremony conducted after the crowning of a new king.
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Myranor has a fair system of law compared with many other kingdoms. It has a common set of laws tempered with common sense over centuries. Over the past few centuries, since Kitar was formed, Myranorean law has had to adjust to certain imperial law imposed by Rukemia. Primarily, the inclusion of slavery and the laws that go with it.
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Myranor is a very heavily fortified city. It's northern location (and the influence of history) make it the first line of defense against Duthelm for all the eastern lands. For these reasons, Myranor is built to withstand a siege.
Myranor has two city walls - an outer wall and an inner wall - which divide the city into three sections. Both walls are immense things being 100 feet tall and 50 feet thick. A walkway runs along the top with crenellations for archers to take up positions and guards to patrol between guard towers. This city was built to withstand a siege and it shows in the walls.
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Myranor's economy is based on lumber, seafood and fine pelts. The vast forests of the north supply a variety of hardwoods, herbs, dyes and flowers. The waters surrounding the kingdom are excellent fishing grounds. Finally, furriers and trappers make a good living trapping a variety of wildlife. Mink, fox, wolf, ermine, elk and deer can be found in this region.
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The Finding Festival
Although not the largest festival in the land, this is perhaps the most
politically significant and one in which the royal family and nobles take the
greatest part in. The Finding Festival, held on Spellwan 14 at the height of
summer, celebrates the day that the crown prince Verris Arkain recovered the
King's Artifacts and swung the tide of the war with the empire in 1824 CY. This
festival involves a number of parades in the noble district of the city, formal
dances, public speeches by nobles, toasts and formal receptions. Landed nobles,
dukes and barons from all over the nation come to the city to attend. It is the
social event of the year for the nobility.
The Woodland Festival
The largest festival in Kitar is held in autumn in a large forest 4 kilometers
outside of Myranor. This four day festival is very popular with the commoners and
peasants, serfs and common laborers from all over the nation will attend. The
Woodland Festival involves drinking contests, colorful parades, body painting,
dancing, singing, a number of contests and competitions, gambling, crafts and, quite often,
marriages. The Woodland Festival is renowned for wild festivities, public nudity
and every imaginable excess. The woods where this festival is held has over 60
tree houses which are built on ground level and perched in the trees. They are
tended year round, but only see activity during this festival during which time
they are filled with raucous laughter and drunken revelry. Also known as the
Myranor Forest Faire.
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The People's Watch
A local volunteer group of 85 members that patrol the streets at night and work
to keep Myranor safe. The People's Watch cooperates with the city guard. This
group helps keep street gangs and such under control.
The Arcane Order
A small wizard's guild. Founded and currently led by Andrimus, the Light Weaver.
Myranor has few spellcasters, but most of these are members of the Arcane Order.
The Order currently has 19 members, but most of them are of limited ability.
The Mercantile Guild
Small and informal assembly of all business owners.
The Freedom Fighters
Founded long ago by a orc slave who fought his way to freedom, this underground
group fights against the government and the Slavers Guild, doing what they can
to free slaves by any means necessary. Usually, this involves thieving
activities to raise money to purchase slaves legally and then set them free.
However, this also can include direct attacks against Slavers in the city to
free slaves or covert infiltration of the Slaver Guild Hall to free slaves
directly from the Slavers’ own dungeons. It is known that the Freedom Fighters
have allies among the public in the city and receive funding and safe places to
hide from the authority. The local Myranor militia only half heartedly pursues
these rebellious activists. However, the imperial troopers stationed here are on
strict orders to do whatever is necessary to stop this group and protect the
slave trade.
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| Rumors about the hordes from Duthelm and their imminent approach and siege of Myranor come and go with seasonal frequency. | |
| The King is secretly in talks with Duthelm. A treaty of peace is in the making. |
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The two walls divide the city into three sections: the outer city, which is mostly hovels and shacks; the middle city, which is home to shops and taverns, craftsmen and freemen; and the inner city, which is the sanctuary of the nobles, scholars, priests and mages. At the center of the inner city is the royal castle. The middle city, inner city and castle all have their own armories, garrisons and storehouses for keeping stockpiles of critical supplies for use during a siege.
