Yan's Landing


 * A port city located on the northern shore of Telune
 * 2 days travel from Silver Crossing
 * Population: ~15,000 permanent residents (95% human, 2% half-elf, 1% gnome, 1% halfling, 1% other – mixed)
 * Governance: Magistrate – nobility, appointed and sponsored by the Crown
 * Magistrate Solom s’Raedo


 * Local Law Enforcement: Constabulary – i.e. Town Watch - Led by Watch-Captain Jana Kahe, who was appointed to her office by the Magistrate; Kahe directs the activities of the watch and manages day-to-day operations with some oversight from the Magistrate and resident military leaders
 * Watch presence is strongest in the following districts: Quayside, Southgate, Westgate, Lord's Tor, Guildhall Ward, Mothers' Ward, Threefold Basilica (The Vital Hall, The Overlook, The Undercroft)

Quayside
Includes Yan’s Market, the docks, and the waterfront—inns, taverns, and warehouses patronized by seafaring merchants and travelers, including Harbormaster’s Hall.

Lighting: Fair

Southgate
The Brush Road, runs parallel to freshwater stream, a tributary of the Misting River; main thoroughfare leading into the Cloudwood and the most direct route to Silver Crossing; town watch maintains a small garrison here, less than at Westgate given the military and Prospectors Guild traffic.

Lighting: Good

Westgate
The Coast Road, circumvents the Cloudwood and provides the safest and most expedient route to the capital; Westgate Market is here, where caravans from Telunel settle to vend their goods under the aegis of the Westgate garrison.

Lighting: Good

Lord’s Tor
Prominent hilltop district near the city center, walled and patrolled, wherein sits the magistrate’s manor (s’Raedo Manse) and the estates of the rest of the city’s nobility.

Lighting: Good

Civic Ward
Lies just below the Lord’s Tor. Has the Hall of Commerce and the Hall of Justice.

Lighting: Good

Guildhall Ward
Bustling commercial district consisting of many shops and services all under sponsorship of Telune’s major mercantile guilds: The Prospectors Guild, surveyors and miners, allied to the local smiths and jewelers; others include food service, ink and parchment, horseflesh and other living creatures, as well as a general mercantile union to which all serious merchants and shopkeepers belong to negotiate fair tariffs, taxes, levies, etc.

Note: As much as the city watch has a presence here, the guilds tend to hire mercenaries and sellswords to guard their establishments in even greater numbers.

Lighting: Good

Mothers’ Ward
Dominated by soaring Threefold Basilica, an edifice and grounds larger than any noble estate; surrounded by smaller shrines to the goddesses and saints, as well as the residences of the clergy and their trusted custodians; district also includes the city’s cemetery, guarded by a windowless temple of Anoch.

Lighting: Good, along the Mothers’ Way leading to the Basilica; more reserved near the cemetery, but permanent magical flames that do not need tending.

Threefold Basilica
Divided into the traditional three sanctums, each dedicated to one of the holy Mothers.

The Vital Hall

 * A series of gardens and galleries dedicated to demonstrating mortals’ place in Feliel’s living kingdom, where the green-robed priestesses of the Queen Vital bestow their healing spells to the faithful and bless the crafts and crops of the meek and humble.

The Overlook

 * Bright, open dais suspended from the vaulted ceiling by enchanted cables, reachable by ascending one of two crystalline spiral staircases; a place of quiet contemplation and reflection where the priestesses of Athenine offer wise counsel to guide the faithful on the path to enlightenment.

The Undercroft

 * Dim, candle-lit cellar wherein the righteous dead are interred and the priestesses of Nuata speak of the afterlife and what awaits mortal souls under the aegis of the Mother Below.

Yan’s Lookout
Military fort named for the marine explorer who founded Yan’s Landing; the Lookout is a stout, stone-walled structure with defensive turrets pointed seaward and overlooking the wharves; nestled in the courtyard on one side of the fort (next to a barracks of Bluefin Company soldiers) sits the city’s lighthouse.

* Less protected/patrolled than the other districts

Learned Circle Chapterhouse
An austere two-story villa that sits on the edge of Mudtown, the chapterhouse is in far better repair than the cramped studios of the penurious neighborhood it overlooks; sits on a plot large enough for several clusters of the ramshackle apartments typical of the area, though the grounds are green and well-kept, bordered by a low stone wall and even decorated with scarecrows.

