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Bronish

The free city

The city rests on the shores of the Brandobian Ocean (Known as the Northern Sea of Svimohzia to locals). A small river, the Vromlond, passes through Bronish, and divides the High Quarter from the rest of the city. The city is “protected” by a low stone wall; it is a mere 5 feet wide and 10 feet tall, and is used more to keep animals and undesirables out than as a means of protection from invasion. The top of the walls are accessible only from the gatehouses. There is an area in the northeastern section of the city, known as “The Keep,” which is actually little more than a walled area at the highest point in the city; it houses a few sheds that contain stores of grains and weapons. No buildings stand against the walls of the city, nor may any structure be built outside the walls within one long arrow flight of the walls (per the orders of Rhingoryx; he has studied many tomes on battle tactics and sieges). Wall Street follows along the walls on the inside. Many city folk use Wall Street to bypass the more crowded traffic of the streets and alleys further in the city.

The city walls have two main gates and two side gates. The Golden Gate, also known as the Dragon Gate, opens to the Dragon Road, which travels south past various farming villages and logging villages until it ends at the dragons’ lair in the Dashahn Mountains. The High Gate, in the southeastern section of the wall, opens to the High Clan Road, which passes by all seven estates of the Seven High Clans of Bronish. Smaller gates in the east and west walls serve local farmers and merchants; the West Gate and the East Gate are unremarkable.

Entry to the city is free for simple travelers; merchants must pay “one copper per horse, mule, ox and axle.” Large weapons, such as greatswords and battleaxes, bows and crossbows, remain at the gate. They may be claimed when their owner leaves the city.

Travelers receive a receipt for their weapon, inscribed with the symbol of the Speaker of the Word. The watchmen grant their word “upon the honor of the Speaker of the Word” (one of the most potent oaths in the Sovereign Lands) that they will guard the weapon and return it to the owner when they leave the city.

The city streets follow the general north to south, east to west grid that is common throughout the Sovereign Lands. North to south roads include: Lance Lane, Center Street, Freedom Road, Cart Way, the Street of Gold, Weaver Way and Seven Street. East to west roads include: the Old Road (a.k.a., the Old Wall Road), Spear Street/Sailor Street, the Long Road, and the Street of Craftsmen. Wall Street follows the entire inside circuit of the city walls, while Sea Street follows the entire shoreline and the river (often called “River Road” along the river). Most alleys are unnamed. Most streets are hard packed dirt covered with gravel, and tend to get muddy in spots during the rainy months, the alleyways even more so. Freedom Square, the Plaza of the Dragon, the Street of Gold, East Long Road and the entire High Quarter are paved in large cobblestones; eventually all the city streets will be paved as part of another of Rhingoryx’s long-term improvement plans (West Long Road is next on the list).

The city has a very advanced sewer system, especially considering its size and wealth. The sewer system, like the walls, was built at the insistence of Rhingoryx, who firmly believed that a clean city would be a better city. He drew up the plans himself. With the assistance of several Builders of Law brought in from Meznamish, the sewers were constructed in a mere three years. With the sewer system in place it is illegal to dump refuse or relieve oneself in the streets of the city (1 sp to 1 gp fine). Every street corner has a sewage shaft where citizens dump chamber pots every morning. Several services pass by every street every morning and collect chamber pots for a monthly fee. Most temples, inns and taverns have their own connections to the sewer system, as do many wealthy homes in the High Quarter. Rainwater enters the system through street culverts and washes the sewers clean periodically. The sewer system dumps everything into the sea, the bay or the river. Most drinking and bathing water comes from the river, although a cistern can be stopped atop some buildings. Rumors abound of giant rats and alligators from Whiven Marsh living in the sewers, but such rumors have not yet been substantiated.

