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Westden

The Trailhead City

Westden is primarily a homebrewed version of Bard's Gate, which is (c) Frog God Games.
Westden began as a goldrush town, founded by Alric and Alden Westden to profit from the discovery of gold in the area. Not long afterward the Infestation of Lados drove most of the townsfolk away until a group of heroes freed and settled in the town. Under their leadership the Infestation was cleansed with the help of armies of adventurers and soldiers alike.   Westden is now the connective tissue that binds eastern and western Lados together. It sits at the edge of a vast area of wilderness rendered largely un-farmable by the catastrophes of years past. Those who are looking for a second chance, who are bound for the Black Sail Coast, who seek their fortunes in the Wild West, or who are looking to travel to the tumultuous Borderlands all come to Westden, the Trailhead City, and use it as a base from which expeditions into the wilds are launched.   In the continent of Lados, Westden holds a place as an independent city-state and political and financial power far beyond its size and expected level of influence. It accomplishes this through a combination of extensive and lucrative trade networks, the ability to project its military power far beyond the capabilities of its actual military forces, and a level of political and diplomatic acumen far beyond that commonly seen in the region.   The trade networks that Westden has carefully established and nurtured are the true key to its surprisingly expansive influence. From the beginning of its existence as a tiny gold rush town and later the actual free city of Westden realized that its principal function and means of continued existence relied upon a commanding influence on trade in its region. The fact that it controlled the northernmost crossing of the Great Amrin River, enabling east-west trade and north-south trade to easily coordinate, helped this endeavor immensely. The fact that its control of this crossing lay north of the traditional bounds of the Kingdoms of Foere and thus provided a neutral point of trade that, while allied with the Foerdewaith Crown, was able to maintain its own independent trade relations provided a convenient stopover for nations that were overtly hostile to Foere, such as some of the nation-states of Amuan and the Heldring in the south, or were occasional rivals of the Atlantean Monarchy of Foere, such as Reme to the east and the borderland realms of the southwest. The fact that it lay upon the easiest land route between the eastern and western seas only added to the strategic significance of its position.   In addition to the exceptional trade location of Westden is added its exceptional handling and emphasis that is has purposely placed on the passage of trade. For most of the city’s existence the Great Amrin River’s system of cataracts just inside the forest of the south made river trade difficult at best, but early on the city installed well-maintained portages within the bounds of forest. Rangers were employed to patrol the surrounding woodlands and ensure that the portages remained safe for use and clear from hostile occupation by the unfriendly denizens of the forest. The use of these rangers and the exploits of their founder eventually expanded and became the genesis of the group known as the Longhunters who continue to provide wilderness security in the Westden region to this day. And with the development of the unparalleled engineering demonstrated in Karling’s Contraption in recent years to provide a safe and reliable river lift to avoid the need of portage altogether, trade along the Amrin has never been more lucrative.   Similarly, Westden quickly strove to, if not exactly tame then at least subdue the Lyre Valley to ensure that the roadways converging within it were safe for trade. Much of the city’s early coin went to funding the patrols of these roads so much so that the actual defenses of the city were greatly delayed. It was centuries after the city’s founding that proper walls were constructed.   More recently as the city’s influence continued to expand and its high burghers and mayors contemplated greater aspirations, it began a subtle but determined policy of gaining leverage in sea trade. First investing its resources in Eastgate as a principle port of trade and then slowly bringing to rein the heretofore often-lawless waters of the Amrin Estuary, Westden began its expansion at sea. Always careful to neither offend nor favor the Foerdewaith Crown or the burgeoning naval empire of the Ivory Duchies, Westden was able to carefully negotiate the margins between the two and gain its own maritime sphere of influence.   The resounding success of the city’s sea trade strategy in this is evidenced by the welcome of Westden ships in every major port upon the Boreal Ocean — though with some level of begrudging tolerance in rival Endhome. Moreover, the city actually controls a major naval base at Telar Brindel precariously balanced between the mutually hostile ships out of Eastwych and Tros Zoas. Yet despite the constantly wary navies of Foere and Oceanus out of the latter two ports, seemingly always looking for a fight over the least provocation, the ships bearing the flag of Westden are able to traverse the coasts and beyond with little risk of boarding or search-and-seizure. Both nations recognize the value of a powerful neutral trade partner.   The naval base and citadel at Telar Brindel is also an excellent example of the city’s ability to project power far beyond its ability to field forces sufficient to truly enforce this projection of authority. As a landlocked city with its only sea access through a river that winds more than a thousand miles through the territory of a rival kingdom and by trade roads that cover 500 miles or more just to reach the coast, Westden is not a natural fit as a maritime trade power. However, the city leaders have wisely understood that generous coin and a free hand go much farther in diplomacy and remote leadership than a sharpened spear and firm grip. The high burghers consistently promoted profitability over patriotism and, as a result, were able to lure in and hire the best naval officers of the eastern seas. The free flow of coin also ensured that quality ships could be built or purchased for this cream of the crop to command. The lack of an ethnic or national identity permits sailors from any nation-state to sign on to crew these ships for decent wages, good leadership, and without fear of impressment by their own or any other navy they may encounter. Serving as a sailor in the navy of Westden is not the most prestigious of naval traditions, but it is by far one of the most lucrative among the rank-and-file with better pay and better conditions than most.   With quality ships under skilled masters plying the waters of the Amrin Estuary and Black Sail Coast to squelch its centuries-long tradition of piracy and to help keep the sea trade flowing, it was only natural for the city to look to guard its land interests at its ports of call. Ships companies tend to want to stay with their ships, and a company of marines is only equipped and provisioned for maintaining a land position for so long, so the city knew it needed a more permanent solution — or at least somewhat more permanent. The city has no tradition of a permanent standing army, and as a free trade city never had need of one. Its own defenses are maintained by the small, elite force of the Lyreguard and the ranks of volunteer Free Defenders, neither of which are numerous enough nor particularly suited for a stationing at a distant post.   For long years the city had maintained a special relationship of mutual defense with its eastern neighbors, the Duchies, that had expanded into a tradition of hiring the numerous-but poorly-funded forces from the Duchy of Waymarch as long-term mercenary companies. The advantage of these hires lay in the continued good relations with the city’s neighbors and the benefits of discipline and stability that came from hiring mercenary forces from an existing military rather than just roving free companies. The constantly renewing treaty and contracts have proved lucrative for both the cash-strapped duchy and the cavalry troopers themselves who receive not only their standard pay, largely funded by the coffers of Westden per the terms of the contract, but also a substantial foreign-service bonus that is entirely funded by Westden. This engenders a loyalty and comity among these mercenary troops that Westden enjoys and has come to rely on more than once. Originally, the use of the Waymark troops allowed Westden to free up more of its native forces to man the distant posts of its hegemony. However, the more recent legal innovation allowing Waymark forces to be deployed directly to these holdings has increased the security and presence of Westden’s forces abroad and has resulted in the unusual occurrence of sighting cavalrymen of Waymarch in such far-flung places as Telar Brindel, the Moon Fog Hills of the District of Sunderland, and the mouth of the Delimbiyer River in the Graypeaks, as well as many points in between.   The result of all this diplomatic, financial, and legal wrangling is that the city of Westden continues to maintain and fund only a relatively small permanent military force, but through its allies and prodigious purse is able to place competent, professional forces far afield to maintain and steadying presence and even reinforce them with greater numbers as needed to deal with local threats. The fact that it is in the great interests of many allied nations that Westden maintain its neutrality as well as its trade connections ensures that no formal military threat has ever imperiled one of these outposts.   The final key to the unprecedented success and power of a city the size of Westden and the fundamental role that it has played in its relatively short history in Lados is the legendary diplomacy and political maneuvering of its leadership and ambassadors. A free city that is a fraction of the size of most of the continent’s major cities is not only able to count itself among them (if not above them) but finds its diplomats on equal footing with even the most powerful courts of two continents. Much like with the trade networks and financed allies as mentioned above, this final principle of the city relies on the same circumstances — wealth and a diverse cast from which to call upon.   As a center of trade, Westden commands financial resources equal to or exceeding even the great banker cities of the continent such as Alexandria and Silverus. But unique, perhaps in all the world, to Westden is its emphasis as a center of education. The courts of distant Endhome are said to sponsor great universities, and many cities across Lados boast great institutions of learning, but few have placed the resources and civic support behind them like that of Fatima’s College. The first true high burgess of Westden was the founder of the college after all, and its support and emphasis became a tradition followed by all high burghers thereafter. But even more than this nearly unprecedented level of sponsorship (there are certainly universities in Sendrellar and Kingsgardt that have received more political or financial backing) is that Fatima’s College doesn’t merely teach musical skill and the arts, it teaches oratory and diplomacy. Many of the graduates of Fatima's College go on to become some of the greatest and most famous maestros and artists in the world, and more importantly many of them go on to become some of the greatest leaders and statesmen. And if there’s more than a little magical training in their curriculum, it only serves to enhance their already considerable training in engaging and influencing people.   It is a fact that Westden is home to more individuals per capita with high character class levels than virtually anywhere else in the known world, and this certainly lends to both the quality of the training and the skill level (in both the mundane and magical arts) that Westden fields as diplomats, envoys, spies, and agents. Combined with no small amount of guidance and support by a body as august and powerful of the Dominion Arcane, which has its own interest in seeing the city prosper, the ambassadors and negotiators are formidable indeed, as well as, backed by a significant treasury for use in smoothing paths and brokering deals. The representatives of Westden are neither so immoral nor so foolish as to try something as crude and underhanded as magically charming those with whom they negotiate with, but there are many applications of magic that are benign and supportive and even more applications of valuable skills and experience gained in the learning and practice of such arts.   A common saying among those who deal with diplomats from Westden is, “Keep your eye on your purse, not because they’ll steal it but because you’ll end up giving it freely”. Many a foreign negotiator, leery of magical influence, comes to the table with the envoys of Westden prepared with dweomers to detect and dispel any charms and influences that might be in effect, but none are ever found and such measures are ultimately pointless. The skills and abilities brought to the negotiation table by a legate of Westden are much too subtle and effective for such methods to disrupt.

Demographics

82% human, 9% smallfolk, 6% elf, 1.5% gaian, 1.5% other.

