Ruins of Adventure
New Phlan is the settlers’ name for the portion of the city, centered around the old Harbor district, that they have reclaimed from the monsters occupying the rest of Phlan.
- Population: 3,100 (84% Human, 6% Half-Orc, 2% elven, 3% Dwarf, 2% Halfling, 2% Gnome, 1% Other)
- Government: Conventional (Elected Council)
- Alignment: NG
- GP Limit: 3,000 GP
main article: Phlan City Council
- Chief Councilman Ulrich Eberhard
- Captain Werner von Urslingen
- Bishop Aram Braccio
- Councilman Poryphrys Cadorna
- Chaplain Ernald of Iriaebor (chief cleric of the Shrine of Tempus)
- Savanastra Annath (chief priestess of the Shrine of Sune)
- Jerome of Melvaunt (trader and dealer in rare and secondhand goods)
- Artur Bivant (merchant-financier)
New Phlan sits on the tip of a natural peninsula formed by the Barren River and the Bay of Phlan, and is the oldest part of the city, the area having originally been settled by the colonists from Northkeep who founded it. Its southern and eastern borders are the waters of the Bay of Phlan, and its northern border defined by the poisonous waters of the Barren River. To the west, the palisaded fortifications of the Urslingen Wall mark where New Phlan ends and Old Phlan begins.
Shops and Businesses
- Georg of Vitkov, Smith: The best armorer and weaponsmith in Phlan, and correspondingly the most expensive.
- Ian Cockrell, Grocer: A well-outfitted general store. Ian specializes in manufactured goods (plowheads, mirrors, blades,and soforth) from Melvaunt and outside the Moonsea.
- Ernst Averlant, Farrier: New Phlan’s only horse trader, he also runs the city’s stables.
- Jerome of Melvaunt, Rare Goods: Jerome trades in exotic and hard-to-find items, and also acts as a market for the various odds and ends adventurers pick up while exploring the Old City.
Inns and Taverns
- The Cracked Crown: The closest New Phlan gets to an inn of real quality. Favored by the wealthier and more settled elements of the city, including the City Council.
- The Bitter Blade: Located by the City Docks, the Blade has an unsavory reputation as a haven for clueless (and dangerous) adventurers right off the boat, spies, and political misfits and opponents of the Council.
- Nat Wyler’s Bell: Nat’s is located near the north gate of New Phlan and is used as a neutral meeting place by various groups, notably the Thieves’ Guild.
New Phlan has a full temple of Tyr, and shrines to Tempus and Sune.
Overview and History
New Phlan was founded in 1361 DR by the efforts of two men: Ulrich Eberhard and Werner von Urslingen. Eberhard was a descendant of Councilman Jannok Eberhard living in Melvaunt, and von Urslingen was a successful mercenary captain who had seen service in the Crusade against the Tuigan Horde and in several minor conflicts around the Moonsea. With Eberhard providing funds and detailed maps of the city left him by his ancestor, and von Urslingen providing soldiers and military experience, the pair led an attack on the ruined city which drove its monstrous population out of the docks, though the attackers were unable to penetrate any farther into the Old City.
Rather than lose more men to risky urban warfare, Eberhard and von Urslingen decided instead to consolidate what they had already gained. Von Urslingen oversaw construction of the huge gated palisade wall which forms the northern boundary of New Phlan, while Eberhard spent the remainder of his fortune encouraging settlement of the reclaimed areas. Their effort has been a qualified success; New Phlan has retained its hold on the docks, but has been unable to expand until relatively recently.
Life in New Phlan
Most of the settlers in New Phlan are either traders, treasure hunters, or people who work for them or provide services that they need. The poisoned waters of the Barren river and the hostile Orc and Goblinoid tribes outside the city have kept New Phlan from restoring anything close to the agricultural richness of times past, and the city still imports most of its food.
Phlanners are a cautiously optimistic bunch, who temper their natural enthusiasm with a healthy paranoia – and when monsters can be seen moving in the Slums from the wall, and Orcs are likely to take potshots across the Barren at anyone who approaches the riverbank to the north too openly, who can blame them?
Fortunately, despite the local dangers, New Phlan’s excellent central geographic location combined with the decline of Hillsfar since Maalthir closed the city to non-humans has led to a steady stream of wealth flowing into the Council’s coffers. The city will likely see a major economic boom if the threat of the monsters and the “Boss” can be dealt with.
Most of the other cities of the Moonsea remember Phlan’s period of prominence, and are watching with unease as the city rebuilds itself. Phlan itself has no formal relations with any of the other powers in the area, preferring to concentrate on putting its own house in order before worrying about foreign relations. Unofficially, of course, the city deals extensively with its neighbors through trade.
Briefly summarized, New Phlan’s relations with the other Moonsea cities are as follows:
- Melvaunt: Melvaunt’s focus is on industry as much as trade, and Phlan’s rise has been a boon for the city since the settlers buy most of what they can’t make themselves from the Melvauntians. As a result, Melvaunt is cautiously supportive.
- Hillsfar: Hillsfar’s policy of excluding nonhumans is met with bemused disbelief by Phlanners, who see no problem with taking anyone’s trade. Indeed, New Phlan has been billing itself as an open alternative to Hillsfar with surprising success.
- Mulmaster: New Phlan keeps a wary eye on Mulmaster, remembering that city-state’s penchant for conquest, and views its recent alliance with Zhentil Keep with alarm. On the other hand, in a war for control of the Moonsea between Mulmaster and Zhentil Keep, the Phlanners would certainly pick Mulmaster as the lesser of two evils.
- Zhentil Keep: New Phlan views Zhentil Keep as its rival, though no Zhent would condescend to grant the Phlanners that much credit. Both are, however, cities rebuilding from catastrophes (Phlan from the DR 1306 Dragon Run, Zhentil Keep from its destruction in DR 1368) and are competing for the same resources. Phlan is gambling that free trade and an open city to adventurers can compensate for Zhentil Keep’s ability to draw on the Zhentarim for assistance.
- Other Powers: New Phlan is still too small and weak to have attracted notice beyond the Moonsea, except as a potential trade partner. It is rumoured that the Red Wizards of Thay are considering establishing an enclave there, and such an arrangement would certainly mark Phlan’s re-establishment as a major nexus for trade in the area.