The City of Ardatha



 
Tarliman Joppos is a visiting scholar from the Bardic Collegium in Urupa. In the course of his studies, he became fascinated with the phenomenon of cities, how they develop, how they grow and change, and the effects of gathering so many Name-givers into one place. He has become an expert in this line of study, the science of cities and large populations, expanding the scope of the field substantially. I am pleased to incorporate his works into the Hall of Records, and to assign him a seat as Scholar of City Lore and field researcher for the Guide to Barsaive. I feel that his insights into the structure of Barsaive's cities will be an important addition to our work in documenting our world.
-- Merrox, Master of the Hall of Records, Kingdom of Throal, 
in an open letter to the Scholars of the Hall and to his majesty, Varulus III, king of Throal
 

On the Origins of Ardatha

Shimmering like a jewel on the northwestern shore of Lake Ban, Ardatha stands as a symbol of what can be accomplished in the post-Scourge world. Originally conceived of a mere fifty years ago, its origins lie with a consortium of merchants who sought to create a major port of trade at a strategic point, without the disorganized sprawl that resulted from the lack of planning at Bartertown. Learning from its example, the consortium planned out the entire city, from the layout of its streets to the location of social venues, using a new concept they called designated zones. In this idea, areas of the city would be designated ahead of time for specific purposes, some places for shops, others for residences, government offices and for recreational facilities such as playhouses and music halls. The city would be laid out across a large area to provide for wide streets and an open, airy feel, so vital to the recovery of the spirit after so many generations in the kaers.

So the people of several kaers, who had established villages in the area, were approached by the merchants' consortium, with the idea of building the city. The villagers proved receptive to the idea, not only of creating a trading port on the lakeshore, but also of creating a city that could recapture some of the past glory of Barsaive, and that would be wholly of Barsaive, with no Theran influence in the architecture, the design or the work. The name "Ardatha," incidentally, comes from the old High Throalic meaning "New Port." The merchants, together with questors of Upandal, drew up the plans for the site, where the streets would lie, how the piping for the fountains and the public water facilities would be laid, the arrangement of the docks, and what areas would be designated for what use. They presented their plans to the people of the kaers, and, with the usual wrangling that accompanies any project involving more than one person, the plans were approved and construction began.

Ardatha today is a tribute to the skill and the Passion-granted inspiration of its designers. The city is open and inviting, giving welcome to all with honest trade to pursue. The rate of theft and robbery is low, compared to cities such as Bartertown and Kratas, and the health of the people good. No Horrors thus far have passed by the vigilance of the watch and the boaters, more about both of which in a little.

On the Layout of the City

Ardatha stretches out across the base of a peninsula, extending from the north-western shore of Lake Ban, between the influx of the Serpent and Coil Rivers. This placement puts the city in an optimum location for trade, and offers a lengthy shoreline for the expansion of the docks as trade increases.

Center Shantaya's Sextant on Throal and align point phi on the Elf Queen's Palace. Sight along point daleth. Follow Chorrolis at sunrise. Ardatha lies 9 days ride, 14 days walk from Throal.

Currently, the city occupies only the first third of the peninsula, and extends inland for a short distance. Docks have been constructed on both sides of the peninsula, for boats arriving from the direction of each river, and will eventually meet in the middle as more docks are built down the shoreline.

The Dockside district is comprised of the docks themselves and the area between the two stretches. Warehouses, offices of cargo agents, hostels maintained by shipping lines for boat crews and bars take up most of the area. Many of the structures in Dockside are of lower quality than the rest of the city, as the buildings were put up hurriedly to get trade started at the port, with the intention of replacing them with more permanent structures once the city was established. Unfortunately, now that trade is brisk, it has become difficult to replace the buildings, as there is the problem of where to put everything. Nobody wants to halt their business while their old building is pulled down and a new one is put up. The Council has been arguing this problem for over fifteen years now, with no end in sight. In the meantime, Dockside lives in fear of fire, as there are not enough residents to keep a fire brigade on every street, and many of the structures are in violation of the fire codes, ramshackle wooden buildings leaning against each other and roofed with thatch. Rumor has it that a thief adept has set up a guild hall in one of the warehouses, and is training others in his Discipline. Certainly, the boaters have been watching foot traffic in the area very closely, especially at night.

The Merchants' Quarter lies next to Dockside, consisting of warehouses for goods in transit into and out of the city, offices of trading consortia, the Merchants Guild hall, and a number of taverns where most of the business actually gets done. The public squares in the merchants' quarter also see a good deal of business transacted. Many traders use their offices only for records storage and clerks, and make all of their deals in the squares and taverns, and at the docks. The offices tend to be in two and three story buildings, the taverns are normally two stories as none of them have rooms for the night and only about half have private meeting rooms, and the warehouses are the usual massive barns. Some of the merchant consortia maintain hostels for their people, but these are not open to the public. Rooms for the night for the casual traveller lie either in Dockside (for the adventurous) or in the city center (for the more affluent). A good number of adventurers and mercenaries have found work guarding caravans and shipments for Ardathan merchants. While the consortia maintain their own guard forces, there are always sudden opportunities, losses or unexpected events that stretch the in-house forces thin. Many taverns along the border of the Merchants' Quarter with Dockside serve as unofficial hiring halls, providing work for someone in the right place at the right time with the right Talents.