Government

The government of Westden is led by the Council of Burghers, over which the High Burgher sits. The Council is comprised of the leader of each of the city's officially recognized guilds, called a Burgher or Burgess, and no matter how large or small the guild is its Burgher gets a vote in the Council. Westden is a fairly “live-and-let-live” metropolis; the locals are naturally good-natured, and expect to be treated in at least a “fair” manner by the government. High Burgess Cylyria has gone out of her way on a number of occasions to foster this thinking. Westden has numerous holidays and festivals, tied to whatever occurrence warrants the attention: a famous citizen’s birthday might be a celebration in the streets; an excellent harvest might mean a discount in the Market District for a day or two; or an unforeseen abundance of river cargo may mean taxes are reduced (for that day only!). Locals feel safe in their town, for the most part, and that is mostly due to a central government that is strong but does not feel like it overly oppresses or confines them. If the city or district law enforcement intervenes in a situation, it is fairly clear to those involved that the situation has gotten out of control.   The laws of Westden are overseen by the constables and the sheriffs, two groups who are sometimes known to be competitive. Though from time to time turf battles between the two groups make law enforcement difficult, the sheriffs and constables are quick to cooperate if the city is threatened.   The sheriffs are charged with serving arrest warrants within Westden, and are responsible for escorting individuals arrested by the city’s private watch brigades. The sheriffs also maintain the jail located within the Keep, and have a holding facility and headquarters in every district. The High Sheriff himself is an elected official voted upon by the free folk of Westden. Because it is a political position, unlike the Chief of Constables who is appointed by the Council of Burghers, the High Sheriff is almost always elected in a hard-fought race between different candidates backed by different guilds. The current High Sheriff, Topfer Brighteye, is an exception to this trend, due to his wild popularity with the common people and reputation for honesty. Sheriffs are known for their no-nonsense attitude, and are quick to silence unruly prisoners with a club or sap. The current Undersheriff is Kotchko. Sheriffs wear orange-and-black checkered surcoats over their armor (scale or chain). A tin badge in the shape of a lyre is affixed to the breast of the checkered jacket.   City Constables are similar to the Sheriffs in that they may serve warrants for searches and arrests, which private watch brigades are not allowed by law to do. The constables are also charged with investigating and solving more serious crimes, such as murder, assault, grand larceny, peddling of illegal drugs and poisons and the like. Most constables take their work very seriously, but due to political considerations, the constables are not as well-funded as the sheriffs, so lower-ranking constables are more susceptible to bribes than other city law enforcement officials. Constables wear brown tabards and short capes over scale mail or studded leather, emblazoned with a white lyre. They are typically armed with a light crossbow, a large wooden shield and longsword. Because of the brown color of their trappings they are referred to by the derogatory term “brownies.” The current Constable Captain is Pthan Traklos, and the Chief of Constables is Garrid Garzag.   Smallest of the city’s law enforcement organizations is the Port Authority. Led by City Docks Commissioner Langer Traeme, the Port Authority oversees the goods coming into and going out of the city by river. The Port Authority’s headquarters is in the gatehouse of Tradeway Landing. Due to political manipulation dating back 400 years to the Tense Concord, the office of the Port Authority is only nominally under city control and answers in many ways to the guilds it oversees. Also due to the political maneuvering, the Port Authority receives very little funding and numbers only 25 Port Authority agents and 3 Port Authority sergeants along with city monitors who inspect and review all incoming cargoes. Because of the way the Port Authority’s mandate reads, it cannot accept gifts of money or manpower from any non-municipal source, so the High Burghers/Burgesses have slowly let it starve while the guilds who manipulate it have been powerless to openly fund it for more staffing and better equipment. Despite this history of mistrust, the current commissioner is a good man and loyal to a fault to the High Burgess. He fully understands that additional support from her only strengthens her political enemies, so he does his best to make do with what he is given and keep the Tradeway Landing a clean port. The Council of Burghers does allow the Port Authority to receive contract work from local clerics and wizards to serve as inspectors for magical contraband as needed.  

Laws and Customs

As a free city, Westden establishes its own laws and customs. Though as a trade city, these are principally designed to protect the interest of visiting traders as well as the city’s residents in order to keep trade open and vibrant.  

Weapons and Armor

Generally, the various District Watches allow the wearing of light armor (and hide armor as a medium armor) unless otherwise noted. Medium (other than hide) or heavy armors are frowned upon if not outright prohibited. At best, guardsmen take note of those wearing such armors and will approach and question them closely, threatening them with arrest if they do not leave the district immediately and not come back until they have removed the offending armor. If the wearer can show official credentials as being about the business of the city or are successful at making a DC 20 Charisma (Persuasion) check (modified by the District Modifier listed in each district’s description), then they are allowed to go about their business though still under careful observation (disadvantage to all attempts at Stealth, Sleight of Hand, Deception, or similar checks).   In addition to the prohibition on armor, only light weapons, longswords, rapiers, or whips may be carried openly, and these must be sheathed. There is no requirement of “peace-binding” such weapons, as this is generally seen as an effete affectation, though many aristocrats and some young fops have adopted the custom. Martial weapons, two-handed weapons, and exotic weapons must be stowed. No polearms are allowed. Persons in violation of these rules quickly draw the attention of the guard. After a warning, persistent violators have their weapons confiscated. If serious problems arise, veteran warriors are called in to deal with violators, as are priests of Mitra, who volunteer with the guard. These laws are more strictly enforced as one moves closer to the Keep District — in some outer districts, the constables do not have enough manpower to enforce weapons laws too strictly, and often let minor violations slide as long as no one causes trouble.  

Magic

Open use of magic is frowned upon — particularly spell casting. The casting of low-level personal spells is tolerated, though not in shops or stores. Destructive spells or spells affecting others are always outlawed, though unless done in the open one most likely avoids detection. This draws the attention of the constables and a sheriff, and possibly a low level wizard with the sheriff.  

Common Crimes and Sentences

The following sentences are guidelines established by the Westden judicial system. They may vary up or down depending upon the seriousness of the crime, the attitude of the defendant, the strictness of the judge, etc.
Crime Sentence
Petty theft (5gp or less) 30 days
Common theft (6 - 100gp) 1 year
Grand theft (101gp or more) 5 years
Assault 5-10 years
Robbery 5-20 years
Rape 10-30 years
Manslaughter 25-50 years
Murder Death
Treason Death

Politics Inside the City

indeed, on much of the world can begin without looking inside first, by seeing what makes the wheels turn and the whole machine tick.  

The Government and its Citizenry

Perhaps the easiest to explain, and most cut-and-dried relationship, is between Westden’s official law enforcement e.g. constables, sheriffs, district watches, etc. and the local citizens. Westden is a fairly “live-and-let-live” metropolis; the locals are naturally good-natured, and expect to be treated in at least a “fair” manner by the government. High Burgess Cylyria has gone out of her way on a number of occasions to foster this thinking. Westden has numerous holidays and festivals, tied to whatever occurrence warrants the attention: a famous citizen’s birthday might be a celebration in the streets; an excellent harvest might mean a discount in the Market District for a day or two; or an unforeseen abundance of river cargo may mean taxes are reduced (for that day only!) Locals feel safe in their town, for the most part, and that is mostly due to a central government that is strong but does not feel like it overly oppresses or confines them. If the city or district law enforcement intervenes in a situation, it is fairly clear to those involved that the situation has gotten out of control.   City guard patrols in most districts are expected to behave in a decent, forthright manner. With few exceptions, professionalism and integrity are hallmarks of the “public face” of the government in Westden. Some districts may get by with a privatized security force, but even those are expected to have appropriate respect for the populace. In the more adventurerous districts, the local patrols look for trouble, and keep a wary eye on newcomers, such as those carrying large weapon satchels, spellcaster-types, etc. They maintain a polite demeanor, but are no-nonsense when it comes to security. The average citizen has much less to worry about from local law enforcement than the average adventurer visiting the city.   That is not to say that all districts are safe. On the contrary, some areas are notoriously unsafe. The Canal District has the Community Watch, a band of thugs and low-level gang members that are more likely to walk over someone in need as to help them. In fact, the Community Watch may instigate more trouble than they stop. The Docks District has regular-but-infrequent patrols of constables, however, most merchants hire private security, and many of these groups take a very loose interpretation of what “maintaining order” means or the boundaries of that protection. The Thieves’ Quarter, naturally, is not a place one frequents after dark. Nefarious individuals haunt its streets, preying on anyone weaker than themselves. Law enforcement patrols during the day, but when night falls the people are on their own. And even in the up-and-coming Leo’s Well district, the Well Watch may have the locals’ best interests at heart, but they frequently turn a blind eye when gold is present for the taking.   Outside the walls of Westden, law is mostly based on survival of the fittest. While Tent City has the Dog Soldiers, if you are in need of their help, you are in trouble. With no set patrols or schedules, the dog soldiers are more likely than not to be unavailable when needed. Comprised mostly of barbarians and traveling drovers, their sense of law and justice is loose at best. Much is left to be sorted out on its own, and most of the drifters of Tent City don’t seem to mind that a bit. Stable Row is a little more structured, with permanent and semi-permanent structures such as stables, stockyards, pens, shacks, and full-fledged buildings giving the area a migrant-but-stable feel, however, many of the landowners there have a “might makes right” philosophy, especially on their own land. Acting as minor fiefdoms, the landowners take a dim view of anyone —traveler or city official — telling them what to do on their land. This leads to a “Wild West”, frontier-like atmosphere, where scuffles and fights are common, although any serious altercations are usually put down quickly by several ranch-hands arriving on the scene. Too much sudden activity and fighting scares the livestock, and no one in Stable Row cares about anyone’s issues as much as they care about maintaining their livelihood.   Farther away from the city, it can seem like all bets are off. It is an expansive wilderness, with patrols routinely seeing some action. Most of these encounters are with mundane wild animals, with only occasional hostilities required to drive off the beast. Skirmishes with humanoids are always a risk, and the closer to the mountains one goes, the more likely they are to occur, or worse. Gnolls and worse breed like a disease in the foothills around the mountains, leaving no respite from their predatory attacks, and rumors of increased monstrous activity made their way to the city. The recent closing of the Halls of the Silverhelm Clan to outsiders, the loss of the Valley of the Shrines to beasts serving Vardesain, and the loss of the city’s primary mines to the intrusion of a black dragon — not to mention the foreign invasion of only a few years previous — all prove the worst of the rumors to feel like mere fancy next to the grim realities of the wilderness. Even the elven folk of the Forest Kingdoms, who are are generally peaceful, can become a problem for trade when some of the more insular clans try to divert travelers from what they see as their lands. True incursions are met with hostility, and none know the elven forests like the elves.   Thankfully, the trade roads to and from Westden are usually free of most trouble, although bandit attacks still occur. Troops from the Duchy of Waymarch and Westden alike make getting caught attacking caravans a one-time offense; these soldiers are all battle-hardened, and do not take a kindly view towards those preying on the city’s livelihood. If they do allow bandits to survive a caravan attack, they are beaten mercilessly all the way to the Keep’s donjon. The Great Amrin River is well patrolled above the Stoneheart Forest, with frequent vessels flying the flag of the Westden River Watch protecting both river travel and the shores as much as possible. This protection terminates at Amrinbridge Fortress; travel southwest along the Great Amrin is at your own risk.   In all, the city government takes pride in the safety of its citizens. While not every district is a utopian paradise, the people of Westden, on average, have it better than most. From a bird’s-eye view of the political landscape, the citizens of Westden’s lives are influenced much more by their local guilds, religious leaders, and factions than they are by the High Burgess or the city council.  

