Zeidenburg

The city of Zeidenburg was once the capitol of the now dead domain of Gundar which was quickly annexed into Barovia after the successful assassination of the domain’s lord Duke Vladimir Atonefski. Count Von Zarovich wasted no time and quickly appointed new Burgomasters and Boyars to take control of the new cities. In most cities and townships this was relatively easy to do. However, Zeidenburg, posed more challenging.   Zeidenburg had always been a trade hub, its location on the great West Road, and its proximity to the Gundar river make it so. Barovia had always been an insular domain. In fact most traders saw Barovia as a place to get through quickly. The Barovian Boyars and Burgomaster’s had little experience in trade and failed to manage the city to the satisfaction of the Count. As a result Zeidenburg saw four Boyars and three burgomasters until the current Boyar, Grigor Ivansky, who was appointed just a year ago after the public execution of the former Burgomaster.   In addition to the economic problems, Zeidenburg is also more advanced than the rest of the domain due largely impart by the vast amount of trade that passes through the city. It boasts an elaborate sewer and water systems, locks and dams. The Castle Bridge that spans the Gundar River is an engineering marvel consisting of multiple draw bridges, and a mechanism of chains which can effectively seal off travel up and down the Gundar river.   Because of its increased standard of living, the city itself has become a rallying cry for several small and short lived rebellions throughout the domain itself. Rebellions put down by the ruthless cunning of Zeidenburg’s current Boyar Grigor Ivansky.   The over all population of Zeidenburg is 3500-4000 of that nearly 15000 are Gundarakite. The remaining is comprised of Barovian nobility and commoners, and foreigners from neighboring domains such as Invidia, Sithicus, Kartakass, and Borca drawn by the increased standard of living and business opportunities.   Because of the contrasting ratio of its citizenry, Boyar Ivansky has stationed his entire army in and around Zeidenburg. His veteran soldiers not only defend its walls but also act as a police force. Although not very efficient in solving petty crimes, The Boyar’s soldiers deter civil disobedience, rebellions, and effectively protects the property and persons of the Barovian minority.  

Religion

  The city of Zeidenburg has always been worshipers of Pelor. However, once the Barovians took over actual priests of the sun god were very hard to find. Instead the religion is now a sham, mere window dressing to appease the masses. Church has essentially become a social occasion. However, rumors of a true priest still within the city are heard on every corner on the East End       Notable Personalities   Boyar Grigor Ivansky Much rumor surrounds this fearful figure. He is known as Strahd’s Hammer and only those of his closest marshals, and those who have personally fell under that hammer, have ever seen his face. He is ruthless and cunning, and his army has never known defeat. What is known about him is learned mainly from observing those who serve him, and if his soldiers are any measure of the man, he must be terrible indeed.   Baron Rudolph Von Richter A shrewd businessman, the baron Von Richter made his first million Wolf’shead off the backs of the serfs in his mines in the near Balinoks mountains. Once Gundarakite prospectors found natural gas and coal in his family’s ancestral lands, the baron has had a secure foothold in the Zeidenburg economy. A foothold he has exploited for his own profit ever since. The man himself is in his mid to late forties, dark haired and considered very handsome. He is quick to anger and demands nothing but the best. He takes great pride in being the first Barovian Aristocrat in Zeidenburg, having had a summer home there even before the Barovian annexation. He is a well established member of the prestigious Kleiger Gentleman’s Society having survived 20 duels, and is considered one of the ten deadliest men of the core realms with a rapier. Yet the only thing sharper than his sword is his business sense. The Von Richter family has since diversified its holdings to include “The Daily”, a number of warehouses on the city’s west end dealing mainly in temporary storage of raw ores, and the famed Leopold Theater.   Count Adolph Leipzig The countryside’s around the city are this man’s responsibility. The Count is in charge of managing, coordinating, and fulfilling all of the city’s hunger demands. Unlike the other nobles, Count Leipzig is what the others refer to as “one of the raised”. He was born a commoner from the Barovian plains, however he was never common. His skill for management and logistics first came to light when he was pressed into service to the Boyar Ivansky. Since then he has become a necessary part of his army, and when Zeidenburg was annexed and the Boyar put in charge, Strahd saw fit to elevate him to a count. Of all the Barovian nobility Count Leipzig is most sympathetic to the Gundarakite plight being so closely tied to the land and its peoples.   Viceroy Igor Lidesci The Viceroy is an enigmatic figure in Zeidenburg. Out of all the nobility here, his family alone shares a direct link to Count Von Zarovich. That fact alone sets him above the others, possibly above Strahd’s Hammer. He is in his mid sixties, but still sharp of mind and sound of body. Other than being a member of Parliament he has no other political or civil responsibilities. Although he does host most of the social gatherings for the Barovian nobility.   Johannes Teal Johannes is a balding portly man in his mid thirties. It is his responsibility to ensure that everything works! The buck stops with this man, and no one knows it better than he having inherited his position after the execution of his two former bosses; rarely an enviable position.   Frederick Childersburg The last of the great Gundarakite merchants, Frederick has survived and even thrived in these dire times. Real estate is his game, he easily owns half the city. If the native population could vote for mayor , Herr Childersburg would win in a landslide. But who’s to say whether or not he would have won legitimately?   Bishop Jurgen Gottfried His Eminence has been recently been appointed by the Boyar to fulfill the role of his predecessor. He is not really a priest at all, just another civil servant. Once Barovia annexed Gundar the god of the sun was no longer welcome. Any priest who would not renounce his faith was executed. Needless to say their weren’t many left. He is in his early thirties and very charismatic.   Urnst Gorski Although dead, Urnst Gorski is still very much on the minds of the common citizenry. Born almost one hundred years ago Herr Gorski made Zeidenburg what it is today by taming the heart of a tyrant. It was he alone who had mustered up the courage to stand up to Duke Atonefski, he alone who befriended him, and he alone that convinced him to make Zeidenburg a better place to live. Urnst was a man of science, innovation, and a consummate dreamer. His designs paved the way for radical change in the lives of the common man. The sewer systems, indoor plumbing, and the gas pipeline which fuels the hungry city were all his inventions.   Geol Hiebricker Geol Hiebricker moved here from Demetlieu, when the then Duke Atonefski patronized him. Since then he has established himself well. He is flamboyant, handsome, and talented. His plays draw rave reviews from critics from all over the core realms. He is best known for his fantasies, exquisite plays set in far off lands forgotten in the mist and displaced by time. In fact he spent the better part of his early career traveling the lands acquired lore from every corner of the land of mists.   Central Barracks Guildhall

