History of Ranlyn
Written by Ravenwind (D. Morgenthaler)

Ranlyn was not always known as such.  Once, when this small town was no more than a border castle and a small village, it was known as Ranskeep-on-the-Lake.  The family of Ran, named for the first land-holder and baron who built the keep, held the castle for generations.  The bloody siege of Darkwinter, some three hundred years ago, changed all of that.  The siege, begun by Tethyrian invaders, who had a mercenary force of orcs and verbeeg as allies, lasted from the beginning of one winter to the end of the next. Over the course of the siege, every member of the noble family of Ran died, and finally, the captain of the castle's guard, a man named Lyn Corweillis-and most of the other guards as well-fell in a last-ditch effort to save the keep and the town.  In his honor, and to honor the noble family that had so long protected the inhabitants, the civilian Mayor of the town renamed it Ranlyn. 

 

The only reason that this last effort by the castle's guards succeeded is that a spy inside the castle's walls had been captured.  The castellan had long been a Tethyrian agent, and had assassinated several of the family of Ran over the course of the siege.  After the siege was lifted, the populace held a marginally fair trial and burned him at the stake as a traitor just outside the keep's walls in what was then a potter's field, and which is now a plaza known as Traitor's Square. 

 

Over the course of more peaceful years, Ranlyn has grown and prospered, thriving on trade with Tethyr to the south.  A natural hub between the communities of the Sword Coast and their southern neighbors, it produces fine wood works, solid textiles, and serviceable metalwork, and is self-sustaining from its fields.  Most important, however, has been the cattle-trade, and its stockyards are justly famous.

 

Most areas of town are commercial/residential, in that most people live above their shops in approved medieval construction.  Most houses are of stone on the bottom floor, with half-timbered construction, dark wood and gleaming white plaster, above.  In the Docks District, windows, if they exist, are made of thin horn, and allow a diffuse light through into dwellings while keeping out the worst of winter drafts, while in the Manor area around the keep, some people even have glass in their windows, a terribly expensive luxury.  All homes use shutters to keep out intruders, chills, and wind as well.

 

Your Guide to Ranlyn and its Sights

A note on the map:  Only the main roads of Ranlyn have been marked.  There are many others that wind and twist through this town, and there are almost as many alleys as there are roads.  The streets represented here are the main thoroughfares, however, and would be the landmarks any resident would use to tell you how to get somewhere.  Most other streets do not even have names.  It's not like they have a postal service or ZIP codes, thank goodness.

Ran's Keep and the Manor District

Ran's Keep 

This massive old building is composed of a crumbling outer wall of red stone (rubble-filled construction), an inner yard, where much of the original populace lived (and now is filled with administrative buildings), and the castle itself, also built of red stone.  It has four towers, none of which are the same height, but they comprise the corners of a relatively square and well-built fortification.  Narrow arrow slits peer out suspiciously at passers-by.  The Keep is now the home of the town's Mayor, an office which is filled by election every seven years.  The Mayor is usually a member of one of the local Guilds; unsurprisingly, since suffrage is only granted to members of recognized Guilds. . . .

Traitor's Square

Once a potter's field, this plaza was the site of the traitor of the Siege of Darkwinter was executed, and where all public punishments are enacted today.  A gibbet has been permanently erected there, but is largely unused, although the stocks are usually full with rabble-rousers and drunks. East of the keep.

Headquarters of the Flaming Fist

Barracks of the local guards and/or police force, common throughout Amn.  This structure is located just south of Traitor's Square and right next to the Hall of Justice, the courthouse.  Across the street from it at the boundary of the Dream Quarter, lies the barracks of the Order of the Radiant Heart.  In short, this is an area no criminal would want to be caught dead in. . . largely, because if they're caught there, they will be. Location: Corner of Hanged Man Street and Justice Street.

Hall of Justice

The local courthouse is a long wooden building with three stories.  Five Justices hear cases here. It is located where Justice Street and Main Way meet.