Temples

Most good and neutral religions exist within the city, though only the major faiths have actual temples. The most popular temples among the middle class are the House of Solace and the Parish of Love, which have the largest temples in the city. The Temple of Saint Bronish (House of Solace) follows the Brandobian profession of the faith and the traditions of Bronish; most clerics are Preachers of Peace, though the number of Pacifists has grown over the last few decades. The House of Solace holds its ceremonies and services in Brandobian, though a fair number of Meznams attend. The Hall of Harmony (Parish of Love) is firmly rooted in the Meznamishii population, though ceremonies are held in both languages and about half of the attendees are Bronish Brandobians. Other temples frequented by the middle class include Freedom Hall (Face of the Free) and the Merchant’s Guildhall (Parish of the Prolific Coin).   Temples found in the High Quarter include the House of Order (hosting shrines for the Home Foundation, the Hall of Oaths and the Assembly of Light), the Hall of the Valiant (Halls of the Valiant) and the Courts of Justice (which functions as the official legal court for the city). The families and friends of the Seven High Clans and members of the upper middle class in the city primarily frequent the “High Temples”; others attend services when they require inspiration or services of the deity in question. The Temple of St. Mroln (the Temple of Stars) is frequented by merchants and sailors, while the Temple of the Sea Queen (Water Corner) is frequented by fishermen and sailors. The Temple of All Gods, usually frequented only by foreigners and the few other native worshippers, contains shrines to most other good and neutral Gods, as well as a secret shrine or two to various evil faiths. Small groups or individuals that have shrines in their own homes or places of business represent other good and neutral faiths, and represent only a fraction of the entire population of the city. Most city folk attend two or more weekly services at different temples, usually at the Temple of Saint Bronish and one other personal favorite.  

Mages & Sages

Glanden Strom (Sor 5), a short Mendarn, makes potions for sale. He charges all foreigners 110% of list price, though he deducts 10% from the list price for Bronish citizens, and 20% for friends. He can also create magic arms and armor, though he charges a minimum of 5000 gp, regardless of the spell to be cast.

Amera, a female Elf, makes an excellent living creating and selling spell scrolls to passing adventurers and other travelers. Amera is the sister of Jelena, protector of the elven community of Ellerfast located in the distant Rokk Woods. Amera left the Rokk after harsh words with her sister on the subject of racism (Jelena is very xenophobic). She has not talked to her sister in several years. Amera’s specialty is in scrolls that involve spider-like abilities, such as giant vermin, insect plague, spider climb, summon swarm, web, and so on.

Underworld

Several pirate gangs routinely put to shore in Bronish, often disguising themselves as merchants to avoid the dragon’s eye. They use the city as a meeting place or a stopover while avoiding naval vessels, assuming it is the  last place their pursuers would look.   Of greater import is the fact that the amount of exiles (because of racism) is on the rise. This is due to the House of Scorn, who maintains at least one hidden temple in the Foreign Quarter. They hate the general peace and lack of bigotry they see among the citizens, and are subtly attempting to stir up trouble between neighbors.  

City Map

Leaders of the Underworld

With the exception of a few pirate gangs that routinely put to shore in secret, there are few underworld dangers in the Free City. The goal of most citizens is simply to maintain a good and just place to live, and they will quickly band together to fight anyone who disrupts their dream. However, at least one evil person - a Cleric of the Emperor of Scorn - has so far evaded the notice of the good citizens of Bronish.

BRAVA TORIST

Brava (NE Brandobian cleric 8) maintains a small hidden temple to Mormov, the Emperor of Scorn, in the Foreign Quarter. She and her few followers are disgusted by the peaceful nature of Bronish, and they attempt to breed hatred and anger among its people. Her most common tactic is to spread rumors of unfair prejudice against one race or another.

At the moment, she is distracted by rumors of a second Purger temple in the area – one that she knows nothing about.

Other Notables

SHAVAZHA AZIRI

Shavazha (NG expert 4) is the proprietor of the Sea Breeze. This Meznam woman has a kind heart that belies her gruff appearance. She is very popular with the local women, providing free room and board to any female suffering from severe marital problems.

VERLO RELNMAN

Verlo (LG Brandobian expert 5) is the proprietor of the Merry Merchant Inn. One of the oldest buildings in Bronish, it is said to have been one of the original trading houses of the early Mendarn merchants. Verlo inherited the tavern from his father, who inherited it from his own father. He is a cheerful, portly man who makes every effort to ensure the comfort and the needs of his guests. He is very popular with both the locals and visitors, and as such, he has many friends in the town who take an interest in ensuring that his establishment succeeds.

Verlo has two sons, Estind and Malbren, and a daughter named Sabeleen. He is a middle-aged man with a good physique, light brown hair and penetrating green eyes.