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Because Myranor is built upon the ruins of an ancient Thullian city, it has absorbed many Thullian traits in its rebuilding. Most Myranor architecture has subtle Thullian traits that betray the history of the region. Octagonal columns and towers are common as are angular designs. Every building has a "badge" bearing a glyph or symbol that identifies either the buildings purpose, owner or builder. Such badges are usually keystones in arches on the front.
The Harbor
The ruins under the waves in the harbor make for tricky navigation, especially
during low tide. A few fragments of ruins even break the surface of the
water when the tide is very low. Often, harbor pilots are brought on board to guide
the bigger ships in to dock. Diving treasure seekers have long ago scavenged
anything of value from the harbor floor.
About a mile outside of the mouth of the harbor, there is a large collection of stony shards that pierce the waves like long jagged stony teeth. These shards of stone are the ruined remains of a tower and part of a wall. All that remains are seven slivers of stone. the largest of which is a part of the tower. These stones are called "the Fangs of Myranor". Among the older ship captains, they are sometimes called "Jessark's Teeth" although the origin of that name is lost to history. The Fangs are the first things you see when approaching the Myranor harbor. It is often said "You haven't reached Myranor til you see the Fangs". Approaching Myranor at night is dangerous because of these ruins. Therefore, the Harbor Master sends one of the harbor boys out each night in a rowboat to light a great iron lantern which hangs from the tallest of the Fangs.
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Royal Palace
The Royal Palace of Myranor is the
governmental seat of the nation, residence of the royal family, headquarters of
Kitars military forces and university all in one. Within this large castle is the
main conference hall where King Davillon meets with his Council of Advisors.
Imperial Garrison
Located very close to the Imperial Embassy. The empire maintains a military
presence in Myranor. Officially, this is to aid the city militia and local
government. However, it is widely known that the imperial troopers stationed
here are primarily to make sure that imperial laws are enforced. There are 300
imperial soldiers stationed here. They occupy themselves with routine patrols of
the city, pursuing imperial criminals, aiding the local authorities, serving as
bodyguards for visiting imperial dignitaries and hunting down the “Freedom
Fighters” to protect the slave trade. There is a subtle, but evident tension
between the local royal government and the imperial presence. This tension is
always kept under a veneer of civility, but it has flared up once or twice in
the last decade.
Imperial Embassy
Lord Nederik Maguir II is the official imperial ambassador to King Davillon. He
commands much respect in Kitar as he has frequent audiences with the King and answers
directly to the Lord Chancellor in Aridorn. Lord Maguir resides within the walls of the
Imperial Embassy, which is a small, luxurious residence situated near the Royal Palace.
Farmers' Market
This large collection of shoppes is collectively known as the Farmers' Market. It
serves as the agrarian guild, feed and grain stores, apothecary and stables. It
also has several warehouses, public gardens and a meeting hall. The market
administrator is a man named Searlin. The Farmers' Market is government aided
and considered a part of the government.
Glittering Prize
Edward Trask is a lord and nobleman who has been charged with monetary control within
Myranor. He is on good terms with several members of the King's Council and makes sure
that all money that circulates in the city is from the official Imperial mint. The
Glittering Prize is a tiny money changing shop which gives an 85% exchange rate.
City Gardens
The formal city gardens of Myranor are spread out over five terraces arranged in
a pentagram. At the center of each terrace is a large fountain adored with
statues of nymphs, faeries and woodland creatures.. A broad cobblestone path
encircles each terrace with smaller paths winding about the gardens. Benches are
positioned here and there about the gardens to take advantage of the most
picturesque views.. The whole area is encircled by a ring of tall wind dancer
trees. The city gardens are tended to be a small group of gardeners, herbalists
and druids - volunteers from the city. While some parts of the gardens to burst
with the color of dozens of blossoming flowers, most of the garden is a quiet
and respectful nature preserve, highlighting many of the plants and bushes
native to this northern region. Many of the plants along the paths are labeled
and identified. The gardens are open to the public during the day, free of
charge. The gardens close at night and patrolled by the city guard. There
are no gates or fences to keep trespassers out at night and the Talons and other
rogues have used the gardens for nefarious activities. The gardens are quite
large and more than one thief has successfully eluded pursuit by dodging into
them.
