Berdusk Settlement in Forgotten Realms | World Anvil

Berdusk

Berdusk is sometimes called the Jewel of the Vale. This is not a term that pleases residents of the rival neighboring city of Iriaebor, though the two cities are firm allies in matters of trade and defense. The Uldoon Trail crosses the upper Chionthar at Berdusk. Three bridges actually span the river here, two making use of a fortified island to shorten their leaping spans. This spot's usefulness as a landmark and parley place plus the rising of a spring (the River Sulduskoon) to join the Chionthar here and the presence of rapids (the Breaking Steps) in the Chionthar just upstream of this spot have combined to ensure that there's been some sort of settlement at this site since the dawn days: first the elven moot of Clearspring; then a human fishing village, Sulduskoon; and finally the city known today The currant city is named for Berdusk Orcslayer, a local human warrior whose energetic patrols drove orcs from the area, making it safe to farm the area and opening the Vale for Human settlement. Today, Berdusk is an important trading center, much involved in the shipment of goods. High-sided local waybarges are winched carefully through the rapids, which have been known to smash normal rafts and barges, sending crew and cargo to the freshwater kelpies below. Businesses in the city also make many wagons (considered fair to poor by most merchants) and excellent barges, and do extensive wagon repairs. Their wheels are very fine.   The Silent Lady loves music and poetry, and the city attracts the best traveling minstrels and musicians, increasingly joined by noted bookbinders, limners, and sculptors.

Government

The ruler of Berdusk, High Lady Cylyria Dragonbreast, is one of the leaders the Harpers. Their most powerful base, Twilight Hall, stands in Berdusk, and many of the shieldmasters (officers) in the city guard are Harpers. High Lady Cylyria keeps Berdusk firmly in the Lords' Alliance, and the city welcomes all demihuman races.

Defences

All of this prosperity is guarded by a city guard of 600 well-trained and equipped warriors of both sexes and all races, assisted by seven roving gauntlets (who raid Zhent and brigand holds, and escort caravans and travelers on the roads around the city) and by the famous Harpers. Not all Harpers look like merry minstrel rogues, but many do, and some can always be seen on the city streets.

Industry & Trade

Woolen mills in the city serve farmers from all over the southern Vale, many of whom go to Asbravn for its large shearing market, selling the wool there to Berduskan millers. Dozens of caravans entirely of baled wool leave Berdusk for elsewhere in Faerûn at the height of shearing season. Berdusk also produces a highly favored sweet wine, Berduskan dark, which is like very dark amber sherry, heavy and burning to the tongue. It fetches 6 gp per bottle or more and travels well. Folk are apt to find it in taverns and eateries all over Faerûn.