Beyond the Merchants' Quarter is the city center. Here, the planners located the governmental offices, the most commonly-visited shops, and the social venues _ music halls, playhouses and the like. This area is hardly ever quiet, as during the day it bustles with the activity of the city's officials, in the evening the music halls open their doors, and through the night the taverns and inns do a thriving business. The better inns are located here. If the traveller's purse permits it, there are establishments of the finest quality, not only Guild inns, but places where a personal valet is available with the suite. The Guild inns themselves are notable examples of their type, providing locks on their rooms, bathhouses, laundry service, and numerous other amenities.

To the east are the more esoteric shops, places that are useful to have but are not frequented on a daily basis. The traveller with a large purse is recommended to visit the Street of the Gemcutters, where precious stones from all over Barsaive are worked into exquisite jewelry. For the less wealthy, there is the Street of the Spice-Dealers, a treat for the nose, or the Street of the Weavers, where finely-made cloth is on display. Also located in the East End are the residences of some of the merchants and tradesmen.

The west end of the city is normally downwind, and thus was reserved for the less pleasant trades. Tanners, glue-makers, smiths, and other trades that create a nuisance with smells, noise or smoke are located in this area. The residences here are those of the tradesmen and those who in general cannot afford to live elsewhere. The watch maintains a heavy presence here, but nonetheless, most of the criminal acts in the city occur in the west end. The traveller is advised to keep one hand on his purse and the other on a weapon, and not to pass through alone or at night.

The northern end of town boasts the largest residences, those of the most successful merchants and tradesmen, as well as the city officials. Many of the estates here have private guards, as well as magickal defenses. Gaining an invitation to the private social functions held here is a true mark of having achieved a place in Ardathan society.

Appearance of the City

Ardatha has stringent laws to prevent fire from sweeping through the city. No building may touch another, with the exception of storage sheds for tradesmen's shops, and even those must be set apart if they contain highly combustible goods, such as oil or wood. All roofs must be made of slate or tile, to be resistant to sparks. No building may be constructed of over half wood, and stone is preferred. Fire brigades are organized on each block, and drilled regularly to keep them able to deal with a fire should one occur. There have been numerous small fires in the city over its forty-year history, but none have taken more than one building.

As a result of the fire laws, Ardatha is a city of open space. Nowhere does one feel closed in or penned, such as happens in Bartertown. As well, even the poorest of dwellings have stout walls and a decent roof. Visitors soon become used to the nightly shouts of "Fire!" and learn to check for sound and heat from the flames before becoming concerned -- the city employs illusionists to cast visions of infernos, and reduce the flames accordingly as the brigade deals with the situation.

At each intersection, there is a public square. In the merchants' quarter and the west end, these are usually taken up with a few benches and a stone table or two, sometimes with a game board inscribed in the top. In the city center and the east end, a few squares have fountains, decorated with sculpture by Ardathan artists. There are also small parks in some of the squares, although these are more prevalent in the north end. Entertainers and travelling artists find these parks a congenial place to pursue their trades, so music and exhibitions of painting, sculpture, small weaving, embroidery, and other arts are a common happening. As well, numerous enterprising food-sellers have built small carts equipped with preserver and cold chests, grills and stoves, and offer a variety of fresh-cooked or preserved edibles.

 
One could easily grow fat in this city. 
-- Kern Redhand
 
 
Only with a heavy purse. The Ardathan diet may make lean persons fat, but it will make a fat purse lean.
-- Tarliman Joppos
 
The citizenry tend to gather in the public squares at the noon hour for their meal, and spend the time discussing the latest events and the evening's expected presentations at the playhouses and music halls.

The overall impression the traveller has of Ardatha is busy. There are so many shops, so many people, all thronging the streets, crying their wares from the doors and from carts and tables set up in the squares, music from bards on the streetcorners and in the halls, that it is easy for the newcomer to become overwhelmed and stand still in the middle of the street, trying to make sense of it all. The watch are accustomed to this, and will gently guide the confused person to a quieter area and ask politely if they need assistance. Once acclimated, though, Ardatha is an intensely vital place. In few other places does one truly grasp the feeling that the Scourge is over, that life will not be denied, and that the spirits of the Name-givers are still strong.