The Factions

While the government and the Guilds hold considerable influence and power over the day-to-day goings-on in the city, they are certainly not the only groups to do so. Other factions in the city include the various religious groups — the temples, shrines, military and ascetic orders, etc. — that come to the city as a stopover and lay down roots; merchant caravans, the life-blood of the city, bringing their wares from local farms and vineyards or far-away and exotic locations; the local university, home to great thinkers, students, performers, and charlatans; and the various groups that spring up from the locals who call the city home, for better or worse.   The religious groups, primarily based in the Old Temple and Bridge districts, but certainly not limited to there alone, have in the past held sway over the populace like no other group could hope to, though this sway has seen a progressive decrease for decades now. Regardless, faith remains a pervasive emotion, and whether used as an influence or cultivated as a source of power, the religious factions in the city know that they have a solid hold on their parishioners and seek to expand that sphere of influence. Religions run the gamut in Westden from good- and neutral-aligned temples and shrines found in nearly all the districts to discreet evil shrines and sects around the city hidden away underground or in back-alleys away from the eyes of the law or outside the city altogether at secret gathering places.   Other good-aligned temples do their best in the political environment, with varying degrees of success. The High Harpist Jared Strahn of Fatima, is incredibly influential due to his position atop one of the city’s most popular faiths. While the High Harpist’s word is not law in the city, it certainly carries the gravitas to be heard in almost any circumstance. Fortunately for his enemies, Jared Strahn is above using his influence for anything other than the good of the city he loves so much. The churches of Muir and Thyr are at a crossroads, worshipped for centuries in the city, both religions have fallen on hard times, and now suffer from a dearth of worshippers. Their crisis is only exacerbated by the recent devastating loss of the Valley of the Shrines to the Cult of Vardesain. Bofred the Just and Barahil the Faithful could use the abilities of a party of good-alignment to further their cause, and aid in any form retaking their northern holdings.   Other temples and shrines have their own political concerns. The Temple of Pekko backs most of the Brewer’s and Distiller’s Guild activities, as well as the Innkeepers; business is business after all. The House of the Ever Vigilant Guard provides the district watches with clerical support; they land squarely on the side of the city in all matters public. Merchants set prices for goods, provide goods and services, and maintain the ebb and flow of traffic through Westden. They may be the most influential faction due to sheer numbers and financial volume; if the trade stops, Westden dies. The city was founded on trade, and trade is what keeps it prosperous. Few cities in Lados enjoy the wealth, prestige, and abundance that Westden has. Fewer still manage to keep the flow of commerce for as long. Merchants enjoy bringing their products and services to Westden because of the favorable conditions here. While the Guilds benefit from the concentration of mercantile operations, it is the merchants themselves that provide the basis for the city’s wealth. Nearly anything can be had in Westden, if you know where to look and have the right kind of payment.   Fatima's College, center of learning and creative pursuit, is the beating heart of the city. Bards, wizards, sages, students, and many other individuals congregate in this small island district to trade knowledge, culture, music, and esoterica, and they hold considerable influence over the city. Professors at the college — maestros — are considered celebrities in many circles, whether through their teachings or through contributions in music, theater, or writing. The college, of course, enjoys a seat on the city Council of Burghers by virtue of being the de facto Actors, Musicians, and Playwrights Guild, a term that is thrown around when politically expedient but unlikely to appear on any official documents. The college’s chancellor, Maestro Lauriann Danyr, is a skilled, beautiful, and savvy politician, and many chancellors and provosts of Fatima’s College over the years have gone on to become High Burgher or Burgess of the city through their combination of their raw talent, political acumen, and extensive network of connections. The college has many opportunities in which to influence the landscape, both politically and economically, around Westden. Information provided to adventurers (or discreetly omitted) can be the difference between success and total failure in any venture; many adventuring groups headed out from Westden have wished to have “asked just one more question” before heading out to their slaughter.   Perhaps the most diverse factions come from the locals themselves. It is one thing to be a powerful adventurer, going from one region to the next disrupting the political, social, and economic stability of any city they enter; it is quite another to be strong or clever enough to continue leading a normal life through such a wake, and rebuild, or seize the opportunities left behind by such a disruption. Criminal elements flourish in such an environment. Taking advantage of a fellow neighbor is frequently a base instinct. Fortunately, the city is not without its own interior defenses. The Saints of Leo’s Well is a vigilante group hailing from the district of its name. Seldom taking actions more than graffiti or the occasional assault of a criminal caught in the act, the Saints are nonetheless gathering a following in their neighborhood; this does not please the Well Watch, nor are the eyes of the city blind to their activities. The High Burgess may have to step in at a point not too far in the future, a situation she does not relish. The Saints mean well, and are trying to make their district a safe haven, however, they have not really worked out the fine line between just making the locals safe, and beating down criminals they find. It’s a work in progress.   Other notable locals that take the city’s welfare on their own shoulders include Viktor Stoneshifter, earth-mage of Underhill, who has taken on the role of “protector” of any unwarranted mining activity under the city; Helman, noted former adventurer and renowned “ladies man”; Brelliar the Conjurer, if restored to his full mental faculty, is a powerful and good-natured wizard; Merill Longstem, despite the often inflammatory and incendiary articles posted in The Underground, reports much of the goings-on in the city, and digs up as much information as possible on any story. Sometimes, this news even turns out to be true. All these locals and many, many more do not hesitate to come to the aid of the city at a moment’s notice, to protect and serve as best they can.  

Social Dueling and Etiquette

The social impact of politics in Westden is always at the forefront of any encounter. With social perceptions influencing how a character is treated, or what locations are open to them, or what information can be obtained from what source, the need to be an expert navigating the social waters around city are imperative.   One of the most important aspects of social dueling is determining who the contestants actually are. While it may seem obvious that a slap across the face with a glove means conflict is imminent, characters should consider; is it the slapper that is instigating the conflict? Or are they simply a minion, or a henchman, to some aristocrat watching from the sidelines?   Details such as these have a dramatic influence on the “proper” retaliation. Punching someone in the face may seem like the proper reaction in many situations, in the eyes of someone looking on from the shadows, testing the PCs, it might be that “maybe this group isn’t right for my quest? Maybe these adventurers are too ham-fisted to be trusted with my mission that needs a delicate touch?” And sometimes, a quick, decisive resolution is exactly what a potential employer is looking for. Few expect a détente with the monsters of the north over tea and crumpets; some potential employers want a group that kicks butt and takes names, especially if the mission is protecting a caravan, locating a kidnapped family member, or recovering that long-lost family heirloom that was stolen en route when the family came to the city from wherever. Whatever the motivation of the instigator, the characters have to judge — usually quickly — what the correct course of action is in their response, and what the impact and ramifications of their actions may be.   Some conflicts are resolved quickly, others have much wider and far-reaching effects, and some rare few are completely out of the range of what anyone could imagine. In Tent City, fistfights are fairly common, and the retaliation is swift, clear, and short-lived; people fight, clean up, and may even have a drink later. A brawl in Leo’s Well may involve an assault charge, a night in jail, a fine paid, and go about your business. Conflicts in the Hill District may result from something as slight as bumping into a member of the elites, and this spirals out of control, playing out for months (or years), and involving business empires or entire families, and affecting an entire district, or the city as a whole in extreme (and extremely bizarre) circumstances. Determining how to fight a battle, and who is involved, is much more intricate in these social situations.   Adventurers are notorious for their “might makes right” attitudes towards locals, and cities in general. An adventuring party may think the local guards are nothing compared to the monsters outside the walls, and they may be right. Physically, the guards are not a challenge. But when the PCs throw their weight around, and disrespect the guards, suddenly inn prices go up, healing at temples is wan or non-existent, needed equipment is in short supply, and so on. All that happens because the “lowly Wall Watch” recruit is actually the nephew of Imril, or a second cousin to Jaren Strahn, or one of the Elmwish family. Until you know whom you’re dealing with, discretion is the better part of valor. And woe be to any PC party that chooses to actively fight the city guards. They might win the fight, but it’d take an army of tens of thousands to win the war, and the city leaders will never give up or just let violence against their officials slide.   Etiquette in the city is another aspect of the social circle that some PCs have difficulty with. Simply stowing that greatsword and plate armor while in town isn’t enough. Wearing traveling clothes to a special event hosted by Andrigor simply won’t do. Characters are expected to look the part of heroes, at least at some point. Standing before the Council of Burghers or the High Burgess, one does not look the part of a miscreant or a ruffian. If the PCs are going to move in such high circles, then it is expected that they assume a diplomatic stance to some degree, and while the typical half-orc is not going to shower a crowd with his social graces, it would be unwise to think that others are not watching for that very thing to occur. It is certain that not all campaigns are going to want to play a highly social game, with such aspects of etiquette, intrigue, and social maneuvering, but all too frequently these parts of the urban fantasy experience are completely left out, and they can be every bit as exciting, rewarding, and dangerous as underground explorations.

Defences

The town has recently replaced an earthen rampart and wooden palisade around the city topped with a stone wall capped with a crenellated parapet. The entire fortification rises 50ft. The town is separated internally by canals with narrow bridges that provide an additional defense in the event the outer walls are breached, and allow for defense by a relatively small number of defenders.   The city's elite defenders are known as the Lyreguard, lightly armored and armed that employ highly versatile tactics. There are roughly 250 Lyreguard and are led by Imril. The most elite of the Lyreguard are known as Griffon Riders, and they ride griffons bred at the Lyreguard base of operations: the Citadel of Griffons. A handpicked squad of 15 Lyreguard, selected for their loyalty and reliability, serve the High Burgess as her personal bodyguard known as The Gentlemen. The Lyreguard also boast 12 war mages and up to 30 priests of various goodly faiths who provide healing and support.   The city’s main defense is in the hands of the Free Defenders. Their ranks have increased recently after a strong recruiting drive following the siege of the city, and they are now a standing army of approximately 1500, consisting mostly of young volunteers with some experienced officers who have been blooded but did not join the Overking’s campaign to the north. Consisting primarily of young persons of able body who have not been apprenticed are expected to serve two years as a member of this force after enlisting. They are ably led by Lord Commander Behrend Roy. The city’s standing army is further reinforced by 300 men-at-arms, 20 knights and 90 cavalry of the Duchy of Waymarch. These have technically been hired as mercenaries, but they serve intimately alongside the city’s own defenders and supplement their patrols and military activities.   Technically part of the Wall Watchers and numbering about 75, the Gatesmen are the best trained guards in Westden besides the Lyreguard. They guard all five gates to the city, working in groups of four, and are regularly rotated on a random basis to minimize the chance of corruption or bribes. So far the system works well, as only a handful of Gatesmen have ever been caught taking bribes. Captain Hodd makes sure his Gatesmen are well-paid, and they are expected to swear to a strict code of conduct. Those convicted of corruption are branded and expelled from the guard; more grievous offenses are punishable by execution, but no Gatesman has ever committed a crime that carries such a harsh penalty.   In addition to aiding the Gatesmen as needed, the Wall Watchers also observe activities outside the city and make sure that those inside are behaving themselves. There are about 150 Wall Watchers, garrisoned in the city wall towers. Throughout the day and night, pairs of Wall Watchers walk long, often lonely patrols, with one watcher looking out from the city and the other looking in. The Wall Watchers dress in grey surcoats over chain shirt. The surcoat is embroidered with the image of a crenellated wall affixed with a white lyre in its center. Their kite shields display the standard of the city.

