Logan was a PC on my campaign run by my friend with the screen name, thewamp. He never developed a strong connection with the character and eventually switched to Tagenadi. Thus Logan was never fully fleshed out and was essentially a pile of numbers. I still liked him as a character so I filled in the gaps and made what you see here!
Logan is the surviving Guildmaster of the Phoenix Adventurers Guild, a respected member in the Second Alliance and the Rebellion, as well as the only wielder of hellfire magic. His hellfire magic allows Logan to supercharge his offensive magic at the expense of his own lifeforce.
Logan’s parents were rebels in Gazeara. He grew up with the Rebellion being the only thing he knew. Continue reading →
The Conclave that once ruled mortals lives became unbalanced by the departure of the different races. The Dwarves left the Conclave first due to disagreements between Dwarven and Human leaders about intercity coordination against the Goblin threat. The Elves soon followed suit. As the Humans turned the goal of the Goblin Wars from eradication to enslavement, the Orcs left the Conclave to continue the war’s original purpose. In time the Orcs saw value in preserving the Goblin way of life and in fact protected the Goblins from Human invasion. The Halflings were the last to leave the Conclave after the end of the Goblin Wars. They felt the organization had served it’s purpose and that it was time to start fresh.
The adversarial nature of the Humans that remained within the Conclave incited wars with Continue reading →
Shalemstead is a small town of 3,500 people along the eastern bank of the Isdmir River. The town is growing due to its proximity to the Elves of Valor’s Forest. The Elves do not allow any non-fairy creature to stay in the forest, so they must find shelter in the Human settlement nearby or camp in the much less hospitable outdoors. Many of the citizens of Shalemstead have grown to rely on this tourism and their reputation for hospitality is well known throughout Cimmeria.
Shalemstead is self-sufficient and requires a lot of farmers to provide for its own citizens as well as the many tourist and trade caravans that pass through on the way to meet the Valor’s Forest Elves. The necessary professions in town are monopolized by guilds that are controlled by the descendants of the original settlers of Shalemstead. The guilds are named after their founding family member. All the blacksmiths belong to the Boris guild, all the innkeepers belong to the Shord guild, all the wainwrights belong to the Tama guild, etc.
The town’s government is solely composed of the guild leaders. This council of elders meets every three months to make important decisions for Shalemstead. They contribute all the funds for any necessary expenses such as paying guards, maintaining roads, or building bridges. These funds are in turn collected through guild dues, tariffs, and the personal profits that the guild leaders make on their own operations in town.
Many years ago the Shalemstead was attacked by a cabal of vampires. A fire started during the attack and dozens of people were injured or killed. The town’s only cleric at the time, George, also perished in the attack, but the small shrine he had built remained untouched by the flames. As the town has grown a new and larger temple was built. Regardless, many of the townsfolk continue to pay homage to the gods at this small shrine in George’s honor.
Shalemstead has joined the Second Alliance to fight the Xorians. The town cannot contribute much in the way of manpower, but their trade connections with the Elves have proved valuable.
The original concept for this city was created by one of the players in my group. His internet pseudonym is Middle_Snu, so he should get some of the credit for making Phoenix what it is. I expanded on his ideas to write what you see below.
At the merging of the Curving Stream and Delain Tribute lies Phoenix, a city of some 120,000 inhabitants. Phoenix has always revolved around guilds. Every Phoenixian worth their salt belongs to one of the influential guilds of the city. Guilds are legally allowed to kill unlicensed professionals who fall under their jurisdiction if those individuals refuse a position within the guild. As a result, being blacklisted from a guild generally means a move to a new city or a change in profession. Strangely, even the thieves of Phoenix have an official guild. In actuality, “thieves” keep the streets clean acting as a police force, assuming that a sum of protection money is paid to them. Unlicensed thieves, in the meantime, are tortured for days upon being captured.
Phoenix is a major trade center between Western and Eastern Cimmeria. Many things can be bought in Phoenix, including people. The Slaver’s Guild is a major force, though there isn’t much traffic in newly captured slaves. Phoenix imports a lot of metal from Jord, and grain barges moving upriver for the Dwarves are not an uncommon sight.
Spellcasters have a special place in the guild system. Sorcerers and wizards must register for the Mage’s Guild in order to be able to cast spells legally (costs 50 gp), but clerics, even those of the Titans, may cast freely. Because full members of the Mage’s Guild are required to create a certain number of magical items for sale every year, Phoenix has a booming trade in magical items. Arcane scrolls, potions, and magical items can generally be bought here for as much as 10% below market price. On the other hand, selling magical items without being a member of the Mage’s Guild or a member of the local clergy is a capital crime.
The Mage’s Guild and the rights of clergy were recently upset by the Xorian takeover of Phoenix. All resident clerics of the Olympian pantheon were given a choice, convert to Dragoviniysm or face execution. Most of the clerics chose to die rather than betray their gods. The members of the Mage’s Guild were given a similar choice, but they accepted. The majority of the mage journeymen were turned into Dragovinians to become the new elite of Phoenix.
There was an Adventurer’s Guild in Phoenix prior to the Xorian invasion. The members were simple individuals for the most part who hired themselves out to the highest bidder. Groups of six or more adventurers could be hired for contracts, although prices were steep. There was a ill-defined barrier between the Mercenary’s Guild and the Adventurer’s Guild as to the proper jurisdictions of each. This disagreement had sparked street-fighting in the past, but the difference between the two guilds were set aside when the Xorians approached the city. During the Battle of Phoenix, the Adventurer’s Guild was wiped out. Many of the mercenaries fought on to the last while the guild leaders of Phoenix escaped. Those who surrendered were given the choice of turning to Dragovinians. Many accepted this offer. The two headmasters of the Mercenary’s Guild, Gradorian and Junai, escaped and are rebuilding a military force in Jipangu to combat the Xorians.