Lodging

Only a few words need be said concerning accomodations for the night, plus the inclusion of notes on a few establishments to frequent or avoid. As has been said earlier, rooms for the night are available at inns in Dockside and the city center. Dockside inns are rarely of Guild quality. Those that do have the Guild mark are constantly in peril of losing it from complaints to the Guild. A traveller who stays at one of these had best be part of a large, well-armed group and keep a close watch on his valuables. The inns at the city center are rarely below Guild quality, frequently above. The traveller with sufficient coin may enjoy the services of a personal valet, dine in his room with the meals delivered, and avail himself of the attentions of the finest courtesans with no fear of theft or worse.

Crown and Swan, city center: Bogaman Tiltshield, a charming man who belies the notion that all orks are hostile and rude, maintains his Guild mark with scarce a complaint. His bathhouse is immaculate, laundry service is available to take dirty clothing from the bather and deliver it clean to the room, and the bath atendants are attentive without overstepping the boundaries of propriety. The food is excellent, if a trifle expensive, and the ale is from the Scorbin brewery. The common room usually has a minstrel in for the evening, and a dart board hangs beside the fireplace. Expect to pay the usual Guild rates for rooms. A bath without attendant is one silver, with attendant is five. Oils and unguents are provided with no extra charge. Meals tend to run in the middle to upper middle range as far as cost.

Fir Tree, city center: Luxury is the watchword. This is a first-class inn from foundations to peak. Valets will assist the traveller with his luggage from the street to his room, and remain if payment is arranged. The stable has its own animal healer and blacksmith. The common room is done in the style of a parlor, and does not offer meals. The dining hall serves its full menu at all hours, requiring notice for parties over ten and specialty dishes. The Gorliss family has owned and operated Fir Tree since its construction, and never once failed to make every possible effort to ensure the satisfaction and contentment of their guests. The traveller will of course pay handsomely for this level of service.

On the Populace

The approximate population of Ardatha at the time of this writing is 25,000. This is according to the tax rolls, and is not accurate, as it does not include children born in the last year, those who for various reasons (usually poverty) pay no taxes, and transients, such as boat crews. However, even adjusting for these factors, Ardatha still comes out roughly half the size of Bartertown. It sprawls across just as much land, perhaps more, but is much less densely inhabited.

The city is largely human, due to the kaers involved in the initial construction being derived from pre-Scourge human villages. However, there is a good representation of all the Name-giver races, obsidimen merchant consortia, elven artists and scholars, orks and trolls with jobs as heavy laborers or positions with the watch or the boaters, t'skrang who prefer to live on land, a few windlings, and of course dwarves are found throughout Barsaive in great numbers. The large concentration of humans however contributes to the atmosphere of the city, an urge to haggle, a certain canniness and a tendency to try and get the best of others in a deal, as well as a vitality and urgency that is lacking in more serene elven and obsidimen-dominated communities. Some humans have moved to Ardatha from Urupa and Travar, to experience living in a city so heavily influenced by their kind.

About the Government

Ardatha is ruled by an elected Council, consisting of representatives from the city's districts and from the Guilds. By the city charter, the chair of the Council is held by the Merchants Guild, which appoints the chairperson for a period of two years. The chair may be recalled by a two-thirds vote of the general Council. This rarely happens.

Each Guild, including the Merchants Guild, elects two Council representatives from within its ranks. The city watch and the Harbor Patrol do likewise. Each district of the city, the east end, north end, west end, city center, merchants' quarter and dockside, elects two representatives by simple-majority popular vote of the taxpayers. Voting is checked agains the tax records to try and prevent fraud. However, if taxes continue to be paid after a person's death, that person's vote continues to be valid until the City Clerk reconciles the records of death with the tax rolls. Thus, it is possible to buy votes by paying the taxes for that name. This practice is winked at in the West End, where politics, like everything else, is sliding into corruption.

Each Councillor has one vote in the Council Chamber. The City Council sets taxes, collects and distributes revenue, proposes and ratifies laws, and generally sees to the daily operation of the city. Laws are passed through the City Court between proposal and ratification for review by the questors of Mynbruje, and frequently are revised and sent back to the Court many times before ratification. The chairperson of the Council has a vote only in the case of ties or lack of a clear majority on an issue. The chair also has authority to table an issue for further discussion, either on the Council floor or in committee, instead of casting a tie-breaking vote.

The chair for the last three terms is Jiralee B'Tarev, a clothing merchant who maintains a shop of tailors, a weaving and dying concern in the west end, and an import house at dockside to handle raw materials. Jiralee is a tall, graceful human woman with a good deal of charm and political instinct, adept at the art of bringing opposing parties to compromise. Her husband, Gortne, is currently a sitting Councillor in his own right, representing the Weavers Guild. The B'Tarevs live well out in the north end, and host a number of events throughout the year. They are known to grant money and supplies to the occasional questor of Jaspree. There have been rumbles lately about the B'Tarev's power. Some seem to feel that perhaps this family has become too powerful. Certainly, Ardathan Tales has satirized them viciously of late, requiring additional guards for the troupe and the theatre. No factions have done anything violent or overtly illicit as of yet, but surely it can only be a matter of time before something underhanded is perpetrated.

