Lantear: Tollgate on the Tear

The island’s second great crossroads, Lantear commands the western approach to Aranthaes – a place where all roads merge. Set at the eastern end of Aranthaes Tear, a long narrow lake of jet-black water, Lantear is Geldcrass’ hard-edged rival: a place of commerce first, courtesies second, where deals are struck on the road to the capital and tolls can bite hard on a ledger’s line.
 

Setting & First Impressions

Lantear climbs a ridge running north south above the Tear, part of a long mountain ridge spanning beyond the island and far out to sea – an echo of the Aranthaes Cauldron. Narrow switchback streets rise from the waterfront to an upper plateau which is home to markets, grand merchant houses and numerous watchtowers. Caravans file through the terraced streets in tight order, guarded and counted, while down below fishing boats nose into vaulted docks to unload.
 

Crossroads of the West

Almost every road to the capital eventually funnels through Lantear. The Aranthaes Highway enters by the East Gate, then splits around the old citadel toward the North Gate and onto Aranthaes via Bersh. Way houses, countinghouses, and factor lodges cluster near the weighbridges where loads are assessed and priced. Time is coin here; wagons that idle too long can find fees and charges rising with the sun.
 

Markets & Industries

The city’s lifeblood is trade: world-famous freshwater fish from the Tear’s black waters, grain and livestock from the surrounding villages and farms of Aranthaes Fields, Lantear Plains and Oatcrass valley, along with tanned hides, lamp oil, and sailcloth brought in from the southern coastal towns. Lantear’s millers grind for the capital when Geldcrass is glutted or slow, and its brokers—sharp-eyed and sharper-tongued – specialize in contract futures on harvests yet to be sown. By night, warehouse lights burn while clerks reconcile cargos against manifests stamped with the city seal.
 

Walls, Garrisons & Order

A major military base anchors the upper tier, projecting authority over road and water alike. City Guard patrols keep fishermen on the Tear safe, and curfew horns sound at moonrise when all boats must come ashore to avoid the lake’s nighttime dangers. Lantear prides itself on precision: gate ledgers balanced to the cart, dock bells rung to the minute, and fines posted for those who test the city’s patience.
 

Notable Places

The Tear Gate: the arched waterfront entry where boats pass under lantern-lit vaults into the inner docks.
Citadel of the West: a compact fortress and headquarters of the garrison overlooking both highway and harbor.
Queen’s Temple: A substantial temple complex built to honor Lady Bune with an active church, worship rooms, feasting halls and dormitories set up for pilgrims en-route to High Temple.
Factors’ Row: a steep street of countinghouses where bonds are written, wagers placed, and caravans financed.
 

Rhythms & Customs

Merchants present a tally token at each weigh gate; losing one means paying the route toll again. Boatmen toss a copper into the Tear at first light for safe depth. Porters knot a black thread on their wrist when carrying high-value goods. Greetings are short, and curt because time is money.
 

For the Storyteller

Lantear is friction by design: tolls that shift with rumor, guild rivalries handled by ledger and knife, and a garrison whose officers rent out boats at “expedited” rates. Smugglers test merchants with false manifests, toll agents shadow caravans bound for Aranthaes – and the Tear’s cold dark bottomless depths hide many a secret.