Hammer and the Anvil

Depending on the GM, a lot of time can be spent building the locations in which adventures can be set. I know some GMs just take it all from published materials and run without thinking about the big picture. To be honest why would you when your players are just interested in solving the mystery, slaying the beast and getting the gold/girl. For me this works well for one off adventures, but not so well when the characters become involved in a campaign or series of interlinked adventures. I begin to find my players become more interested in the world around them and I have to have a set of reasons why they can’t take over a town as overlords or set up their own bank or…. Well the hundred and one off-the-wall reasons that can be given by players. Which means at the very least you should have some background at your fingertips.

Then there are GMs who write adventures/campaigns creating the content needed to play a game because, well they enjoy the process or don’t like what is available. Finally, there are the world builders who relish the chance to think about the macro and the what ifs. Well I’m one of those, and even though Middle Earth is full of source material, there are plenty of places to build and develop. My computer, and some binders are littered with pen sketches of places, notes on names and characters: along with adventures to run. So it was with interest that I read about World Anvil  on the Kind GM’s blog.

The site provides a way to organise all those pesky bits of paper into a coherent gazetteer. You will have seen some of my latest content appearing on the blog pages, but really that is an awkward way to manage the content.  So I have been plugging in some text of locations that are of interest currently to see if the site will work for me.

The content holders are useful and mostly match with information and ideas that I want to record, and there is a useful way of linking characters into geographical locations. However, there doesn’t appear to be a way of linking the location to the characters, unless they own the site. If you upload maps they can be linked to the site and I guess using a side bar space I can start adding specific detail from the map.

When I started I just put up one location and started to link characters associated. I soon discovered that when you do this, you will need at least some headline work on races and locations of a top level nature to tie things together. For example, I needed to create a species man and then subdivide to ethnicity Northman/Riverman to include this information on the character. It is possible to get away without having this infomation and leaving it very generic, but at some point linking locations and characters into kingdoms etc has to be done. As a result, it is better to do it early and add to each new item rather than retrospectively.

One thing I do like about the design of the site is the ability to put in secret information that is not generally known to the world. This apparently would be available to subscribers of the world stream but not to the casual observer. Quite how this works in practise I don’t know. I guess a player could read the public content and GMs subscribe, but how do I know which is which?

The website allows for collaboration (any budding authors drop me a line), but really without upgrading to a private account, I don’t think the capacity for images is going to be large enough to cope with more than a few maps. So at some point I’m going to run out of space. It also uses BB code (a cut down HTML) which in this day of smart interfaces seems a bit dated. Even the basic WordPress toolbar begins to look science fiction compared to this.

As a trial I’m going to carry on building locations and ideas for Caras Celairnen because it does make organising the content easier. It is a useful tool for creating the correct environment and forces me to think about who lives in a place and what they look like and how they act. However, at some point I will end up taking all the text and relocating in a more published format elsewhere. Like many internet ventures it will only last as long as the server, so it will pay to make a back up.

 

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Reunited

In the last session, our hapless heroes had become separated and their stories had taken different paths. Recovering in the Dwarven enclave of Caras Celairnen, the dwarves had begun to search for possible news of the return of Limolas to civilisation, more in hope than any real sense of success. As a result, they did not tax their own resources too heavily, instead relying on using the elf’s cash reserves to pay some street urchins to pass on news of any sightings.  Then, feeling that duty had been done, they set about resting and planning on how to return to the Edanaar, the golden frog, to complete the task.

633cc7e45250ccdb5a1aabbeea991001-middle-earth-josephMeanwhile, sometime later, Limolas returning to the town shorn of is belongings and trousers – is detained by the city guard. Attempts to engage the city militia in contacting his friends fail miserably, and the elf is forced to sit and wait in a cell. Finally, he is taken to a court in front of the Arquan of the Karras and a chance to plead his case. However, his dishevelled appearance and lack of means do not help his poorly constructed arguments of being an adventurer down on his luck with companions in town. Perhaps it is not a good idea to mention your friends are dwarves when you are an elf.  After deliberation, the elders of the city decide that Limolas is a potential risk to the safety of the city and decide – in the interest of security –  to bad the elf from the city.  So it is that down-on-his-luck elf finds himself contemplating the long walk along the two-mile causeway towards the next chance of shelter and food.