The City Dungeon
This huge fortress is surrounded by two great stony walls. It is guarded by 80
soldiers and is home to some 1400 prisoners that live in a maze of cells and
guard chambers, some deep underground. Most criminals serve out there sentences
here.
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The City Guard
This force of some 3000 soldiers is the standard city guard and keeps the peace
in the city. They patrol in groups of four (three fighters and one officer).
City guard wear shining chainmail, very heavy cloaks (to keep out the cold),
high leather boots and iron helms with visors. They wield broadswords and large
shields bearing the standard of Kitar.
The King's Guard
The most elite soldiers are sometimes invited to serve in the King's Guard.
These small force of highly trained and well equipped fighters are charged with
the protection of the king. This group was formed when the then Prince Davillon
was kidnapped by forces working for Duthelm. He was later rescued but the
experience gave Davillon a sense of his own vulnerability and so the King's
Guard was formed. Many soldiers vie for membership in the King's Guard in a
yearly competition that involves grueling tests and non-lethal arena combat. It
is a rank of prestige and honor. Membership is for life. A King's Guardsman
wears shining plate armor which is enchanted as to be light and comfortable (and
resistant to damage). They wear billowing white cloaks and tunics. Like the
regular city guard, their shields are adorned with the Kitaran standard. All
fight with long swords.
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The Talons
Largest thieves guild in Myranor with a network of spies, informants, crime
bosses, fences and corrupt city guards. The Talons focus primarily on moving and
fencing stolen goods. The Talons take a very dim view of other thieving guilds
and "rogue" thieves who operate independently. The current guild master of the
Talons wishes to crush the other rogue guilds and assume complete control of
crime in Myranor. The Talons operate a cover business, a shipping and warehouse
business, called Raptor Imports.
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Myranor has major temples dedicated to the following gods: Assytia, Erylon, Semorjon, Zothok and Kael. Minor shrines exist to: Barrinor, Daramis, Fenzyr, Ynthar, Carrikos, Hurellin and Imarus. Myranor is not an overly religious city. The population is mostly craftsmen, woodsmen, workers, dockhands and laborers. They are more concerned with the day's work than bending knee to grand ideals.
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The Haunted Tower of Ildrik
On a hill overlooking the city of Myranor, there is a great stony tower. This
dark shadow against the sky sends a shiver down the spine of many Myranoreans.
Once, long ago, this was the home of the great wizard, Ildrik. During the Demon
War, Ildrik betrayed his king and country and aided the hordes of Duthelm in
their siege of Myranor. When the seige was broken by Rukemian knights, he was
captured and tried for treason. Found guilty, he was to be executed on the steps
of his own tower. On the morning of his execution, Ildrik broke free from the
guards, wrestled a dagger from the hands of his captors and plunged the blade
into his heart. As his blood stained the ground before his tower, he cast a
spell and called down a terrible curse upon the city. He died on the grass in
the shadow of his tower. All of this was a century and a half ago.
The tower has since been explored, stripped of valuables and inhabited. However, in the last 140 years, it has been sold over a dozen times. Rumors that the tower is haunted by the ghost of Ildrik persist. Strange lights and ghastly wails are sometimes seen and heard at night emanating from the tower. To this day, most belief that the tower is haunted. The roads and trails to the south give the tower a wide berth. Few dare approach this dark edifice.
The Twin Statues of Bael Arkain, First King of Myranor and
Verris Arkain, Hereo of the King's Relics
The two greatest leaders in Kitar's history are it's first two kings. Bael
Arkain, a warrior and woodsmen, rallied the people during troubled times and
founded a kingdom centuries ago. His son, Verris Arkain, who would succeed him
on the throne, turned the tide of a war by retrieving the King's Relics from
ancient ruins and gave the nation a symbol of authority and leadership to unite
behind. Both these men are honored by a statue. These two statues are granite
skillfully carved to the likeness of each man. Overlaying the stone are plates
of copper, finely wrought and etched. These two statues flank the entrace to the
central plaza which stands before the Royal Palace. The copper plated statues,
polished weekly, gleam in the summer sun.