Infrastructure

Berdusk, I should mention, is a city of tall, steep-roofed stone houses that crowd close together, overhanging the cobbled streets that run between. Sewer gratings are everywhere, feeding into a river-flushed system that is intended to keep ice and snow from burying Berdusk in the winter, but serves to keep the city clean and stench free in warmer months.   The city guard has regular (and surprise) street patrols, and this, plus the presence of Harpers, keeps street crime to a minimum. Visitors who need a place to camp outside the city walls should report to the city guard this ensures you of a pleasant welcome, patrol visits from the guard throughout the night, and the prevention of rude awakenings caused by the city guard wanting to know who you are or trying to settle a newly arrived caravan on top of you in their night encampment. Moondown Isle is held by the guard as a practice area and patrol stableyard. Don't expect to camp there.   Berdusk stands within a rough oval of high-girt stone walls that are pierced by six gates. Three of the gates welcome roads carried by bridges across the Chionthar. The most downstream. or westerly of these three gates is Bellowbar's Gate, named for the city's first innkeeper, He perished with his inn in a fiery explosion caused by an angry wizard called Shalgar the Masked. The next two are Shortarrow Gate (so named because it's a short arrow's flight from it to the island to the south) and Riverroad Gate. East of these is Drovers' Gate. A road from it runs along the banks of the river, leading to many paddocks, stockyards, and caravan compounds. The next gate, to the northeast, is Vale Gate, and the road running from it is also lined with inns, paddocks, and stockyards. This road is the Uldoon Trail, and runs to Asbravn in the heart of Sunset Vale. The last city gate, on the northern face of the walls, is Woods Gate. It gives access to the east bank of the Chionthar downstream of the city, and is used mostly by hunters and woodcutters active in the Reaching Woods.   Within the walls, the city is nearly bisected by the Clearspring, also known as the River Sulduskoonthough it's a river you can see from one end of to the other. It rises on one face of a tree-girt, rocky height, Clearspring Tor, and runs southwest to meet the Chionthar. West of the Tor is the Inner Chamber, the local temple of Deneir. This is actually a sanctum within Twilight Hall, but the Harper stronghold doesn't officially exist. Those Who Harp pretend that the entire complex of buildings is only the temple of the Lord of All Glyphs and Images, and they use the wards of the temple as additional defenses of their own. I've found a few ward tokens associated with the Hall, but warn travelers that these must be used in particular ways with passwords at particular places to avoid attracting the attention of helmed horrors, spectral Harpists, dread, and other guardians. I have heard tales of Zhentarim-hired thieves and brigands raiding Twilight Hall when some ruse had drawn powerful resident Harpers away. They charged in force, only to be cut apart within a few strides.   Southwest and south of the temple of Deneir are shrines to Lathander and Azuth, respectively. The temple to Helm stands also to the southwest of the Inner Chamber, but it is sited farther south than Roseportal House, Lathander's shrine. A shrine to Leira lies south and slightly east of the Inner Chamber of Deneir. The shrine of Leira is a troubled place these days. Its worshipers are unsure of anything and prone to see danger over every shoulder. Travelers should beware. Shrines to Lliira and Tempus are situated northwest of Clearspring Tor. A shrine to Waukeen right off the Tor to its northwest has become the House of the Hungry Merchant, where downon-their-luck traders can get a warm bed and a meal thanks to donations by Berduskan merchants.   Clearspring Tor has been left as a park where folk often stroll, meet, eat meals bought from street vendors, or listen to minstrels. A favorite Berduskan snack, typically sold for 1 cp, is the goldenstar: a triangular eggbread loaf stuffed with sausage, chopped tubers, and chicken sauce. Northwest of the temple to Deneir stands a larger rocky knoll, known as Castle Hill. Its tree-clad slopes are crowned by the High Lady's Castle, seat of city government and a working fortress, home to most of the city guard. Other guards dwell in the gates' guardtowers. The boundaries of Castle Hill are adorned by rows of small but very exclusive high-towered homes. These are the most desirable addresses in Berdusk, and are all claimed by citizens so rich that they can leave open commerce behind and pretend to be fun-loving nobility while they really keep cold, sharp eyes on the careful investments that support them.   Also nestled amid the tall houses of the wealthier merchants are temples to Milil and Oghma (and the previously mentioned temple to Helm) and the Dawn of Any Day, a shop specializing in musical instruments and other items that bear minor enchantments. There's a persistent rumor that the various feather tokens and other minor magics this shop deals in have sly spells woven into them that allow the Harpers to know where they are at all times, and so readily track their bearers.

Assets

Inns and Taverns

  • Bellblade Throne
  • Blackpost's Bench
  • Flourished Flagon
  • Hullybuck's Gamble
  • Memblar's Minstrelry
  • Olyndin's Folly
  • Running Stag Inn
  • Sign of the Silver Sword
 

Shops

 

Festhalls

  • Herald's Rest
  • Ruby Shawl

Guilds and Factions

Among the most prominent family names in the self-styled noblesor first folk, as they call themselvesare Athalankeir, Bellanbram, Caunter, Charthoon, Danallbur, Felannlilt, Gort, Halabart, Jalarghar, Lothkarr, Mreen, Oyindle, Parstin, and Uthgolabar. These folk throw parties, play elaborate games of capping each other's boasts, deeds, and displays of wealth, and pursue faddish hobbies sponsoring falconers one season, dragon tamers the next, all-female adventurer bands the third, and so on. No one else in Berdusk except these folk considers that the city has a nobility Most sneer at the first folk for being lazy play-pretties.

Maps

  • Berdusk
Alternative Name(s)
Jewel of the Vale
Type
Large city
Population
20,242
Inhabitant Demonym
Berduskan
Location under
Included Locations
Owning Organization

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