Barada: Points of Interest 1-9
1. The Ruins of Bel
Half-buried, beneath the sun-baked sands lie the ruins of some long-abandoned civilization. Crumbling, sand-blasted structures peek up from beneath the dunes, dirt and dust.
Before there was Barada, the first peoples of Ara lived upon the surface of Alagria. One of the earliest cities came to be called Bel, in reverence to the sun goddess Belnias, for her part in saving the lands from the flooding of the first sea. However, ultimately the sun’s light had a ruinous affect upon the land, causing many to turn to Oloch's dark. A rebellion ensued, a schism that would form the Upper and Lower Kingdoms of Akhret. Over the course of the War of the Energies, the city would change hands many times, and ultimately fell to ruin. The Lower Kingdom would set up one of their major cities, Barada in the catacombs below, and in time this would become the capital city of Barada.
While a few people still live and work amongst the ruins, the vast majority of Barada exists below the surface. However, signs of life can be seen from the smoke stacks that still rise over the ruined city, vents to the catacombs below. While the Lift of Luminance and Bel Checkpoint below it is the main route into the city, it is said that many other secret ways are hidden amongst the ruins of Bel.
2. Lift of Luminance
In amongst the ruins stands an ancient looking tower, however unlike the rest of the old buildings that surround it, this tower is in excellent condition. Within the tower is a single room, with no furniture. It stretches from the floor all the way up to the towers roof, with no windows and only a single entryway.
A circular stone set within the doorframe rolls down, until the entire room is closed to the outside world and the tower is plunged into complete darkness. Next, the entire floor of the tower descends deep beneath the desert.
After a few moments in the pitch black, passengers see odd points of light upon the obsidian walls of the lift shaft with more of these points appearing the further down the lift goes. By the last moments of the journey, visitors are surrounded on all sides by a swirling constellation of white, gold and turquoise specks of lights.
The Lift of Luminance is one of the Wonders of Alagria. The lift itself is a techno-magical marvel designed by the late, great Hw. Habn’Izm. The floor of the lift is set with indented notches and set into the wall in a double helix are a series of cams which catch rotate in such a way that they raise or lower the floor before “passing” it on to the next set of cams.
The luminance is a carefully cultivated bioluminescent lichen.
3. Bel Checkpoint
Beyond the lift, a tunnel leads to a large cave that feels like a courtyard. Set into the far wall is an enormous metal gate, a circular stone positioned up a slope to its side, ready to be rolled in front at a moment’s notice.
As the main passage into and out of Barada, Bel Checkpoint will be most visitors experience of Barada proper. Security is tight and due to the ever-present threat of mind flayers and their ilk, Barada is one of the only places in Ara where guests will find themselves subjected to a mind scan as a matter of course. The scan itself is a simple test with a specially created wand that detects the presence of aberrant minds.
4. Barada Bazaar
Beyond Bel Checkpoint, visitors are hit with a cacophony of sights, sounds and smells, for before them lies the world famous Barada Bazaar, “the souk that never sleeps”.
Crowded with a great throng of people meandering between the stalls, is an expansive market that stretches on for about a quarter of a mile, all within the same, vast cave; whose ceiling is supported at regular intervals by great pillars and archways.
The Bazaar is another wonder of Barada and one of the greatest examples of driving guests to “exit through the gift shop”. It is said that if there is anything you wish to buy, you can do so in the Bazaar. While this is slightly hyperbolic, it proves to be true more often than not, although imported items will carry a premium. The exception to this rule is weaponry, which is expressly forbidden from sale within the Bazaar and instead can be acquired in the Crafters Quarter. Visitors should be wary though, haggling is an expected part of the Bazaar experience.
5. Crafters' Quarter
The hubbub and warmth of the Bazaar falls away, only to be replaced by the banging and clanging of metal on metal, and the heat of several dozen furnaces. Here, soot stained and humid, is the Crafters' Quarter, where metalworkers of all kinds ply their trade.