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King Davillon Arkain
A handsome king of fair complexion, deep blue intelligent yes and brown hair. He
is deeply concerned with the security and prosperity of his kingdom. Throughout
much of Kitar's recent history, imperial interference has been of great concern.
In the tradition of Kitaran strength and independence, King Davillon has done
his best to maintain his kingdom's freedom from too much Rukemian influence. The
imperial presence is respected, but ambassadors and representatives from the
empire are kept on a short lease.
Queen Isara Arkain
A long-haired brunette beauty with a bewitching smile. She is a talented
singer and dancer and has often entertained the nobles at court with both. She
is utterly devoted to her king and the two are very much in love. Queen Isara
dabbles in herbalism and magic, although she is still very much a neophyte.
Clarys Erlon, the City Master
A short, fat, balding and thoroughly disagreeable man who is usually
unshaven and has the appearance of one who has slept in his clothes. Clarys is
responsible for construction, safety,
financial and other projects within the city limits. He also is responsible
for the collection of taxes, payment of government officials and legal disputes.
Saurell, the Ritual Master
Saurell is a tall, thin imposing figure with a beak of a nose, angular
cheekbones, piercing grey eyes and curly grey hair. He has a reputation of being
cool, unemotional and detached. Saurell is responsible for conducting all
official ceremonies for the government. This includes coronations, royal
weddings, various government ceremonies, the Ascension to the Throne ceremony,
christenings and more..
Belisar, Master of Arms and Guild Master of the War
Academy
Renowned for a feisty temperament and confrontational manner, he is the
supreme military commander of Myranor and the leader of the warriors guild
Belisar is a short grey haired man with a short beard, beady eyes and multiple
scars. He fights with two blades.
Nederick Pyrian Maquire II, Imperial Ambassador
The Emperor's representative
in Kitar. Pale skinned, blonde hair with a pony tail, bright green eyes.
Nederick is somewhat arrogant in his position and doesn't like anyone stepping
on imperial authority. Deep down, he is a coward and will yield if confronted
forcefully. For the most part, Maguir stays out of the King's way and allows the
kingdom some leeway.
Nolken, King's Magus
A very old human male with a long grey beard and a bad back. His hands
are calloused from working with reagents. He is the supreme authority on all magical
matters and advisor to the King on such matters. In his spare time, he
dabbles in alchemy and herbalism. He has quite a talent for concocting elixirs
and potions to cure any ill.
Garamand, Royal Physician
Garamond is the royal family's personal healer. He also tends to the
ills and wounds of many high ranking people in the palace and throughout the
government. He leads a small staff of healers that minister throughout the city.
Uthal, Master Chamberlain
Responsible for running the royal
palace and tending to the day to day needs of the royal family. Leads the
palace staff.
Melkran, Border Commander
A tall, handsome young man with finely chiseled features, long blonde
hair and brown eyes. Wears leather armor, a green cloak and carries a long
bow and slender, one edged blade. Melkran is the commander of the Border Watch.
His border patrols are charged with monitoring Duthelmian activity. Melkran is
the one who reports back to the Council on any strange activity in Duthelm
or along the border. However, in truth, Melkran dislikes attending council and
would much prefer to be out riding. Fortunately for him, his duties allow him to
be absent from many council meetings.
Andrimus, the Light Weaver
Andrimus is the most powerful mage in the city of Myranor (and possibly
throughout Kitar). Andrimus is a specialist in illusions and invisibility. He is
a member of the Myranor Guild of Mages and, it is rumored, once apprenticed
under the mage Morlokk.
