Bradel Fields

A note before I get into the meat of this update. I adapted this city from a previously created city posted on the Thieves Guild. The Thieves Guild is a great old website with lots of ideas for roleplaying games. I’d definitely recommend checking out the Thieves Guild if you’re a DM/GM and in need of some inspiration. The original content for this city post is called the City of Stormfront by The Guildmaster and can be accessed using this link. The Guildmaster also made a map of Stormfront that I’ve adapted for Bradel Fields. The map has little numbers on it denoting the locations that are marked in the writeup with numbers like this (#).

Bradel Fields

Bradel Fields, a city with population of close to 30,000, was originally a monarchy. The kings were fair and just, and slowly gave the citizens democratic concessions as they were demanded before abdicating. The noble family split into six smaller families after the Bradel Council took over. The castle was converted into a guard barracks and the royals moved into the castle courtyard, now called Noble Way. The Bradel Council originally gave a pension to the nobles, but the pension fund dwindled over the years and the remaining nobles have sought other forms of income. Most have become entrepreneurs, army soldiers, navy sailors, or taken positions in the Council.

The new Bradel Council rules from the old courthouse (2). The three new sections at the sides and back have been added to hold the growing democratic bureaucracy. The Bradel Council is split into different parts which discuss and vote on different issues. The different sections are Police, Army, Agriculture, Commerce, Internal, and Supreme. The supreme section has the power to override any decision made by the other sections. When new councilors run for office they must choose the section they are running for. The term of a councilor is six years with thirty councilors elected every year. Each building in the city gets one vote to appoint councilors. All bills are passed by majority.

The arena (1) is a large pit used for battles to entertain or deliver justice. Spectators look down from the upper level, witnessing bloodshed of all kinds. Gladiators walk out along a special platform and down a ramp into the pit for battle. This platform is ten feet lower than the spectator stands, and ten feet higher than the bottom of the pit. At the northwest section of the pit through a large wrought iron gate animals and monsters are brought in whenever they are required to fight. There is a betting parlor near the entrance where the labor is all Elves. The arena is a business venture started by the secretive Elves of Valor’s Forest.

The temple (3) is surrounded by an eight foot wall with large iron gates which are always open. The interior of the wall is decorated with a large flower garden adorned with statues of the twelve Olympians. The temple itself sits at the far end of the garden, on the other side of the main gates. The temple is a tall majestic building with golden towers and glistening gates. A small bridge on the second floor extends from the rear of the temple over the nearby street, connecting to a small building across the way where the clergy reside.

The Hall of Knowledge (4) is a large wooden library with a stone foundation. Inside are hundreds of shelves of books, tomes, and papers containing information of all sorts. The library does not rent out books and ones containing spells are restricted to citizens who have had library cards for over a year.

The knight’s guild (5) is nestled close to the city docks and guard barracks. The noble warriors of the city reside in this large stone keep near the waterfront. The keep was built long ago to provide protection for the city, and looks to be a military masterpiece of protection. Yet, regardless of the building’s strong exterior, it is rather comfortable and welcoming inside. The guild is in charge of the city’s army. The current Guildmaster is Cheregon one of the noble lady-knights from House Tiisson. Entrance into the guild is restricted to citizens of the city.

There are about five hundred policemen based at the city police barracks (6) who keep trouble off the streets and out of the farms and slums if they can. They are trained at the city guard training area. Two galleons and six frigates take port at the city navy base (7). Members of the knight’s guild are the sailors on board when needed. The Harbor Master (10) collects the fees for any trade goods brought in by sea and for docking your ship, dependent on size. The ranger’s guild (20) is a two story wooden building that provides the home for the rangers of the city. The forest gate (27) leads directly to the forest and the city’s graveyard.

Between the courthouse and the arena is a statue (9). It shows a marble Zeus dropping a granite mountain on top of an obsidian Typhon. The eyes are gems, Zeus’s clothes gold, and the point of Typhon’s tail is Adamantite. The city is immensely proud of its statue constructed by Phidias the sculptor.

Bradel Fields is unique in having a jail for punishment instead of just holding people before trial. The city’s jail (11) is a large building standing three stories high. There is only one entrance, through the front gates. Guard towers are posted on the roof, looking down on the crowded streets of the city. Dim lights can be seen through the few barred windows of the building. Rumors have it that the jail goes several stories below ground, housing more than criminals, but demons and other monsters as well. Some say there is even a connection to the Underdark. Of course such things are only myths the Bradel Council says.

The super store, the Red Dragon Warehouse (12), is the hot spot for adventurers and people wanting something you that cannot be obtained anywhere else. The three story high building sits near the private docks of the noble merchants, and is surrounded by a twelve foot high wall. The prices are more expensive here, but the selection is almost endless. Seagulls constantly circle the flat roof of the building, where several smaller buildings sit. The owner is Trobador, a Halfling who inherited the business and has been expanding it even further.