Prior to the Xorian invasion the Thief’s Guild oversaw the day to day business of the city and, with the assistance of the clerics, arbitrated any disputes between the guilds. The laws of the city fluctuated based on what guild a person belonged to. Nonmember visitors to the city fell under the Thief’s Guild jurisdiction leading to a high pickpocket rate in Phoenix for people without guild membership. Since the invasion, the militocracy of Phoenix has taken over. King Jevaninada II has made Phoenix into a base to quarter his troops for the coming winter. Blendegad has also moved his throne to the main temple of Phoenix. Blendegad and Jevaninada II personally oversee the activities of the city.
The city’s supplies were already stretched thin during the protracted siege, but now they are forced to provide for thousands of additional Xorian soldiers who were once the city’s enemies. The Xorian supply chains alleviate some of this problem, but those same supply chains are also under attack by the Rebels in Gazeara. Not wanting his own troops to suffer, King Jevaninada II has taken food, clothing, and homes from the people of Xoria and given them to his own soldiers. Thousands of Phoenix citizens are left on the streets with food or shelter. The execution of most of the clerics in Phoenix has only exacerbated this issue. Winter will come soon and many malnourished people will die once the temperature drops.
The Innkeeper’s Guild continues to maintain only one inn in Phoenix, the King’s Rest. Spanning some three blocks, the King’s Rest has everything from a hard floor and gruel to the most luxurious suites with gourmet foot on demand. Prices range from 1 cp-100 gp a night. Stables are an additional 1 silver per night per horse. The Innkeeper’s guildmaster is Bernarda, a Human. The King’s Rest was used to house hundreds of Alliance soldiers before the invasion and now it holds a complementary amount of Xorian troops. Bernarda has taking a liking to Dragoviniysm. She attends services every week and hopes that her actions as the Innkeeper’s guildmaster will earn her immortality as a Dragovinian.
Lordodo has a population of over 80,000 people and is a mush pot for Aractrashans and Xorians; their starkly different cultures have combined to make a port fit for rowdiness and gambling. Almost all the people here can speak and write several different languages. The port was originally founded by Jovy the first sailor. He received a message from Hermes to build a giant bowl out of wood on the Aractrash River. He did so and was rewarded. The bowl grew until it became a boat with sails, rigging, and fine sailing men, the first carack vessel. Jovy was named captain of the boat and discovered Those Blasted Islands in the Caspian Sea. He invented classic pirate speak.
Jovy sailed to many small settlements around the Caspian Sea and is in a great way responsible for modern sea trade. Near the end of his career Jovy purposely ran his boat aground at the Aractrash River mouth. The magical sailors all disappeared back to Hermes; however, the boat, Mira Miro, stayed. It is now the city hall of Lordodo and the wood has not rotted after all these years.
Lordodo is a province of Aractrash and pays homage to the Aractrashan king. The port has a navy peacekeeping force with Admiral Lucas at its head. He is the legislative and executive head of the city and has the responsibility of stopping crime in the city and judging any criminal cases lower judges find too complicated. Most of the navy sailors under Lucas’s command patrol the streets as well as the seas. The navy has a total of five thousand sailors manning dozens of ships of different sizes.
Lordodo does not have much it produces on its own, but it is the waypoint between the Aractrashan Jungle and the rest of the world. The city does not have any income taxes. The city attains revenue by charging a fee for protecting any caravans, boats, or individuals that travel in and out of its walls. If the city does not receive payment, then it will simply not protect somebody. Word gets out soon to thieves that a particular person hasn’t paid the guards and that person will soon wish they had forked over the entry fee to the city. This practice provides enough funding to pay all the navy troops and to keep the public buildings in good order. Lordodo also serves as a shipbuilding center for the Caspian, exporting well-constructed trade ships to merchants originating from other port cities.
Lordodo has three major guilds that almost everybody worth mentioning is a part of, the Druidic Healing guild, the Navigator’s guild, and the Bounty Hunter’s guild. The Druidic Healing guild is a hospital set up by druids inside the city. It is made out of living wood and has an herbal garden with almost every spell component and potion worthy ingredient imaginable. If someone has a rare disease this would be the place to get it cured. After the destruction of the druid enclave in Semanarie, the Druidic Healing guild of Lordodo is the largest gathering of druids in Cimmeria. The Navigator’s guild is an organization for sailors to get drunk, gamble, and fight without the city watch interfering. The Bounty Hunter’s guild is where you should go if you want somebody killed, but you don’t want the law knowing about it. It is also the only know place outside of Phoenix where anybody can reliably redeem monster parts for cash. The guild maintained an outpost in Phoenix prior to the Xorian invasion where they accepted contracts and paid for monster parts, but they did not accept new members there. The Thieves guild exists as a fourth shadowy presence that provides the pressure to enforce the city’s fee based tax system. The Thieves guild works closely with the guards of the city, but good luck getting them to admit it.
Gambling is prevalent in the city. Rare is an event that goes by that isn’t bet on at all. You can even see sailors betting on how loud their next burps will be in the tavern and winning a small fortune in the process. The largest and most popular casino in Lordodo is called the Hunter’s Best. It has all the usual games plus once a year they will hold a contest to see who can bring back the most of something like Orc’s ears or the biggest Minotaur horns. The entry fee is 50 GP and the prize is the bounty for the amount or size of the things brought in plus 50% of the entry fees. Occasionally the Hunter’s Best holds a tournament at the end of the year with a threshold of bounties to enter.
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, 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.