Fairpont: Port of the Fairwater

Fairpont is the largest settlement on the northern coast of Aranthaes, a bustling town divided by the Fairwater River where it meets the sea. Its twin halves – East Fairpont and West Fairpont – are linked only by ferries and barges, each with its own character, its own markets, and its own gate to the inland roads. A fishing port first and foremost, Fairpont is also the least shallow of the northern harbors, capable of docking mid-sized merchant vessels. With no tariffs on landings, it has become a favored haven for traders seeking a cheaper alternative to New Haven and Geldpont.
 

Setting & First Impressions

From the sea, Fairpont stretches along both banks of the wide Fairwater, its docks crowded with fishing boats, merchant cogs, and barges ferrying goods across the river. The eastern side rises more gently, with quays lined by warehouses and the road southward leading to Bim and eastward to Rochpont. The western side climbs more steeply toward the road from Geldcrass, crowned by watchtowers and a sprawling market square. Together, the two halves form a single town in constant, noisy conversation across the water.
 

Life & Trade

Fishing remains Fairpont’s lifeblood – herring, cod, and shellfish fill its markets daily – but trade is what sustains its growth. Ships carrying luxury goods, cloth, and spices from across the great sea often dock here, avoiding heavier tariffs imposed to the south. East Fairpont is known for its shipwrights and saltworks, while West Fairpont thrives on markets, guildhouses, and inns catering to merchants and drovers. Bargemen on the Fairwater are famed for their loud voices and sharper elbows, ferrying cargoes and passengers with brisk efficiency.
 

Notable Places

The Twin Quays: East and West Fairpont’s paired harbors, bustling from dawn to dusk, each proud of being busier than the other.
The Fishmarket Steps: a broad staircase in West Fairpont where fishmongers lay their catch, and auctions echo through the morning air.
The East Docks: home to shipbuilders and repair yards, their work respected across the north shore.
 

Rhythms & Customs

Fairpont lives by the tides: bells ring at dawn to announce when boats may depart, and again at dusk when quays close. Festivals are competitive affairs, with East and West Fairpont staging rival parades, each claiming to be the true heart of the town.
 

For the Storyteller

Fairpont is noisy, divided, and opportunistic – perfect for intrigues. Smugglers take advantage of its ambition lack of port policing, guilds vie for dominance on either bank, and the rivalry between east and west sometimes boils into open conflict when the mead is flowing. Adventurers may find work as caravan guards, river escorts, or spies playing both sides of the town, while rumors persist of hidden caches in the Fairwater caves…
 

Encounters

When traveling through or around Fairpont, roll d10 for possible encounters…

  1. A loud dispute breaks out between East and West Fairpont bargemen over docking rights, quickly turning into shoving and thrown fish.
    Bargemen: AC 11, HP 10, clubs (1d4), no armor.
  2. A guild agent approaches travelers seeking “neutral guards” to escort a wagon across the ferry, promising double pay to keep rivals from interfering.
    Agent: AC 12, HP 12, dagger (1d4), no armor.
  3. A group of 1d4 pickpockets prowls the Fishmarket Steps during the morning auction, slipping among the noisy crowd.
    Pickpockets: AC 13, HP 9, dagger (1d4), leather armor.
  4. A fisherwoman proudly shows off a rare catch – a giant lobster bound for a noble’s table in Aranthaes. Her neighbors whisper that it’s bad luck to keep such a beast alive.
    Fisherwoman: AC 11, HP 8, knife (1d4).
  5. A barge ferry across the Fairwater is overloaded with passengers and livestock, straining dangerously in midstream. One startled animal panics, risking capsizing.
    Ferryman: AC 11, HP 9, oar (1d6).
  6. A noble merchant from Aranthaes loudly berates dockworkers from West Fairpont for “provincial laziness,” threatening to take his business to East Fairpont.
    Noble: AC 12, HP 18, rapier (1d8), fine clothes. 1d2 guards: AC 14, HP 16, longsword (1d8), chain mail.
  7. A rumor spreads in the market square that smugglers are hiding cargo in caves beneath the Fairwater’s banks. A fisherman offers to guide adventurers… for a fee.
    Fisherman: AC 11, HP 8, knife (1d4).
  8. A group of 1d4+1 sailors celebrating in a tavern try to pull strangers into a drinking contest, loudly boasting that Fairpont’s ale is stronger than anything in Geldpont.
    Sailors: AC 12, HP 11, shortswords (1d6), leather armor.
  9. A caravan arriving from Bim is mobbed by both East and West Fairpont traders offering coin for grain, linen, or herbs. The situation teeters on violence.
    Traders: AC 11, HP 9, cudgels (1d4).
  10. At dusk, rival parades begin on both sides of the river. Lanterns float on the water, music fills the air – and opportunistic thieves strike under cover of revelry.
    Thieves: AC 13, HP 10, daggers (1d4), leather armor.