At that same moment, the dwarves receive word of an elf who matches their description has just been thrown out from the town. With maximum dwarven haste, the pair make their way down to the causeway gate and a short dash across the causeway soon reunites them with their lost companion. After briefly swapping tales, the party hatch a plan to house Limolas for long enough for them to complete the quest.

alabasterReasoning that it is only a matter of time before the banishment will be forgotten, Limolas settles into the shore camp occupied by many of the river’s itinerant travellers who stop-over at the Karras.  When Limolas is sufficiently recovered, the party travel into the fens again and with only minor incidents return to the bower of the Golden Frog.  Upon the presentation of the gifts to the idol, a golden mist swirls around and miraculously Edanaar stand before the adventurers.

Within a matter of days, Edanaar and been reunited with his long-lost love. The party rewarded both in coin and some minor items settle into the town to finally reflect on their adventure and again on how being reunited allowed the lost lovers to be united again.

Captain’s Daughter

In the Shore district of Caras Celairnen tucked up against the main walls and away from the main streets is the Captain’s Daughter. For where is stands this is an impressive in complete with brewery and a good sized drinking room. The two story structure is the home of Hrothgar and like his name sake it serves the finest mead in the town.

Captain's daughter“Then it came into his mind to raise a mead house, mightier far than ever was seen by the sons of earth, and within it, then, to old and young he would all allot that the Lord had sent him, save only the land and the lives of his men.”

 

 

Well so lay the grandiose hopes of Hrothgar, a Northman who though trained in weapons never saw action. His wife Hilda and his son and daughter (Unferth and Hrethal) help in the running of the inn. The inn does well because the mead is good and Hrothgar has relations who are rivermen. From such contacts Hrothgar also runs a quiet line in hard to come by artefacts.

“So lived the clansmen in cheer and revel a winsome life, till one began to fashion evils, that field of hell.”

 

All was well with Hrothgar’s inn until he opened up new cellar space. Behind a rock wall he discovered a passageway that led down into the underdeeps of the old Dwarven citadel. Perhaps not so bad if these depths had not become how to all manner of dwellers of the dark. Soon his inn became plagued by strange visitors and worse his paying guests would disappear. It soon became clear to Hrothgar that he would have to block up the cellar. However, no matter what method he tried there was always one visitor who returned thirsting for fresh meat, Grendel.  The only solution was to slay the monster as quickly and quietly as possible before the authorities became aware of the danger and took the inn away from Hrothgar.

With the defeat of Grendel, the way became clear to explore areas of the Underdeeps opened up by the passage in the cellar. Many hidden doorways and collapsed passageways wait to be found and cleared. The risk is great but the potential reward of discovering a lost Dwarven artefact attract adventurers in the know to the Captain’s Daughter.  Hrothgar charges a fee for entry to the Underdeeps and also sells adventurers packs of useful items such as torches and lanterns in bulk. Adventurers are expected to find their own path and pay a finders fee on all treasure returned to the surface. In addition, Hrothgar will often buy items that would be difficult to sell from adventurers.

This sideline in artefacts and a well connected network to distribute them means that Hrothgar often has small commissions for adventurers to undertake for a reward. These can involve the Underdeeps below the inn, but more often the wily inn keeper has heard rumour of an item in other locations which he believes he can sell on at a profit. For such tasks adventurers will receive the usual adventurer’s supplies excluding transport (unless needed to return the item).

Who lives here?

