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Ravens Bluff

Ravens Bluff, also known as the Living City, is a port metropolis located at the mouth of the Fire River on the eastern shores of the Dragon Reach, in the northern region known as the Vast. Home to a great many adventurers and merchants, the citizens of Ravens Bluff come from all across Faerûn and represent nearly every race of the civilized lands. As diverse as its populace is, the interests of the collective city are focused between the mercantile nation of Sembia to the southwest and Mulmaster to the northwest. The power balance and political atmosphere of the Bluff is shaped by power groups such as the Zhentarim, the Red Wizards of Thay and the Lords of Westgate.   Ravens Bluff is a rapidly-growing, young city, rife with opportunities for adventure to be found, intrigue to be unraveled and riches to be earned. A beacon of civilization in an uncivilized land.

Government

For decades the city of Ravens Bluff has had a decentralized government, with civic offices that were filled by appointees of the noble houses. The various Lord Protectors and Lord Treasurers were less interested in efficient governance but rather sought to please their benefactors from among the city's aristocracy.   This dynamic changed in 1341 DR, a time of tremendous bad fortune for Ravens Bluff, when Lady DeVillars reached out her friends and contemporaries among the city's nobility, and collectively sponsored the Championship Games. The winner of this martial tournament, Charles Oliver O'Kane, was given the title of Lord Mayor of Ravens Bluff and given the authority, and responsibility, to act as a governor for the city-state. The position allowed executive decisions of the city to fall under a single authority, acting in harmony with the longstanding legislative body, the Council of Lords.   The city of Ravens Bluff is constantly on the lookout for capable people for government posts. Although city officials takes bids, and auctions off most lower-tier positions, they still have to face approval by the Deputy Mayor. While the applicants they seek are very often qualified individuals, dedicated to service in the city they have to ensure their job was secure, and contested with the competition of incoming applicants looking to unseat them.  
  • Lord Mayor
Under the inaugural term of Mayor O'Kane, the office of Lord Mayor is defined in relation to the city's civic offices. The mayor of Ravens Bluff soon became the face of the city, as he is its most visible and active representative. As one of his first actions was to call a meeting of the Council of Lords, the position quickly became responsible for presenting policy options to the city legislators. Among the other duties of the mayor are daily declarations and decrees regarding city operations, the organization of its defenses and the establishment and promotion of its foreign policies with other nations. To limit their power, the Lord Mayor has no control over who kept a seat on the Lords' Council.   The Lord Mayor is supported by an appointed Deputy Mayor, who manages their superior's schedule, condenses and presents them with reports from throughout the city and, if it is needed, filled in as acting-mayor in their absence.  
  • Council of Lords
One of the oldest government bodies within the city of Ravens Bluff, the Council of Lords is responsible for legislation and policy-making. The Council is comprised of leaders from among the city's lordships families (who were guaranteed a seat), select other noble houses, as well as various civic officers including the Lord Chancellor, Lord Magistrate, Lord Marshal, the Lord Speaker of the Advisory Council, and lastly the Chief Prelate and First Seat from the Ministry of Art. They are led by a Lord Speaker, who is elected from among their ranks.

Defences

Security of Ravens Bluff and its outlying lands, both internally and externally, fall under the authority of the Lord Marshal. The defensive forces of the city included a non-standing army (comprised of the personal armies of Ravenian noble houses), its naval forces, a number of knightly orders (who could be rallied in times of war or crisis), and the City Watch, which acts as domestic law enforcement.
  • City Watch
Under the direction of the Lord Marshal, the Chief Constable runs the daily operations of the City Watch. The Watch is comprised of nine branches, each with distinct responsibilities, authority, and tactics. Among them are:
  • City Guard
Officers who keep patrol in the city's various neighborhoods from their respective district barracks.
  • Nightwatch
A specialized patrol that keeps patrol and maintains peace during the times of the year when the veil passes over Dragons Reach.

