River Run

        Sitting on the southern edge of the lake system called Sindar’s Tears is the town known as River Run.  With a population of more than 2,000 adults, this is the fourth largest community in Shardar and it is certainly the most lawless.
  
     River Run was initially little more than a stopping off point for merchants who wished to bring goods into Camber via the lakes, but it grew rapidly and it now has a thriving economy of its own.  Many merchants and traders use River Run as a stopping off point before they take their goods out into the communities of southern Shardar and a bustling market has grown up in the town.
  
     The prices in River Run are generally slightly lower than in Camber, but it does not have such a large choice of goods.  For most people this is not a problem, but if a customer wishes to purchase something a bit more out of the ordinary, they would be advised to travel up to Camber and look there.  This market has brought a lot of finance into River Run but, unfortunately, it has also brought in a lot of crime.  River Run is without a doubt the most corrupt and dangerous town in Shardar and anyone entering the bounds of the community do so at their own risk.
  
     The Baron of River Run is a young man who goes by the name of Pitre Gallan.  He is tall, slim, dark haired and meticulous about his dress.  He has no time for the ‘common people’ and, as long as he still gets his taxes from the town, he couldn’t care less what happens to River Run.   He spends most of his time in the country houses and mansions of his rich friends and at least a full quarter of the year in Camber.  Most of the population of River Run ignore Barren Gallan, but they would never dare ignore Councillor Brand.
  
     Brand is the true leader of River Run, the head of the Council that was installed to look after the day to day running of the town.  For the last ten years, Brand has been in charge of everything that happens in River Run and he has grown immensely wealthy through this.  There is no proof of any kind that Brand acts in any illegal way, but everyone knows that he does and it is rumoured that he has connections with the Thieves Guild of the town.  Brand is also the head of the town militia and this gives him even more personal power.
  
     He is a short, fat man with grey hair tied back in a long queue that runs down to his waist, he has rings on every finger and gives the appearance of being nervous and a ditherer.  Nothing could be further from the truth but he enjoys giving this impression to strangers.  Although the full Council of six members officially have to make every major decision together, it is Brand who leads the Council and it is his will that is imposed on River Run.
  
     The militia of River Run are used as much to keep the population in line as they are to defend the town from attackers.  Taxation is high and there is an entry fee for anyone who wishes to come into the town.  The fee varies depending on what the traveller is carrying, whether they are on foot or on horseback, whether they are regular visitors to the town or strangers and which guards are on duty at the gate at the time.  Corruption and bribery are a way of life in River Run and anyone trying to buck the system will be in for a very unpleasant stay indeed.
  
     Merchants entering or leaving River Run with full cargoes would do well to keep a wary eye open for bandits.  Since the start of the war in Dargoth, banditry has risen by an incredible amount and it is no longer safe to travel the lands of Shardar.  With River Run being known for being a market town, bandits and thieves flock to it and they prefer to take their victims when they are outside the high wall of the town, knowing that the militia and guards have more than enough problems to deal with inside the boundaries of the town without worrying about what is going on outside.
  
     The lake system, Sindar’s Tears, has its own special kind of bandits and brigands, the Privateers as they call themselves.  These are little more than pirates who sail the waters of Sindar’s Tears, waiting for merchant barges or ships to sail past and then they raid and loot them.  Stolen loot will either be sold in some of the smaller villages that are dotted along the length of the lakes or taken to Camber and sold there.  When the High Lord had more of his armies in Shardar, there were regular patrols along the lakes to prevent this sort of thing but now, with the vast majority of fighting men being occupied in Dargoth, the bandits and Privateers can get away with more and more daring thefts.
  
     River Run is surrounded on three sides by a high, stone wall and the fourth side of the town is the docks that lead onto the lake.  There are gates on all three walls and a docks office which tries to keep check on everything and everyone that comes into the town that way.  They do make an effort to keep track of everything but with the large number of people coming and going every day, it is simply impossible to do.
  
     The best tavern in River Run would be The Mermaid, an expensive but well cared for establishment that lies in the centre of town, very close to the council buildings.  A room for the night will cost in the region of 5 Hawks but this does include an evening meal.  It is said that James Kleris, the manager of the Mermaid, can arrange anything that a customer wants, but there is always a fee involved of course.
  
     Taverns and inns come in all standards in River Run but the one with the worst reputation is the White Sail, down by the docks.  This water-side dive is rumoured to be one of the main bases of the Thieves Guild but this has never been proven and strangers are warned to stay well away from this place.  Deaths are common and muggings even more so.
  
     From River Run, it is possible to purchase transport to Camber, Gladsheim and Shandow and there are many services to take the customer to where they want to go.  Again, be warned, for the bandits will often prey on travellers in coaches or barges if they cannot find any passing merchants.  Guards are always being sought by these transport companies and they are prepared to pay highly for the services of trained warriors or Mages.
  
     It should be remembered that River Run is a merchant town more than anything else and profit is all important.  The militia have no time for the poor or the down on their luck and they will certainly not let anything interfere with the trade that goes on all through the year.

 

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