Demographics

The people of Bronish (31°5’N, 20°30’W) are primarily of Brandobian (Mendarn or Brolenese) descent, with a large minority of Meznams and halflings. The breakdown is about 55% Brandobian (Bronish or otherwise), 25% Meznam, 10% of mixed heritage and 10% halflings. A very small number of citizens are from elsewhere, and include elves, dwarves, gnomes, other Svimohz, Brandobians and Kalamarans.   Most foreign residents stay in the Foreign Quarter or the Merchant’s Quarter. As they are not citizens, they are not counted in the city population (there are maybe 100 to 200 foreigners in the city at any one time). Foreigners may become citizens after a period of seven years of official residence (or three and a half years if they are members in good standing of the city militia). Prospective citizens that perform extraordinary deeds may gain automatic citizenship.   The people of Bronish are mostly middle class. There is no true nobility in Bronish, though members of the Seven High Clans (descended from the seven miners and their families) are usually afforded the respect reserved for nobles. They also have many of the responsibilities of nobles though they hold but few of the privileges. A small underclass, mostly of foreigners and lackadaisical Bronish, live in the Old Town and Foreign quarters of the city. A large number of citizens live in the city proper; approximately 25 to 30%, between 2,000 and 2,400 all told. Most citizens live on farms or estates in the nearby area, live in logging villages in the Whisvomi Forest or mining villages in the Dashahn Mountains, or, in the case of many Meznam families, still live the nomadic lifestyle of their ancestors. The city folk are mostly craftsmen, merchants, clerics or city functionaries. Literacy is quite high among the city residents, and is not uncommon among the rural residents.

Government

The seven miners and their families formed the Council of the Dragon shortly after Rhingoryx defeated the pirates. This council then led the city in all things under the eye of the dragon (for the former leaders of the city were slain in the early hours of the pirate raid). For a generation, the people were happy with the arrangement. Then, in 978 Y.K. (308 C.M.), the  Council of the Dragon opened to elections. The people of Bronish remembered the grief that absolute power caused them in the past and saw again its evil in the Meznamishii Civil War.   Thus, after much discussion and debate, and after consultation with the dragon, the people founded the Council of Seven in 980 Y.K. (310 C.M.). The Council of Seven is open to any citizen of Bronish age 45 or older (50 for halflings), and all Bronish citizens age 21 and older (33 for halflings) can elect members. Councilors serve for a period of seven years. The  people elect a new councilor every year, rotating out the oldest member. To date, no less than four members of the council at any one time are from the Seven High Clans. However, all clan members sit on the council because of their own abilities, not necessarily due to their money or influence.

Defences

The Bronish Militia only barely deserves the name.The people of the Free City are just not fighters, which is appropriate for a people descended from pacifistic refugees. The militia consists of all volunteer citizens aged 16 to 60 that decide to show up every fourth Fireday of the month. Resident foreigners may join the militia; honorable service usually halves the remaining time required in order to become a citizen. Usually only about 50 people show, though the entire city muster is about 150; village musters, however, have a better turnout, as many villagers remember the hobgoblin war, and up to half of the adult population of the outlying villages attend the militia meetings. Most militiamen (and women) are barely trained and count as “green.” They learn the basics of spear use and some swordplay. Militia members are required to keep a short sword and spear in their home; most are unarmored, though some wear leather or padded armor, while a very few wear studded leather or ring mail. Anyone who owns a longsword and can show that he knows how to use it holds the title ilvend, or “corporal” and leads groups of ten to twenty militiamen during drills and emergencies. The militia has not been called up in over three years; the last time was when a lion somehow entered the city and the Watch needed assistance in hunting it down.

Military (The Royal Dragons)

Both Rhingoryx and the Council of Seven understand that there are problems and situations where the dragons’ attention is either not possible or impractical; thus, the city keeps a standing army of 150 men. The army of Bronish is known as the Royal Dragon Company, and consists of ten lances, or squads of seven footmen and ten lances of seven mounted warriors. There is one vendl, or “lieutenant” for every two lances, while the vendlond, or “commander” oversees the entire Company. The various units are usually scattered throughout the villages in the surrounding area, with only a quarter of them in the city proper at any one time. It is an honor to enter into the Company; most Royal Dragons are followers of the Swift Sword, while the vendlond and most vendlen are Servants of the Swift Sword.

Military (the Watch)

The Bronish Watch is an honest, hardworking organization dedicated to the common good of the city and its citizens. There are a few bad apples among the lot, but most watchmen deal honestly with citizens, though they are suspicious of foreigners; they also tend to be competent and usually get their man if possible. The watchmen, named rhiln in Brandobian, wear leather armor and caps and carry clubs; they wear blue tabards that bear the coiled gold wyrm device of the Council of Seven. They operate in teams of five men, one of who is a rhilnd, or “sergeant” that wears ring mail, a metal helm and carries a short sword. The Watch is not equipped to deal with well-armed foes, and they will not hesitate to call in the Royal Dragon Company to handle troublesome and deadly adversaries.   The Watch operates from the Hall of the Council of Seven, with offices and cells at the North, East and West Gates. The rhilnond, or “city commander,” has an office and small staff in the Hall of the Council of Seven. Rhiln receive 2 gp per month, while a rhilnd receives 5 gp per month. All are Bronish citizens of 25 years or older; most are lawful good or neutral good, while some are lawful neutral and a few are lawful evil.