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| No | Name | Owner/Operator | Description |
| 1 | Black Gate | Jathyar | Inn - The Black Gate is a large and peaceful inn. Its 28 rooms are clean, spacious and very quiet. The inn is shaped like a horseshoe, with a two story building that wraps a complete ring circling a small garden. At the base of the "horseshoe" is the main gates, an immense black iron and oak set of doors, for which the inn is named. The main gate is closed every night when the city bell tolls ten and opens again every morning at dawn. Across the garden from the main gate is the main hall, kitchen, storage and private chambers of the staff. The Black Gate inn is owned and operated by a tall blonde man named Jathyar. He has piercing grey eyes, a quiet demeanor and an uncanny knack for reading exactly what his guests need. He speaks with a soft rasp, often including cryptic quotes and bits of wisdom in his daily conversation. Jathyar is assisted by Marec, the cook, Miressa, the house keeper and her son who tends the stable. |
| 2 | Flying Fox | Chaermek | Tavern - Chaermek is a retired sea captain from the Pirate Isles (and it's never quite clear to others whether he did the pirating or the pirate chasing). Chaermek is always ready with a tale of adventure on the high seas, which he will always insist is true. He has stories of a huge treasure on a small island which he plans on going back to recover, a colony of cannibalistic talking beetles and of the time a giant flying fox saved his life. He named his tavern after that strange creature and the emblem of a winged fox's head adorns the wall above the bar. The tavern itself is a cozy little two story building that sits on the edge of the river in middle town. It has one large main hall from which several very small "sleeper" rooms branch off. These sleeper rooms are little more than closets with a raised mattress and a curtain over the front where drunks and regulars can sleep off a night of drinking. Chaermek has his private sleeping chamber in the back with the kitchen, storage and the bedroom of the staff (which currently sleeps the cook and both barmaids). The food here is decent, the ale is watered down, but cheap. |
| 3 | Ur's Goods and Wares | Ur | General Store and Trading Post - Ur is a short, bald human male with a pair of Kalimuran spectacles and a soft voice. This strange little man is a shrewd merchant who carefully calculates every business transaction to the last copper. He is a very organized and efficient shop owner with a strict, albeit odd, code of personal honor. He believes that it is his business to squeeze the customer for every ounce of gold they have and that it is their responsibility to appraise the quality of the goods for themselves and not get swindled. Ur is very concerned about profits and will not give a customer one thread more than they pay for. He maintains extremely accurate records of his inventory. He is also very distrustful of his customers, and will not hesitate to go to the city guards with the slightest grievance. His miserly practices have made him a wealthy man. Much of that wealth goes into the store making it a more secure place. In the past three years, he has reinforced the doors with iron, purchased exceptional quality locks, barred the windows and purchase four guard dogs who keep the place safe at night. Ur lives in the back of the shop. |
| 4 | Auric's Prize | Thoric Hergrim | Tavern - Thoric brews his own small masterpiece at this tavern, a thick, nutty brown ale known as Auric's Prize. It is named for the former Kitaran King (Davillon's father) because it was his favorite. The recipe has been passed down from father to son for generations. It is very popular with the local citizenry, however it is not exported and sold only in very small batches. So it's almost impossible to get this drink outside of Myranor. |
| 5 | Steel and Stone | Dugall and Duncan | Smithy and Stone Mason Shop - This successful shop is both a blacksmiths workshop and a stone masons shop. All manner of metal work and stone blocks can be found casually scattered about the main workshop which the two proprietors share. These two, Dugall and Duncan, are dwarven brothers, twins no less, who, for lack of a better word hate each other. This is not some mild brotherly quarrel that flares up every now and again. These two truly cant stand each other and will often argue in front of the customers. It is amazing that they have managed to stay in business this long. The only thing that saves them is their amazing skill at their respective trades and a promise they made to their noble dying father to open and run a shop together. The dwarves take their vows very seriously and these two will never quit, no matter how difficult it may become. Indeed, these two seem to be pushing each other, intentionally doing everything in their power to annoy the other enough to get him to break his vow and leave the shop. But so far, neither one of these stubborn dwarves will budge. Often times, one brother will inspect the others work and point out flaws. This inspires both brothers to work slavishly toward perfection. This is one reason why the customers will put up with their child like bickering the work they put out is excellent and the prices are reasonable (After a day of fighting with each other, neither of them seems to have enough energy left to haggle and make a better profit). |