Guilds and Factions

  • Guilds
For the sake of shared success and protection, the numerous businesses and skilled craftspeople of Ravens Bluff are organized into a number of guilds. Founded upon a charter, following approval of the Council of Lords, these groups enjoy special privileges under the city's authority for 20 years so long as they follow its rules and ordinances regarding guild operations. They are overseen by the Regent of Guilds under the Lord Chancellor, though can temporarily lose their license if the Lord Magister finds they have flagrantly broken any laws.   There are a number of different types of guilds in Ravens bluffs. The most common are craft guilds, which are centered around a common production trade, professional guilds, whose members provid skilled services to Ravenian citizens, and collectives, as evidenced by the Merchants Guild. Each guild is led by a guildmaster, who acts as a voice for their associates before the city's councilors.
  • Knightly Orders
Knighthoods are fairly common among the warriors and champions of Ravens Bluff, with titles being granted by the Knights Council for a variety of reasons. Historically, they are bestowed upon nobles as a means to help regulate the city's adventurers, and prevent them from becoming a military force unto themselves. They are also a sign of honor, given to show respect for nobles who have just about everything they could want in life. The orders exist in a hierarchy of five tiers, with the Raven Nights in the top tier, followed by the religious orders, secular orders, initiate order and the knights of individual noble houses.
  • Lords Knights
A collective of "civilian orders" of knights, who serve the various noble houses of Ravens Bluff.
  • Knights of the Golden Rooster
This order of initiate knights draws its members from the nobles and adventurers of the city who are deserving of some recognition for their deeds.
  • Secular orders
Knights of the Dove: More diplomatic than the other secular orders of Ravens Bluff, these knights focus their efforts on information-gathering and uplifting city morale during peaceful times and serve as combat healers when conflicts arose.   Knights of the Hawk: An order of vigilant and discreet protectors who rally to the city's defense in a moment's notice.   Knights of the Griffon: This martially-focused fraternity serves as stalwart defenders of Ravens Bluff and are assigned to the city's military during times of war.   Raven Knights: This order of knights serves as the city's ultimate protectors, commanding the Ravenian military and making decisions that will shape the future of the city-state.     Others
  • Cult of the Raven
A group of predominantly young noblewomen who venerate the spirit of "the Raven", a lifeforce they believe drew its power from the magic-rich region of the city.
  • Four Ravens
This "thieves guild" never acted, or even existed, with enough tangibility to be known throughout the city as more than a myth, or legend from decades past. It may or may not exist, or have ever existed.
  • Mark of the Wolf
Despite their malevolent origins, this secret group of former killers-for-hire acts as a sort of vigilante group that eased relations between merchants and adventurers, provided ancillary support to local law enforcement and contributed to the lack of growth of local thieves gangs.
  • Silver Sheaf
This secret, self-regulating fraternity of merchants maintains an assurance amongst its members that they can freely lend and borrow money from one another, without cheating or fear of non-payment. Their catchphrase is "Confidently and in-confidence".
  • Veteran Guild
The veteran guild is a society composed of around 500 members. They employe infantry, cavalry, and others, including bards to boost the morale of their troops. The guild usually sets out to defeat pirates.
  • Religions
The officially recognized religions of Ravens Bluff are: Chauntea, Gond, Helm, Lathander, Selûne, Tempus, Tymora, Tyr, and Waukeen.
  • Religious Orders
Pillars of the Realms: A non-denominational order that protects the citizens' religious freedoms within Ravens Bluff.   Right Hand of Tyr: These Tyrran knights are devoted to administering justice and routing out evil of all types from Ravens Bluff.   Knights of the Phoenix: Divine knights who keep the city safe from undead and extra-planar creatures.   Keepers of the Mystic Flame: Knights who dedicate their lives to regulating the use of magic within the city's walls.

History

The settlement that would come to be known as Ravens Bluff began in 1222 DR, as a small collective of mercenaries and homesteader families from Murann, the Vilhon Reach and the Sea of Fallen Stars sought a fertile land that was free from dangers like orcs and barbarians. They settled at the mouth of the Fire River, and set up well-defended farms and homesteads that survived long enough to attract other colonists. By 1226 DR over a dozen families had joined the DeVillar and Moorland clans in the community, and the inn called Luker's Ravensgate was built as the fledgling town's centerpiece.
Founding Date
1222 DR
Alternative Name(s)
The Living City, Gateway to the Vast, Jewel of the Fire River
Type
Metropolis
Population
17000+
Inhabitant Demonym
Ravenians or Ravenaar
Location under

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