Industry & Trade

Local food and lumber from the Whisvomi Forest are in adequate supply, as is metal from the Dashahn Mountains. The chief export of the city, however, is the fine rope and basketry made from vines found in the marsh and forest. The city is on good trading terms with Meznamish, Eldor and the colony of Vrandol, though many fear Eldor’s imperious nature.

Tribute

Most of the good people of Bronish pay great tribute to their protector, offering ten to twenty percent (or more!) of their income to him. The Council stores these until a significant quantity is amassed. At this point, a wagonload of wealth (under heavy guard) travels along the Dragon Road into the mountains, where the tribute is left at the dragon’s cave. Part of the city’s taxes (see below) funnels into the dragon tributes.

Trade Routes

Most of Bronish’s goods travel back and forth along the coastal shipping path from Vrandol or Meznamish, though traders also come from as far away as Eldor. Land roads travel only to small logging villages in the nearby Whisvomi Forest, as Bronish is isolated and overland routes can be quite hazardous.

Taxation

The citizens of Bronish pay a flat monthly tax of 1 sp and 5 cp per adult. Merchants (mostly from Meznamish, Eldor and Vrandol) are charged 3% of the total worth of all goods they are importing or exporting. These taxes pay for military protection, road upkeep, city upkeep, and so on. A total of 1% of all combined taxes adds to the dragon tribute.

Currency

All Bronish coins are round, unlike the coins of most other parts of Svimohzia. They are also of a standard size and weight, with each displaying the image of their gold dragon protector on the obverse. The copper Tollpiece displays the High Gate, in the southeastern section of the city wall, while the silver Bard features the visage of Mizhamo Izhamoni, the Royal Bard of Bronish (regarded as the founder of the modern city). The gold Dragon coin shows a flying golden dragon, and the platinum Vromlond, the visage of Bronish Vromlond (martyred cleric of Ranas the Peacemaker who led refugees from slavery in Pel Brolenon, and after whom the city is named).

Exchange Rates

Bronish merchants accept coins from other lands, though when they do so, they commonly charge one-and-a-half times as much for their goods or services. Change is given in the local monies. The foreign coins are reminted, or given as tribute to the dragon.

Districts

The free city of Bronish is divided into five sections: the Old Town Quarter, the Merchant’s Quarter, the Foreign Quarter, the Craftsman’s Quarter and the High Quarter (the quarter naming system predated the construction of the High Quarter, though the names stuck). There is also the Hall of the Dragon, at the center of the city, flanked by Freedom Square and the Plaza of the Dragon.

City Quarters (Craftsman’s)

 The Craftsman’s Quarter is the heart of the city, and the largest of the five quarters. Here live all the local craftsmen, from the basket weavers and rope makers to blacksmiths, armorers, weaponsmiths, butchers, bakers, chandlers and folk performing every other craft and profession that is needed to run a city. Most artisans live in apartments above their workshops; the wealthy artisans own separate homes while their assistants and servants live in various clean, though cramped, tenements. This quarter is home to the Temple of Saint Bronish, the Hall of Harmony, and Freedom Hall. Travelers from the surrounding area and adventurers alike frequent the Dragon Road Inn, a good inn and tavern on the Gold Market. The Gold Market is where most of the gold (and other minerals and gems) enter the city with prospectors, miners and merchants, and where they are traded. A fountain sits in the middle of the market; it has seven statuettes of gold dragons, each of which holds a “gold nugget” in its claws and spits water out from its mouth into the fountain. Miners, prospectors and merchants toss coins into the fountain for luck in their hunt for wealth. The watchmen collect coins every week. These coins go into the fund to pave the streets of the city. The Wyrm and Crown Tavern, an excellent tavern, also sits on the Gold Market. The more successful fortune hunters frequent it; rumors about the Dashahn Mountains and the Whisvomi Forest abound in this tavern.   The Healing Hearts Tavern, next to the Hall of Harmony, is the place to go to find love and companionship; sometimes for a price, but more usually only with a free spirit. The Wall Street Inn is an average inn, known for its peace and quiet. The Neshvani Crown and Thorns Tavern is owned and operated by a Meznam cleric of the Passionate Peoplehood, and is known as the wildest tavern in the quarter. The Copper Pot Inn is a low class, if serviceable hostel. Artisans and merchants alike frequent the Gold Flagon Tavern (the only tavern on Freedom Square and the Plaza of the Dragon). On the other hand, the West Gate Tavern is usually crowded with farmers and other locals who come into town on festival and market days. Weaver Square is the spot where basket weavers and rope makers used to ply their trade in the early days of the city. Now, they continue to do so, though most actual production takes place in the forest villages where the raw materials are collected. The tallest tree within the city walls stands in the center of the square. It is the target of every child in the quarter, as rumor has it that only the bravest and most talented child can climb the Weaver’s Tree.   Most homes in this quarter are two or three stories, usually with two or three rental flats. Most businesses are two or three stories, with the second story being home to the owner and operator and the third being a rental flat. The Temple of Saint Bronish is three stories, with a steeple rising another four stories high. The other temples and inns are three stories high.   The Long Road runs the entire length of the northern border of the quarter, while the Street of Craftsmen runs through the heart of the quarter and Wall Street borders the quarter on the south and west. Freedom Road, the Street of Gold and River Road (Sea Street) all pass through the quarter from north to south. Alleys are usually quiet and well kept though a burglar or two might lurk in them in the deep of the night. Torches light inns, taverns and temples, though the Street of Gold and the Gold Market stay well lit during warm summer nights, when businesses stay open longer. The watchmen frequently pass through the quarter and often check the alleys.