Rintok Flintheart, Councillor for the City Watch, is a grizzled ork with a long history of service to Ardatha. He started in the boaters, transferred to the city watch after taking a shoulder injury that slowed him down a bit, and rose through the ranks to assistant commander. He has been a representative to the Council for the past eight years. There are no signs that he will be leaving any time in the forseeable future. Rintok is a tough opponent in a debate, arguing strenuously for measures that secure the safety and freedom of the general populace while punishing lawbreakers harshly. He has successfully defended a number of appropriations for the watch. Rintok is married, with five children. Three are watchmen, one is a questor of Mynbruje and sits on the court in Dockside, and the last is an officer in the Throal military. Again, there have been rumbles about the establishment of dynasties and expressions of dissatisfaction.

Sey'tas'then of covenant Keshti was elected as Councillor from the Tavernkeepers Guild because he was charming, easy to get along with, and pliable _ or so the Guild thought. He'd owned a small pub down in Dockside for the past seven years, bought with profits from several voyages on his covenant's riverboat, and had never made waves in the Guild, always riding with the majority. When Kylara Toringay, Councillor for twelve years, decided to journey to the Blood Wood to join other elves trying to reclaim their kin from the Curse of the Thorns, the Guild looked for a yes-man to assign to her position until a new leader arose from within their ranks. The t'skrang Docksider seemed like a safe choice. Once confirmed in his position, though, Sey'tas'then proved to have been his own person all along. The canny t'skrang made a series of deals without the approval of the Guild, all of which went contrary to established Guild policies. However, every deal profited the Guild and its members terrifically, and a recall election was narrowly averted. Sey'tas'then remains a loose cannon on the Council, taking wild risks, throwing together unlikely coalitions, and managing to pull off most of his ventures with more profit than loss. He makes his own decisions, occasionally defying outright the wishes of the Guild membership, saying that an elected representative owes his constituency not only his representation but his judgement, and that he betrays their trust when he sacrifices that judgement to their opinion. The next election is in three months. It will be interesting to see if this wild card is kept in play, or even survives to the election. He has suffered four attempts on his life thus far, none of which resulted in arrests or even identification of his assailants.

Lintok G'Reshten grew up in the East End, second son of a scribe. In his early schooling, he was taught the history of Barsaive, and became fascinated with the idea that his people, the dwarves, had played such a pivotal role, guiding the province through the Scourge, setting the standards for law and social structure afterwards, and leading the resistance to the Therans in the War. Lintok wanted to know more, and more, and eventually apprenticed to Minten Thrax, a scholar in historical lore at the Bardic Collegium. Lintok advanced to a position as a lecturer, and took on students of his own, schooling the children in the East End. This endeared him to the community, as he was willing to hold classes in the evening, after the workday was over, freeing up the children to assist their parents in their shops. Four years ago, Lintok was approached by the East End consortium, and asked to serve as Councillor for his district. He has done a quiet, competent job representing his neighborhood. His decisions are conservative, his arguments well-thought if pedantic, and his relationships with other Councillors are cautious. He has not advanced the East End as far as Sey'tas'then has the Tavernkeepers Guild, but he has not taken such tremendous risks, nor gone against the wishes of his constituency. Lintok is likely to keep his seat for many years if he continues on his current course.

About the Law

The laws of Ardatha are based very closely on Throalic law, with a system of magistrates to hear complaints and judge transgressors, and a fair and equitable system that bases fines on ability to pay and fits the punishment to the crime. Thieves tend to be punished perhaps a little more harshly than in Throal, owing to the city's origin as a trading point and the continuing influence of the Merchants' Guild on the government.

Law enforcement falls to two organizations: the City Watch, known for obvious reasons as the watchmen, and the Harbor Patrol, known familiarly as the boaters. The watch patrols in pairs through the West End, the city center, the East End and the North End. The boaters patrol in threes through the Merchants' Quarter and along the docks, and also make sweeps through the lake for nearly a mile in all directions.

The watch wear armor painted a brilliant red, with matching red tunics and breeches underneath. Their sigil is a black key on a silver shield, and is painted on the armor on the right breast and both pauldrons as well as over the brow on the helm. They carry truncheons for non-lethal combat, and may carry any weapon they like for situations where the truncheon proves insufficient. There are magickers numbered among the watch, who normally carry a stave rather than a truncheon. More than one would-be miscreant has been unpleasantly surprised by a watchman tossing a spell from a distance.

The watch in general are affable sorts, more interested in keeping order than in punishing every minor infraction of the law. It is said that if you are going to be involved in something disreputable, that it is better to be caught by the watch than by the boaters, for the boaters will drag you off to see a magistrate forthwith, but the watch will listen to an explanation, and may be persuaded to release the potential offender or reduce the seriousness of the charge if the explanation is reasonable or amusing enough.