The Crafters' Quarter is the only approved location for the sale of weapons in Barada. Here, row upon row of man-made caves hold the various workshops and forges of Barada. Only Guild-approved crafters may operate within the city.
Baradan Weapons:
In addition to standard weapons, the following weapons are available in Barada:
Khopesh: Using the stats of a Battleaxe, someone proficient in this martial weapon can use a contested Athletics check against a shield-wearing opponent. On a success the opponent’s shield is disarmed.
Recurve Bow: Using the stats of a Longbow, this martial ranged weapon deals 1d10 piercing damage instead of 1d8. The extra damage comes from the more complex construction of the bow, however the bow is destroyed if submerged in water and a 50% chance of being destroyed if exposed to heavy rain.
6. Desert’s Rest
Labyrinthine passageways of streets, each lead to multiple cave-buildings offering a welcoming stay for the city’s many visitors.
While there are many sights and attractions for visitors within Barada proper, space is at a premium and all but the most important guests and those visiting family stay within the Desert’s Rest.
The Oasis of Luxury
The Oasis of Luxury is a low budget rest house for travellers that is nestled in the side tunnels of the Desert’s Rest. It is used as a front by Serap Ustasi for clandestine diplomatic meetings away from the prying eyes of the Civic Quarter. Hidden behind a secret door in the inn’s not advertised “Guest suite” he has created a Private Sanctum and maintains a Mirage Arcane spell replicating his own office. When he has visitors, he uses Project Image to carry out conversations without needing to be physically present.
The current owner of the Oasis of Luxury is Madame Magdala bin-Jalal Badawi (Lizardfolk, F). A known member of staff is Shadiya Nagi (Human, F).
7. Hw. Habn’Izm University
A grand chamber, that forms a large, rough-cut, circular dome. Carved into the sides of the dome, across multiple levels are a series of archways, revealing corridors and rooms beyond. The cave’s floor is covered in a bed of soft, cool sand. Within the dome a plethora of statues, obelisks and gardens are interspersed among a number of stately looking buildings. Wandering amongst it all are robed students and scholars, carrying books and debating the finer points of one theory or another.
Hw. Habn’Izm was Alagria’s most famous scholar; responsible for many theories across multiple disciplines, he was posthumously Hallowed by the followers of Ormad. Amongst his most noteworthy contributions to Barada are the mechanism of the Lift of Luminance and the lighting network derived from the power of the Shams Al’Oloq.
For more information on the university, see the Hw. Habn'Izm University page.
8. The Rose Gardens
A balmy cave whose floor is almost entirely covered in lush greenery. A number of sandstone pathways wend their way through this beautiful garden, providing visitors with a series of walks past pristine hedgerows, healthy looking trees, trickling fountains, stunning flower beds and ornately carved stone pavilions. In and amongst it all are countless roses, each one a masterpiece.
Barada is famed for its roses, first cultivated underground in the Lower Kingdom of Akhret. However, the secrets were lost post ruina until Shovrhan Erzekenih of the Blooming Rose rediscovered them in the late 900’s and brought this wonder back to the city.
Roses are a primary ingredient in the ever popular Alagrian Delights, and are also the national flower of Alagria. They are often used symbolically to represent Barada and are the symbol for the Guild Siasium, who represent Alagria to the outside world. Due to the Guild Hisad’s role in helping cultivate and maintain the Rose Gardens, they have incorporated the colour rose into their crest.
9. The Grand Gate
The main gateway into the heart of Barada, the Grand Gate reflects the designs of the other checkpoints of the city, except in it’s scale, being far grander. In addition to the metal gate, circular stone doorway, carved out battlements and watch-posts the Grand Gate has an additional feature, two metal-worked, snarling dragon heads with open mouths.
Barada is designed with multiple checkpoints that can be locked down to repel invaders, although the city has not been invaded for centuries. The Grand Gate stands between the outer world and the residential and political heart of the city representing the commitment to preserve Barada’s people above all else. The dragon heads are artificer-built flame throwers designed to immolate would-be attackers with alchemist’s fire.
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