Arrs
Arrs is a coastal town located on the western edge of Slumber County, at the southern tip of the island of Elzai, nestled within the Arrs Dale.
Serving as a crucial waypoint for travelers journeying between the West Empire and the East Empire, Arrs is a bustling ferry port, with hundreds passing through each week. The steady influx of visitors has fostered a thriving network of inns and vibrant markets, offering goods from every corner of the Kingdom. The town is home to two temples—one dedicated to Melod and the other to Riant—as well as an outpost of the elusive Guild of Secrets, which quite confidently conducts smuggling operations through the port.
On higher ground, known as the Hill, reside Baron Layeonette Glemuz, Major Eld Thom Rut, and Viscount Ramon Vestan, accompanied by two knights. In stark contrast, the rest of the population is packed tightly along the treacherous sea cliffs known as the Edges, where the land threatens to crumble into the ocean below or along the dockside itself.
Arrs lies near Arrstai’len Fort, headquarters of the Llide Regiment, from which the town derives its name.
Demographics and Occupation:
Age:
- Child: 7%
- Adolescent: 20%
- Adult: 64%
- Senior: 9%
- Human: 100%
- Fehadlan: 96%
- Re'Lakan: 4%
Conscripted: 14 This is a measure of how many people aged between 9 and 15 are away from home due to being drafted into the military
Occupation:
- Unemployed: 8%
- Unskilled: 31%
- Skilled: 20%
- Artisans and trade: 17%
- Acedemic and religious: 8%
- Armed services: 13%
- Governence: 3%
Education:
- Uneducated: 34%
- Literate: 47%
- Highly educated: 19%
- Woking popualtion: 231
- Poverty: 6%
- Deprived: 15%
- Working class: 43%
- Middle class: 26%
- Upper class: 6%
- Elite: 4%
Governence:
Arrs is governed by Major Eld Thom Rut, while Baron Glemuz oversees Arrs Dale, she also residing within the town itself. Their administration operates from Arrs' town hall, perched atop the Hill, ensuring the smooth management of both the port and town affairs. Baron Glemuz frequently collaborates with the dockmaster Makenna the Uncomprimising and her Ison to maintain efficient port operations, while Major Eld Thom Rut focuses on keeping the town unified and functioning cohesively.Districts and infrastructure:
The town contains 3 districts: The Hill, the Edges, and the Docks.The Hill:
This district is home to the upper classes of the settlement, featuring the town's finest inns, upscale shops, and key infrastructure, including the town hall and the watch-keep. Within the town hall, a small archive preserves local records, alongside a modest school. However, many residents of this district can afford to send their children away to one of the prestigious Academies for education. The district is also the site of the Temple to Melod, accompanied by a grand stage known as The Siren's Song, where performances are frequently held, particularly for visiting travelers. Most shops and establishments are concentrated on the Hill, offering specialized and expensive wares, including rare and exotic goods, though some smaller businesses are found in other districts. While the district has fewer guards than other areas, as most are stationed near the docks, the watch-keep ensures a continuous security presence. Additionally, the Llide soldiers have established their barracks here, reinforcing the district’s stability.The Edges:
This district stands in stark contrast to the Hill, a place where poverty dictates daily life. Families struggle to find enough food, and many who reside here are beggars, cutpurses, or unskilled laborers. Literacy is rare, and the only notable establishment is a shadowy inn infamous for its under-the-counter dealings. Here, survival belongs to the strongest, and power is claimed rather than granted. The Eld has not set foot in the district for two years, and the guards dare not enter, knowing their presence would likely seal their fate. With no official oversight, crime flourishes unchecked. Even the army, though capable of intervention, seldom ventures in—their orders are to protect the docks, not the slums. Yet, amidst the desperation, there is one peculiar sanctuary—a shrine to Drek, hidden within the lower levels of the inn. Despite the chaos surrounding it, the shrine remains a place of peace and quiet reverence, respected even by those who rule the streets.The Docks:
This district is the heart of trade and business, bustling with activity as ships constantly arrive and depart from its four piers and dry dock. A portion of the town’s population also resides here, primarily the working-class citizens who keep the docks running. At the waterfront stands the dockmaster’s office, alongside an ever-glowing lighthouse that illuminates the central pier, where warehouses and smaller, more affordable shops cluster. One of the town’s most notable establishments is The Pier Inn, built within an old pier, offering shelter and respite for weary travelers. The people of this district are hardworking, able to provide for their families with modest stability. While most can read, write, and handle basic numeracy, formal education remains out of reach for many. Those living dockside often work as carpenters, bosuns, or shipwrights. By day, the dockside comes alive with a myriad of market stalls, where traveling merchants eagerly peddle their goods. The temple of Riant stands at the docks and serves as the center of operations for the town’s guards, who work to curb smuggling and other crimes, ensuring the district’s security. With most of the guards stationed here, along with reinforcements from the Llide regiment, this area is one of the safest in town.Factions and defence:
The strategic importance of Arrs' port has led to an increased military presence, with the nearby fortress of Arrstai'len Keep providing a permanent squad stationed within the town. These soldiers serve as additional guards alongside the 16 watch-guards and investigators employed by the city. Arrs itself is perched atop cliffs surrounding a sheltered bay, naturally protecting its docks without the need for extensive fortifications. However, the land beyond the bay remains open and exposed, allowing wooden palisades to be quickly erected in times of emergency to form a temporary defensive perimeter. Despite these security measures, the elusive Guild of Secrets maintains an outpost within Arrs, concealed from all but its members. The true extent of its presence and influence remains unknown, though its primary operations revolve around smuggling through the docks. While the town has made numerous attempts to stamp out this activity, none have succeeded. Some now whisper that the Guild's grip on Arrs may be far greater than anyone is willing to acknowledge—or even believe.A series of letters between Watch-Lieutenant Vor and General S'nai Glemuz - Circa 11.4482 To General Glemuz of the Llide Regiment, Arrs is vital to the stability and prosperity of Elzai—a fact known to both us and the Guild of Secrets. That is why they came, and that is why they persist. Their presence undermines daily operations, forcing us to inspect every crate and cart that arrives by ship in an effort to stop their smuggling activities. Yet, despite our vigilance, they continue to evade us. These disruptions cause severe delays, drain valuable manpower, and embolden other criminal elements, who grow increasingly bold in the absence of decisive action. If we do not intervene swiftly, this unchecked corruption will erode our town from within. We must cut off the flow of this poison before it spreads beyond our control. I formally request your assistance in eliminating these criminals and restoring order to Arrs. Your support is essential in safeguarding our people and ensuring the integrity of this vital port and the county itself.Watch-Lieutenant Vor, Head of Arrs Watch
To Watch-Lieutenant Vor, Head of the Arrs Watch, I have carefully reviewed the reports from both yourself and my sister, Baron Glemuz, regarding the escalating threat posed by the Guild of Secrets. I fully recognize the severity of the situation and the vital role Arrs plays in the stability and prosperity of Slumber County. Rest assured, I take this matter with the utmost seriousness. Regrettably, at present, we lack the necessary intelligence to execute a full-scale operation against the Guild. However, to reinforce your efforts, I am authorizing the permanent deployment of a squad comprising 10 soldiers, who will be placed under your direct command. While this force may not be sufficient to eradicate the Guild entirely, it should serve to diminish their boldness and deter their activities. Furthermore, I will consult with Baron Glemuz and Major Eld on your behalf to secure additional funding for the Watch. During next year’s meeting of the Generals, I will raise the matter of stationing a guard regiment within Arrs to ensure lasting security. In the meantime, I entrust you with the strategic deployment of the soldiers provided. Please keep me informed of any developments, including notable shifts in the situation or credible intelligence regarding the Guild’s operations. General S'nai Glemuz, head of Llide regiment
History and tourism:
Arrs has several points of interest, the most notable being its mysterious lighthouse. While the town was founded 400 years ago in 11.4071, the lighthouse itself is far older, its ancient carvings possibly dating back to the 3rd or 4th Age. How it remains standing—and continuously lit—remains a mystery. Local legend speaks of the Glow Ghost, a spectral keeper who eternally tends the beacon until a successor takes his place. To this day, no one has ever entered the lighthouse, as no entrance has ever been found. Few dare to challenge the ghost’s wrath by forcing their way inside. Beyond the cliffs, remnants of shipwrecks litter the rocky shores, their twisted hulls a testament to the sea’s unforgiving nature. Many treasure hunters have attempted to reach them—many never returned. Among them, the infamous pirate vessel Poor Man’s Justice, driven onto the rocks by the Navy in 11.4479. Rumors persist that its treasure remains untouched, though none have ever claimed to have reached the wreck successfully. On the Hill, The Siren’s Song offers performances nearly every night, filling the southern side of town with music and entertainment. Welcoming people from all walks of life, it provides both paid and free shows, ensuring that all can experience its lively atmosphere. Named after the mythical sirens whose irresistible songs lured sailors to their doom, The Siren’s Song serves a far more benevolent purpose—drawing visitors in not to their ruin, but to revel in its enchanting performances.Geography and trade:
The vast majority of Arrs' population is connected to the docks in some capacity, whether through hard manual labor—loading and unloading cargo, fishing for food, or repairing incoming vessels. Many residents own shops in the bustling market district, selling exotic goods brought in from distant lands. With so many travelers passing through, demand for rest and refreshment is high, leading to a thriving network of taverns and inns catering to weary visitors. However, not everyone earns an honest living—pickpockets and other criminals take advantage of the busy crowds, preying on those who are less vigilant. The town’s economy is driven primarily by services rather than exports, functioning as a waypoint where goods arrive before being transported elsewhere. Like the rest of northern Slumber County, the surrounding landscape is rugged and dotted with rocky outcrops, making expansion and agriculture difficult. However, Arrs itself is nestled between two large moorlands, providing natural shelter. The town's placement at a deep natural harbor, where currents are slow and the intertidal range is minimal, makes it an ideal port and a reliable docking location for ships.
Founding Date
11.4071
Type
Town
Population
280
- The lighthouse 'Glow ghost'
- Eradication or salvation of the Guild of secrets
- Wrecked ships along coast
7-12-11.4483