The watch is largely composed of humans and dwarves, with the occasional elf or obsidiman, although some of the city's ork and troll inhabitants have found positions with the watch.

The Harbor Patrol wear leather armor for the most part, with a lining of cork both for padding and for buoyancy, although the boaters who keep watch in the Merchants' Quarter will frequently wear heavier gear, as they do not come near the water in their rounds. The boaters paint their armor a bright yellow that can be seen with ease on or in the water. Their sigil is a crossed gaff and harpoon, both silver, on a blue field, and is painted on the armor like the watch. As well, boater craft fly a flag with the sigil from the bow, and from the stern as well on the larger craft. The sigil is also worn as an enamelled pin over the left eye on the cocked hats that the boaters favor, both on and off duty.

As with the watch, the primary makeup of the boaters is human and dwarven, with a scattering of elves, orks and trolls. A large number of t'skrang also work for the boaters, most of them being followers or even questors of Mynbruje, who have taken positions among the boaters to see justice done on the water. T'skrang boaters are especially harsh on pirates and mutineers.

The responsibilities of the boaters include not only the defense of Dockside and the Merchants' Quarter from thieves, but from other hazards as well. Patrol boats sweep the harbor in an irregular pattern, searching for stray ufghanti, water elementals and other hazards to life and navigation. As well, long-range patrol craft regularly check the shoreline from the city all the way to the mouths of both the Serpent and the Coil, looking for nesting places of inimical creatures and traces of Horror taint. The watch keeps an eye on the forests beyond the city, but there are farming villages not far off that provide a defensive bulwark against invasion, making their task simpler. Because of the increased hazards to life and limb, the boaters are paid at a slightly higher rate than the watch. This does not cause as much friction as might be expected, as many people transfer between the two organizations each year, and there are always positions open in the ranks of the boaters for those who want higher pay and are willing to accept greater risk. The boaters have jurisdiction from the docks up to the edge of the Merchants' Quarter, although with that edge being somewhat ill-defined, there are occasional arguments as to who has charge of an offender. Most of the time, jurisdiction along the edge of the quarter is determined by who got to the scene first. Since the two authorities generally get along well, many an offender has been amazed to see a watchman and a boater solve a jurisdictional dispute by arm-wrestling, dicing, or a complex system of favors owed and owing.

The Courts

To become a magistrate in Ardatha, the candidate must have been a resident for at least ten continuous years. (The initial magistrates were drawn from the villages that constructed the city.) Preferred qualifications include experience in the city watch, the boaters or the military; being a questor of Mynbruje; having experience as an advocate or clerk in the court system. Meeting the satisfaction of the Appointing Committee of the City Court, the candidate is recommended to the Judicial Committee of the Council for approval or rejection. If approved, the new magistrate takes an oath to Mynbruje and to the city, and takes a seat on a low court, to hear small claims and petty crimes. Advancement comes with experience. How far and how quickly a magistrate can rise in the system depends on how many decisions stand and how many are changed by higher courts, and upon openings being available in higher positions. Politics within the court system of course is involved.

The City Court is the highest legal authority in Ardatha. It can only be overruled by royal decree from Throal, which has not happened in the history of the city. Five magistrates make up the Administrative Committee, which oversees the day to day operations of the court system. They have in their charge maintenance of the buildings, appointing and training of bailiffs, and handling of court monies. The Review Committee consists of nine magistrates, who decide on the appropriateness and consistency with previous decisions of cases appealed from the high courts, as well as new laws passed to them from the Council. The Appointing Committee has seven members, who select magistrates for advancement and candidates for positions within the court.

Below the City Court are the high courts, there being one high court for each district, and each court having three magistrates. Cases are heard before a single magistrate. Only in the Review Committee of the City Court are cases heard before a panel. Crimes involving loss of life, gross damage to property, commerce or reputation, and civil cases involving more than 5000 gold are heard in the high courts. As well, any decision made in a low court may be appealed to a high court. The case is heard over again in the high court, and the low court's ruling may be set aside, changed or confirmed. The side ruled against may appeal to the Review Committee.

The low courts hear cases of petty crimes, those involving no loss of life, and crimes and civil cases involving less than 5000 gold. A single magistrate sits on each low court. There is one low court for every 500 taxpayers in a district. A new court is created only when there are over 250 taxpayers over the boundary for an entire year. Currently, there are nine in Dockside, six in the Merchant's Quarter, eight in West End, seven in East End, five in the city center and four in North End.

Concerning Business in Ardatha

The city's primary reason for existing is commerce. The government is primarily controlled by the merchants and tradesmen. Business is the lifeblood of Ardatha. Making deals is a way of life.