| 6 | Sable Rod Garment Shoppe | Roderick Black | Garment and Leather Shop - The Sable Rod is a small leather and garment shop in the outer city of Myranor (outside the main city walls). It is run by a single man, Roderick, who lives alone. Roderick Blacke is a gaunt man with intense black eyes and wild hair. This gives him a slightly maniacal appearance. In spite of his odd demeanor, his customers are put at ease by his friendly nature, polite manners and soft-spoken ways. He is a very civilized and well mannered man who is a bit timid and never charges quite what his goods are worth. Recently, Roderick has been having trouble with a local band of thugs who are charging him a "safety tax". |
| 7 | Wicker Woman | Tressa | Apothecary - Tressa, an old human woman, runs a small apothecary in the south end of Myranor. She walks into the forest every day to find herbs, cut her own wood and gather materials to return to her home. In her shop, she concocts poultices, herbal remedies and several fine teas. She also crafts a variety of wooden items: chairs, desks, beds, finely carved statuettes, pipes and more. Her cluttered shop is always filled with curiosities from her travels. Besides herbalism, she also dabbles in alchemy and minor magicks. |
| 8 | War Academy | Belisar | Guild Hall - The War Academy is the common name of the Fighters Guild in Myranor. It shares not only its name but other similarities with the War Academy in Vorrik, due to the fact that the guild master, Belisar, is a graduate of that northern school and fiercely proud of it. After a long and illustrious career as an officer in the Myranor forces, he wished to retire and establish a school which was, in structure and reputation, the likeness of the Vorrik Academy. Belisar himself is a short, but stocky man with a bristling grey beard and a scar running the length of his face. The Myranor War Academy is built around a large central courtyard where most of the fighting and training occurs. This school is noted for its tutoring of specialized training techniques, many of which Belisar adopted from his recollections of the Vorrik school. Large pits filled with sand, mud, boulders, snow, ice or water allow warriors to practice fighting on various types of footing. Belisar is having a large addition built on to the Academy at great expense, and this construction is still more than a year from completion. Belisar is having it built in sections as he can get the money. He plans on hiring a wizard who will fill the chamber with magical creations to simulate whole environments for training. Of course, this is all far off. Belisars visions of the perfect combat school far outstrip his meager funds. Both military personnel and civilians, trained gladiators and independent bodyguards can all be found here. Many mercenary groups hang out here as well since a variety of jobs are publicly posted here |
| 9 | Seven Heavens | Emeril | Brothel - This brothel is run by the ex-prince of Normidia. Long thought dead in a freak boating accident, the prince was in actuality sold into slavery after accruing such massive gambling debts that his family immediately disowned him and faked his death. Prince Gregor managed to escape from slavery last year, at an imperial digging site. He was part of a massive prison break that resulted in the deaths of fifteen slavers. He fled to Myranor and found low-key work keeping the books at this brothel. Though he still fears re-capture by the Slave Lords, he bitterly plots his revenge against the Normidian noble family that betrayed him. |
| 10 | Sea Nympth | Morgan Tebrain | Nautical Store - This small establishment buys, sells, trade and rents all manner of boats, fishing equipment and ship accessories. It also handles repairs of small craft, mends sails, etc. Morgan Tebrain is an crusty old sailor who runs this shop with his five sons. |
| 11 | Sea Hag | Gracie | Tavern - This small tavern sits near the docks in the harbor district. The sign above the door declares "Food and Grog". It is well known for its seafood chowder. Gracie is a kindly old lady who runs the establishment with her fishermen husband and her three daughters. The establishment is named after her husband's boat. He provides a large portion of the fresh seafood served here. |
| 12 | The Wayfarer | Taudon |
Inn/Tavern/Store - This establishment is a blend of inn, tavern, general store and community hall. The Wayfarer caters primarily to rangers, woodsmen, furriers, trappers and farmers. The Wayfarer is a large stone and timber three story building that sits outside of Myranor on a hill, overlooking the outer city. First and foremost, the Wayfarer is a general store. However, it also has a full tavern, sixteen private rooms for rent, one noble suite, one large common room, a large 24 horse stable, extensive gardens, a full forge and several small workshops. |