Industry & Trade

The Wheelwrights are the most politically powerful guild in the city. Their current leader, Duloth Armatige, has not been quiet or clandestine about his desire to see “a new face of Westden”, and clearly he either wants that job, or wants to put the next person in the seat. He is no stranger to pointing out the current High Burgess’ flaws; while he is savvy enough to stop just short of making a public spectacle of himself, he is frequently the man-behind-the-curtain for public protests against the sitting High Burgess, guild strikes, late shipments meant to embarrass the city, etc. Duloth is petty, petulant, an abusive bully, and easily angered. Despite these loathsome qualities, he is quick-witted and slick, and is a master of intimidation and coercion, either personal or through the power of his Guild.   The Wheelwrights are not alone in their struggles to dominate Westden. While the Beggars Guild is in no position to take a leadership role by force, as the Wheelwrights think they can do, the beggars of Westden may have just as much influence over what happens to someone walking the city streets as the Wheelwrights. This Guild, led by Guildmaster Lucious Gromp, has a unique grasp on the power struggles in the city. “While few notice beggars, the beggars themselves notice much,” is a common mantra from this guild, and the beggars do indeed notice much. They trade in secrets and information as other guilds trade in textiles or foodstuffs. It is frequently whispered throughout the city “if there is something worth knowing, the Beggars know it.”   Information, however, in a city such as Westden, is neither cheap, nor easily kept hidden. This makes gossip and verifiable secrets a highly-sought-after commodity, so sought after that there is a market for information gained at any price. Both the Shadow Masks and the Red Blades, Westden's clandestine spy and assassin organizations respectively, trade in information, as well as thievery and murder. Spying, especially between members of rivals guilds, has been elevated to an art form by these Guilds, and novices are advised to steer clear of the field when schemes are afoot.   Not every guild that wields power in the city does so through illicit means. The Gem Cutter and Jewelers Guild deals with large amounts of gemstones: buying, selling, and creating items close to the hearts of the wealthy (namely high-priced material goods and status symbols), and secures the services of adventurers and capable bodyguards to ensure transactions are above-board and without incident. The Scribes Guild deals with nearly as much information as the Beggars Guild, however, with only very, very rare exceptions, the Scribes Guild does not trade in any sensitive information. It is the grounds for immediate expulsion from the Guild, as well as prosecution at the highest level if a Guild scribe betrays this trust. As a unique consequence of class and station, even though the Scribes cannot discuss their client’s information, the clients know that someone knows their secrets. This gives the Guild an inordinate amount of power, as none of the upper class knows exactly what the Scribes know about them. “Power though paranoia” is an off-color comment a few Scribes have made to each other. The Glassblowers Guild creates fine and delicate sculptures and fixtures, often times horribly overcharging for them. The Guild is very socially active, with parties and revels that are “The Event” to attend, as well as having legitimate artisans to craft items for the affluent. As several boutique guilds have found out over the years in Westden: some guild enjoy seasonal or fad status, their fortune’s and influence lasting only as long as they are the social darlings of the time.   The various trade guilds wield a surprising amount of influence. With a city as ever-changing as Westden, having skilled craftsmen and women able to take a relatively obscure idea or thought, and turn it into a physical object is greatly appreciated. The Stoneworkers Guild is constantly looking for more craftsmen, with the ever-changing Old Temple District keeping them and the Underbuilders Union busy day and night. When not working contracts for private citizens, both guilds, along with the few non-affiliated craftsman around town, spend their time shoring up the defenses of the city at large and repairing traces of the siege. Westden has grown from a barely-defended waystation to the siege-tested metropolis it is now, with infrastructural improvements such as the massive bridges, catacombs, sewer tunnels, well systems, canals, and city walls. All this hard labor has brought coin and prestige to the trade guilds, and they are spent equally as needed in the city.   High value material goods are churned out at an amazing rate, with the local armorers and weaponsmiths creating goods for the local military and adventurers; the Innkeepers Guild, the Brewer’s and Distiller’s Guild, and the Tavernkeepers’ Association are doing booming business with travelers, adventuring parties, and the military. Specialty shops abound, and true craftsmen are respected, admired, and sought out for their master-quality items. Some of these craftsmen wield political pull of their own, simply due to the quality of their work. Fathalir could be granted nearly any favor asked, simply because the man creates items that may very well transcend history. Phidian and his one-time apprentice Utello have created several sculptures and works that adorn official buildings and parks scattered around the city; when words get out they are looking for a patron, the elite seek them out. Liserion enjoys a special role; as the Holy Artificer of Dre’uain the Lame, he not only holds influence as a high priest of a popular god of Westden, but the craftsmen of the city come to the temple for blessings on particular works, and occasionally, truly remarkable works are put on display to showcase the favor that Dre’uain bestows on crafting in the city.

Infrastructure

The city is divided up into 18 official districts and dozens of unofficial ones. Each district has its own page. The 18 official districts are: Tent City District, Stable Row, Market District, Guild District, Old Temple District, Catacombs, The Docks, Canal District, The Hill, Underhill District, North Wall District, Bridge District, Keep Quarter, Thieves' Quarter, Fatima's College of Arts, East Docks, Leo's Well, and Outer Quarter.  
District Modifier: The modifier listed in a district's information panel applies to any Charisma check made to improve an individual's attitude in the district.
Gold Piece Limit: The maximum value of items that are available for sale.
   

Inns and Taverns

Given the transitory nature of much of the city’s populace, there is an abundance of inns and taverns:   Most popular is the large and cozy Felled Ogre, run by Durst Hammerhand, whose tale of his one-blow felling of an ogre with his fist is local legend. Also notable is the rowdy and crowded Bloody Boar in the Thieves’ Quarter. The Aleman’s Guild, a noisy taproom whose name is a play on the large number of guilds in town, as this is, in fact, not a guild at all, located on the east bank. The Hidden Lady, though not a house of prostitution, is used by those on the run and is located in the cramped Thieves’ Quarter. The Hanging Rose Tavern serves simple, well-prepared food and drink.   The Inn of Six Candles, which caters to rich merchants and pampered adventurers is located in the Merchant’s District. The Wizard’s Familiar, services visiting mages and caters to their need for privacy and expensive tastes, and also has several wizards as door guards. A night at the Wyvern’s Tail is almost assuredly going to end in a fight. Last and least is The Black Viper, also located in the Thieves’ Quarter. It is known for its discretion, private booths, and small rooms. More than one person has been found murdered in the morning, the result of foul play.   There are many other taverns and inns within the city, these are only a few examples.

Guilds and Factions

The Guilds hold an interesting position in Westden. Some of the largest powerbrokers in the city, each Guild is held in check by the machinations and plots of the others and the through the careful manipulation of the High Burgess and her allies. Where one guild may appear to have an advantage over its rivals, that status is usually short-lived, and any weaknesses are exploited immediately, either by a rival guild, or a guild attempting to curry favor with a different guild.   The largest or most influential guilds in the city are the Actors, Musicians, and Playwrights Guild, the Beggars Guild, the Brewer's and Distiller's Guild, the Caretakers Guild, the Fraternal Brotherhood of Barristers and Solicitors, the Coopers and Shipwrights Guild, the Dockworkers' Guild, the Gemcutter and Jewelers Guild, the Glassblowers Guild, the Harlots' Guild, the Herbalist and Alchemists Guild, the Innkeepers Guild, the Rivermen's Guild, the Scribes Guild, the Shipworkers' Guild, the Society of Arms, the Stablers and Breeders Guild, the Stoneworkers Guild, the Tavernkeepers' Association, the Underbuilders Union, the Weavers and Textile Workers Guild, the Wheelwrights Guild, and the Wizards' Guild.  

Actors, Musicians, and Playwrights Guild

Not a true guild, this group represents the sum of the administration of Fatima’s College and is what gives the chancellor of the college, Maestro Lauriann Danyr, a seat on the Council of Burghers as Burgess of the Guild. The college pays little mind to the day-to-day running of the city council, being wholly occupied with its own curriculum, staff, and student body, but pays particular attention when politics of import to the entire city are in play. In addition, Chancellor Danyr is not above sending her provost, Ivir Traskari (male human) to council meetings in her stead as proxy just to keep a finger on the pulse of the Guilds. This guild does not collect dues.  

Beggars Guild

Most inhabitants of Westden would be surprised to learn that the city’s beggars have their own guild. This is fine with the beggars, who prefer that their organization remain largely secret.   Though the guild makes some money from the actual business of begging, it has another side, one which brings considerable income to its leaders. While few notice beggars, the beggars themselves notice much. Those in the know — politicians, merchants, criminals, spies and adventurers — use the beggars as extensions of their own eyes and ears, gathering information and watching the comings and goings in the city. The beggars’ most precious commodity is knowledge, and little goes on in Westden that they do not eventually hear about.   Guildmaster Lucius Gromp is not recognized as a burgher of the city and is not a member of the Council of Burghers, and he is fine with that. Anyone can find out what occurs in the open council meetings, but Gromp oversees what amounts to a powerful espionage organization, sending guild members all over the city with instructions to listen and watch as they beg. Though most of these missions do not yield anything useful, enough good information is gathered — an idle observation, a whispered conversation overheard, a note or clue dropped in the street — for Gromp and his subordinates to make a tidy profit when sold to the right buyer.   Guild members must pay 1cp per week, plus a percentage of their begging income (ranging from 75% for apprentices, 50% for journeymen and 20% for master beggars) to the guild. In exchange for these rather steep rates, the Beggars Guild provides food, shelter and clothing to those guild members who need them. Combined with the gold that Gromp makes from selling secrets, the beggars actually have a fairly substantial fortune, hidden in various caches throughout the city, only a small portion of which (2d10 x 100gp) can be found in the guild hall at any one time.   Beggars who refuse to pay their dues are beaten by hired toughs, and more flagrant violations result in broken limbs. Few beggars manage to survive for long without the guild, so nearly all beggars in the city are guild members.  

Brewer’s and Distiller’s Guild

No alcohol is brewed, bought or sold in Westden without the knowledge and oversight of this guild. Nearly all tavernkeepers are members of the guild; only those who do not serve alcohol can escape the membership requirement. Anyone dealing in alcohol without guild approval finds themselves visited by hired thugs, who are not above reducing businesses to smoldering ruin.   Needless to say, membership in this guild is broad. Its size is actually something of a handicap, for the large number of members means that the guild is often encumbered by bureaucracy and its members can rarely agree on anything. Official guild prices are not set — rather, a range of prices that a member can charge are determined by the type of alcohol he is selling, and this range can vary greatly.   The wealthiest member of the guild, Ayn Vinewood, also serves as the group’s burgher, but he is generally considered little more than a figurehead, presiding over meetings and representing the guild at official functions. His own personal and family problems likewise distract him from the important business of running the guild. Trouble has flared within the guild due to the feud between Brin Zwiescher and the Stoneheart Mountain Distillers. This feud threatens to tear the guild apart unless Ayn shows some real leadership. Both Brin Zwiescher and Gowan McKean are making alliances to take control of the guild — it seems likely that the guild might split into two factions, with McKean heading a new Distiller’s union, and Brin heading a Brewer’s League.   The guild also has trade agreements with farmers and other associated industries, giving discounts on purchase of barley, grains, hops, yeasts, barrels and other important items. Membership dues are 15gp per year.  

Caretakers Guild

Gravediggers, groundskeepers, coffin makers, coroners, cremators, mourners, and others who deal with the dead and their disposal belong to this guild. Run by the cold-hearted elven undertaker Erlend, the Caretakers Guild is independent of any church, but has official license to inter the dead in the City of Ashes. Religious officials and priests may preside over interments, but the actual task of laying the dead to rest remains with the Guild. In addition, the Caretakers are also responsible for collecting and storing the bodies of the newly deceased. The Caretakers are rumored to harbor a number of corrupt members, including those who make deals with necromancers to raise the dead or supply body parts for illicit magic. Other members of the guild are rumored to be able to conceal the signs of murder or assassination and often work closely with the Red Blades. Membership costs 5gp per year for a journeyman or master, 1gp per year for apprentices.  