* Less protected/patrolled than the other districts

Mudtown
The slums. Lots of followers of Mortalis live here. Many people here harassed the party and eventually started a fight in Session 5, where several were killed. Near the edge of Mudtown is the Boar's Yawn Inn, where the party stayed in Session 5. On the edge of Mudtown is the the Crow Bridge, which crosses one of the tributary streams where the nicer part of town (adjacent to the religious ward) meets Mudtown.

* Barely patrolled

The Second City
An old failed attempt at urbanization, around which Mudtown was sprung. Half-surrounded by Mudtown. Controlled by the Family.

Shadewharf
District where The Family held their auction of rare and stolen goods

Other Notable Sights and Sounds
In the poorer quarters: Heralds of Mortalis prosthelytize on street corners, appealing to the downtrodden and unfortunate, telling them that their trials and tribulations have made them strong, more alive than the entitled aristocracy. Rumors: As with any milling mass of humanity, Yan’s Landing is a breeding ground for rumors of all kinds—now, since the appearance of the Dark Elf and his challenge to the Telunian nobility, those rumors echo the anxiety and distress of a people faced by an unknown enemy of unknown power…
 * Nyran Darvos is one of these. He is genuinely glad to see any party members he encounters, and he cannot help but regale passers-by with the story of your heroics, how you survived a most harrowing sea storm only to be captured by hobgoblins and forced to fight your way to freedom—such tests are the divine will of Mortalis, by which the weak are made strong and the ordinary, extraordinary.
 * There are a handful of others, as well, though only one or two that are true priests—empowered with divine magic, freely blessing and healing those who ask. A good many more—dozens, maybe—are zealous peasants, unhappy with their lots in life and the varying misfortunes levied against them, and they are good at inciting similar sentiments in others.
 * More than once, a patrol of the town watch, accompanying a priestess of the Troika, arrives to disperse a particularly energetic gathering. The most vocal or bellicose followers of the Living God are arrested. The true clerics, like Nyran, have thus far had the sense to calm whatever agitations they stirred, to peaceably depart without giving the authorities cause to take them into custody.
 * In response, the priestesses of Feliel have been actively recruiting more acolytes from the lower classes into their ranks, and performing more divine rites and healings for the common people without asking anything in the way of donations or recompense.
 * Old rumors reemerge.
 * Fifteen years ago, the royal family was attacked. Only the infant Javelline survived. Most Telunians were simply overjoyed to have a single scion of their beloved king and queen survive, though those more naturally inclined toward suspicion have long muttered their doubts—that the royal family was destroyed in detail, and the regent, Horus Moen, has been ruling as puppet master ever since. He certainly has been managing the realm’s affairs as Javelline has come of age, a de facto sovereign unto himself. The darkest of rumors intimate that the plump, bald-headed regent in fact orchestrated the attack himself in order to gain power.
 * People used to say that there was a boy living in the Telunian royal palace, older than Javelline and the siblings that were killed in the fateful attack. A strange and reclusive child but obviously much-loved and close to court. The child was said to be the offspring of the queen’s beloved handmaid.


 * A Greenback Company squad failed to report in. Despite being the ostensible masters of the jungle, charged with keeping safe the settlements of Telune from the threats that lurk in the wilds of the Cloudwood, one of the Green Company’s squads—the 6th—was evidently captured or destroyed, to a man, for none of its number reported in to either Yan’s Landing or Telunel. Rumors abound as to what kind of force could so thoroughly undo a squad of veteran soldiers:
 * The forces of this new Usurper heralded by the dark elf slaughtered the Greenbacks.
 * The Broken Shield Band killed or captured the soldiers.
 * The squad ran afoul of the River Folk and were sacrificed to their dark gods.
 * More outlandishly: Werewolves killed the squad.


 * Recruitment. The Telunian Army is recruiting—not yet conscripting but actively seeking volunteer soldiers to bolster the ranks of its existing companies, and perhaps to form a new one in light of the recent threat to the Crown.
 * Anyone can join the army at any of the city’s garrisons, and recruiters make the rounds of the inns and taverns each night to entreat the more colorful would-be warriors to sign on, appealing to their purses in lieu of their sense of patriotism.
 * Criers announce new recruitment numbers on street corners daily.


 * The pirates of the Wild Isles are especially active now, and the Telunian navy has stepped up its patrols of the coasts in response.