The Red Dragon Casino is owned by Trobador as well. He has many interesting physical games inside as well as the normal card and dice games. A lot of the gladiators spend their winnings in the casino. The owner also does an event at the Arena once every four years. A Red Dragon is captured by his employees and gladiators go up against it one at a time for the whole day or until the Dragon is defeated. Trobador has to put some heavy wards down to protect the spectators, but the event is the biggest festival in town.

The Adventure Dome (14) is a mysterious building that gives a unique experience to anyone going inside. No one knows who built it, but the person selling tickets is a Dryad. No one knows her name, where her tree is, or what she does with the money she earns, but most assume the answers can be found in the dome somewhere.

The walls surrounding the mage’s tower (16) are smooth gray stone. They appear to be easy to climb; but in actually are extremely slippery. There appear to be no windows or entrances to the inside. Only members of the mage’s guild know how to access what’s within. They contact you to make you a member not the other way around.

The Bradel Fields tavern (17) is a large wooden building providing a place of rest for weary travelers and a space to mingle for citizens. Drinks are served at all hours in this fine establishment. Rooms are also available; one just has to ask the manager. The tavern employs over a hundred people to service its clients.

The bard’s playhouse (18) is a large modified theater no longer used for performances that houses the city’s bards. This building provides a place for bards to eat, sleep and practice. Work for actors and stage hands can be found in this cozy establishment, along with prestige and talent.

The Grand Theater & Music Hall (19) is near the richest part of the city (The noble section, located on Noble Way). Inside is an enormous theater which can seat thousands. Plays, ballets and musical performances of only the highest quality take place here once every ten days.

The psionicist’s guild (21) is located on the first and second floor of this three story building. It is the only well known place to get information on psionics or to train in its art. Many of the teachers in the guild believe that psionics is the way for humans to become equal to Angels and Devils. There is also a cartel of Mindflayer hunters in the guild. The guild owns the building, but must rent out the bottom floor to cover costs. The current renter, a bard living at the playhouse, uses it as a dance studio.

Warrior’s Rest (22) is a private establishment which caters to warriors of all types except the knights and rangers of the city. It is believed that these professions don’t need to take up space at the Rest because rangers and knights both have large guilds that look after them. The tavern also doubles as a tiny inn. Rooms are cheap and the company is often welcoming…as long as trouble isn’t started.

The Park of the Traveler (23) where exotic animals of all kinds roam this small forest, rumors say that they appeared one day as the result of some mad magician’s spell gone awry. A group of druids act as zookeepers here and train new druids to coexist with Human society. Because of the nature of some of these animals, this park can be a dangerous place, but still less dangerous then the Park of Delights.

Park of Delights (24) is a dark and foreboding place. This park is sometimes used for underworld meetings as a neutral ground. The local guards are often paid to keep clear, and most do so without payment. The park is said to be a home of evil. Disappearances occur often here and every so often a dead body turns up… Some say that an evil cult worships in this small forest, but nothing has been proven.

The city graveyard (25) is an enormous area outside of the city where the dead rest. Huge mausoleums and unmarked graves are scattered about. Grave robbery is kept in check by the local grave keepers for a price paid through the taxes of the city. As such necromancy is not a serious problem in the city.

Outside of the south gate (26) is an area where poverty stricken people reside. Too poor to afford adequate housing inside the safety of the city walls, these people tend to build crude structures from any available materials. The people here range from petty thieves to crippled indigents. A thief’s guild may exist here, but authorities have not found any evidence so far.

The Grain Gate (28) is where a majority of the city’s food is imported through. The farms surrounding the city tend to gather nearest to this gate; although there are still many other farms located near the other gates.

In recent history Bradel Fields joined the first and second Alliances against Xoria. During the first war the republic city was led by Hector, a young knight with connections to Princess Tarigananata. Hector died during the war. The second Alliance is led by Hector’s son, Astyanax. Astyanax went through a traumatic incident with a demon. After he recovered he executed Bradel Council members who were against continuing the war and assumed dictatorial control of the city. To enforce his new edicts, Astyanax drafted the goblin slaves of the city into a police force/army.

Made with the amazing program, City Designer. Seriously! Check it out!
Made with the amazing program, City Designer. Seriously! Check it out!

-GoCorral

Advertisements

Gurutama Timeline Revising Part 17

Previous: Gurutama Timeline Revising Part 16

The lull continues. But as we get closer to the present day the great figures start having names! Or at least we were more motivated to give the great figures names. There have been gods and direct servants of gods with names previously, but that hardly counts.