So finally, I think I have managed to find a purpose for the town of Caras Celairnen. Using Rolemaster campaign lore it is an easy task to begin populating the town with militia and the usual tropes of healers, mages, and thieves. A random variation on percentages of populations really does take care of that. But who else lives in the town aside from the main characters of the town?

earlymarketA simple trawl of medieval professions leaves a huge list of potential trades that could be used to populate the town. The problem for me as a GM is that I really don’t care about them in any detail, and neither will my players, who will probably only want to see the inside of the nearest tavern and the outfitters. However, my trick is to have these trades available to draw on to create colour to the daily life and give a reason for different districts to flourish. After all who would live in a town dominated only by criminals and militia?

So more to the point how common are these trades and how many of each will we need to populate the city. In Caras Celairnen, I have set 7 trading lords (that is lords of sufficient wealth to trade over distance). They will have their own network of middle men, merchants who will sell to the local market of transport goods onwards at their own risk. That means a transport crew (ship or otherwise) of around 20, dockers, warehouse men, clerks, would account for another 10 or more workers. That is without including servants needed for running the household, Although some may work for more than one employer. No man is an island they say, and certainly not all will be bachelors so now we need to multiply to include a family of between 5 and 12. Easily each Noble Lord could be directly responsible for the “existence” 50-100 people of the town

To support around 100 people there will need to be a baker, some form of costermonger, tailor, inn keeper with their families.   Ancillary trades such as tailors, washerwomen, cloth dyers, leatherworkers, tinkers  would also be needed but probably to a lower density than the main trades. So the trickle down effect means each noble lord creates around 150 people of the town.

42fec890ea305312db69e4cec130453d-medieval-art-medieval-woodcutBeyond these direct employs there are other direct employees we need to consider. The Militia need feeding and entertainment, as do the local healers, wizards and other local colour. There are also the middle merchants to consider who will also use services and goods and employ a few others directly. To complete these thoughts on the demographics of the town, because there are so many wealthy individuals, there will also be high quality, high end artisans. Not forgetting at the lower end the night soil movers and beggars.

Having considered all these factors the demographics of Caras Celairnen begin to look something like this.

A Militia Garrison for around 400 with 30 or so NCO and officers.
2 shrines with Clerics – one should be to Ea as this is Dunedain culture
30 or so healers of various levels
30 Guides but I may change this as there seems little need
4 magic users or different shades

74 Criminals in various guises of fences, footpads, burglers and thugs – some of whom will have day jobs.
20 Entertainers

minstrels

 

400 businesses – Acater (food vendors such as bakers), innkeepers, boothman, colliers, costermongers, habdasher,  iron monger, hay merchant, egglers, fishmonger, blacksmith, linen draper, mercer, milkmaid, oynter (oil seller), peddlers, pie sellers, spice merchant, vintner, leatherworker, fletcher, wool stapler and wood sellers

124 transporters to include carters, ferrymen, lightermen, bargees, and pilots

At a conservative estimate this would put the population of the town between 1500 and 4000 which neatly fits with the suggested population of the town by Thomas Mowinsky in Other Minds and Jeff Erwin in the Lindon gazetteer.

 

Trade the life blood of nations

Which as far as I can tell is an apocryphal quote attributed to the Scottish philosopher and economist Adam Smith, but none the less holds true for a town such as Caras Celairnen. In this post I will be considering some of the economic needs to support the town in what is a strange location.

It is an undeniable truth that trade requires goods that one place has and the other does not have in a high enough order to meet from within. Caras Celarnen must have it’s own needs to function as a town, but lets assume that is as little as food probably from the regions surrounding or at worst from the Shire and Saralainn. So aside from this what goods could flow through the town or to rephrase what do the surrounding kingdoms produce, and how far will the merchant’s travel? It is probably safe to say that Mithlond, the tower hills and the regions of Lindon are going to be pretty much self-contained with minimal leakage of Elvish craft as their involvement in humans affairs decreases (see History of Lindon). The Dwarves of Ered Luin on the otherhand will want to trade, not least to satisfy the desire for gold. Extensive seams of coal, copper (blue mountains), and finished metal products are likely to be the main exports. Equally, to the south is the shire and the fragmented mannish kingdoms of Cardolan (now lost). Here the region is rich in arable land and so we would expect there to be grain, and cattle flowing from this region.