City Quarters (Foreign)

The Foreign Quarter received its name back when the city was yet young, and non-Bronish Mendarns settled in this area of the city. Today it truly lives up to its name, as it is home to the largest concentration of foreigners in the city. As such, most shops in the area either cater to foreigners or are owned and operated by foreigners selling foreign goods. The most prominent building in the quarter, the Temple of All Gods, reflects the nature of the area in that it has shrines to dozens of foreign deities (some of which are the same deity under a different name). The Temple of All Gods mostly houses shrines to good and neutral deities, but several evil shrines are said to exist in the basement levels. The Dirk and Dagger Tavern is renowned for its infamous brawls, usually over foreign politics or faiths, and avoided by Bronish folk. The Sword and Spear Inn is the undeclared home of foreign mercenaries and adventurers in the city, and the Old Wall Inn is home to the less savory and roguish foreigners. Spear Street and Lance Lane are infamous for their hawkers by day and muggers by night, though they are far safer than the streets of many other cities.   The majority of homes in this quarter are two-story tenements, usually with three or four rental flats. Most businesses are two stories, with the second story being home to the owner and operator. The temple and inns are three stories. The Old Road, Spear Street, East Long Road, Wall Street, Lance Lane and Center Street all pass through the quarter; most are safe, save Spear Street and Lance Lane, which are the most notorious streets in the city. Alleys are often home to destitute foreigners, most of whom would not think twice of slitting a purse or two. Torches light inns, taverns and the temple. Watchmen frequently pass through the quarter, though they rarely venture into the alleys (“leave foreigners to their own” is their attitude).

City Quarters (High)