The Fraternal Brotherhood of Barristers and Solicitors

This venerable and honored guild is comprised of the legal experts who defend those accused of crimes against the city, file the many motions, suits, and contracts that keeps the city moving, and argue cases before the city judges and magistrates. Legal experts in the city are divided between barristers, who plead cases before the bench and handle the weightier matters of the law, and solicitors, who handle the myriad details of filing legal paperwork, drawing up contracts, etc. As solicitors gain in experience they can become solicitor advocates and begin to argue petty cases before the city magistrates before joining the ranks of the barristers themselves. Many of the barristers go on to become city magistrates, and some even rise to become the city’s judges. The burgher of the guild is called the Great Speaker by its membership, and most Great Speakers go on to become judges themselves. Those city judges who were once Great Speakers of the guild are known derisively as the “Judge’s Guild” by those who did not rise through that route. Not all barristers and solicitors within the city are required to have membership in the guild, but having ready access to the brotherhood’s library and resources at their guildhall is invaluable, and more than one observer has noted that guild members who appear before the judges and magistrates who were also guild members seem to enjoy more favorable results. For their part, the city’s judges and magistrates are required to renounce their guild membership upon ascending to the bench and remain neutral towards all organizations so as to prevent any sort of judicial collusion. The current Great Speaker, Chu’aine, is immensely popular within the guild and extremely successful in this legal practice. He has thus far resisted every offer to rise to the bench and leave his guild brothers behind.   Solicitors are considered guild apprentices and pay annual dues of 10gp, solicitor advocates are considered journeymen and pay 35gp per year, and barristers are the true masters of their trade and must pay annual dues of 150gp.  

Coopers and Shipwrights Guild

The leader of this guild, Gester Wilvorton, is also the ranking priest of Sefagreth in the city and the City Commissioner of Commerce and Trade. As a result, this slight and unassuming man with a balding pate, gathering paunch, and wrinkled tunic is one of the most influential and powerful men in the city, and he uses this to further the city’s trade interests — which in turn furthers the interests of his guild. The Coopers and Shipwrights have no formal guildhall usually meeting in either the spacious shrine of Sefagreth on the first floor of the Offices and Commerce and Trade for formal meetings and votes or, more frequently, meeting in the city naval yard where a great many of the guild members are employed in building new river vessels.   Annual dues in the guild are 1gp for an apprentice, 5gp for a journeyman, and 100gp for a master craftsmen. Members who are also clerics of Sefagreth have their annual dues waved in exchange for 1 day of service to the church out of every 2 months.  

Dockworkers’ Guild

The longshoremen of Tradeway Landing move vast amounts of cargo from the docks to the waiting wagons of the Wheelwrights and vice versa and would easily be the second-most powerful guild behind the Wheelwrights if not for the rival Shipworkers’ Guild. The Dockworkers can only move cargoes that have already been unloaded from the river boats or that are about to be loaded onto the river boats, while the stevedores of the Shipworkers handle the actually loading and unloading of the boats themselves but effectively lose control once the cargo is on the docks. Thus each guild cuts into half of the other guild’s profits. This situation has reigned since the time of the Talamarian Dispute, and each eyes the other hungrily seeking a return to the old days.   The burgher of this guild is the wealthy silk merchant Piter Hagglesthorpe IV who owns many of the warehouses in Tradeway Landing. He is in most way the complete opposite of the bluff and violent burgher of the Shipworkers, but what he lacks in bravado and loyalty from the guild members he more than makes up for in shrewd calculation and planning. He knows that Clytus Schem is a tinderbox just waiting to erupt and that Duloth plays a dangerous game between both of them and the docks commissioner, though he does not yet know exactly what Duloth’s angle is. Unfortunately, Piter has become distracted by his own personal scandal and has given little time or attention to the cause of his guild lately. He is oblivious to the fact that his leadership is slipping among the guild members, and it is all playing directly into Duloth’s hands.   Membership dues are a modest 5sp per year.  

Gem Cutter and Jewelers Guild

This guild has long been headed by Borm Morgarm who has seen the success of the guild grow over his tenure. The guild sets the prices for gems both raw and cut, as well as handcrafted jewelry throughout Westden. Guild members also share information about criminal activities in the city, to help protect themselves against theft. The guild often employs outside adventurers and guards to help thwart the machinations of Westden’s criminal element. Anyone who buys or sells more than 10,000gp in gems and jewelry within the city must join the guild. Membership is 1000gp per year.  

Glassblowers Guild

In addition to glassblowers, this guild numbers crystal sculptors, glaziers, lantern-makers and window-hangers among its members. This guild is as well known for its feasts and revels as for its craftsmanship — in many ways the Glassblowers Guild is more of a social club than anything else. Just the same, guild members take great pride in their work.   Guillome is the current burgher. Members of the Glassblowers Guild pay annual dues of 5gp.  

Harlots’ Guild

Members of this large but discreet guild are known as the Sisters of the Merciful Touch (though many men are included in the harlots’ ranks, and are referred to as Brothers in the guild). The guild is run, with merciless efficiency, by Madame Toulon. Though outwardly warm and cordial, Toulon is nevertheless a highly effective, no-nonsense businesswoman who never lets personal sentiment get in the way of good financial decisions. Her primary interest is the well-being of the guild and its members, and in this she is as uncompromising as she is skilled.   The guild’s members are predominantly women, with training and skills in many areas, both social and erotic. Despite the guild’s name, its members are more courtesan than harlot, and are always in demand throughout the city as companions, escorts, and lovers. Common streetwalkers are generally left alone by the guild, and must face the perils of their profession without its support. Toulon prefers members who bring substantial income to the guild. Dues for guild members amount to 5gp per year, plus a 25% cut of each member’s nightly profits. As it is difficult to keep a close watch on guild members while they ply their trade, it is not uncommon for them to under-report their earnings, though doing so and being caught risks a hefty fine or expulsion from the guild. Without guild protection, former members are forced to ply their trade on the streets, with all the dangers that that entails.   Members who remain in good standing often end up becoming wealthy and well-known throughout the city, for Toulon often calls upon them to attend large banquets, state dinners and official events as entertainers, providing singing, dancing and performance in addition to their roles as escorts and companions. In general, it is considered somewhat gauche to openly notice or mention that an attendee at a lavish function is a member of the Harlots’ Guild.   Madame Toulon at one time had close ties to Duloth of the Wheelwrights Guild, but today she does not stand to have the man mentioned in her presence, and no one is entirely sure why.  

Herbalists and Alchemists Guild

An old and venerable guild, the Herbalists and Alchemists grant licenses to practice herbal healing and alchemical arts within the city, and also provide assistance to members in the form of laboratories, common store houses where materials can be purchased cheaply, and no-interest loans. The guildhall also contains an extensive library, with many volumes of ancient, near-forgotten lore.   The guild’s leader is chosen once per year by secret ballot of the master craftsfolk, but the guild’s current burgess, Tanna Evesho, has continued to win elections as long as any can remember. Those seeking membership in the guild must pay 5gp, then must take a test of their knowledge from senior guild masters. Yearly dues are 10gp, most of which goes to the upkeep and maintenance of the guildhall and its library.  

Innkeepers Guild

Anyone who wishes to run an inn (defined as a structure where food and drink are served and nightly lodging is available) in Westden must join this guild. Yearly dues are a percentage of the inn’s yearly income, and range from 10gp for a small establishment to over 1000gp for a large, well-stocked multi-story inn.   Unfortunately, the Innkeepers Guild is something of a joke in Westden, for many inns are simply fronts for underworld activities, or sources of profit for greedy merchant houses, and their owners are mere shills. Most inns do not maintain accurate accountings of their income, so the amount that the guild collects rarely if ever reflects the inn’s real income.   In addition to its somewhat ineffectual role as an organization for innkeepers, the guild also loans out money to non-members at steep interest percentages, ranging from 15–30%. Guild members can borrow with little or no interest, and the curiously high default rate on these loans to non-members has brought much gold into the guild’s coffers of late. Rumor has it that the guild has been buying properties all over Westden, though to what end no one is certain. Others claim that these purchases don’t cover all the money that the guild is taking in, leading to speculation as to where all this gold is truly going.   The master of the Innkeepers Guild, Burgher Clovis Gunderson (male human), is a mousy, hunched little man with wispy hair and spectacles perpetually perched on the tip of his overlong nose. His detractors claim he carries gnomish blood in his lineage. Burgher Gunderson is seldom seen outside of Council meetings, and he sleeps at a different property and shell businesses he owns in the city every night, only repeating locations every month or so. Many speculate that he is on the run from the Red Blades or some other nefarious group, but the truth of the matter is that he simply despises social interaction and prefers to avoid any callers.  

Rivermen’s Guild

Comprised almost entirely of Ladian Riverfolk, this small guild survives largely due to the efforts of Katrin, a Ladian druid who is credited with introducing gondola traffic to the city. Most Riverfolk prefer to work independently, and Katrin is often frustrated in her attempts to organize them. Traditional river pilots and boatmen among the Riverfolk find her a bit naïve; her visions of moonlit gondola rides, serenades and peaceful water traffic at odds with the reality of competition and waterborne trade. Katrin has managed to keep all the gondoliers and a handful of lawabiding, businesslike boatmen in the guild, but many others refuse to join or pay dues, competing openly for business and ignoring any attempts by the guild to regulate prices. Membership in the guild is 4gp per year, which many Riverfolk consider to be outrageous, given the minimal assistance that the guild provides. Many refuse to pay, and Katrin may be fighting a losing battle in her efforts to bring the Riverfolk together into a single group.  

Scribes Guild

Members of this guild are responsible for the preparation of official documents and legal papers within the city. The guild also aids in the detection of illegal documents and forgeries, and transcribes legal proceedings. Most nobles and wealthy merchants in Westden have at least one guild member on staff; some nobles keep scribes simply to record their thoughts and draw up mundane correspondence.   Apprentice scribes take an oath of secrecy upon joining the guild. The oath states that the scribe never reveals any of the secrets disclosed by employers, and is enforced by a geas cast by a member of the Wizards Guild. The current burgess is Livit Lockhardt, who specializes in the transcription of magical texts. So far, Livit and the guild have taken a wait-and-see approach to the Lyre Valley Press and its odd “printing machine.” The technology seems nothing more than a curiosity and not a threat to their position. Guild membership is a mere 15gp per year.  

Shipworkers’ Guild

The other half of the old Guild of Longshoremen, the Shipworkers are the stevedores who move the cargo from the decks and holds of river boats onto the docks, where the Dockworkers take over, and vice versa. The burgher of the Shipworkers’ Guild, Clytus Schem (male human), is seriously considering an alliance with the Wheelwrights but has concerns about how far he can trust the weaselly fat man. His misgivings are not entirely unfounded. Membership dues are 2gp a year, which causes many of the members to grouse and complain loudly, but none dare do so too loudly for fear of Clytus and his rock-hard knuckles.  