earlymarket

Trade requires a market

What then of potential trade partners who would “use” the town as a transit point. As Kingdoms of major populations there is of course Arthedain in the mid-Third age, the Dwarves of Ered Luin and the Elves of Lindon. Minor populations are the Hobbits in the shire, Rivermen on the Lhun, Saralainn.

The Elvish lands of Lindon should for the most part be thought of as self sustaining, the lands are extensive, include plenty of wood and mining opportunities, and in Harlindon probably a climate conducive to good arable land. Wine might be one thing lacking, being a cooler temperate climate some might be shipped from Gondor, but this would not be passing through Caras. In all, the Elves would really only be looking for the craftsmanship of the Dwarves which matched that of the Noldor. Since there are fewer Noldor perhaps this would be a reason to trade through Caras, where a neutral ground for negotiations or even a neutral negotiator can be arranged. Certainly, in the third age, the breakdown in trust between elves and dwarves would make this true.

The Dwarven market is far easier to understand. With limited land for farming and for the more northerly communities a limited growing seasons food would be the prime consideration. In addition, if dwarves main occupation is mining or crafting the time they are able to spend on growing crops would be less. This ideas is supported in some ways by the description of Erebor in the Hobbit, where Dale was clearly the town that supplied the food needed to support the Dwarven community.

In the Third-Age Arthedain is a kingdom on a war footing. It too will be lacking in food to supply its populace. Again because of the shorter growing season, but also because of the large standing army. Most of this would be supplied from the Shire to the South, but perhaps some might come from Lindon. What would be needed in a greater quantity would be materials for building and maintaining defenses (wood and stone). Also a significant quantity of metal and leather for weapons and armour. This may be supplied as raw materials or perhaps some as better crafted weapons from the Dwarves and again possibly the Elves of Lindon.

Trade needs transportation

trade routesWhat makes a good trading centre is its access to various transportation links, in Middle Earth of course this is land, sea and rivers. Sea links to Arthedain and the dwarves are nonexistent so all trade conducted with this region must either pass up one of two rivers or be transported overland. From Caras Celairnen this would either be up the Uiladuin or though the lands of Noirin with a potential poor route across the northern hills of Evendim. Arthedain would also be open to the Branduin river route or an overland route from Tharbad, reasons why Caras Celairnen might be chosen as a route will be discussed later. As for Lindon, as discussed earlier, there is little that they might need that could be supplied beyond Dwarven crafts.

In our modern way of thinking transport is a given and reduced to a logistics exercise based on just in time delivery with transactions with the ultimate vendor already completed and just the vagaries of local consumers the unknown. However, delve in to the history books and suddenly transport is much less reliable. Medieval and by implication fantasy trade transport was a far riskier adventure. For example, will your chosen transport method actually get your goods to the destination? Can you repair the transport on the journey or will you be forced to abandon your goods? Is the cost of the goods less than the transportation costs (method + labour + security + damage). Further risk is from robbers, hence security, given the wildness of Middle Earth their is almost certainly a “finders keepers” type rule on goods as it would be nigh on impossible to prove ownership, especially if you or your minion in charge of the cargo is dead. If this is so then there must be preferred ways of transporting goods where risks are lower. I suspect that highest risk would be long land routes, but water based routes up rivers and by sea would be more preferable. Lets look at the evidence.