Hall of Heroes

A sort of museum, dedicated to those who have defended Ranlyn in the past.  A marble statue of Lyn Corweillis dominates the interior. Location: North of the keep, at the corner of Duty's Way and Peace's Path.

Hall of Records

Exactly what it sounds like, this stone building is filled to bursting with ancient parchments, land deeds, marriage contracts, birth announcements, wills, caravan duties, taxes, and titles.  Home of many an eager bureaucrat, it houses a great deal of information. . . if you have the time and patience to dig it out.  Corner of Lyn's Road and Hanged Man Street.

Hall of Sigils

A small stone building with a warren of a basement, the artisans and recordkeepers here create and keep track of arms for nobles, sigils for wizards, and signs for shopkeepers.  Corner of Peace's Path and Battle Road.

 

North of the Manor Distrct proper, what was once farmland is now covered in newer houses.  This area is fast becoming known as the Library District, but is not a separate ward from the Manor District yet.

 

Shrine of Chauntea and Silvanus

This rude shrine, little more than a circle of weather-beaten stones, was one of the first temples built in Ranlyn, and existed for the benefit of the area's farmers.  Silvanus is more typically a god of wild lands, while Chauntea is a goddess of agriculture; together, they represent the balance between human's needs and those of nature.  The shrine's presence is a hold-over from Ranlyn's past, and no priests serve there now, but it has become an exceptionally popular trysting spot, and people do still go there to pray for luck or other things related to these two gods' spheres.

Library of Ranlyn

This library is, perhaps, a bit small, but what it lacks in size, it makes up for in eclecticism.  Unable to compete with the temple libraries in the Dream Quarter, Librarian Linar Sunoth has begun accumulating histories, books on the arcane, old maps, even the printed pamphlets people have begun distributing, all in the sure and certain hope that it will all someday mean something when put together.  There is treasure amidst the trash, but as always, sifting and research is required. 

The Academy

There are other schools in Ranlyn, but this is the largest.  Originally meant to grind the rough edges off the sons and daughters of the backwater nobility that came from here, prosperous merchants and wealthy ex-adventurers (not too many of those!) send their children here as well now.  Basic instruction in magic is available, but the school dwells more on teaching the basics-reading, arithmetic, manners, swordplay, the like.

The Dream Quarter

The original temples near Ranlyn were the shrine of Chauntea and Silvanus (located north of the keep on Fair Way, in what was once farmland, but which is now a residential area) and of Talos (located in the Docks District, right on the lake's shore).  These made sense for the farmers and fishermen who originally made up Ranlyn's population.  As the town grew, new faiths came into prominence, and the Mayor's office made the practical decision to lump all the temples together into one area-the northeastern end of town.  Almost every temple in Ranlyn can be found there.  One that is not pictured on this map is the Temple of Bacchus, which was destroyed, and its priesthood cast into disrepute early in our story.

 

Outside the Dream Quarter, to the north, lies abundant farmland, including the home of Che's daughter Muriel and her husband, Hack.

The Temple of Elrick

Palladium Muse has described this building as: "Stopping, you find yourselves in front of an incongruous building, a dark, almost plain structure amidst the carved marble and glistening quartz-rock. However, upon further inspection, the seemingly simply building appears to have been grown from living rock directly out of the ground. The simple symbol of a staff adorns the front door. They [the priests] hold to no particular formalities, so long as you're courteous.

 

"Opening the door, she walks in, taking you to a large chamber. Obviously, spatial magics are at work, as the chamber is a great deal larger than the building. An elf greets you, about 6 feet tall, shoulder-length brown hair, and large, wise brown eyes. He's muscularly built, from what you can see through the shape of the robes he wears, but his gait is odd, as if walking is somewhat painful for him.

 

"'Welcome to the Temple of Elrick,'" he says in a soft but strong voice. "'I am Braxis, how can we serve?'" Chapter 3. Located:  North of Fair Way, where Dream Road crosses it.