Demographics

Human and some haflings

Government

Ruling by Proxy, the Boyar has never himself set foot in the city. Instead he prefers to pull on the strings of bureaucrats who effectively rule the city for him via the Zeidenburg public assembly known as the Parliament. The Parliament consists of three members of the Barovian aristocracy, the three of the largest Gundarakite landowners, and a representative of the merchants guild in an advisory capacity. Incase of deadlock, the Boyar himself has the overriding vote. This body is responsible for a number of recently ratified and unfavorable edicts owning primarily to its mostly Barovian make up. Among these are the Zeidenburg Street Tax, the Gundarakite Curfew Memorandum, and the Barovian Protection Act. These three laws have done much to keep the primarily Gundarakite population under the Barovian boot, but also have allowed the Barovians to cement their positions in the city.   The Zeidenburg Street Tax was first put in effect to increase city revenues to help pay for the rigors of the governmental transition. It is a 100 wolf’s head (gp) yearly tax all citizens must pay in order to use the cities streets. It has since served to keep the lower classes from having the buying power it would need to rise up against their Barovian oppressors.   To help curb revolution the Gundarakite Curfew Memorandum was put into effect. It forbids Gundarakites from walking the streets after 10pm unless they have a parliamentary approved visa. On the heels of this law followed the Barovian Protection Act . This law simply states that the murder of any Barovian perpetrated by any Gundarakite will result in not only their execution, but the execution of 10 other Gundarakites including members of the guilty party’s own family. This law has been enforced on only two occasions since its ratification to devastating effect. In addition it requires all Gundarakites of age to be registered and carry Identification at all times.   The members of the current Parliament are: Baron Rudolph Von Richter (Trade), Count Adolph Leipzig(agriculture), and Viceroy Igor Lidesci. These three individuals comprise the Barovian half of the Parliament. Among the Gundarakite representatives are Johannes Teal(engineering), Frederick Childersburg (trade), and His Eminence, Bishop Jurgen Gottfried.

Industry & Trade

Zeidenburg, is a major trade hub and controls all trade that comes in and out of Barovia's south western boarders.

