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Westburn
Overview
The city of Westburn is far more accurately called a fortress — more by necessity than by design. The construction of the city proves this time and again, with layers of defense built over, around, and on top of pre-existing structures that did not survive the stresses of Westburn's dangerous neighbor, the tunnel near Dark Gate. Only one defensive measure shows a deliberate or well-maintained aspect: the Wall. This bulwark, a thick network of scaffolds and sheet stone, is designed to withstand tremendous force through the ingenious use of silt-filled 'chambers' within the rock. Solid panels of buttressing on the outside and inside hold the chambers together and when ruptured, the silt absorbs so much force that a breach is almost impossible to cause. Heavily-reinforced foundations house the waypoints around Westburn where brave guardsmen watch from ground level and combat invaders when they first reach the city. Above these, crenellations protect archers who provide cover fire and warnings should the ground defense fail. Designed by dwarves hailing from the mountains south of Westburn, the Wall provides excellent protection for both the citizenry and dwarven interests. These interests culminate in the organization that designed and finances the Wall, the Earth Guild. For more on the Earth Guild, see Commerce.
History
Westburn has been standing for 250 years, 150 of that within "The Wall". Seven human generations have lived and died during the struggle to control the dangers of the area. In that time, several battles have been fought in and around the area, nearly always resulting from some band of fell monsters trying to raid the towns that Westburn protects. Westburn's proudest claim is that none of these battles have ever been lost and that the city walls have never been breached. While this may be true, the damage done during these 'ground wars' has been extensive. The town of Dark Gate has been rebuilt several times due to fire, as often as not the direct result of over-zealous or desperate defenders.
In one notable recent example, a night raid by strange diminutive humanoids nearly razed Dark Gate and took a heavy toll on its guards. A rescue battalion from Westburn drove the dwarf-like creatures away but had little luck destroying a trio of reptilian beasts. These creatures, reported to be called Margoyles, were only defeated when 'The Wizard' blasted them with fearsome bolts of lightning. Unfortunately, the same spells leveled most of the buildings under attack by these margoyles. (Westburn would like to make it known that 'The Wizard' is NOT a member of their armed forces. Any liability from his actions does not lie with them.)
About one hundred years ago in 490 CY, Westburn began formal training of its elite scout / guards. Dubbed the Gatekeepers, these men and women patrol outside the safety of the Wall. They initially proved their worth by creating an intricate map of the Passage of Slerotin, clearing it of most of its more dangerous inhabitants as they did so. This map is currently on display in Dark Gate as part of a historical exhibit for the area. Now, Westburn graduates a dozen Gatekeepers a year from its training academy. During many dark years of the region's history, this has not always kept up with attrition...
Population
As mentioned, most of the people of Westburn are hard-working, honest, and industrious. Dwarves from the Rockmaul Clan and gnomes from the nearby Sylvan Woods make up the majority of the relatively small demi-human contingent. Of the 2,500 people in Westburn, over 2,200 of them are human.
Notable amongst the populace are: Marril Durhaus, former Mayor of Westburn and former Grosspokeman for the region. This warrior of note (Ftr10) once led the guard of the Wall before agreeing to take the mantle of leadership from his father, Kalyn. After two years in office as Mayor, he was asked to take the newly vacated position of Grosspokeman. That level of politics did not suit him well, as it was mostly discussion and very little direct action. Ever a man for 'doing things', he passed on the office and returned to the Mayorship of his home. This role suited him better, but after ten years, he returned to his original task, military command of Westburn's forces. Now 45, he is still sometimes seen on the wall, standing watch with his troops. In its history, Westburn has never had a more charismatic or tactically effective commander.
Duranguss Rockmaul, Clan Father and Lord of the Earth Guild; everything the Guild has become has come from this wise old dwarf's leadership. When his father died wealthless in the south hills, he vowed that he would not share the same fate. Seeking others of vision from his clan, he approached the leaders of Westburn (then a small community with little value to speak of) and proposed a trade alliance. Since then, both sides have flourished. Duranguss has little fear of dying a pauper now.
Gioago Verda, a mage of some note and an independent citizen; also known as simply 'the Wizard'. Gioago hails from 'much farther north' as he would say. How much farther is anyone's guess, but his shining blonde hair and brilliant blue eyes mark him as a Suel descendant from somewhere. He mostly keeps to himself, using magic as his sole trade (Wiz8, Dual Spell Focus [Invocation & Alteration]). In times of crisis, he volunteers his aid and negotiates a reward after the danger is averted. To date, the Mayor of Westburn has been happy to pay his fees and just as happy to disclaim him entirely when he blows something valuable up.