caravanFor starters the road network was awful! Yes around the major population centres the road was more apparent, but that could make it worse due to the heavy traffic use.  Even if you allow for the high engineering level of the Dwarves, Elves and Dunadan to allow for Roman-like road networks. This would only account for major military transport routes. Certainly, in the third age both the Hobbit and Lord of the Rings suggest the major highways are no more than grassed tracks rather than well maintained highways. So rather than get into an esoteric debate on road engineering in Middle Earth, I am going to suggest that roads aren’t great. This means carting your goods across land is a slow. I suspect the times given for travelling with a cart in MERP are on the optimistic side of travel. Fresh goods do not travel far! No fruits of the south will be making it overland to Arthedain. Yes sir we have no bananas! A second reason for land being the least favoured method is the amount of goods you could transport! A carthorse could haul around a 10th of its weight for 8 hours which is not much (150lbs, see Wagonteamster for more). Add to that you will need camp equipment and feed for the horses and suddenly  you realise the idyllic image of a farmer bring his goods to town on a cart is about all you will see. The alternative would be juggernaut trains of carts moving constantly up and down roads. It makes you realise that goods going overland need to be highly portable and valuable.

hulkWhich brings us to the water-based routes; the undoubted advantage of water is, in general, the ability to carry heavy loads for a reduced effort. A river is an ideal downstream transport system for heavy loads. Timber can be rafted down with little or no effort, with the advantage that not many timber bandits are known. Using river barges on larger rivers would allow lots of goods to be transported easily and, if the barge is able to stay away from the banks, the risk of theft is low. Of course here in the UK we are very familiar with the maritime power of trade. Again long distance trade using sea is far more attractive to a merchant shipping goods than a long land trade. Pirates of course would be an issue, but really a random attack is unlikely given the size of water a single pirate would need to patrol. Which of course only leave state sponsored piracy, either by commission or omission!

Between the bastion of of Gondor and the Elves of Lindon there would be very little opportunity to operate a pirate fleet with state “backing”. However, the middle kingdoms are in ruin and the small kingdoms that have established themselves are a weaker area and Gondor and Lindon’s patrols would be less effective in the inshore regions. As a result, trade routes between Gondor and Lindon and onto Caras Celairnen will probably stick to the deeper ocean.

(quick background reference Middle Ages Trade & Commerce)

 

Trade is run on credit

The most important thing to remember about real trade in a medieval/fantasy environment is that rarely does money trade hands. The often misguided idea that merchants might wander around with huge crates of gold to purchase the goods that will be sold (for profit) at another location is complete nonsense.

Medieval trade was always conducted using scripts and tallies. Goods would then be sold tally-sticks-300x235onto middle men for distribution to redeem the credit into useable cash. All this means that merchants need to have a reputation and sufficient collateral holdings to support their involvement in the trade. That is to say unless you are planning on a risky trade venture, most merchants will be landed gentry. They in turn will recoup their debt by selling on to middle men to deliver to the local populace.

Of course Middle Earth is also a more Middle English Anglo-Saxon tradition so these more modern developments might not exist, except for the high level of civilisation attributed to the Dunedain, Dwarves and Elves.

(more reading)

Trade as the life blood of Caras Celairnen

So what does this all mean for our small market charter town on a river. Having established that the town itself was already pre-established for the purpose of trade between the Dwarves and the Elves and that as time passed it became subsumed into human culture until gifted to Arnor, the principle trade with the Dwarves is a vital element. However, such a trade route would probably not be sufficient to sustain the town and the opportunities afforded by close proximity to Lindon suggest that some Elvish goods would also be available. Finally, although the Gwathlo also provides a good route towards Fornost; Caras also provides a safer harbour in a more stable political region.

Caras Celairnen Conundrum

Sometimes over thinking something can create a sticking point. A knot of knowledge that seeks the most elegant solution. Creativity is about ideas and the time it takes to gestate the inspiration to create something novel and engaging. However, at some point you have to stop with the what ifs and just try it. Iterations of the project will undoubtedly fall by the wayside, which  is the case with my versions of Caras Celairnen. Having created a first draft and then re-read the source material I was unhappy with the layout. I then did some digging and was vexed by the location of the the town on the map. I still am. But whilst I have thrown the location around I have also been looking at some example of villages/towns on rivers to get a feel of how the place might look.