Kendrick's Magic Shop

Kenrick, the proprietor of a dusty book shop, realized that he was sitting on a potential goldmine when the Temple of Elrick, an off-world god of magic, was built across the street from his store. . .which was also conveniently located close to the Temple of Mystra. He immediately laid in a stock of scrolls, potions, and miscellaneous items, and ever since, he and has done a roaring trade off the clerics of both temples . . .  and the mages who pass by his attractive window displays of staves, wands, rings, robes, and books of forgotten lore. . . . Location: Fair Way and Dream Road.

Temple of Mystra

Temple dedicated to the goddess of magic.  Mystra was one of the gods destroyed during the Time of Troubles, but a mortal woman named Midnight took over her powers, portfolio, and name, and thus the temple remains dedicated to Mystra and magic.  (NG deity.) Located:  Fair Way and Prosperity Road.

Maior's Music

Maior was a bard of some repute, whose satirical songs sufficiently irritated a Calimport Guildmaster that he found it necessary to head northwards in a hurry.  He established himself in Ranlyn around fifty years ago, and passed on his gift for building beautiful musical instruments to his heirs . . . who are still reputed to be nervous about strangers from the south. . . . Location: Prosperity Road.

Temple of Deneir and Oghma

Oghma, god of bards, and his servant, Deneir, god of scribes, have a joint temple on Dream Road, south of Peace's Path.  This temple is remarkable for its library of both books and obscure musical scores. Maior's Music store is located not far east of it.

Hall of Tempus

The Lord of Battle has a small sanctuary here, ironically at the eastern end of Peace's Path.  Established by an itinerant barbarian priest around twenty years ago, the temple has stagnated a bit here in Ranlyn as the populace has not been threatened with war lately. . . although since the establishment of the Rusty Sword, the priests have been noticing an increase in the congregation, as townsfolk ask this chaotic deity for his favor in avoiding the troubles that seem to flock to the tavern.

Temple of Lathander

The Morninglord's temple, dedicated to new beginnings, is located on Dream Road, south of Lyn's Road.  This temple is particularly lovely, crafted completely out of quartz of varying roseate hues, and is extremely popular for naming ceremonies of infants and for couples pledging their marriage vows.

The Temple of Illmater

The Crying God's temple serves as a welfare and shelter to many of Ranlyn's most needy, although some of the priests of the god of suffering do tend to go a bit far in their embrace of martyrdom, whipping themselves or inflicting wounds upon themselves.  The temple is located at the corner of Lyn's Road and Hanged Man Street.

Adra the Apothecary

Don't want to give your hard-earned coin to some corrupt priest in exchange for healing or cures? Adra the apothecary is a somewhat toothless old herbalist, just as capable of healing your ills as any priest-short of resurrection or removing curses, of course. She has a wide selection of potions and pills available for sale as well, but one should take care to read the directions in her crabbed script carefully!

Fields of Kelemvor

Formerly, the Fields of Myrkul, of course.  A cemetery for all of Ranlyn's dearly departed, the shrine within has had the old symbol of Myrkul excised, as it has been removed from the gates as well.  Myrkul was one of the gods destroyed by Cyric during the Time of Troubles, as the human rogue became a god, and took over the powers of Bane, Bhaal, and Myrkul.  However, an erstwhile companion of Cyric's, Kelemvor (who was also Midnight/Mystra's mortal beloved), numbered among the dead, managed to wrest away Cyric's control over the dead, and has become a god himself.  Ranlyn is one of the few places where he is openly venerated as yet, but the movement is spreading. (LN deity, for those wondering.) Location: Between Peace's Path and Fair Way; east of Hanged Man Road.

