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Bellfort is home to a multitude of species and ethnicities - and might well be one of the most diverse cities in this day and age. Dragonborn, Elfs and Half-Elfs, Orcs and Half-Orcs, Gnomes, Dwarves, Humans, Tieflings, and Genasi can all be found walking the city. There even are a few dozen Warforged who have made Bellfort their home, making it one of the few places one might encounter these people of metal and wood.


The city is co-governed by a Council of Noblemen and a democratically elected Council of Commoners. Elections take place every five years. This was only established a century ago in Bellfort and might very well be the only Government of its kind in Ebea.   The taxes collected by the city are mostly used for the maintenance of important structures and the improvement of infrastructure. However, in recent years, war expenditures have risen exponentially.


The whole city is permanently enveloped in a large but thin barrier of Ley-Line energy. This barrier prevents magic from passing through it. At the same time, it keeps out any creatures, people, or objects trying to pass through the barrier. It can be temporarily disabled at the gates and the port to let in people or ships. The downside of this is that people and objects cannot leave the barrier without it being priorly disabled. Meaning the people cannot easily leave the city in case of emergency - or fight back against invaders. The barrier also does not protect the city from any damages that might occur due to bad weather, as water and oxygen need to be able to pass through the barrier.   However, this also means that the city can be locked down completely. To this day, this has only happened once, early in the year 627, when a series of murders were happening. Although no suspect was ever apprehended, the killings stopped shortly after the city had gone into lockdown.   When the nearby Ley-Line ruptured in 444, the barrier absorbed the brunt of the released Ley-Line energy, charging up the mechanism creating it. It is probably due to this that the barrier is functional to this day.   Although the barrier has proven to be a reliable defense mechanism, Bellfort is surrounded by thick city walls and laid out strategically. Apart from a handful of main roads, the roads are narrow and interwoven, making them easily defendable with but a few soldiers. Lastly, there are massive harpoons at the harbor, which could easily pierce the hull of almost any ship.

Industry & Trade

As a port city, Bellfort sees a lot of fishing, trading, and traveling - although the latter two have become less common with the wars of the last decades. Still, the city thrives and has managed to keep much of its wealth and safety.   Every once in a while, they trade with the Clans of Dhon Az'dugh. Seeing as these Half-Orcs generally prefer to stay in their Wasteland and be as self-sufficient as they can, this happens once or twice a year at most. Sometimes they go years without coming to Bellfort to trade.


Ley-Line Carts

Bellfort's citizens have a unique way of traversing the city. The engineers of the Second Age invented Carts charged with Ley-Line energy that follow tracks set into the ground. Powered by magical energy, they do not require horses to draw them. These Carts are active at all times of the day and are only stopped for maintenance purposes.


The Waterside District

I had heard of this district built on water, of course. And yet, I could scarce believe my eyes when I saw it for the first time. Gods know, even after living in Bellfort for a dozen or so years, the sight of the Waterside Districts surprises me each time.
— A former adventurer
  The Waterside District takes up much of the north-western part of the city. It refers to the part of Bellfort that has been extended into the ocean. Lightweight houses have been built upon platforms in the ocean and are connected by sprawling wooden walkways. This District also includes the cities harbor. Apart from the harbor, it is a mostly residential area.  

The Clanking-Coin Corner

Although it may have started as one, Bellfort's market and trading District has long outgrown the word 'Corner'. Near countless lanes spread from the market square in an almost spiderweb-like manner. I would be surprised if even those who have lived here a long time had discovered all the city had to offer.
— A merchant doing business in Bellfort
  The Clanking-Coin Corner takes up much of the city's center and refers to the main market and trading area. There is a big market square, where mostly fresh produce and meat are sold. This is also where events take place from time to time. Most citizens of Bellfort would, however, agree that the little lanes filled with a wide assortment of shops and ventures are the heart of the trading District.  

Artistan's District

Now, it may not be as lavish as those mansions in the Garden Glade, but it is safe - which is more than can be said for most places at the moment. I sleep better at night, knowing my family and I are safe on the inside of the barrier.
— A Bellfort farmer
  The Artisan's District is where most crafters and farmers have taken up residence. It is located in the south of the city due to its proximity to the farming areas just outside of the city limit. Moreover, the Temples of the Nine Gods are located here.  