My first issue is the sheer scale of the region into which I need to place my town. Given a blank piece of paper and my own squiggles this wouldn’t be a problem, but I am working from a predrawn map with a rather large scale of 1# to 20 miles. To give you an idea of the vast areas involved lets look at the map in hex form. Numeriador HexEach side of the hex is scaled to 10 miles. That means from corner (side to side) to corner the distance is 20 miles. In terms of travelling time on foot and laden for the journey (loaded march) that’s two days; on horseback perhaps half a day by road. In terms of area its 259.81 square miles! To put that in persepective, a golden eagle has a hunting territory of 60-200 square miles, a lion upto 100 square miles. I don’t think I ever appreciated how vast these maps were or how desolate the space inbetween populations would be.

Now clearly a cartographer cannot be accurate with a symbol on a map of this scale. The map is more pictorial rather than ordance survey accurate. So I scaled the map and overlayed a 1 mile per side hex (2 miles across, area 2.6 sq mi).

Caras-area-map-1-hex-side-1-mile

Caras-city-area-map

 

 

 

 

 

 

 

Now the symbol of Caras Celairnen is around 20 miles from the tower which is the distance give for the libary it represents in the Arnor module. Which means the town occupies 2.6 sq miles according to the symbol, but its not OS. So how much area would 4000 people really need?

Let’s start with the area of the average household in

 

pale red is road. pale orange is the city according to map. green is the marsh. brown is a low density area and square is 544 houses in high density. Questions – what is isthmus ground type? flood /marsh/raised. Where should the town go? Is the road a causeway across marshes? Should the marsh go all the way to the rocky spit of Caras Celairnen? How much land around should be devoted to agriculture to provide for daily needs? What fortifications are needed?

On Shaky ground (addendum)

So I got to doing a little extra reading about population and spent a little time digging up some exemplars that would help with the design. I found a nice reference which made Caras Celairnen bigger. I did some scaling up of the map and discovered that there was a lot more land than even I though. I looked at a river port on the Severn (Chepstow) to get an idea of scaling and layout. All of which has been changing my thinking on where the town might be situated and how it might be laid out.

A note on population

In Other Minds, Thomas Morwinsky provides some excellent extrapolations of population in Middle Earth. This would revise TA1640 Caras Celairnen to a population of around 4,000, equivalent to a large modern village  like modern Overton.  The main population sits within an area of 2.5 square kilometres  (1.5 square miles).

A note on scale

Put in context of the inch to 20miles of the maps produce by ICE for MERP that is a very small area on the map. I scaled up the region and the overlayed a Google map on Overton on to the map.Caras isthmus overlay

Caras is  tiny on the map and that river crossing is huge if it was all scaled. Those roads on the Overton map are two cars wide. By scale the bridge would have been half the width of the city, but its a symbol so we can ignore it. So you can really see that there is plenty of space on the drier portion of the spit to place Caras. My initial plan for the town was far too large. Unless I say the bridge is much further to the mouth of the river.The Uialduin river is half a mile across according to this (give or take). A wooden structure is unlikely to survive without constant modification. However, Swarkstone bridge is 17 arches, made of stone and a mile long (with a causeway). If Dwarves built the town then it is entirely possible that such a bridge would exist. Image result for Aust severn  dock shipsThe river Lhun by contrast is nearly two miles wide – similar to the river Severn at the bridges. There was before the bridges a ferry that ran from Aust. A stone jetty providing mooring to cope with the tidal river. Of course no engines, just sail and oars. So perhaps more like the image below of the New Passage ferry further down stream in 1727.