| 13 | Slaver Hall | Slaver Guild - The Slaver Guild is a private business, but enjoys support from imperial law. The Slaver Hall is one large multi-story stone keep. This huge building is a small fort unto itself. Some 150 slavers are stationed here and this one group controls all slaving activities in Kitar. Another 300 slaves are kept here. Most native Kitarans frown upon slavery, especially out in the open, and the Slaver’s Guild has a lot of security and guards to deal with the occasional trouble. Just outside of the Slaver Hall is the Slavers' Block... a large raised wooden platform with adjoining slave pens. It is here that slaves are auctioned off to the public. Such auctions are chaotic, frenzied things that draw large crowds. | |
| 14 | Raptor's Imports |
Shipping Company - The Thieves Guild of Myranor operates a legitimate shipping and receiving warehouse business in the middle city with a cluster of warehouses and offices on the riverbank. Unknown to the authorities, the guild operates its criminal activities under the veneer of this cover business, using the ships and warehouses to move stolen goods. A large number of secret underground chambers are connected with a network of secret tunnels and passages. Many of these tunnels connect to Myranor’s extensive sewer system, which the Talons use to move covertly about the city. Raptor Imports maintains a fleet of 22 ships for transporting goods. |
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| 15 | Bird's Claw Tavern |
Tavern - A seedy inn and tavern on the river side docks in middle city. Not far from the shipping business operated by the Talons. This inn is connected to the underground tunnels through a secret entrance in the back. The clientele of this establishment is mostly thieves, bandits and brigands and an assortment of other unsavory types. It’s a dangerous tavern and everyone needs to watch their back here. The name of this establishment is a play on words – an obvious reference to the Talon thieves guild. |
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| 16 | Silken Lady Garment Shoppe |
Garment Shop - A regal store for noble’s clothing. Frequented by the wealthier of Myranor. This shop is located in the inner city. It’s run by a wealthy madame who is assisted by eight young ladies. They have hired guards who are decked out in finery and wield silver sabers. This is THE place to go when you need to find that perfect gown for the noble’s spring ball. |
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| 17 | Winded Grain Bakery |
Grain Mill and Bakery - A pleasant little windmill grainary and bakery shop. Also has a small dining room where guests may eat fresh bread and stew with a mug of warm ale. |
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| 18 | Stormhammer Shipyards |
Shipyards - The larger of the two shipyards in Myanor. Located in the harbor district. The Stormhammer Shipyards have two full sized dry dock facilities for building whole ships from the beam up. They are able to produce ships up to 104 feet in length. They also have extensive repair capabilities. Run by Memboc, a bald human man with an enormous black mustache that he wears in two great braids, bound with leather strips. Memboc is heavily muscled from years of hard work, but wears a great belly as well from years of drinking. He commands a crew of 40 shipwrights and some 40-70 additional unskilled laborers depending on the amount of work to be done. Although Memboc is in charge here, the Stormhammer Shipyards are actually owned by Count Visetan who holds an estate in the inner city and operates a separate shipping company. The Stormhammer Shipyards builds and repairs ships for the Royal Navy. |
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| 19 | Hall of the White Hare |
Gambling Hall and Social Club - This is where the elite go to relax and spend money. Nobles engage in high stakes games of chance, drink expensive wine, lounge on satin pillows and take their pleasure with slave girls. Expensive banquets are served here and there are sleeping chambers, private conference rooms and more… but most social activity here revolves around the main gaming hall. The White Hare is owned and operated by Lord Vishan, a young, tall and strikingly handsome man who wears his golden blonde hair long and loose. He is a quick wit and skilled gambler. Many believe he has a bit of elvish blood in him which might explain his pleasing, somewhat effeminate looks and youthful face. The White Hare club employs 12 barmaids, 20 “pleasure slaves”, four cooks, two bartenders, six security guards and a dozen general laborers who clean and tend the hall. |
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This page last updated Monday, October 08, 2007. Copyright 1990-2008 David M. Roomes.