Society of Arms

The Society of Arms is a guild and fraternal association of fighting men and women and something of a de facto “Adventurers’ Guild” within the city. Anyone seeking employment as a mercenary, guard or watchman, or who wish to join the Lyreguard or Free Defenders, must first qualify for membership in the Society of Arms.   Headquartered in the Market District, this Guild’s burgher is Commandant Rahonse, whose aids put applicants through a series of basic tests and exercises to determine their fighting skills. Once accepted, the new member pays a one-time membership fee of 15gp. The guild provides training to its members, and offers weapons and armor at a 10% discount from normal prices. The guild headquarters also serves as a hiring hall, where unemployed warriors can come to find employment with merchants, mercenary companies, adventuring bands and the like.  

Stablers and Breeders Guild

This guild’s membership is fairly small since there are only a limited number of horse breeding outfits of any size in the Lyre Valley, but those few control most of the market for horse dealing and likewise have a controlling interest in most of the livery stables in and around the city. The guild master is retired cavalryman Captain Jadeyn Roean, whom the ranchers appointed to handle the mundane, day-today business of the guild. They do not allow him to sit for them on the Council of Burghers, though, requiring him to appoint one of them as a proxy for each meeting. Captain Roean is irked by the situation but knows better than to bite the hand that feeds him, so he continues his duties for the time being and keeps his mouth shut. Annual membership dues are 200gp, so only the largest of the horse breeders are actually members of the guild, and there are dozens of smaller breeders that take part in the horse trade in and around the city. The guild ranchers don’t bother with them but do require a guild license for any livery stable to operate within the valley. As a result virtually all of the livery stable owners have had to sell a part of their ownership to the main ranchers in order to be able to afford to operate.  

Stoneworkers Guild

Stonemasons, bricklayers, sculptors and similar craftsmen are required to join the Stoneworkers Guild if they wish to work in Westden. The guild is highly respected, and its members are often employed to build structures and create decorations far from Westden. The Stoneworkers are likewise known as one of the most incorruptible of the city’s guilds. Prices for their services are fixed at a yearly meeting, and members face stiff fines if they violate either the guild’s pricing guidelines or their code of conduct, which demands prompt, timely and professional services.   Barik is an almost legendary craftsman, and has led the guild for nearly 30 years. He works closely with city officials and helps them plan new construction in Westden, carefully making certain that new buildings fit the overall style and architecture of their existing neighborhoods. Barik is also known for his friendly, fatherly manner — he treats all guild members as equal, down to the lowliest apprentice. Guild dues are based upon the member’s skill. Laborers (commoners) pay 1gp per year; apprentices pay 5gp per year, journeymen 10gp per year, and masters pay 20gp per year.   Barik grudgingly defers mining work to the Underbuilders Union, but does so to maintain a decent working relationship in the city. Barik knows of Bogdan’s connection with Duloth, and doesn’t wish to see any trouble in the construction arena.  

Tavernkeepers’ Association

Most members of the Tavernkeepers’ Association are also members of other guilds, such as the Innkeepers and the Brewers Guilds. This organization is more of a loose confederation than a true guild, but its members still wield considerable influence. Anyone who runs an establishment that sells food or drink must be a member of this guild; this includes open-air stalls, carts, and other small businesses so, like the Innkeepers, the Tavernkeepers have a fairly large membership. Those attempting to run a tavern or drinking establishment without the Tavernkeepers’ approval soon find their casks broken in the street or their establishment ablaze. Some even suspect the guild of complicity in several major fires recently, but nothing has been proven so far.   The guild meets infrequently, and cares little for the quality of its member’s goods, only that they are members and pay their dues. Membership in this union is similar to that of the Innkeepers Guild, in that proprietors are charged a percentage of yearly profits. As with the Innkeepers, many businesses cook the books and don’t honestly report their income, however. Vendors who sell from carts or stalls are charged only 1gp per year. Burgher Marghes Coltriven (male human) runs the guild with an iron fist, making sure every penny in dues is accounted for — and little else.  

Thieves’ Guild

There is no Thieves' Guild in Westden. Move along.  

Underbuilders Union

Comprised almost entirely of dwarves and gnomes, the Underbuilders Union is responsible for not only delving most of the catacombs, sewers, and tunnels beneath the city but also viturally all of the Underhill District and a good many of the city’s cellars. In addition, the Union remains as the biggest competition for the Stoneworkers Guild. Their burgher, Bogdan Rockroot, is allied with Duloth and the Wheelwrights Guild. Together they attempt to inflate the cost of stone construction and debris hauling in the “Overcity”. Bogdan alone decides the “danger” of any given construction job, and sets the cost accordingly, at risk of a shutdown of any work by the members of his union.   Although the city issues building permits, hiring workers to get the job done requires the blessings of Bogdan. These blessings usually result in a 10% or more upcharge to construction costs. Although Bogdan is not himself as corrupt as Duloth, he is a businessman, and believes in maximizing profits for the workers he represents. He saw Duloth’s rise, and can appreciate the work that went into it, if not necessarily the tactics. Bogdan is at odds with the Pipe Cleaners and seeks to remove Norton McKiagh and have him replaced with a more pliable city official. Membership dues in the Underbuilders’ Union are the equivalent of one day’s paid work per month.  

Weavers and Textile Workers Guild

This loose guild includes almost anyone involved in the creation of cloth and textiles. Members range from impoverished weavers to mercers dealing in fine cloth, and few have any qualms about competing fiercely with each other. Milago was chosen as burgher for his relative innocuousness. A retired weaver, Milago has an excellent knowledge of the subject and does little to interfere in internecine struggles between guild members. Presently, the guild exists primarily to fix prices, but fines for violating price limitations are minimal, and most members treat guild prices as guidelines, or at least as a place from which to begin bargaining.   The Guild turns a blind-eye to the activities of the Black Market’s Satin Alley area, although, if asked, Milago always assures a customer “he is looking into it.” Membership in the guild is 1gp per year.  

Wheelwrights Guild

Formed in the aftermath of the powerful Teamsters’ Accord’s destruction, a humble wainwright gathered a few of his friends and companions to form a new union for wagon builders and freight haulers. Now barely more than a century later, the Wheelwrights Guild has grown to dominate trade and politics in Westden and throughout its suzerainty in a way that its forebears never dreamed. The tenure of Duloth Armitage as the burgher of the Wheelwrights has brought unheralded prosperity and caused many to whisper that one of the burghers may just be able to wrest the office of Mayor back from the High Burgess. Others whisper that Duloth’s rise and that of the Wheelwrights can only be the result of more than simple backroom dealing and shady politics; they say there is something truly rotten at the core, and they may be closer to the truth than they know.   Duloth has his fingers in more pies than anyone can imagine, and no one would want to imagine the depths of evil that those pies may hold. For his part Duloth works tirelessly to enrich himself and his guild, though he is well aware that the true power he seeks lies not simply in the coffers and interests of the Wheelwrights. There are darker forces stirring within Westden, and Duloth intends to be at the center of the vortex.   Membership in the Wheelwrights costs masters 5gp per annum, journeymen 2gp per annum, and apprentices only 1gp per annum, but Duloth has ways of squeezing much more out of its members when he wants to.  

Wizards’ Guild

Though officially listed on the roles of Westden's guilds, the Wizards’ Guild is actually closer in nature to a secret society, since its leaders are unknown and information about its members is kept confidential. Despite its name, the guild is open to sorcerers, wizards, bards, magi, witches, summoners, and other practitioners of the arcane arts. Unlike many other guilds, membership is not mandatory, but the advantages of membership are such that few would refuse it. Members are allowed to purchase magical items and components at reduced rates, and are given access to the guild library and facilities in the guild hall. In addition, guild members are first in line for lucrative work with the city when magical assistance is needed.   The guild’s leaders are a group of 33 called the Dominion Arcane. Though officially secret, many members of this elite band of 33 wizards and sorcerers are actually fairly well known — one cannot be a powerful arcanist in a city like Westden and avoid attention. Known members of the Dominion include such individuals as Velior, Andrigor, Manisool, and the Masters of the eight Schools of Magic and Sorcery. Other members of the Dominion are less well-known, and only members of the Dominion itself know the identities of all 33. Gatherings of the full Dominion are rare, as several of its members live elsewhere outside of Westden, their seats held in absentia.   As a rule, the Dominion stays out of the internal affairs of Westden, preferring to remain aloof from common politics and petty struggles. It is the publicly known eight Masters that serve in a rotating role on the Council of Burghers, each for a 3-month tenure. The health of the guild and its members, the furtherance of arcane studies, and the discovery of new magical techniques and spells are the primary interests of the Dominion. While members are often hired by city officials, and the guild is expected to participate in the city’s defense if needed, they remain relatively uninvolved in daily matters. Certain members of the Dominion such as Manisool and Andrigor have their own interests as well, and on occasion these interests directly affect the city and its welfare, however.   The guild has three categories of members. Sorcerers and wizards of 1st or 2nd level are apprentices, and usually serve as students and assistants to higher-ranking members. They also assist in the creation of scrolls and potions, and can be hired to perform basic magical functions for merchants, nobles, and the Westden military. Once they have reached 3rd level, apprentices can apply for charter membership. Charter membership is granted to wizards and sorcerers of 3rd level and higher. Charter members are allowed access to the Apprentice Tower. Here they may study and trade spells with other charter members, or petition Dominion members for tutelage in higher level spells, or the crafting of magic items. Charter members are sometimes asked to perform quests or aid in a search for spell components in exchange for an opportunity to study with Dominion members. Most guild arcanists are charter members.   The Dominion Arcane is limited to 33 members, and open to membership by invitation only when a former member dies, resigns, or is declared dead by the surviving Dominion members. The Dominion has no official leader, though members are given one vote per caster level, so the higher-ranking members wield greater power in the council. The Dominion Arcane meets at the Tower of High Incantation. Only full Dominion members and their apprentices are allowed entrance to this tower.   Though it takes no active role in Westden’s affairs, the Dominion nevertheless has eyes and ears throughout the North and the Duchies and beyond, including several different planes. Anything that might affect the Dominion is watched with great interest, and agents are often sent to investigate. The Dominion is also active in the search for relics, artifacts, new magic items, spells, and other arcane matters. Guild members are required to pay annual dues equal to 100gp per caster level. Air elementals collect payments from members regardless of their location, and failure to pay results in suspension and eventually expulsion from the guild in extreme cases. Membership is for life, regardless of alignment, race or religious affiliation.  

Other Organizations

In addition to the guilds there are some other organizations that hold some sway in the city sponsored by churches, neighboring states, or just powerful individuals. Some of these groups provide a valuable service to the city, some gather in hopes of achieving some goal in the future, and others exist out of little more than tradition. Though none of these groups holds an active seat on the Council of Burghers or are as large as most of the guilds, they nonetheless find that they can have considerable influence at certain times or over certain political spheres.  