Many goods and services are available here, but let the buyer beware: the Ardathans are shrewd bargainers, and while they are for the most part honest, they are in business for their own profit, and will try to make each deal to their own advantage. Business agents are available for hire, professional hagglers who will make an advantageous deal for their client in return for a percentage of the profit. Again, let the buyer beware. Hiring the first agent met at dockside may result in more profit for the agent than for the client. The wise traveller compares fees, percentages and reputations before making a commitment.

There are banks, called accounting houses, developed during the Scourge when it was inconvenient to coin money. Many traders and merchants use them for convenience. Out of town drafts are held until payment arrives, which can take several days. Only the largest houses have magical communications to verify drafts.

Most of the shops open in the early morning, not long after sunrise, and close shortly before the evening meal. Some shops, especially those near entertainment facilities and specializing in luxury goods, will remain open into the evening, but may open later in the day. Tradesmen's shops and merchant shops tend to keep the same hours. Very few shops will close for the noon meal. Journeymen will keep the shop going while the master dines. Many people will browse the shops during the noon mealtime, and return shortly before closing to make their purchases, having spent the afternoon considering what they have seen and comparing the offerings in different shops.

Schools and Collegia

The East End is the home of the Bardic Collegium of Ardatha, a private college owned by the Bards Guild. Its primary focus is on the training of troubadour adepts, but any citizen with the silver may take most of the courses offered. History, mathematics, botany, composition, musical and theatrical performance are only a few of the studies which may be pursued. The Bardic Collegium was founded ten years after the city proper, and has gained a good reputation in eastern Barsaive for turning out a well-rounded bard.

There is also a Healers Collegium in the East End, which accepts any who wish to learn, and asks only that they pay what they can. Questors of Garlen are the primary teachers here, who seek to heal the sick and injured that they cannot reach personally by passing on the knowledge of healing that any person can use. Students of this Collegium frequently travel to other cities or to distant villages to practice their art. Again, the college is not very old, a scant thirty years, but its reputation is spreading. Some of the leading citizens of Ardatha have made gifts to the school to help keep it in operation. The collegium maintains a hall of healing that, like the college, only asks that its patients pay what they are able, and turns none away.

Smaller schools exist throughout the city, for the teaching of children. Many of these are run by the Scribes Guild, and teach literacy in Throalic and a few basic knowledges for no charge, being supported by tithes from Guild members. Trades are learned of course through apprenticeship. Private tutors are available for a fee. These individuals will often hold positions at the Bardic Collegium or be able to be contacted through that institution. Calling at the Scribes Guild can also be useful for engaging a private tutor.

On the Entertainment District

The Ardathans believe in enjoying life, and as such have devoted a large area in the city center to entertainment facilities. Some of these are businesses, and are managed for a profit, while others are city property, supported by taxation, and are open without further cost.

Playhouses

Playhouses are owned and operated by either a promoter or an actors' consortium. There are five playhouses in operation at the time of this writing, three of which are privately owned and two of which are run by consortia. All five deal with the public in the same basic way (with the exception of Odd Bits); the differences in ownership and management approach are normally visible only behind the scenes.

A simple chart would be useful here to compare the facilities and productions of each:
 
Name
Seating Price
Style
Ensemble
Kylar's Drama Hall
100
4s
History, tragedy 6 leads, 15 supporters, 12 musicians
Ardathan Tales
75
4s
Satire, comedy 4 leads, 10 supporters, 6 musicians
Hall of Heroes
150
2.5s
Adventures 7 leads, 18 supporters, 20 musicians
Odd Bits
50
3s
Experimental 4 leads, 9 supporters, musicians as needed
The Last Theatre
75
3s
Repertory 5 leads, 12 supporters, 8 musicians

Kylar Ashgreth, owner of Kylar's Drama Hall, is an enterprising dwarf who made his original money in cargo speculation. He saw an opportunity early in the construction of the city, bought up a section of land across from the Council Hall, and had his playhouse built. He maintains a staff of three historians to research and write the plays that are presented, approximately one each month for the first twenty days. The last days of the month are used for rehearsal, stage and costume design, and other preparations for the next month's production. Kylar oversees each historical production himself for accuracy. The tragic productions are normally plays written in Throal or Urupa, and are selected with a critical eye, to balance them with the histories. Kylar does not put up with arrogant lead actors, and has been known to substitute an understudy on opening night when an actor threw one tantrum too many. His ensemble is padded out with stagehands and apprentices from the Bardic Collegium for crowd scenes.

Ardathan Tales presents satirical works based on current events in the city. Travellers generally do not find the productions as amusing as native Ardathans. The playhouse is owned jointly by three investors, who divide the labor of running the operation, conferring among themselves frequently to confirm their decisions. Hestin Jesserel, a human, is a dealer in rare manuscripts, and handles the promotion of house productions, having bills posted, selling tickets, and seeing that the bills are paid, as well as suggesting story ideas to the writers. She tends to be the spokesperson for the house to the general public. Mosvar Gynith, a dwarf, formerly supervised a district of the city watch, and now directs the house's productions, dealing directly with the actors, musicians, stagehands and writers. He also arranges security for the ensemble when a production touches a nerve on the Council, frequently hiring out-of-town help who have no stake in the political issues that sparked the trouble. Corundar Longstrider, an elf of the southern enclave, is a dealer in spices and medicines. He originally provided the venture capital for the operation. Now that the house is making a steady profit, he spends his time smoothing ruffled feathers on the Council, assuring them that the productions are all in fun. He generally has little involvement in daily operations.