The High Quarter is the wealthiest district of the city. Every street and alley is paved, the buildings are of the finest construction and most ostentatious appearance and the services and shops are quite expensive. However, the people in the quarter are not as arrogant and self-serving as most upper class folks are elsewhere; they definitely have a sense of noblesse oblige, and act upon it most of the time. The residents come either from the Seven High Clans of Bronish, or from one of the several other wealthy families of the city. The High Quarter, however, is not famous merely because of the residents; it is physically the highest section of the city. The east bank of the Vromlond River averages 15 to 20 feet higher than the west bank; steep cliffs or inclines fall from the embankment down to the river. A 4-foot-high mortared stone wall along the embankment keeps people from falling over the edge when they get too close. The point on the east bank at which the High Bridge crosses the river is 10 feet higher than the west bank; a stone ramp leads to the bridge on the west bank, whereupon the bridge then crosses the river at a level point. There is a charge of one copper coin per person, creature and axle to cross from the west side to the east side, except on Godday (though no carts may cross on Godday). There is no charge to cross from the east to the west. The High Bridge is made of stout wood, but collapses in a few moments with the proper key (another device developed by Rhingoryx).   The High Bridge ends at Seven Square, home to the most expensive shops in the city. A statue of Mizhamo Izhamoni, the Royal Bard of Bronish, stands in the center of the square. Mizhamo was one of the seven explorers/miners that “discovered” Rhingoryx and led the group in their reverential singing and flattery. He later founded the Izhamoni Clan, one of the Seven High Clans, was the first Speaker of the Council of the Dragon, and regarded as the founder of modern Bronish.   The most notable structure in the High Quarter is the Hall of the Council of Seven, where the government of the city and the Watch (see below) reside. The Hall gleams with fine marble of golden veins and striations; gold-plated statues of dragons watch from the roof of the Hall like benevolent gargoyles. The Court of Justice lies at the opposite end of the quarter, and built of expensive woods. It is a most impressive and imposing edifice. The House of Order sits in the center of the quarter, and is the most popular spot for commoners to visit; it is a pleasant building, with great stained glass windows, fine statuary, pleasant music and a peaceful atmosphere. The Hall of the Valiant sits across Council Plaza opposite the Hall of the Council of Seven, and is home to the Servants of the Swift Sword.   Council Plaza is one of the finest spots in the city, a pleasant boulevard cooled by small trees and flowers. A gold plated 15- foot-tall statue of Rhingoryx stands in the center of the plaza, facing south toward the Dashahn Mountains where he lairs. The Golden Drake Tavern also sits on the Council Plaza, and public servants and watchmen alike frequent it. The Royal Bronish Arms Inn stands near the Council Hall, and is usually home to those members of the Council from the countryside that do not own their own townhouses in the High Quarter. The Golden Orb Inn, the finest inn in the city, stands on Cobblestone Plaza across from the Seven Coins Tavern, the most expensive tavern and restaurant in the city. Cobblestone Plaza was the first section of the city to be paved with stones.   A small market of gem dealers, jewelers and purveyors of other fine goods sets up in the plaza on Godday and during major festivals in order to take advantage of the large number of High Clan and other wealthy patrons that enter through the High Gate.   The Sea Breeze Inn stands about a quarter of a mile down the road past the East Gate, and is an excellent yet affordable inn.   Most homes in this quarter are three stories, each owned by a wealthy family or one of the Seven High Clans. Most businesses are one or two stories, with the second story usually being storage and only rarely being home to the owner and operator; most shop owners live in the Craftsman’s or Merchant’s Quarters. The House of Order is five stories, with four small Brandobianstyle steeples that rise another three stories high, making it the tallest structure in the city.   The Hall of the Council of Seven is four stories tall, while the other temples and inns are three stories. Seven Street runs the entire length of the quarter north to south, and the “alleys,” which compare well with the roads of the other quarters and are named after the most prominent house or building along the way, are extremely clean and well maintained. Lanterns hang on inns, taverns, temples, and most houses, though torches are more  common in alleys. Watchmen are a frequent sight in the High Quarter, for they live here in large numbers.

City Quarters (Merchant’s)

The Merchant’s Quarter takes up the northeastern section of the city, and is home to the merchant docks, warehouses and the Merchant’s Guildhall. Most foreigners pass through this quarter to go to the Foreign Quarter; only the wealthier foreign merchants stay in this quarter, as the local merchants like to keep their area clean and quiet. The upper middle class houses in this quarter are very well maintained and moderately opulent, though not ostentatiously so (local merchants prefer moderation). Many of the middle class merchants live above their shops. The shops in this quarter mostly deal in imported goods or are actually export houses that sell Bronish goods and raw materials to foreign merchants. The Merchant’s Guildhall, which is also the home of the local Parish of the Prolific Coin, is the most opulent building in the quarter and, except for the Hall of the Dragon, is the most extravagant building outside of the High Quarter. Coin Court, shaded by small cherry trees and fragrant vines, sits to the west of the Guildhall. A small wishing well sits in the middle of the court. Rumors say that whoever casts coins into it will receive luck back in proportion to their generosity. The coins are collected weekly through a small tunnel from the guildhall, and all coins collected go to the Merchant’s Guild Widow and Orphan Fund.   The Temple of St. Mroln is very popular among merchants, who go there and make offerings to ensure the safety of their ships, cargo and crew. The Hall of Slumber is an inn owned by a Dream Weaver; he holds services for a few locals and a number of foreigners every Godday at the inn. The Bywater Tavern is a very popular stop; Bywater Brew, a sharp ale derived from Meznam formulas, is exported to Meznamish, Mendarn, Eldor and even Kalamar and Tokis. The Traveler’s Rest Inn is a good, inexpensive inn, while the Merry Maid, Sea Hag and Sea Dragon taverns are good, average and low quality  respectively, home to all manners of clientele.   The Sea Market is continually busy with incoming and outgoing cargoes, criers, vendors and factors, and is usually frequented by ne’er do wells and pickpockets from the Old Town Quarter. A marble statue of Rhingoryx stands in the market at the spot where he slew the foul pirates in 958 Y.K. (288 C.M). Local merchants leave a gold coin at the foot of the statue when they ship out, hoping that the gesture will bring good luck and keep pirates from their ships. The coins disappear every night, and none know  where, as local224 beggars and thieves are too superstitious to try to take them.   Most homes in this quarter are two stories, with a rental flat on the second story, though the wealthier merchants keep both stories to themselves. There are a few two-story tenements, usually with three or four rental flats. Most businesses are two stories, with the second story being home to the owner and operator. Warehouses are usually two stories, though the second tends to be open to the first. Both temples and inns are three stories. Sailor Street is the main thoroughfare through the quarter, from the Sea Market to the Plaza of the Dragon. The Old Road, East Long Road, Sea Street (River Road), Center Street, Cart Way and Weaver Way also cross through the quarter; and torches light most streets at night. Alleys are usually clear of refuse and troublemakers, though the odd drunken and belligerent sailor stagger through the alleys behind the Sea Hag and the Sea Dragon taverns. The Watch presence is firm in this quarter, and the watchmen brook no nonsense.