Notes on Chepstow

The medival map of Chepstow could be used as a guide to the sort of layout a town like Caras Celairnen might have. Although Chepstow has no marsh land and the river Wye is only 106 yards across, it was a regular river port with tidal trading links around Europe. The extensive field system provides a realistic idea of how the area around the town is used to support the port population. Short docks and jettys on the inside (slow current bend) provide a good example of the structures that might be in use in Caras. in 1306 Chepstow had 308 Burgages (houses rented from the Lord, hence Burgher). Which looking at the 1686 map leaves me wondering where they all are as there appears to only to be 100-200 houses marked. Either way, with a family size of between 5 and 12 that would put the population between 2000 and 3000 strong. Furthermore, I am sure the map makers didn’t include the serf hovels outside the walls.

Chepstow medieval

 

chepstow view

 Changes to thinking

First things first, this is a fantasy game I don’t have to follow any of the things I see in real life or stick rigidly to the historical facts. Nor do I need to get bogged down in where the town symbol is on the map, or the size of the river scaled up. I just need to stick to the fact that “situated on a rocky spit of dry land at the otherwise swampy junction”. Rocky spit – means the finger sticking out between the two rivers. We are sticking with my original drawing idea and placing it right on the spit. There needs to be a bridge crossing, but it can go where needed to make anchorage sensible. The swampy area can be much bigger than on the map, but there will be some dykes and reclaimed land near the town that will use the levee bank on the Lhun side as the start point. Perhaps a causeway for the bridge road as well. With this I can happily have anchorage up the Uialduin in that nice slow swampy region to the north, especially if the bridge is high enough for small river barges. Indeed, there is nothing to stop a high span if the ground on the otherside starts high enough. Perhaps the reason the Uialduin is not a delta into the Lhun is because it passes through a canyon formed from two hard rock hills.

On where to place Caras Celairnen

What is Caras Celairnen’s purpose

If Caras Celairnen is to be placed on the map, the purpose of the town need to be very clear. If it is purely a ferry port for goods crossing then it can only sit on the Lhun and would link to the bridge over the Uialduin using some sort of causeway road. However, we have established that there is no marked habitation on the opposite side of the river making a ferry unlikely. Goods are more likely to be shipped up and down river using river barges and shallow draft luggers.

This leads us to the conclusion it is definitely a multipurpose port. A hub for goods brought overland and down river and also for those that have come up from the sea (bypassing Mithlond).

Where would ships anchor?

Given that a variety of craft will be using this port a number of anchorages would be needed. If the Lhun is tidal, then so is part of the Uialduin around the mouth of the river. This means that there needs to be sheltered anchorage for some of the ocean going ships with enough draft that they aren’t beached on every tide. This is likely that it would have to be in the middle of the channel of the Lhun. Barges would then transport cargo to shore.So we need barge docks in easy reach of the middle channel of the Lhun. We would also expect barges to wish to use the slower current of the Uialduin for mooring and perhaps some areas of the swamp as dry dock repairs. We can also say there are probably several ferries operating crossings, but that they are unlikely to be permenant routes.

Locations

We could divide our triangle between the two rivers into each corner zone. The North East corner is really beyond the bridge and although it is possible it might have a sufficient depth for small ocean going ships the presence of marshes suggests not. In contrast, the North West corner is connected to the North road that follows the Lhun. It fits the bill for ocean ships and if the lower portion of the triangle is also marsh then the flats would provide refuge for the river barges. A causeway road would be needed to take road goods to the bridge across the river Uialduin. The south west corner also offers similar attractions to the North west. With the Uialduin backing up water into a marsh because of the Lhun it would suggest that at the meeting of these two rivers in the lee of this spit anchorage is relatively easily. Barges could stay out of the stronger current when unloading ships (less work) and could still be stored in marsh creeks. The bridge is now the only  conudrum. Is it a true bridgehead – no further navigation by keeled vessels, or is the bridge special. The former can go further upstream with again a causeway road to link tot he town. The latter could span the river in high arches as a miracle of Dwarven construction (just because no-one mentioned it doesn’t mean I can’t build it).