Rumeis can be considered a city of duality. Very rarely by the visitors, however, who usually only see the city of day, but those who live in Rumeis see the truth. When the sun goes down, and the noise of work and toil finally simmer out, the soul of the city bursts open into every tavern, every late night business, and every place with people and a door to hide the merriment. The enforcement of tradition, encouraged by powerful nobility and easily swayed guards, bears down on the lower classes…that can not kill a person’s spirit. No, it would take something much darker than dim-witted dukes.


The land that houses Rumeis, long before the Empire set foot on the land, was home to fearsome barbarians called Istanese. Well known for their violence and thirst for conquest they stormed through the area, making crude forts and huts in the woods. There they hunted and lived for a good five years before suddenly leaving. Historians have not yet discovered a definite reason, most giving the reasonable conclusion that the savages wished to go to more ‘challenging’ lands. This gave the more peaceful Noru opportunity to move in, setting up a small number of villages close to the straight. There they lived, until the Empire decided to claim the area to promote trade with the cities farther in-land. Claiming the land was a bloody but quick process, and eventually the empire began making the port town of Rumeis.

Town soon became city; the tariffs imposed for transporting the goods through the strait encouraged expansion and poured money into the ‘proper’ coffers. This money did not quite make it to the lower classed citizens as it did the nobility. The city grew in prosperity, but as it seemed to reach the pinnacle of wealth fate decided to intervene. Plague swept across the land, quarantine did little to stop its spread in the city. The death toll was catastrophic; the Empire could do little to help, busy defending it lands from the countless barbarians and a steadily growing trend of piracy in the area. Until one day, a strange robed man entered the city. Ignoring the protests of the guards he walked among the infected, the strong smell of incense his only company. As soon as he came, he left, and in a few days the plague seemed to dissipate. Rumours still persist that the robed figure was no man, but some sort of messenger sent by Eo. From the proverbial ashes, the city rebuilt, and stands strong to this day, despite the threats of barbarians and piracy.


Size: Small City
Population: about 8 000
City Rights: Wall right, Market right, Toll right, Mint right, Citizen rights, Taxation right, Judiciary right.
Demographics: 67% human, 15% farrugh, 10% halfling, 5% half-orc, 1% dwarf, 1% gnome, 1% other.
Languages: Taular 99%, Maritime Common 70%, Tithagry 35%, Trade Common 20%, Low Elven 3%, Old Umorit 2%.1
Other Names: Rymoith (Tithagry)

Places of Interest

The Docks

The docks are the part of the town where most of the sailors who pass through bother with, the port is extensive, and easily the majority of the town. Hidden in the maze of warehouses, docks, and shacks are a few choice taverns and establishments.

  • Crying Raian’s is one of the more ‘tamed’ inn/taverns. Raian was a captain of a small trading ship until he was forced to surrender it to pirates. Although his nickname soon became something of a badge of honour, he still harbours a strong grudge against pirates and those who act cocky enough to look like one. He might even be interested in having some brave folk go after a few choice names or two…
  • The Winking Gargoyle The premier stop for those visitors who’re looking for the seedy, semi-legal entertainment this tavern is famous for. From exotic dancers to gambling to a few choice arena fights (not to the death, of course), this place has it all. Run by a very small criminal organization known as the Gorgon’s Eye this building, and the occasional ‘abandoned’ warehouse has only once been looked at by the guard. Afterwards they found the leading captain hung by his own intestines. Along with a few bribes in the right hands the Gorgon’s Eye has managed to keep the duke’s eyes away from the Gargoyle.
  • Dan’s Slightly Used Goods For those leaning towards the criminal bent, need to off load some loot quick, or are looking for something just plain odd, their best bet is Dan’s. Dan is an old retired pirate, not that he lets anyone know that. He might also be a good contact for those wanting to break in or out of the castle prison…don’t ask.

The Merchant Quarter

For those who aren’t down on their fiscal luck, and those who own a respectable business, this part of the city is best described as ‘middle class’. At least here visitors won’t have to worry about their gold being stolen.

  • A Friend In Need A shop known for basic adventuring supplies, along with a wide selection of commonly used magical goods. Is the party needing a sun rod or dying for a Handy Haversack? They’ll be coming here.
  • The Rat in the Hole This inn is well known as the unofficial guard barracks, as many of the militia and guardsmen eat and drink here between shifts. They even sometimes sleep in the beds if the missus has been rather cold-hearted. The food is pretty good for the price, and the beds are comfortable.
  • Halabast’s Tower The more unorthodox wizard of the well known ‘wizard duo’ built his home closer to the docks than the king would really like. On the outside it looks like any of the common, run of the mill houses this part of the city is known for, save perhaps the sign Halabast keeps outside for the Duke’s sake. Inside however the building is like any other wizard’s tower. Alchemy experiments half done, scrolls and arcane tomes everywhere, disorganized.

The Nobles’ Square

This rather quiet part of town is home to the richest of the rich. Within the shadow of the castle, the nobles live in peace, quiet, and luxury in their large swanky mansions.

  • The Gentlemen’s Club Despite its name, this ‘club’ is actually a rather large, high class inn. If travelers have a lot of coin to spend (And I mean a -lot-) they can dine on delicious, three course meals and sleep in silken beds. Of course your run of the mill adventurer isn’t going to bother…right?
  • The Temple A few generations ago the ruling duke requested that the priests rebuild their temple closer to the castle proper and due to the rather sizable donation the duke gave to them, the priests did so. Now the ornate temple offers healing services to those in need for a small fee as well as sell potions and wands of healing, made by Cleric Laeranda.
  • The Ship Baron’s Home The largest of all of the mansions is home to Murlas, or as the more affectionate locals call him: Murl the Earl. He owns the largest portion of the docks, and is easily the richest free citizen. He often hunts for sport in the wilderness close to his mansion and is known to have dinners with both the Duke and Grendi the wizard. He’s also known to have a large number of Farrugh slaves…

The Castle

Besides being the residence of the Duke, home to the main offices and force of the militia and guards, there is one place worth noting: Grendi’s private tower sits upon castle grounds. Almost sitting like a wound on the inner grounds, this is where Grendi works on her divinations for the Duke and lives.









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