City Quarters (Old Town)

The Old Town Quarter is the section of the city that represents the original village of the Meznam and Mendarn merchants; part of the old wooden palisade can still be seen in places along the south side of Old Street. This quarter is home to the city’s fishermen, lower class and small underbelly; it is rather peaceful as such areas go, but still is known for the occasional brawl and mugging. The most prominent feature of the quarter is the Merry Merchant, one of the oldest inns in the city. Fishermen and sailors commonly frequent the Temple of the Sea Queen. The Homely House Hostel is a fair inn, connected to the Twilight Rest Tavern, which is the haunt of local fishers and scalawags.   The Pegleg and Parrot Arms Inn is a contact point for pirates and buccaneers, and has an unsavory reputation, while the Grapevine Tavern is an excellent place to find rumors and hear local legends. The Fish Market rests on the shore, where dozens of fishermen tie their small crafts to rickety wharves; an old wooden statue (which predates the coming of the followers of Bronish) stands in the center of the market. The statue is “The Old Fisherman,” and apparently represents a legendary Meznam fisherman who “caught the one that everyone else said got away.” Fishermen leave small offerings at the statue, hoping that the “Old Fisherman” would help them catch the “Big One.”   Most homes in this quarter are one story, though some are tenements with two or more flats. Most businesses are two stories, with the second story being home to the owner and operator. The Merry Merchant is the only three-story building in the quarter, while the other inns are two stories. Sea Street, the Old Road (known as Old Wall Road locally) and Center Street are the only true streets in the quarter; all other byways are cramped, twisting alleys, the most notorious of which is the alley behind the Pegleg and Parrot, which is informally known as “Pirate Pass.” Torches are rare at night, and most alleys are dark with unknown, possibly unfriendly denizens. The watchmen rarely pass through this quarter, usually leaving the fisher folk to themselves; they will readily investigate any grievous crime, but generally leave the local drunks to find their own fate in the morning.