We also start seeing the Rana develop a different branch of foreign policy besides the typical pacifism of the Monks of Gossamer Waves. Violence is a reality that cannot always be successfully confronted with pacifistic magic and healing techniques. Sometimes the best way to reduce suffering is to cause pain to others. The Monks are unwilling to engage in righteous combat themselves and after witnessing the pervasiveness of human cruelty, they aren’t willing to arm the masses either. The Monks instead elect to arm a few champions of order and good with the finest weaponry the world has ever seen. If you read or watch Game of Thrones then you can think of Rana swords as being similar to Valarian swords.

539 NA: A new generation of Metal Dwarves was still racked with indecision. Navillus clearly must be defeated, but their grand invasion failed miserably. The world must be united in peace and harmony, but even the good Merfolk and the Bwarlor, sworn enemies of Navillus, turned against the Dwarves. The Books told them that the world must be made to follow the Dwarven way to be a good and just place, but this new entry into the cycle changed the predictions of the Books. The Dwarves knew not where to strike next with physical force or where to push with gentle words of encouragement. Lost, they descended into isolationism. They interacted only with the Gnomes and Halflings of Hearthland. The Dwarves still traded through the little people with the Merfolk, but few Metal Dwarves left the seclusion of their mountain homes. Fearful of the outside world, the Dwarves formed armies to defend themselves from the retribution they feared would come.

541 NA: The Elves, seeing that their forest was no longer safe, enacted a plan to evacuate. The Elves lived long and thus could plan for many generations ahead of time. They constructed a road through the forest to the east. The Freedom Road was defended by magical traps that similar to those that surrounded Crodolan. The Road stretched all the way from Crodolan to the Great Canal. Bridges spanned the various rivers and streams along the way. The Elves planned to construct a huge bridge over the Great Canal, so high that the mightiest ship could still pass underneath.

553 NA: The Rana, able servants of the world, began to expand their perspective as their Monks traveled the world. They learned the necessity of might even as they taught compassion and the peaceful way. The Rana lived to serve and so with somber hearts they began to make tools for the righteous to instigate change when faced with the towering forces of destruction. Practice and perfection came simply to the Rana, and soon Rana-forged swords became legendary. Rarely used and rarely gifted, the blades are an art form.

562 NA: The Empire Dwarves saw the corruption in their society, but only a rare pure soul could rise to a position of power within the Empire Dwarf society without being tempted and corrupted by bribes offered by Najar. The cycle ended with Lord Cormak, not a pure soul, but an exceedingly cruel one. Cormak gathered the Syluki Dwarf forces and marched to Najar. They brought along all their luxurious attendants, followers, silks, fine wines, and sweet desserts. After all, what is a conquest without a victory banquet afterwards? They planned to delve into the caverns of the volcano and smoke out Navillus.

-Mister Ed

Next: Gurutama Timeline Revising Part 18

Gurutama Timeline Revising Part 11

Previous: Gurutama Timeline Revising Part 10

This update details the Dwarven invasion of Najar. Since this section was so dry, I hardly needed to update the language at all.

I also attempted to continue my Spore inspired strategy for converting enemy cities. It still failed. We reasoned that the missionary schools were likely unable to compete with the established pedagogy tradition in Najar or the established demon worshipping religion. The Dwarven religion of The Books is for Dwarves. They can teach the tenets of the religion, but the Humans they teach it to will always be viewed as inferiors because they are not Dwarves.

299 NA:First, the Dwarves touched down at Cynelle. The city’s walls were strong, but nothing bests a Dwarven catapult. The walls fell and the citizen militia defending the city surrendered.

300 NA:The Elven fleet sailed on through the Maw. The Elvish craftsmen built a supply center between the hills and the forest. They traded with Merfolk merchants for food, water, weapons, armor, and munitions. The Elves packaged the goods up and shipped them on to the Dwarves. A Dwarven army marched from Cynelle to guard the new Elven town of Cyflenwi from attack.

301 NA:The remaining Dwarven legions split. Three went to the mountain fortress of Syluk. The three other armies marched on to Alixria, Alrdia, and Farpoint, to take each town in turn.

302 NA: The Dwarves took Alixria.

303 NA: The Siege of Syluk ended after two years. Many Dwarves died in the assault, but eventually the Najaran army gave out and the city was occupied.

304 NA: The Dwarves conquered Alrdia.

306 NA: Farpoint fell to the Dwarven invasion.

308 NA: The Dwarven conquerors established missionary schools in each of the occupied cities to better help the humans in their transition to rule without the vile machinations of Navillus. The invasion stalled as the Dwarves struggled to manage their new empire.

315 NA: It becomes abundantly clear that the Humans will not quickly accept Dwarven leadership. The traditional Najaran schools are favored over the parochial Dwarevn schools. The traditional schools are outlawed, but they only move into hiding to avoid detection. The Dwarves fight a constant battle to keep the subject population under control.

-Mister Ed

Next: Gurutama Timeline Revising Part 12