Garden Glade District

One will be hard-pressed to find so much green in a city as big as this anywhere. It's no wonder so many nobles have taken up residence here.
— A Bellfort Commoner
  The eastern part of Bellfort is by far its greenest. Many nobles have their residences here, big fancy houses with gardens just as big and fancy. Still, many of the commoners like coming here for the Flowerbloom Garden, which is a park accessible by the public. The park is named for the many flowerbeds with seemingly perpetually blooming flowers of a wide variety.


Although the city suffered some minor damage during the Age of Dread, most of the city survived unscathed -and what was damaged could quickly be rebuilt. Thus, many of the contraptions of the Second Age remain functional to this day - provided their respective Ley-Line Crystals remain charged.   Some of the still-functioning contraptions include Ley-Line-energy powered streetlights, tiny mechanical birds that occasionally flutter through the skies, and lamps that emulate daylight and are used for growing crops indoors.

Guilds and Factions

The Finders of Fortune

As with every major city, the Finders of Fortune guild has a branch in Bellfort. The Spears and Shields support the Bellfort guard with keeping order in the city and protecting it from any beastly attacks from the ocean. The Seekers make sure no dead are left undiscovered to rise as an undead. Meanwhile, the Gatherers, Shadows, and Collectors are hired by private people and shops to collect various resources, items, and information.  

The Council of Nobles

The Council of Nobles is one of the two parties governing Bellfort. As the name suggests, this side of the Council consists purely of Nobles. Both Nobles and Commoners have 15 seats in the government each. Once a noble has secured a spot on the Council, they typically do not give up that post until their death as it comes with a lot of prestige and power. Thus, there is a lot of plotting amongst the noble families and even in the families themself. On very rare occasions, the Nobles have elected to have a well-off merchant take up one of their seats.  

The Council of Commoners

The Council of Commoners makes up the second party of the government in Bellfort. Unlike the Council of Nobles, these representatives are democratically elected by the public every five years. Those who have been elected can choose to stand for election twice more, for a total of fifteen years. This is to prevent the longer-lived folk from hogging a spot on the Council.


Bellfort has a rich history, going all the way back to the Age of Discovery. It is one of the few cities to have withstood the passage of time and countless wars for such a long time.   The most recent event of note was an uprising of the common people, demanding to have more sway in the decision-making of the Government. The Council of Nobles eventually conceded to the demands of the common folk, agreeing to govern the city in conjunction with an elected Council of Commoners..

Points of interest

There are plenty of interesting sights to behold in Bellfort, one of the most famous ones being the Ley University. The University was built shortly after the founding of the city and is one of the oldest buildings in Bellfort still standing. As with the rest of the city, it has been continuously expanded over the years. Over the centuries, many scholars and travelers have come to Bellfort just for the chance to visit the University or attend one of its many courses. It also features a big library, most of which is accessible to the general public. The University's main focus is the study of Ley-Lines.   Bellfort is home to the Shilling Sanctuary for Warforged, founded by Denton Shilling himself. Nowadays, the Sanctuary is run by Astra Shilling, a direct descendent of Denton. It is a place where Warforged might find respite free of charge. The Sanctuary offers them a place to power down for however long they wish and helps with maintenance. The upkeep of the Sanctuary is paid for by donations and a small subsidiary from the city.   Lastly, there is Radowan's House of Curiosities, a museum of sorts. In it, visitors can find all manner of Ley-Line contraptions that no longer have the energy to keep functioning. It also features a large botanical garden and a greenhouse with many exotic plants, some of which even are native to another plane. Those with more morbid interests might be interested in having a look at the large taxidermy collection, featuring all manner of beasts.


Bellfort started as a smaller town but evolved into a bustling city in the span of a mere handful of decades. Once the outskirts of the city had reached the edge of the barrier, people had to get creative to further expand the city. Instead of just building upwards, they used engineering ingenuity to build parts of the city on the ocean.   With the exception of the buildings in the Waterside District, most of the buildings are simple but sturdy brick houses. It is common for them to have a cellar and be two to three stories high. Quite a few houses in the Artisan's Districts had their bricks painted with colors, giving the whole area a lively yet chaotic feel.

Natural Resources

With direct access to the ocean, there are many fish to be had. Just outside of the city prosper, plenty of farms have been set up. The moderate climate of the area allows for a wide range of produce to be farmed. With a nearby forest, the city has access to wood and hunting areas.

Please see the Timelines tab at the bottom of the article for a more detailed History.

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The Age of Discovery

153 AC 358 AC

The Second Age, also known as the Age of Discovery.
In the wake of the defeat of The Dark One, science and trade are thriving. Large cities are built and people live long and healthy lives.