Mielikki's Santuary

An open field, used equally as a religious ground and as a park by residents, it is one of the few green areas in this busy market town.  A small grove of trees grows here-not anything special or mystical, just elms and ash and oaks-surrounding a small, alabaster statue of a unicorn with onyx eyes.  Many people simply come here to feel grass under their feet, pick a few flowers, and leave with a little more peace in their hearts than what they came with. Located: Lyn's Road and Hanged Man Street.

Tymora's Temple

The raucous shouts of gamblers and adventurers emanate from this large and ornate edifice dedicated to the Lady of Luck, often disturbing the peaceful night air over the Fields of Kelemvor, which lie across the street from it.  Most worshippers choose to enter and exit the temple from the other side, which faces the more pleasant open grounds of Mielikki's Sanctuary.  Location:  Corner of Hanged Man and Peace's Path.

Shrine of Selune

This simple, round building echoes the shape of the full moon, and it open to the air, like an ampitheater.  In its heart, a small reflecting pool catches the light of the moon and the stars every night, and people of all stripes come here to meditate.  Selune is the goddess of the night, but is a gentle, tolerant goddess, and an especial protector of women, lycanthropes, and those who do honest work at night.

Order of the Radiant Heart

Barracks for the most recognized and recognizable order of paladins in the Realms.  They are dedicated to Helm and Torm in about equal measure.  Their headquarters is notably more fancy and decorative than those of the Order of the Hand of Torm.  Located: Justice and Hanged Man Streets.

Arms and the Man

A very decent weapons and armor shop, run by a dwarf named Mundal Warhammer. Mundal's specialty really runs to simple items:  maces, shields, axes, helms, and, of course, repairing things.  If Mundal can't fix a piece of armor, it simply can't be fixed.  Prices are fairly reasonable, considering the fact that he's located in the immediate vicinity of the Flaming Fist, Radiant Heart, Temple of Helm, and, a bit further away, the Order of the Hand of Torm.  You do get what you pay for, though. Location:  Dream Road, opposite Eorleth's Bakery.

Temple of Helm

Dedicated to the lord of guardians, the temple of Helm is located on Hanged Man Road, between Justice and Merchant's Streets.

Eorleth's Bakery

There is no better place in the Dream Quarter to meet someone, and pretty much everyone in Ranlyn comes here, if only to sniff at the door if unable to afford the confections within.  Harsh brown peasant breads are sold here for thse unable to buy anything else, but soft white breads, buttery pastries, and the baker's speciality, honeycakes and berrypies, are what draw people here.  Location: Dream Road. 

Order of the Hand of Torm

An austere building of gray marble, which faces in on a green atrium with trees, this was once the location of a good and noble order of knights dedicated to Torm.  Unfortunately, there's that whole issue of the Loviathar-worshippers, the hidden tunnel to Zebal's estate, and so on there, too.  The inner sanctuary has been described by Ravenwind as: "The sanctuary itself was small, and austerely decorated. Plain gray marble pillars, roughly dressed, supported an unpainted plaster ceiling, which did have symbols impressed into it in abstract swirls. The floor was more elaborate, dark and light pieces forming the pattern of hands, marking the aisle up to the altar, on which a sword lay, and behind which towered a statue of Torm worked in alabaster." Chapter 10.  An arena for sparring and duels lies behind the compound.

Horned Rooster Inn

Only inn actually located within the Dream Quarter, this establishment caters more to the caravan owners and wealthy merchants who wish to remain close to where their wealth comes from, but who don't want to deal with the noise, dirt, and traffic of lesser establishments.  Elegantly furnished, the Horned Rooster is the oldest Inn in Ranlyn.  Location:  Merchant's Street and Dream Road.

 

Mercantile Areas

Old Market

This region was the original market area just outside the walls of the keep.  It is still a primary open-air food market, and small, exclusive shops have sprung up here as well.