Farseekers of Twilight

This small and elite group of rangers and scouts consists entirely of elves and half-elves. Led by the elf Oberon Thanlaus (male elf), the Farseekers are distrustful of humans, and have a healthy disdain for dwarves. They keep to themselves and are only rarely seen within the walls of Westden (and even then, few if any know who they are). Their numbers vary, but usually average about two dozen.   The Farseekers hail from the Forest Kingdoms to the north beyond the Lyre Valley and are concerned with the threat of humanoid assault upon the land, and its possible effects upon the region’s plants and wildlife. By the same token, they are greatly distressed by the increasing amount of mercantile traffic that moves through the Lyre Valley to and from Westden and consequently through the nearby forests. They have appointed themselves as protectors of the woodlands in and around the Lyre Valley and hold to their task with a deadly seriousness. The group members have all sworn their allegiance to the Queen of Parnuble and as they are all of good or neutral alignment and know that the Queen values her people’s friendship with Westden, they have no intentions of attacking or damaging the city, but they also have been known to actively discourage anyone from traveling too deeply into their territory. Trespassers may find themselves captured or magically incapacitated and escorted from the forests, while others may receive a stern warning from Oberon or one of his lieutenants.   The Farseekers feel a grudging respect for the Longhunters, but the two groups remain somewhat at odds over who truly defends the region, and has nature’s best interests at heart. Being primarily human, the Longhunters see the wilderness as a place to be respected and carefully managed for the good of all, while the elvish Farseekers feel that the region should remain unspoiled and untouched. Though their goals and views are different, the Farseekers and Longhunters often work toward the same ends, battling common enemies and promoting common goals. Recently the young cousin of Oberon, a ranger named Andulathon, volunteered to join a group of Farseekers accompanying a Westden expedition to lands of the south. Nothing has been heard of this company in some months, and Oberon is most anxious to discover news of his cousin’s wellbeing.   Adventurers who are willing to assist Oberon in this may find an opening for friendly relations with the Farseekers as a result of their efforts.  

Order of Protectors

In the early days of Westden the temple of Muir was one of the most powerful in the city and took on the primary duties of protecting its citizens by contributing to and eventually virtually taking over the original Lyre’s Guard. However, with the reforms of the Guildmasters’ Act, the church of Muir found itself barred from taking an active role in overseeing the civil defense of the city. Never ones to be dissuaded, the followers of the Vigilant Guard set about establishing their own order of battle-clerics to assist in the defense of the city and provide the divine spell support that would be needed by patrols in the wilderness and during major threats to the city. The Order of Protectors was born with the most senior clergy of the temple appointed as Protectors to oversee the order and the lesser priests ordained as Praesidio Initiatum, The current knight commander of the order is High Guardian Elissa Perinor with its rank-and-file leaders the 4 Protectors of the temple. Currently they have 75 Praesidiati filling out there ranks, but Elissa is always looking for more recruits.  

Order of the Sword of Retribution

The loss of the Valley of the Shrines to the Cult of Vardesain after losing the ancient Burial Halls of Thyr and Muir and the beloved high priest Abysthor was more than the patience of Bofred the Just could stand. He knew that with the declining fortunes of the temples of Thyr and Muir he lacked the forces necessary to move in force, punish the transgressors, and take back what was Thyr’s. But he also knew from long study of the histories of Lados that this was not the first time folk of goodly mien had faced such odds. And time and time again he saw that when pressed beyond the ability for mortals to endure, the gods would provide. He decided that he must declare a crusade to retake the sacred shrines. When he approached Barahil the Faithful, he discovered that the paladin had been having the same dream. Together the two high priests formed a new religious order composed of paladins, clerics, and fighters of lawful good alignment called the Order of the Sword of Retribution. Today the order remains small, the costs of the recent war were high, and even though many goodly folk are interested in taking the fight to Vardesain, there are fewer willing to submit to Bofred’s demands of absolute obedience to Thyr and Muir. As it stands Bofred the Just and Barahil the Faithful lack the manpower to attack and retake the shrines and burial halls. But both are confident that the gods will provide, and any day could be the day that the assault begins.  

Orphans of War Society

Once a major political power in the city founded by the incredibly popular Mayor Hegany Durgas to commemorate the 50th anniversary of the Battle of Tsar, this organization lost its driving force with the disappearance of that polarizing figure two centuries ago. Today it mainly exists as a benevolence society supported by many of the well-to-do ladies of the city who hold annual charity events for projects like neighborhood beautification and soup kitchens. There are some stirrings from the group’s chairperson, Mistress Domenwilla Parlicamp (female human) of the Tourse Parlicamps, that perhaps the Society should dig back to its roots of old and begin a social movement for the orphans of the city’s recent siege, but to date it has developed little beyond idle talk over tea and scones at the weekly Ladies’ Socials.  

The Longhunters

A loose confederation of human rangers that scour the Lyre Valley and the foothills of the Jotunhav and Towers Mountains, these doughty and surefooted scouts are Westden’s first line of defense against the gnolls and other monsters of the north. Sworn to defend the Lyre Valley from all foes, the Longhunters’ exploits are usually unknown to the citizens of Westden. Whether their foes are humanoid raiders, bloodthirsty bandits, or even would-be warlords and conquerors, the Longhunters battle fearlessly, shunning fame and glory for the simple knowledge that they are protecting their homeland. They are a small, elite group, with no more than 50 members.   Founded by the famous frontiersman Raginar Boone, and now led by Master Hunter Rankir (male human), the Longhunters dress in soft buckskins and carry powerful longbows. The Longhunters are seldom seen within the walls of Westden itself, preferring the wilderness or Fort Rendezvous in Tent City, to the sound and fury of the city proper. Longhunters act as guides for Imril and his knights in times of dire need, though it is a rare occasion that they are found in bands numbering more than six at a time. Though largely unknown by the city’s populace, the hunters are fiercely loyal to Cylyria. Some Longhunter leaders are also members of the Fellowship of Note.  

The Stone and The Door

The mountain dwarves of Clan Krazzadak lost their ancestral halls to an unnatural ice storm and otherworldly invasion more than almost 500 years. Their lost King under the Glacier and ancient capital of Bryn Tuk Thull still remain buried under hundreds of feet of ice and behind an unknowable pall of evil on the Wending Ice Glacier. But the dwarves of Krazzadak far and wide still sing of their lost halls and olden glories, and perhaps none so beautifully as Maestro Torluk Von Trund of Fatima’s College. Together Maestro Von Trund, Gruden Greybeard, and Gowan McKean recruit dwarves and adventurers to dare the journey up into the Jotunhav Range to the dreaded Wending Ice, and there lay to rest the Curse of the Jotunhav once and for all. The name of this group describes the image of a ruby behind a set of closed mountain gates, the ancient symbol of the Krazzadak Clan and the translation of their ancient king-city’s name — Bryn Tuk Thull, “The Throne Gate of King Thull”.  

Religion

Official Pantheon: Foerdewaith Pantheon.   A liberal and tolerant city, Westden is home to many different faiths. The city’s primary religion is the worship of Mitra, God of Law, Justice, and the Sun. Closely following Mitra is the worship of Dre’uain the Lame, God of Crafts, thus the preponderance of well-made goods in the city, and Sefagreth, the official patron of the trade upon which the city is built. A shrine to Tykee, Goddess of Luck and Good Fortune, is very popular with the populace, and sees much traffic in the Bridge District. Freya, Goddess of Love and Fertility, has a very loyal following, especially among the youth. Yenomesh, the God of Glyphs and Writing, is extremely popular with the college crowd, and the abundant arcane community. Muir, Goddess of Virtue, is venerated by many of the various city watches; her temple in the Old Temple District is a bastion for city defenders. Belon the Wise, the God of Travel and Magic, is rising in popularity, his name carried on the lips of many making their way around Lados.   Other notable religions include the worship of the older gods, such as Thyr, God of Justice — though the people of Westden tend to de-emphasize these gods’ natures, and respect, rather than truly revere them. Thyr suffered a major setback with the sacking of his more prominent temples to the north. Jamboor, the God of Magic and Secrets, is still given lip-service by many within the Dominion Arcane. The grain goddess Ceres was once oft-venerated among the folk of the city but now is all but forgotten. In like manner worship of these old gods has declined, along with their once-proud temples, and many of the newer gods hold sway over Westden.   Many, many other gods and goddesses are venerated in Westden as well, and some outsiders refer to it as the City of a Thousand Gods, with good reason. Such deities as Moccavallo, God of Treachery, Pekko, God of Ales, and Gromm, God of Storms, are but a few of the gods that have shrines and devoted priesthoods. The city’s nonhuman inhabitants also follow their own faiths as well, including Dwerfater and Valeresh, as well as a long-venerated shrine to the Bird Goddess Rhiaan, who is seen as a protector of the vale, and a temple to the enigmatic deity known only as The Spider.   The open worship of evil deities is prohibited, though in a city this size there are always secret cabals of evil that go unchecked and in the shadows, darker worship services are held. It is widely rumored that the Cult of Vardesain, Devourer of Souls, has established itself in Westden, and stories of the Cult of Set and its abominable practices circulate constantly. The Great Old One Tsathoggua, whose followers assisted in desecrating the Valley of the Shrines, are also said to be present here, working behind the scenes to bring ruin to the city. Recently, activity in the sewers suggests the Mother of Madness Addrikah is actively taking a role in the city. So far, the authorities have proved unable to root out these cults or even to conclusively prove that they exist. Rumors suggest that the Cult of Chernobog may be active again in the wilderness, and strange disappearances in the Foreign Quarters, as well as whispers in the Black Market, suggest The Master may be the one behind the local slave-trade.  

Notable Churches

The most prominent church in town is the Light of the Truth-Speaker, the temple of Mitra, attended by the High Harpist Jared Strahn and his priests. Less a formal church than a performance hall, the Light is a place of public recital and debate. It is located at the Southeast side of the central plaza, on the central island, in the important Bridge District.   Next in importance is the Temple of Skilled Hands, temple of Dre’uain the Lame, overseen by Holy Artificer Liserion. All major items made in Westden are routinely blessed by this temple.   The House of the Ever Vigilant Guard, temple of Muir; High Guardian Elissa Perinor presides over a brotherhood of 75 priests. The temple is a crenelated fortress-like building, with a surrounding wall. The brotherhood contributes to the defense of the town; a priest usually rides with every patrol.   The High Sanctum of the Scroll, temple of Yenomesh, God of Glyphs and Writing; Master Scrivener Drembrar and his scribes. Drembrar gives access to the library only to those who donate documents of interest to the temple.   The Exalted Temple of Thyr the Lawgiver is a temple of classical architecture that is a larger scale replica of the currently desecrated shrine in the valley to the north. It is currently the High Altar of Thyr. High Priest Bofred the Just presides over the remnants of the congregation.   There is also a very popular shrine to Tykee, as well as shrines to Freya, Gromm, Pekko, Baccho, Moccavallo, Sefagreth, and others.

Architecture

The Citadels of the Lyre

The citadels of the Lyre Valley are extremely important to the region’s security and trade. The Lyreguard griffon riders that routinely patrol from atop the Citadel of Griffons highest tower, and the massed soldiery that can issue forth at a moment’s notice from the Citadel of Ravens are often all that stands between the citizens of Westden and total disaster.   However, the knights and soldiers of the citadels are also sympathetic to the more adventurous souls who explore the mysterious and rugged corners of the valley. They know that any monsters defeated by adventurers are monsters that they won’t have to deal with themselves later — and oftentimes adventurers are better equipped to handle some of the more powerful and odd beasts that may be encountered in the vale. It is not uncommon for members of the Lyreguard or Free Defenders to toast known adventurers of proven reputation when they see them in taverns, and this courtesy extends to the citadels as well, which may serve as a stop for adventurers returning from travel, or for those bearing information to Sir Imril from some agency allied with Cylyria, such as the Greycloaks.  