The Hall of Heroes puts on shows based on the exploits of post-Scourge adventurers, occasionally presenting pre-Scourge works as well, always heroic tales where the evil Horrors are extinguished by the cleverness of the Name-givers. The house is very popular among the middle and lower classes, playing to sold-out crowds on a regular basis. Mirantin Kylorell, a human who made her fortune in low-cost jewelry, saw the potential for profit in popular theatre, and while her house may be derided by the artistic community as derivative and unoriginal, even her worst detractors have to admit that her house is drawing a steady business and providing work for a large ensemble. Successful adventurers of high circle can make extra money by selling copies of their journals to Mirantin, as source material for future productions.

Odd Bits is very much of an experiment, in its management, its presentations and its relations with the public. Not all of their works are performed within the house. Members have been known to take over public squares and streets with no warning, to the confusion of passersby who cannot always tell that what they are seeing is a play. The consortium that runs the theatre organizes itself based on seniority with the ensemble and success of work. Apprentices must spend three years as supporters before being considered for lead positions. Profits are split after production and maintenance costs according to position (actor, stagehand, musician) and seniority. Odd Bits is not making a tremendous amount of money for anyone involved, but it does allow the most creative freedom of any of the five houses in the city.

The Last Theatre uses the same basic management approach as Odd Bits, except that only lead actors and senior musicians have a vote in what productions are presented. Supporting actors and musicians are paid a flat wage, while senior ensemble members split the after-expense profits according to seniority. The troupe has a library of pre and post Scourge works, comedies, tragedies, dramas, etc., and chooses its productions from the library. New works are regarded with suspicion, as they have not been proven in the market. The Last Theatre is considered reliable, but not innovative, as a result of this conservative policy. On the other hand, they produce a steady revenue rather than the wild fluctuations of Odd Bits.

Music Halls

Music halls tend to be owned by members of the Tavernkeepers Guild, and are regulated and taxed the same way as taverns. These are large barn-like structures with massive front doors that are folded out of the way during business hours so that the entire front is open to the street. A long bar usually occupies one wall, with small tables and chairs to fit all the Name-Giver races filling the remaining space for about two-thirds of the building. The back third is taken up by the dance floor. Most halls employ a dance master to teach new customers, lead line dances and act as master of ceremonies. Only the best musicians are paid by the hall. Most work for the coins thrown by the crowd.

The hall makes its money from the bar, which will serve ale, light wines and cordials, and chilled fruit juices, as well as light snacks and pasties. The music halls generally open at sundown, and close at the crying of the mid-night.

A list of some noteworthy music halls would be useful to the traveller, and is presented herewith.

Glenrathia, Embassy Row: Hiring musicians who have experience at the Throalic Court, and who have established a reputation in the north end, Glenrathia caters to the genteel trade. Its dances tend toward pavanes and slow bransles. The hall, like all others, does not turn away anyone at the door, but would-be customers of no social importance will find it impossible to get service at the bar. The dancemaster will not assist them with finding partners nor with the steps of the more intricate dances. A well-dressed person, however, could sit quietly at a table and overhear the most amazing conversations between city councillors, watch administrators, leading merchants and representatives from other cities.

Rose and Chalice, city center: Just down the street from Krendell's, possibly the finest restaurant in the city, this hall attracts the scions of the north end families, as well as would-be social climbers from the trade clans. The music tends to be more upbeat, and the dances put an emphasis on changing partners. Strip the Willow and Toss the Duchess are favorites. While the Rose provides a quite lively atmosphere, it is definitely for the young.

Jamie's: Located on the edge of the city center, just across the street from the official beginning of the west end, this is a raucous hall with a number of very obvious private guards. They act only in defense of the hall, however, and a fight that does not damage furniture or interfere with business will be left undisturbed. Musicians with satirical verses to sing about the government find a haven here, as do those with quick fingers and a store of lively dance tunes. Invigorating, but a hand should be kept on the purse. There are pickpockets working in the crowd.

Taverns

Taverns are defined under the city codes as public drinking houses without rooms to let. This vague definition leaves room for the music halls, as well as establishments with gaming parlors in addition to their bars. Some taverns will have a small stage, or a spot at the hearth for an enterprising musician, but the would-be bard had best remember that the primary business of such places is drinking and conversation. If his music intrudes too much, he may find a throat full of steel instead of a handful of silver as his reward. By no means should the traveller infer from this that all taverns in Ardatha are dens of ruffians; far from it. A short description of a few of the more notable establishments should give a feel for the variety offered.