Adventurer's Mart

The traffic of caravan guards, mercenaries, guardsmen, and seekers of fame and fortune fuels this small shop.  From enchanted swords to magical armor to musical instruments to scrolls and wands, if an adventurer low on cash has hocked it, it's likely to be here.  It truly had its start as a pawn shop, somewhere around a century ago, and its current proprietress, Merryam Cartwright, still charges outrageous rates for one person's junk, another person's treasure. Location: Justice and Main Way.

Silks and Spices

Exactly what it sounds like, this emporium specializes in imports from Calimport and Kara-Tur. The premiere place, however, to obtain fine silks, linens, and velvets for court wear.  Location: Honor's Way and Battle Road.

Perfumes and Potions

Again, the stock of this shop is much as the name would indicate.  Madam Suzail's girls shop here for their attar of roses, while adventurous types investigate the healing unguents and oils of enhancement-such as oils of speed and etherealness, of course. (Ahem.) There are persistent rumors that poisons and methods of delivery for said poisons can also be obtained here, but there remains, to date, no proof.  Proprietor: Ahman. Location: Justice Street and Battle Road.

 

Market District, more generally

As noted elsewhere, most people live in the floors above their shops, in the same building.

 

The Stockyards.  Cattle and other animals are driven here periodically throughout the year, and there are some full-time residents.  Most people see the long series of tall fences and think of a prison before the odor of manure hits them.  People with more sensitive noses-lycanthropes and others-will notice an overwhelming fear odor about the place, especially since it's not far from the slaughterhouses. Location:  Between Soldier's Street and Drover's Way.

 

South of the Dream Quarter, but not really in the mercantile district, is a small area related to the cattle trade, for the most part.

 

The Dusty Mile Inn

The most common watering hole and rest-stop for caravan guards and less-prosperous merchants, the inn is not known as exactly a quiet haven of peace.  Rare is the night that the Fist is not called in to break up a few fights.  The décor is plain and the fare is simple. . . and you'll usually find that a few of the chairs are broken as well.  Proprietor:  Hals Skanarsson, whose family moved down from the northlands several generations ago.  From his name, you'd expect a blond giant of a man, but he's dark haired, and not much above average height. . . although he does do all of his own bouncing, so it just goes to show that the warrior blood is still there. . . Location: Soldier's Street and Hanged Man Road.

Mercenary Barracks

Where most, prior to the establishment of the Rusty Sword, went to get people to do their dirty work for them.  Still the main pool for caravan guards, the Mercenaries' Guild is rumored to have it in for Che and the adventurers he's gathered to him at his tavern.  Location: Merchant's Street and Dream Road.

 

Across Main Way from the stockyards are the slaughterhouses (abattoirs), the fish market, the butchers, and many other smelly businesses.  Entering Ranlyn from the south is a fragrant experience.  More on this will be covered in the Docks District section.

North of the stockyards, closer to the more upscale areas around the keep, the merchants are more prosperous as well.  For woodworking or textiles, this is the area of town to visit, as well as for other necessities, such as soap, paper, lamps, candles, whatever.

 

West of Battle Road, but north of the Docks District, lies one more mercantile area, that of the metal workers.  Dwarves and gnomes are as common as humans in this area, and all there mostly live in harmony, but also in fierce competition with one another to produce the best crafts.

 

The Rusty Sword

Need one say any more? Location: Northeast of town proper, along Fair Way as it becomes the Eastern Caravan Route, conveniently located close to the Northern Caravan Route as well, the tavern is a natural meeting place.  Most notable currently due to the fact that it was burned down when an Avatar of Loviathar attacked a group of adventurers there, and one of them turned her into a great Tree. . .around which the current tavern has been built. Proprietor: Che

Barracks of the Defenders

Home to a joint force of paladins and rangers, dedicated to Torm and Mielliki, and left there to guard the Tree, the structure stands directly behind the Rusty Sword.  It is a rough wooden building, which the paladins there built themselves.  Inside, there is a small chapel dedicated to both gods, furnished with artworks made by the Defenders themselves.  By most standards, it is rough and rude, almost a parody of the great chapterhouses of other orders. . . .but to them, it is home.  NOTE: It is singularly unwise to mess with the Defenders or with the Tree. Co-leaders: Sorn Baece and Wyn Sterran.

