The City of IronPort Settlement in Candle'Bre | World Anvil

The City of IronPort

The Basics

IronPort was the first permanent capitol of Candle’Bre. Briefly, while the palace was being constructed, the government was run out of the province of Gloim, but IronPort was always envisioned as the capitol, and the moment the walls were up, the government was transplanted there. It is the oldest city the refugees built in the Basin and has a long, proud history.   Since its founding, other cities have grown larger and surpassed it, but it will always have a certain undefinable significance as the very first. It is a point of pride among those who live there today.   It’s also the location of the People’s Congress and the Council of seven. The beating heart of democracy in the Basin.   A bustling port city, the fleet of IronPort carries on a brisk trade with both North Shores and the Sister Cities, but Fraine controls the portal to the west, so IronPort’s galleys can go no farther than the harbor of EastGate. There, they have to sell their cargo to Fraine to be resold (at a considerable markup, of course) to the western lands. If Fraine could be rid of those pesky Free Men, the Sister Cities would monopolize trade entirely.  

Prominent People & Places

  Obviously, there are scores, if not hundreds of interesting people and places in a major city like this, but here are just a few tidbits to get your creative juices flowing.  

The Council of Seven (Political Leaders)

Unlike the rulers in most of the other lands, the Council men and women are vastly more accessible to the common folk. Even low-level adventurers have a chance of gaining a sit-down meeting with at least one of the ruling body, although it’s more likely that an initial meeting will be set with one of their functionaries. Then, once it becomes clear that the purpose of the meeting holds some import to the territory in general, a meet with one or more of the Counselors themselves could be arranged. The current Counselors are:  
Bezzamarrabizzara
Briefly, the Witching Woman called Bezzamarra led the Order of Mystics, but shortly after the conclusion of the Great War, she abdicated that position, handing the reins of power over to the Lady Rhiannon, of Shaladare, without contest. That done, she ran for and won a seat on the Council of Seven. She has been re-elected every time her seat comes back up.   She lives quietly in the city of IronPort, and though the Great War and events preceding it have left her disfigured, she is an extraordinarily popular, much loved figure in the city despite, or perhaps because of her many eccentricities.  
Matron Kara Whilton
The current ‘Headman’ of the Council. Kara is a stately, plainspoken woman who has a deep, abiding love of the common folk. Although well-advanced in years, she remains an attractive woman, and her beauty only seems enhanced by the scars she gained during the Great War. One of the three ‘Champions of J’honsa,’ Kara was instrumental in the destruction of the Dark God, and each time her reelection comes up, she wins in a landslide. The people of the territory revere her.   She is a close personal friend of the reigning Prelate, Erich Castillar, and is the wife of Braal of Kell, Prince of the Ten Tribes and former ruler of that rugged land, who abdicated his throne at the end of the Great War and retired to Calimba.   Note to other DM’s: While I have the other councilmen mapped out for my own game, I’m intentionally not including them here to give you plenty of space to set the council up as you see fit. I thought though, that it was only fitting to name Kara Whilton as the Matron of the Council, given her stunning role in the events of the Great War.  

Leceptivus Rhur (Chief Constable of IronPort)

Leceptivus is a young, handsome man. Many people were surprised by his recent appointment to Chief Constable of the oldest city in the Basin, but he has a natural talent for it. A born leader with a gentle touch and a kind, patient demeanor, he usually knows just how to play it with the often-unruly citizens of IronPort, being firm, but fair. Make no mistake though, he can be hard and responds to dire threats to the city with ruthless efficiency.  

The Lady Lewellen Dupre (Socialite, Patron of the Arts)

Lady Dupre is from an old, monied family in the Realm. Her husband is long dead and she controls a sizable fortune that she uses to support a wide range of artistic endeavors. She has something of a mean streak though, and has been known to harshly punish those who disagree with her artistic tastes and take issue with the artists she chooses to support. Even so, a group of hungry adventurers, especially one with an up and coming Bardic type will likely find an enthusiastic Patron in her. Just be sure to give the Lady what she wants and you’ll be fine.  

Antoine LeBeau (Gambler, Gentleman)

Another prominent citizen of IronPort from an Old Money family, Antoine can usually be found in one of the gambling halls in IronPort where he spends his time taking money from unsuspecting rubes.   An exquisitely talented gambler with a keen eye, he’s another potential Patron for a lean, hungry group of adventurers. Although he has a laid-back demeanor, he has a temper when pressed and there are rumors that he leads a double life, although there are conflicting theories about what his “other persona” might be. He lives in a sprawling mansion on the outskirts of the city and has an impressive collection of antiquities.  

Justicaar Ghenn Petra (Justicaar)

One of three Justicaars permanently assigned to IronPort. If you get in trouble with the law, and it’s your first offense, you’ll probably find yourself before Justicaar Petra. She’s tough, but fair – more fair-minded than many Justicaars, who tend to be more about following the letter, rather than the spirit of the law.  