The Citadel of Griffons

This impressive walled fortification is home to the Lyreguard, who patrol and guard the Lyre Valley from aggressive humanoids and monstrous beasts that come down from the Jotunhav Range. Sitting atop the highest hill some 30 miles northeast of Westden, the Citadel of Griffons commands an impressive view of the northern valley and can warn the city of dangers quickly due to its griffon-riding knights. The Griffon Riders are well trained and loyal to Imril. They are selected from the cream of the Lyreguard and the soldiery of Waymarch for their bravery and commanding presence upon the battlefield. They fight as a single unit striking fear into the hearts of their enemies.   The citadel offers a buffer zone for the city of Westden to prepare in the event of an attack from the north and served well in this capacity during the Huun siege of the previous years. With its sturdy crenellated walls, strategic positioning, and brave fighting men, it was surmised that it could hold off a siege for several weeks before the defenders would be forced to retreat to the city and make their final stand. In the siege of the Huun, the Citadel of Griffons held out for 4 months before the Huun abandoned its investment. They left sufficient forces to keep the bulk of the Lyreguard in the citadel bottled up and instead turned their full attention to attacking the city itself. They were never, however, able to bottle up the Griffon Riders who were always able to maintain their aerial link with the city.   The citadel houses Commander Imril and 12 Lyreguard Griffon Riders as well as another 60 members of the Lyreguard and 200 Free Defenders. In addition a contingent of troops from the Duchy of Waymarch is stationed here under Imril’s command. This Waymark garrison consists of 20 knights, 20 cavalry, and 60 men-at-arms. A third of the garrison stationed at the Citadel of Griffons is out patrolling the Lyre Valley at all times. These brave knights and men-at-arms enjoy the lifestyle of danger and the prestige that such a life lends them. The citadel is topped with siege engines such as heavy catapult, light catapult, and ballistas that are manned at all times and regularly trained on by the force stationed here.   The central keep is also the roost and aviary for the Lyreguard’s griffons, all trained from hatchlings to be loyal to their masters to the death. These beasts are majestic in their beauty and fierce in their ability to wage war upon the enemies of Westden. There are over a dozen nests of these wondrous creatures upon the very top of the citadel where the Lyreguard store their saddles and other gear in a stone guardhouse. The 16 griffons who reside here are often set free to go about and hunt for their food. The griffins have been trained not to assault caravans for their horses nor to challenge anything larger than themselves when they are out foraging. The griffons are loyal only to their riders and do not willingly let any other mount them without the proper reassurance of their master that it is all right.   The citadel has over three months’ worth of rations in case of siege, and its ramparts have been battle tested and proven strong. The foundations are further reinforced with magic to keep invaders from digging up from the earth below and wreaking havoc.  

The Citadel of Ravens

This fortress stands on a craggy hilltop just to the north of the city, overlooking the Great Amrin River. The Citadel of Ravens serves as an important strategic defender of the valley below, and is an important patrol station for guards passing between it and the Citadel of Griffons. Its high tower and dominant position on the hill offers a broad view of the north as well as any threats that may arise from the southern plain in the direction of the Stoneheart Forest. It was named for the great ravens that took up roosts atop its high tower early in its construction, though those fled long ago.   Unlike the Citadel of Griffons that weathered the Huun siege and stood strong, the Citadel of Ravens — standing so close as it was to the walls of the city — proved to be an imminent threat too great for the invaders to ignore. They spent two weeks throwing their entire might at the citadel’s walls and broke them asunder, putting every single defender, squire, and scullion they found inside to death. The next morning the folk of Westden awoke to the sight of the distant Citadel of Ravens as a smoking ruin and its defenders (living and dead alike) made into a massive stacked pyre just outside the city walls. The screams of the still-living citadel defenders trapped within the stacked burning bodies went on for hours, and the pall of smoke and smell of charred flesh hung over North Wall District for days.   Rebuilding the Citadel of Ravens was one of the city’s first priorities upon the lifting of the siege, and to their credit they have made remarkable progress. The Citadel of Ravens stands again on its foundations of old with walls of new-cut stone and roofs of freshly bound thatch. If the merlons and embrasures still lack some of the final stonework and the halls and rooms remain fairly sparse in furnishings and unadorned, it is only because the work crews still labor daily to have the entire fortress completed. But their first priority was to make it defensible, and that it is.   Like the Citadel of Griffons, the Citadel of Ravens is outfitted by a complement of Lyreguard, Waymark troops, and Free Defenders. However, since the Citadel of Ravens is so much closer to the city than the other, many of the Free Defenders stationed here are fairly new recruits still undergoing training. In all there are a total of 100 Lyreguard, 5 Lyreguard Griffon Riders, 200 Free Defenders, 100 Waymark men-atarms, and a contingent of war wizards and clerics from the city.

Geography

The central valley that runs between the Jotunhav Range to the north and the Towers range to the south is considered the domain of Westden with major settlements at Fairhill, Crimmor, and Byrn that look to the city for protection and trade. The Black Road is well maintained and patrolled within the Lyre Valley, and a cavalry or sheriff patrol out of the city are a commonplace sight. In addition, Westden maintains a series of waystations where travelers can rest and recover for a night or two before continuing on with the rigors of their journey. The valley is primarily rugged hill country with the central southern-portion playing host to the northern reaches of the Forest Kingdoms. Despite being somewhat arid in climate due to the proximity of the eastern reaches of the Anauroch Desert, the valley is nonetheless well watered because of the many tributaries of the Great Amrin River that flows southwest from the mountains.  

Great Amrin River

The Amrin River tumbles in great falls and rapids from the southern reaches of the Jotunhav Range and draws a blue line across the land to mark the western extent of the Lyre Valley. It is wide and deep where it flows through the city of Westden, but no longer has a particularly strong current. Once it plunges into the shadows of the Stoneheart Forest, the banks narrow again and the current picks up the pace, though it is still manageable for shallow-draft watercraft along this length.   For centuries the Great Amrin River has been a primary trade route for the area of Westden to move goods and passengers between the Lyre Valley and the vast watershed of the Amrin Estuary before eventually reaching the Boreal Ocean just south of the Forest of Hope. The men and women primarily responsible for plying these waters across the years have been the Riverfolk, and it is said that none know its currents and hidden sandbars like the Riverfolk. Yet even the Riverfolk were stymied by the series of cataracts called the Stoneheart Falls that exists in northern reaches of the river where it enters the forest. The rulers of Westden established portages around this location and expended great amounts of treasure and manpower to keep them safe and operational. More recently the dwarven engineer Karling has created an ingenious waterwheel-powered boatlift that enables the rivercraft and their cargoes to be lifted whole and carried from one end of the falls to the other in just a matter of minutes (see sidebox). Initially reluctant to trust to such a strange contraption, the Riverfolk have since embraced its use wholeheartedly with the reduction in time and effort in moving their river cargoes it has created.   One area of the river that has not stymied the Riverfolk is the dismal swamp that lies at the heart of the forest. This dank, fetid region known as Kayden’s Swamp is rumored to be the abode of a powerful archmage of uncertain character. The current of the river slows and becomes sluggish as it enters this dark swampland, and its course becomes lost among the bog waters and marshy islands. Rivercraft can generally navigate this stretch by hugging what passes for the eastern bank and avoiding the western reaches of the river and swamp altogether, but the currents can be tricky and mud bars can disguise the river banks or mislead boaters altogether with the formation of temporary false banks causing a small number of craft to disappear each year. The smartest river tradesmen use Riverfolk craft or hire Riverfolk pilots, especially for this stretch of the river. The Riverfolk know the swamp route like the back of their hands and rarely if ever lose a boat among the reeds and low-hanging trees.  

Stoneheart Forest

This thick woodland is a remnant of the vast continental forest that once covered nearly the whole of Lados. It is a thick and ancient wood whose innermost depths remain largely unexplored and hazardous to the unwary. Its thick boughs have historically helped protect Westden from hostilities by southern nations, as well as, produced even worse threats to the city’s continued existence. The height of this sort of activity occurred during the time of the bard Patterson who led a coalition of adventurers nearly five centuries ago into its depths to bring to heel the demon-summoning sorcerer Ecech. This action both ushered in the true age of prosperity for the city and finally secured the trade road running through the forest’s western eves.   Today the forest road is heavily patrolled by large troops of Waymark cavalry, and its fringes watched by the rangers of the Longhunters. Despite this presence, the relative safety of the road doesn’t extend much more than beyond sight of it through the thick boles and undergrowth of the forest. It is rumored that the elven rangers known as the Farseekers of Twilight maintain a small hold in the forests northern reaches, but none outside this group know its location or even the truth of its existence.   The forest itself extends northward and eastward into the Lyre Valley where it crosses the Black Road. Its reaches here are less thick and wild than those of its southern extent, but are known to be infested by stirges, wolves, manticores, and various varieties of giants.  

The Black Road

This great trade road has run between the city of Kintalla in the west and the Graypeaks in the west since the early days of the Atlantean Empire and provided a much-needed travel route that did not require a detour down through the heart of the imperial colony itself. Since the completion of the bridge over the Great Amrin River and eventual rise of Westden at that location, its importance has only increased over time. The road bed was originally built of large black stones back in Atlantis’s heyday, and its continued straight route and good condition can undoubtedly be attributed to the quality of work that was done. In many places along its length, the ancient pavers still form the traveling surface of the road and provide a smooth ride for beast of burden and wagons alike.

Natural Resources

The mountains to the east used to provide metals and gems, but the mines have become too dangerous to maintain with the recent incursions of raiders in the valley and the darker threats of the higher slopes. For this reason, Westden relies heavily on overland and river trade to the west and south, respectively. Any interruptions of traffic are investigated by the city’s agents, and especially serious problems draw the attention of Imril and his Lyreguard.

Maps

  • The City of Westden
    Westden began as a goldrush town, founded by Alric and Alden Westden to profit from the discovery of gold in the area. Not long afterward the Infestation of Lados drove most of the townsfolk away until a group of heroes freed and settled in the town. Under their leadership the Infestation was cleansed with the help of armies of adventurers and soldiers alike.   Westden is now the connective tissue that binds eastern and western Lados together. It sits at the edge of a vast area of wilderness rendered largely un-farmable by the catastrophes of years past. Those who are looking for a second chance, who are bound for the Black Sail Coast, who seek their fortunes in the Wild West, or who are looking to travel to the tumultuous Borderlands all come to Westden, the Trailhead City, and use it as a base from which expeditions into the wilds are launched.

Karling's Contraption

Karling’s Contraption is a river lift designed and constructed by the incomparable dwarven engineer Karling Traverhaime. Run entirely by hydraulic pressure harnessed by a massive water wheel, the Contraption is capable of lifting a fully loaded riverboat up or down the Stoneheart Falls in fewer than 10 minutes. The completion of the lift in recent years created an entirely new dimension to Westden trade to points south and upon the Great Amrin Estuary and beyond. Before the lift, southern cargo was limited to what could be portaged around the falls or carried overland. The operation of the Contraption has brought a great influx of prosperity and influence to the formerly struggling Riverfolk’s Guild — seemingly at the expense of the Wheelwrights Guild. However, since one of the major investors in the Contraption project was Duloth Armitage and its construction involved several substantial concessions and the awarding of long-term contracts with the carters and wagoners, it seems that their pockets continue to be filled despite the new prosperity of the Riverfolk. There is even some talk that Katrin herself might be receiving kickbacks for sending business brought in on the river the Wheelwrights’ way.

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