Darlan's Smithy

Darlan is a human entrepreneur with a wide assortment of people working for him-dwarves, gnomes, even a few half-elves.  The items they build there are often as motley as their creators, but the workmanship is solid, and the price is quite a bit less than one might find at the Adventurer's Mart or at Arms and the Man, for instance. Location:  Honor's Way and Forest, at the edge of town, fairly close to the Rusty Sword.

Lark's Nest Inn

A fairly nice establishment, known for catering to the artistic crowd.  Lark Ailan, the owner, allows travelling troupes to put on shows in the courtyard of her inn, and is a known patron of bards of all stripes.  The Inn has been in vogue among the more aristocratic elements for some time, even though they do have to travel a bit to get there.  Location:  Battle Street and Honor's Way.

Alchemist's Guild

BOOM.  Need one say more? It's not just gnomes who experiment in this building constructed of granite reinforced with steel rods, but humans as well.  It's in a low-rent district because, well, who would want to live next to something that blows up on a regular basis? Still, this is the only location in Ranlyn where ampules of mercury, vials of phosphorus, boxes of sulphur, laboratory equipment, and books on the theory of five elements can be obtained.  Alchemists gather here to chat with kindred spirits about their latest concoctions for replacing missing eyebrows as well.

 

Docks District

A village, once separate from Ranlyn, grew up on the banks of the small lake, Chion, where fisherfolk plied their trade.  Gradually absorbed into Ranlyn proper, the folk in this slum area are generally poor, and see themselves as a bit apart from the rest of Ranlyn for a variety of reasons.  The accent in this area is rougher than in the rest of town, and the Fist doesn't patrol here after night much . . .and for good reason.  People of the Docks District are close-mouthed and a bit clannish; they prefer to take care of their own problems, and not take them to "uppity outsiders" like the Fist.

Temple of Mask

This structure is completely ordinary in appearance from the outside, a ramshackle building in a run-down area of town.  Inside, however, the priests of the god of thieves secretly assemble, each of their faces hidden behind a concealing mask.  Location: South of Rose Street.

Fish Market

This open-air market reeks with the odors of fresh-caught and decaying fish in equal measures.  This is where the fishermen first come with the bounty of their nets. . .  but watch your pockets, purses, and beltpouches here.

Madam Suzail's

A brothel, perhaps Ranlyn's most infamous.  Certainly, it's the longest-running, by virtue of the proprietess' uncanny ability to dodge the Fist at every turn.  It's been located at the corner of Rose and Battle Streets for over twenty years, certainly a longer time than any of its employees have been there, with the exception of its owner, of course.

Thieves' Guild

At the corner of Battle and Soldier's Street (as unlikely a coincidence as possible), an anonymous three-story gray building leans, seemingly abandoned, against its neighbors.  The inhabitants of the Docks cross the street and avoid looking at it as much as possible.  If one were asked what the building were, he'd probably ask, "What building?" before darting away into the crowd. 

Temple of Talos

Like the shrine of Chauntea and Silvanus at the north end of town, the Temple of the Lord of Storms and Destruction is ancient.  Its long wooden walls show the effects of centuries of age and repairs and the occasional bolt of lightning.  Talos is the god of destructiveness in nature, and he is still actively worshipped and propitiated by many of the fisherfolk who wish to avoid capsizing on the lake.  The building is located in a small cove on the lake's shore, away from any other structures.

Water's Edge Inn

Located at the very western end of Merchant's Street, where Forest Road crosses it, this decrepit old inn was once merely a tavern for the fisherfolk . . .and usually still serves as little else, except, perhaps, as a rendezvous point for people who do not wish to be seen meeting.

 

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