Crimson Crystal, city center, near north end: Very fashionable establishment, with red silk curtains and leaded crystal windows that produce a flickering crimson light over the interior. Only the finer wines and cordials are available, and the meals are elegant and expensive. Private meeting rooms take up the second floor, with two guarded side entrances for maximum discretion. Not a lot of business during the day, other than a few Councilmen and hangers-on. The evening sees the social elite turning out to admire each other's fashions, to compare their latest conquests (business and otherwise), and to make plans for future social engagements. More than one social planner makes her office here. Rumor has it that a group of questors of Chorrolis hold rites in the upstairs rooms. As well, it is said that some sort of secret organization dealing with social position and business profit meets here, to decide who will succeed and who will fail in their rise to the upper strata. Musicians who perform here are paid by the tavern, as it would be vulgar to throw coin in such an establishment. Harpers are preferred.

Scorbin's Alehouse, city center: Just down the block from the Council Hall, this is where many of the government officials gather for lunch and for evening drinks before concluding their day. The interior is very plain, rough-hewn furniture and sawdust on the floor, and a perpetual haze from both the grill behind the bar and the pipes of the customers. Portraits in charcoal pencil of many former lights of the city are scattered across the walls, in mismatched frames and in no particular order. The specialty of the house is a rack of pork ribs, grilled with a spicy sauce basted over them. Very messy but magnificently tasty. Scorbin's brews their own ale down in the west end, a dark, heavy brew that owes its origins to dwarven stout. The wise traveller stops after two mugs. Much of the actual business of the city's government is done here, as deals are made in an informal atmosphere.

Crooked Mouse, Merchants' Quarter: The common room is small and not well lit, but has a comfortable atmosphere. Jarlik Grootz, the proprietor, is a genial dwarf with a good sense of when to speak and when to hold his tongue. A number of merchants with offices in the surrounding area gather here for meals and to do business in a quiet way. No musicians are allowed, and games are informal and expected to be discreet. Finding a table can be a difficult proposition, as Grootz has a fine memory for where the regulars have their seats, and will not allow a newcomer to dislodge one of his regular patrons. Some of the merchants have personal mugs on a shelf behind the bar. Excellent place to pick up on the flow of business in Ardatha, and serves a filling and inexpensive lunch. Legend has it that the inn was going to be called the Cat and Mouse, until a clumsy apprentice jogged the elbow of the sign painter.

One-Eye's Alehouse: Capitalizing on sharing a nickname with the leader of Kratas, Bucknard One-Eye keeps his single orb fixed firmly on the crowd in his bustling common room. The sturdy ork was an adventurer of some sort before retiring to Ardatha to open his tavern deep in the west end. Asking about his past, though, will result in three different stories on three different nights. Games of dice and cards are available in the back rooms, some with fairly high stakes. Rumor has it that illicitly-obtained goods are available from some of the clientele, but asking around for such could prove risky. The watch is not above planting one of their own in disreputable garb to catch people attempting to circumvent the law. Bucknard of course never knows anything directly about any of this.

Tea Rooms

Tea rooms are defined in the city code as dining establishments that do not serve a full menu nor any beverage stronger than wine. The preferred choices are fresh-baked pastries and tea, hence the name. These tend to be gathering places for the quieter folk, scholars, elders, and those who simply want a quiet place to read. Tea rooms will not disturb any individual who has bought at least a cup of tea and one pastry; thus, for the cost of a snack, one may read to the sounds of subdued music for hours. There are a dozen tea rooms in the city, scattered through the north and east ends and the city center. None of them vary much, each from the other, although the north end rooms tend to be patronized by elders with interests in gardening and social events, while the east end customers are more scholarly, frequently magicians who discuss esoteric theories, historians who endlessly argue battles from the Theran War and shopkeepers wishing to get away from their business for an hour. People who frequent tea rooms do not ordinarily visit each others' tables like customers in a tavern or music hall, preferring to keep to themselves. The general decor of a tea room includes graceful furniture of elven influence, white linen tablecloths, crystal, silver and porcelain tableware, and fresh flowers, frequently potted rather than cut.

Public Squares

Ardatha's public squares bear mention here, as they serve as entertainment venues as well as gathering places and picnic spots. Musicians who do not currently have a hall or tavern to play in will set up in a square, sometimes in competition with each other. Bardic duels are not an uncommon occurence when two musicians arrive at the same square at the same time. Artists whose work is easily portable take advantage of Barsaive's fine weather to display their works without the expense of renting space in a gallery, or paying a commission to an agent for each sale. Some squares have stone podiums erected where any citizen with the nerve to do so may address the passing crowd on any subject that troubles his mind. The watch generally keep an eye on these spots, in case the crowd begins to grow restless. Rabble-rousing is not considered an art form.
Tarliman Joppos

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