  • 189 AC

    12 Blossoming

    Founding of Bellfort

    Bellfort was built during the prosperous second Age and has withstood the passing of time - as well as countless war-plagued centuries - better than most other settlements. Some of the defenses that were built in the Age of Discovery are keeping the city safe to this day.

    Additional timelines
  • 241 AC

    30 Rainfall
    246 AC

    23 Icehail

    Construction of the Ley University
    Construction beginning/end

    The University was built shortly after the founding of the city and is one of the oldest buildings in Bellfort still standing.


The Age of Dread

362 AC 458 AC

The third Age, often referred to as The Age of Dread, nearly marked the end of the known world.
After the prosperous second Age, The Age of Discovery, The Dark One rose again, stronger than before. With it came plagues and food shortages, turning the people against one another. Many of the brilliant inventions of the second Age were lost or destroyed in the wars of this Age.

  • 444 AC

    5 Brightstar

    Ley-Line Disruption
    Geological / environmental event

    Part of a powerful Ley-Line once ran through the part of Kysa that is now known as the Wasteland and the Chasm. However, the Ley-Line got disrupted during The Age of Dread, causing a devastating explosion and wreaking havoc on the land.

    More reading
    The Chasm
    Additional timelines

The Age of Solitude

459 AC 533 AC

The Age of Solitude was the Fourth Age of our world.
Still reeling from the destruction that came with the war against The Dark One, people are keeping to themselves, trying to stay alive and recover from the losses. People are extremely distrusting of one another, thinking everyone an enemy and potential minion of The Dark One.

  • 460 AC

    25 Sunrose

    Opening of the Shilling Sanctuary for Warforged
    Construction beginning/end

    Although Denton Shilling was loath to admit it, he sought a way to create soldiers without feelings, so no more sentient creatures would have to suffer the pains of war. Instead, he and his fellow engineers ended up creating a whole new sentient species.   After the war had ended with his home continent destroyed, he spent the remainder of his life in Bellfort. There he founded the Shilling Sanctuary for Warforged as repentance.

    Additional timelines

The Age Of Illusions

534 AC 644 AC

The Fifth Age is known as The Age of Illusions.
Through the generations, people start forgetting the near catastrophe of The Age of Dread, rebuilding trade and cities, choosing to live in blissful ignorance. Until the clouds of war started gathering once again, bringing forth The Age of Storms with them.

  • 626 AC

    5 Veiltear
    627 AC

    3 Winterwane

    The Gut Strangler
    Criminal Activity

    Late in the Age of Illusions, a mass murderer caused unrest in Bellfort. After a particularly gruesome murder spree that ended with the victims being strangled with their own innards, the city went into lockdown, not letting anyone in or out of the Ley-Line barrier. The murders stopped shortly after, but no suspect could ever be apprehended. To this day, this remains a mystery.


The Age of Storms

645 AC 768 AC

The Sixth Age is now known as the Age of Storms.
Storms gather, bringing war and destruction in their wake. Long-standing allies turn on each other, crime rates are constantly rising, sickness and decay are spreading at an alarming rate. Whispers are growing more frequent that The Dark One has risen once again.

  • 668 AC

    9 Blossoming

    Uprising of Bellfort's Commoners
    Civil action

    After having been governed by the Council of Nobles for nearly half a millennia, the common folk of Bellfort demanded a change. The Council of Nobles proved obstinate at first, refusing such a change. This resulted in an uprising of civilians.

  • 675 AC

    10 Icehail

    Bellfort's first council of Commoners is elected
    Political event

    After some years of civil unrest, the Council of Nobles conceded to the demands of the common folk, agreeing to govern the city in conjunction with an elected Council of Commoners.

  • 712 AC

    11 Newgrowth

    Opening of Radowan's House of Curiosities

    A few decades after the unrests leading up to the political change in Bellfort, Radowan Thornbrace, a Halfling noble, opened up Radowan's House of Curiosities to Commoners and Nobles alike. His museum is well-liked by the public, probably in no small amounts thanks to the fairly low admission fee and the discount for children.


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7 Dec, 2021 22:33

Seems like a good place to live if you're a refugee. Does the barrier mean the growth of the city is limited? Or, are their buildings outside, unprotected?

Kriltch, arcanities not included.
9 Dec, 2021 13:43

It is one of the safest places to be at this point in time. The barrier does limit the growth of the city, hence the expansion onto the ocean. The only things outside of the barrier are a handful of watchtowers as well as the farmlands supplying the city with food. The latter of which is a remnant from safer times.