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Arabel the City Arabel is a fair-sized city of almost a thousand main buildings, situated where the East Way meets Calantar's Way in eastern Cormyr. It is a fortified city, though it has many posts for trading houses outside its walls. Arabel is first and foremost a merchant city, famed for its jewelry, principally that of the merchant house of Thond. A number of trading companies have major outposts here, and there is always a floating pool of mercenary talent to be hired at any time, the largest unit being the Red Ravens. The city is also the main shipping area for coal in Cormyr, gathering coal from mines in the Gnoll Pass area. The major trading companies in Arabel include a number of multicity costers and priakos - Dragoneye Dealing, Six Coffers, Thousandheads, Trueshield, and the dubious Iron Throne (not to be confused with the Iron House of the dwarves). Local merchant houses include Baerlear, Bhela, Gelzunduth, Hiloar, Kraliqh, Misrim, Nyaril, and Thond. Arabel has one major temple, the Lady's House, devoted to the worship of Tymora. It was here that the avatar of the Luck Maiden appeared to the populace and protected the city during its dark time. As a result, the church has grown further in power under the wise (and some say high-handed) leadership of Daramos Lauthyr. The Lady's House is the major healing force in Arabel, with 24 priests answering to Lauthyr's call. Arabel is also noted for a number of fine inns and taverns, the most notable being the Dancing Dragon and the Wild Goose (better known by its other name, the World Serpent). The best inn in the city is the Pride of Arabel, for those who can afford it. Arabel is currently ruled by Myrmeen Lhal. Myrmeen's lordship tends to turn on the fact that she permits the traders and merchants to engage in whatever tactics they see fit, as long as no one is hurt and the crown is not endangered. Arabel's military forces are overseen by the Warden of the Eastern Marches, Dauneth Marliir. Other Places of Interest Library: A wonderful source of information on many subjects and well as a quiet place to get away from the noisy streets is afforded in this stately building. Those researching Arabel’s history, culture, laws or myths may want to get their start with a quick research stop here. The Market: A group of small stands selling basic items for the adventuring class is simply referred to as “The Market”. All your basics of weapons, armor and survival supplies along with some opportunities to pick up some scrolls and potions are spread throughout the area. Probably best to start your outfitting here before you head off to the more exotic and confusing Bazaar. The Bazaar: A little more savvy and adventurous shopper may choose to hit the Bazaar to pick up some special items. Merchants rarely tell you all the details on the things the sell but you can haggle down the price if you’re cunning enough. The Bank: A great place to get some insurance. The proprietors always remember your name and special bank notes can be exchanged for cash even if you’re back from the dead and your body and belonging were burned up by fireballs or stolen by Gnolls. Be sure to exchange your coin for a few notes before you go into dangerous territory. You do pay a fee for the service, but it’s worth it. Thousandheads Trading Coster: Sign up to work as a guard on caravans headed out to their next stop out of the Caravan City. An excellent way to get some money coming in for prepared adventurers. The Thousandheads is owned by William Thond (See Thond under Nobility). Dragon Eye Trading Coster: Owned and operated by the Noble Lord DeSchurr, is a prominent feature of the trade flowing through the heart of the caravan routes upon which Arabel was founded. The Dragoneye's Central Office, located in North Arabel, often offers adventurers pay to ensure the safety of caravans heading into dangerous routes. Bars & Inns Pride of Arabel: By far the nicest Inn in the region. Plush and comfortable surroundings and the best food and wait staff in Arabel. You pay quite a bit of coin for a room in The Pride, but for some who need to be seen in the right places with the right people, there is no substitute for the Pride of Arabel. Three Bars Inn: This is the sort of place your mother warned you about. This is the sort of place your mother warned you about even if she was an Orc. Spending a night in the 3 Bars is very near akin to sleeping in a cold, drafty alley in a puddle of questionable liquid. The only benefit is that you don’t get arrested for vagrancy if you’re in-doors and the sleeping mats are cheap as they get in the 3 Bars. Food and drink are digestible by most, although those with weak stomachs may be better off just starving. Tired Traveler: Probably the most oft visited Inn for the adventuring class of Arabel. Reasonable rates on rooms to sleep in and a good mix of drinks and food. Bards can be found performing in the open area and some say there’s some special entertainment in the basement, if you can get down there. The Red Sword Inn: a small, slightly decrepit tavern located in South Arabel. It is popularized by commoners looking to relax after a hard day's work, and the occasional seedy element. The Dancing Dragon: is a moderately-priced, stylishly-established inn located just south of the famed market district in East Arabel. The inn, rumored to be owned by noble Lord Bhaliir, is a popular haven of adventurers and middle-class citizens, many of whom use it as an informal meeting and planning ground. The friendly staff is often seen mingling at the tables of their customers. Often a bit too much, perhaps in efforts to gain a bigger tip. Visitor’s Club: Not a bad little place to grab a drink or chuck some darts at a game target from someone who just got in town. Most the long time immigrants to Arabel shun the place a bit, but it’s important to get to know the regulars there if you’re going to stick around. Many of the local merchants and townsfolk look for cheap labor to do odd jobs there on a regular basis. Major Geographical Features Around Arabel The Forest Kingdom is a rolling, green, and pleasant land, flanked by mountains and well fed by its own farms and ranches. Old, deep, and lush forests dominate the landscape and national character. The dragon, the stag, and the unicorn characterize the land in Comyrian folk tales, ballads, and heraldry: The wyrm represents the land's old, never quite tamed wilderness; the stag stands for royal (and noble and wealthy) sport, plus the bounty of the land for all; and the unicorn symbolizes the hidden mysteries and serenity at the heart of the forests - and the shelter those green fastnesses have always offered Cormyrians in peril. Even the nation's kings took advantage of this shelter in the realm's darkest days. Hullack Forest: Once a part of the forest of Cormanthor, the Hullack used to define the eastern border of Cormyr. Over the prosperous reign of Azoun IV, people heavily settled the forest verge and cut it back substantially. The Hulalck is the most primeval forest in Cormyr, with dark valleys and hidden vales that have gone unseen for decades. Ghostly creatures and odd monsters pepper the local folklore, and orc and goblins are frequent visitors from the Thunder Peaks. Cormyrian wardens often direct adventurers to the Hullack in hope of taming this wood. King's Forest: This is the westernmost fragment of Cormanthor, long abandoned by the elves to humankind. With little undergrowth, a wealth of wildlife, and a high canopy, the King's Forest is entirely the property of the crown and used to be a pleasant place to ride. Now, however, it is inhabited by the orcs who were driven from Arabel. The King's Forest contains no known ruins and fell creatures had never been known to lair here until the orcs moved in. Stonelands: A band of wide, rocky desolation between the Storm Horns and Anauroch, this region is inhabited by small groups of military minded goblins, gnolls, orcs, and evil humans, all of which are referred to as "border raiders". For decades, Cormyr's rulers have offered generous land grants to adventurers willing to tame these lands and carve out human holdings. The Zhentarim, on the other hand, actively marshal the goblin bands as raiders, but have only had erratic success in recruiting them.
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