History

There has been a trading settlement of Mendarns in the area of Bronish for almost three hundred years, though until the last century it was little more than a small Meznam fishing village with a Mendarn trading house. Mendarn merchants traded finished goods for the raw gems and gold that the local Meznam nomads acquired from the dwarves and gnomes of the Dashahn Mountains. The settlement was also a major source of raw materials for rope and basket making, though most of the materials traveled to Mendarn for manufacture. All that changed 98 years ago, in 946 Y.K. (276 C.M.), when boatloads of Mendarn and Brolenese refugees arrived in the small settlement.   The refugees were followers of Bronish Vromlond, a Preacher of Peace (Cleric of Ranas the Peacemaker) who escaped from slavery in Pel Brolenon. Bronish taught that all peoples should live in harmony, regardless of race, and that all should enjoy the fruits of their own labors. This earned him not only the love of his many followers but also the enmity of many merchants and noblemen. Bronish was slain, as were many of his followers, during an attack in northern Mendarn fostered by merchants and nobles and tacitly approved by the king of Mendarn. The remnants of his followers in southern Mendarn (humans and halflings) fled the country; most took ships in Dayolen and sailed for Svimohzia, where they landed in the small, nameless village where now stands the Free City. The five and twenty score settlers gave thanks to the Peacemaker for their deliverance, and immediately named their settlement Bronish, after their martyred leader.   The new settlement had some difficulties, notably bad relations with the merchants that originally possessed the settlement. However, the Meznams were friendly to the new settlers and quickly allied with them, as they felt that the Bronish (as the Mendarn refugees had taken to calling themselves) would only help improve their lot in life. Troubles with Mendarn merchants were quickly resolved when the merchants discovered that the Bronish were more than happy to trade with them, as long as they were fair, and that the profits from the increased trade more than made up for the loss of control over the simple settlement. Hundreds of other Mendarn settlers joined the Bronish during the first ten years, finding their way of life to be far superior to that which they lived in the motherland. Then, in 958 Y.K. (288 C.M.), a group of Bronish explorers/miners made an incredible discovery in the Dashahn Mountains.   Seven explorers/miners, three Mendarns, two Meznams and two halflings, stumbled upon the lair of a gold dragon while prospecting in the Dashahn Mountains. They immediately paid tribute to the great beast; they gave him all the gold and gems they had, and flattered and serenaded him with prose, poetry and song (for one of the Meznam miners was a bard). The dragon, whose name was Rhingoryx (“shimmering gold” in the language of dragons), befriended the miners. He had watched the development of the new city with interest, and wished to become involved in their society. The dragon gave each of the miners a magical charm, so that they might call upon him in times of need.   No one believed the miners' tale when they returned to the city - none that is, until a fleet of pirates and slavers landed on the city shore and proceeded to loot and pillage the settlement and capture the citizens for slavery. Then the seven miners called upon the dragon, and the dragon came to their aid. Only one pirate survived; he returned to his compatriots and told the tale of the gold dragon of Bronish; raiders have never again bothered the city. The citizens were most grateful for the dragons’ help, and gave him tribute of all manners of goods, mostly gold (gold was not available in the city for months afterward). Since that time, Rhingoryx has effectively been the king of the Free City.

Points of interest

The Hall of the Dragon is at the physical and spiritual heart of the city. It was built shortly after the people of Bronish sealed their alliance with Rhingoryx and has been continually upgraded and expanded over the decades since. The Hall of the Dragon is four stories tall, and constructed of the same white and gold marble as the Hall of the Council of Seven. A 40-foot-diameter golden dome rises from the center of the roof, reaching another two stories into the sky; the peak of the dome is topped with a 50-foot pole, upon which flutters the  banner of the Council of Seven, a white field with a coiled golden wyrm. Fifteen-foot-tall gold-plated statues of gold dragons grace the roof at the four corners of the building, and similar, smaller statuettes stand all along the edge of the roof.

Fifteen-foot-tall doors open out in the middle of three of the walls, onto the Plaza of the Dragon, Freedom Square, and the Long Road. The inside of the hall primarily consists of one large ceremonial chamber, which is replete with statues of the heroes of Bronish. These include Bronish Vromlond, the members of the first Council of the Dragon, major past members of the Council of Seven, heroes from Fortnight’s Battle, and others that have served the Free City in remarkable ways. Ceremonies take place at the Hall of the Dragon on a monthly basis, and are well attended by all.

The Hall also contains the offices of the Order of the Golden Wyrm, an organization founded and controlled by the Seven High Clans of Bronish; members are either members of the High Clans or friends and allies that have proven themselves worthy. The Order is dedicated to the service of the dragon and the Free City. The Order performs charitable works, supports the Royal Dragon Company and the Watch, helps organize the Militia, assists the government of the Council of Seven and leads the city in festivals and ceremonies centered on reverence of the dragon.

The Plaza of the Dragon lies to the east of the Hall of the Dragon, and is the site of many ceremonies of the Order of the Golden Wyrm. Years ago the dragon used to meet with the people of the city in this area, but the city grew up around the Hall; thus, all such meetings were moved outside the city, to the area known as the King’s Glade. A statue of Rhingoryx stands in the center of the Plaza of the Dragon; it is the twin of the statue in Council Plaza, though in this case the statue faces the Hall of the Dragon. Small vendors and stands that sell everything from food and drinks to jewelry and woodcarvings of the dragon ring the plaza.

 

Freedom Square lies on the western side of the Hall of the Dragon, and is dedicated to the memory of Bronish Vromlond and other martyred leaders of the Bronish movement. It is a quiet and peaceful area, with small trees and a fountain in its center. The fountain has a statue of Bronish surrounded by statues of human and halfling children; the children bear cornucopias that squirt water back into the fountain. The square is home to the farmers market every Pelsday and Homeday.

Founding Date
465
Founders
Alternative Name(s)
Free City of Bronish
Type
City
Population
8000
Inhabitant Demonym
Brons
Location under
Owner/Ruler
Owning Organization