Commerce
The Earth Guild is the most powerful element of Westburn's economy. Mostly the outgrowth of a single dwarven clan (The Rockmaul), the Earth Guild controls nearly all of the mining, forging and quarrying that occurs around Westburn. This provides riches, comfort, and a position of near above-the-law status to those in the Guild. If business of an earthen sort occurs in Westburn, it is through the Earth Guild and its associates.
This does not mean that the Guild holds itself superior to others in the area. Like the dwarves that founded it, the Guild approaches business in a very pragmatic way. They are naturally better at delving, mining, and matters of the Underearth. They know this and conduct their affairs as consummate professionals. They accept competition if the other group shows some talent or ability, but will often attempt to bring such 'resources' into the Guild. If the 'resource' refuses, that is usually the end of the matter. The Earth Guild is patient enough to wait until the next generation is born to make a new offer. The dwarves of the Earth Guild are wise enough to stay out of areas where they do not enjoy a superior position. Other industries are seldom troubled by the monopoly they possess. In fact, they usually benefit from having a single strong economic force to offer services to.
Aside from mining, Westburn has several other ways to contribute to the Yeomanry. Westburn is one of the biggest processing facilities in the entire country. Livestock, ore, raw stone, trees, and fish can all be found around the city. As such, Westburn has based its economy on turning these resources into worked goods of surpassing quality. Bolts of woven cloth, clothes, leather, metal tools and weapons, and worked wood all come out of Westburn. These goods, carted all over the Yeomanry and parts beyond, form the backbone of the city's economy. Westburn steel, often forged using dwarven techniques, is in high demand for its quality and durability. Just as popular are Sylvan wood spear hafts, to which the Westbruns (folk of Westburn) affix well-honed heads of their fine steel. More often than not, when a Yeoman raises the spear, it was made in Westburn by one of its master weaponsmiths. Foodstuffs are a major industry too, with food prices usually half the normal going rate due to ease of availability and high supply. No part of an animal is wasted in Westburn, with hides, fur, meat, and bones all used to their fullest extent. Hunting around the city can often turn an excellent profit.
If anything could be said to be in short supply, it would be grains. The soil is excellent for trees and grasses, but heavy grains grow poorly and open farmland is a rare commodity. Still, the wealth of the city keeps grain of all types importing regularly. In recent times, there has been no noteworthy shortage. Even so, two of the most valuable buildings in the city are the twin grain silos in the south quarter.
Westburn's people have a strong work ethic stemming from their Yeomanry identity and as such, all of the city's industries are kept going strong.
Government
The single most important person in the politics of Westburn is neither Mayor nor Grosspokesman (although the city does have both). When a crisis arises, most citizens (and both of the aforementioned gentlemen) look to Durhaus. With a word, he could make or break the career of anyone running for office in Westburn. Both the Mayor and Grosspokesman owe their positions to his favor, and they both know it. Rivals will have to court his favor (not easily given nor easily revoked).
As for discipline, like elsewhere in the Yeomanry things are quite strict. Disrespect in all forms is not tolerated and the people of Westburn grow up polite and honest. Common courtesy does away with most of the need for legal recourse, but such is swift when it must occur.
Also, Westburn is based on a form of frontier justice. Serious crimes have extremely harsh penalties and the death penalty is not unheard of. When an execution must be carried out, it is done in private and only after the local temple of Hieroneous confirms both intent and guilt.
Armed Forces
Also notable is the military structure of Westburn. As a self-proclaimed (and well needed) 'bastion' against the perils of Dark Gate, the city has trained some of the finest defensive troops in the Yeomanry. Tough and capable, the Wall Guard is an elite cadre, chosen from the citizens of the city and augmented by levies against the militia of surrounding towns. Each of the 50 men and women who serve in this post are at the least 1st level Warriors, with one in five being 2nd or 3rd level Fighters.
Ground duty, where the rest of the city's 220 total garrison serve, is more typical of the Yeomanry military structure. A significant number of the city's troops are trained in archery and over half can serve as mounted cavalry if the need arises.
Westburn is also home and training ground to a notable type of warrior, the Gatekeeper. This prestigious class of fighter is dedicated to the defense of the area around Dark Gate and to the elimination of all forms of threat that come out of it. Well-educated in Underdark lore, these brave men and women form the first line of defense against the creatures below.
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