Bloody Tom’s (tavern/inn)

This is a tough tavern/inn, where the roughest of the ruffians come to blow off steam. Each time the current proprietor dies, the place is named Bloody (That Guy’s Name). The last owner was Tom. The current owner is Bill. Before Bill took over, the place was called “Bloody Emma’s.” When Bill is one day murdered, whoever takes over from him will keep with tradition and rename the place “Bloody Bills.”   Be careful when you go here. And bring your own bedding, or better still, just sleep in the gutter. Having said that, if you need information of a sort you can’t get anywhere else, Bloody Tom’s is where you need to be.  

Mad Myrna (Shopkeeper – Mad Myrna’s Curios and Tattoo Parlor)

Myrna is a Kellen woman (Crow Clan) who moved to IronPort after the Great War. She knows the secrets of Kellen Ink, so if you have a Kellen in your party and you can’t make the trek back to Kell to get inked when you level up, Mad Myrna and her pet crow have you covered. She also sells a wide range of “curios.” Some magical, some not. You never know what you might find, and she does take requests if you’re looking for something in particular.  

The Boathouse (Gambling Hall)

Built out on the waters of the Loch, the Boathouse is a fine dining experience, a delightful (if expensive: 50% markup) inn, and a gambling hall with a stellar reputation. Antoine LeBeau can often be found holding court here, and even if you’re not looking for him, the Boathouse is a wonderful place to stay when you’re in the city.  

Meener Street (Dock district)

The Dockside Bandits from North Shores have a presence in IronPort too, and pretty much run “Meener Street.” It’s very similar to “Lawless Avenue” in North Shores, and the group maintains several rough and tumble gambling halls and other businesses.   Although they’d dearly love to ban Antoine LeBeau from their gambling halls for life, he’s too powerful a figure in IronPort for them to do so, and Antoine delights in taking money from their best. He doesn’t seem particular troubled by their regularly made threats, either.  

StoneBridge Observatory (Observatory)

The StoneBridge Observatory is on the campus of the University of IronPort. While it’s not as large or as impressive as the College of Lore in Calimba, and doesn’t boast as many students as the University in the Sister Cities, it does have the distinction of having one of only two Observatories in the whole of the Basin (the second being in the city of Suth).   A third has been on the drawing board on the outskirts of WestKeep for the better part of twenty years, but for a variety of reasons, the project keeps being put on hold. IronPort’s university has a library that boasts some 400 books, and their Wizards have amassed a modest collection of Minor Arcana, made available to friends of the University (as ever, it is left to the DM’s discretion to decide what it takes to become a “friend of the University” and gain access to this collection).  

Temple District

The Temple District is all-inclusive. You’ll find a Shrine dedicated to Kaylaar in a small, wooded park, a Temple to the Gods of the Hearth and a Temple to J’honsa, all within a few hundred yards of one another. The First King of Candle’Bre insisted on this. Although worshipers of the HighFather outnumbered the rest, the First King felt it important that all the gods be given their due. It is the only city in the Realm where such attention was paid. While it’s possible to find shrines of all the gods in the other major cities, they’re often widely scattered. All of the other major cities have impressive temples to J’honsa and significantly smaller shrines to Kaylaar and the Gods of the Hearth, usually a bit off the beaten path.  

Rumors of Cult Activity

There are rumors and speculations that a cult of Ollux is based here, as well as a cult dedicated to Bel’Sheggorath. It’s an ancient city, so anything’s possible. Way outside of town, on the now abandoned road to North Shores, there are even rumors of a crossroads devil. Pick your poison.  

Plot Threads

Sticking with just the possible plot points available in the city of IronPort, here, you’re much more likely to be involved, at least on a certain level with the broader political game, so if you want to run an politics and intrigue campaign, you can do that from IronPort with ease. In addition to that, there are things like:
  • Find a Patron. A couple of great choices here. Two very different and potentially very interesting Patrons to work for.
  • Tangle with the Dockside gang (to kill this snake, you’ll have to deal with the other half of the group in North Shores).
  • Secrets of the First King – During the Great War, a number of secret chambers and tunnels were found all over the city. Who’s to say that all of them have been discovered at this point, and if you find something new, what secrets might it contain?
  • Find and suppress cult activity – This one’s always fun, and potentially deadly. An entire campaign can be built around just one cult and here, there are rumors of several.
  • Work with or for the University – The same basic thing applies here that we’ve talked about before. Universities are awesome bases of operation that give characters easy access to a wide range of training and resource options. Given the presence of the Observatory, being based here opens up some new and intriguing adventuring possibilities based on observations made through the telescope. What if Kaylaar’s “other eye” is headed this way?
  • Become an “acquisition specialist” for Mad Myrna. She’s an unlikely Patron, but that could totally work, especially if you have a barbarian in your party.
Type
Capital
Population
36,629
Has University
Library Size
~400 Books
Held By
The Council of Seven
The Basin, Main Campaign Map
The main campaign map for any game run in the Candle'Bre Basin.

Goods Availability
  • Food and Lodging
  • All Mercantile Goods
  • Apothecary
  • All Weapons
  • All Armor Types
  • Special Orders
  • Masterwork Items

Available to Characters w/Connections
  • Quick Potions
  • Some Magic Items
  • Some Artificer Creations
  • Poisons
Note that these items will be about 10% more expensive than they are in Calimba

Prices
Standard List
(Masterwork and Specialty Orders have a premium set by the DM)

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