Guilds and Factions

The merchants, The Mockers, and Kleiger Gentleman’s Society

Points of interest

Kleiger Gentleman’s Society

The Klieger Society was formed by Otto Kleiger, a renowned swordsman and duelist. It was his belief that the Duel was perhaps the most defining moment in life. Two men fighting to the death for honor, what could be more perfect than that? He soon found that their were a great many like minded individuals. At the time it was the fashion for the winner of a duel to retire to the nearest Pub and celebrate the life he still enjoyed. It was at these gatherings that he first thought of the idea. A place where duelists could go to celebrate their lives, their courage, and their honor.   The society began to become more than even that as time progressed and the idea took hold. Soon, the Kleiger Society was setting the fashion. Its rules of conduct and etiquette were widely accepted. People started joining to learn from master duelists, and become a members of a rapidly growing brotherhood of honor. Now, the society even hosts the duel itself. In fact no duel can officially take place unless it is sanctioned by the Kleiger Society.   The current Duel Master of the Kleiger Society is Hans Lieder, a gaunt, wiry man in his early forties and a native Gundarakite from a respected family.   Membership. To officially join the Society a man or woman must have survived at least five sanctioned duels with honor and pay a 100 Wolf’shead (gp) entry fee. Once a member, they no longer have to pay the duel fee. Any non member has to pay a 25 Wolf’shead (gp) fee to have the society sanction a duel (this fee must be paid by both parties.) An unsanctioned duel is illegal and prosecutable by law.   In addition, all members have access to the clubhouse and bath on the Society grounds, and the Society will foot the bill for the Duel after party. But above all a member of the Klieger Society will have the respect that the position demands, and the brotherhood of the society until he dies. A member who survives ten duels with honor gains even more, but those who have achieved such rewards rarely reveal them.   Dueling Etiquette. The duel is much more than two men who want to kill each other. It is a battle of will, skill, and honor. It is the ultimate contest between individuals. Such a contest must be met with courage and honor and as such it has become highly stylized and rigidly controlled.   Once a challenge has been made both parties are sequestered until a Kleiger Duel master can interview them both to ascertain whether or not a matter of honor indeed exists. Once verified both parties must pay the sanctioning fee, and then choose a Second. A second is someone who will take on the responsibility of the duel should the primary not be able to perform the duel either through illness, death, or cowardess. Once the Second has been chosen the primary is given a room to sleep the night. He may have visitors but he cannot leave.   The duel will take place at dawn, and the parties involved will be armed with non-magical melee weapons of their choice. Thrown or ranged weapons are strictly forbidden being the weapons of expediency or cowardess. Likewise all magical spells, effects, or abilities are also expressly forbidden. The penalty for these offenses is not only death but also the dishonor of their family name.   When both parties signify that they are ready, a Duel Master will call the combatants together and start the hostilities. Once started, a duel cannot stop until one or both parties are dead. No one may interfere, nor can the combatants leave the prescribed area, and no other weapons can be used except their bodies and the approved weapons.   In the event that the primary cannot fulfill his gentlemanly obligations, the Second will be called on to bear the responsibility. As a Second, he or she is offered a choice: They can continue the Duel, or they can decline. If they decline, the quarrel will have been lost and the second will have to suffer a slight dishonor. However, if they win the duel they stand to gain even more honor.  

Gorski Park

Named after the unofficial saint of Zeidenburg, Gorski Park is a favorite destination on a warm summer’s day. Urnst Gorski bought the land when the design of his first water system failed flooding part of downtown hoping to turn a failure into a triumph. He succeeded, creating a spot near the town’s center where the citizens of Zeidenburg could come and sprawl amongst the grass and trees, perhaps even go swimming on a hot summer’s day.  

Pier Market

Located just inside the Wharf gate the pier market serves the entire city with a multitude of fresh edibles and exotic goods. Here most of the local producers and fishermen have warehouse stores open to the public.   Vasili Cemetery For the last four hundred years the high and low of Zeidenburg have found their eternal rest here in this cemetery. Although the footprint of the cemetery is small, beneath it’s quiet restful exterior lies a labyrinthine network of tunnels, crypts, and tombs.   Parliament The Parliament building dominates the central part of the city, its white marble façade almost blinds the eye in the noon day sun, and its central dome is easily the largest in the core realms. Here the Zeidenburg City Council meets to determine the laws as well as maintain the city. (See Government)  

Zeidenburg Library

The Library is a sprawling one story complex whose front entrance is flanked by large cast bronze wolves. Inside one can find one of the greatest collections of literature in the core realms.  

Leopold Theater

The oldest theater in Zeidenburg is managed by the renowned bard Geol Hiebricker and his modest players. Every Saturday evening they put on a production, either penned by Geol himself, or some other playwright in vogue. Friday evenings Geol lets the Zeidenburg Orchestra take the stage led by visiting Conductors or the maestro himself. On Monday, Thursday, and Sundays the interns and understudies put on a modest matinee.  

Zeidenburg Water Works

Also known as the Gorski Building, the Water Works is the pulsing heart of Zeidenburg. Here, Johannes Teal and his intrepid band of sewer rats and engineers keep the city alive. It is also the city’s largest structure not only above ground but below as well. Here the sewer system, the aqueducts, and pipelines intersect and are maintained. It is a hive of activity both day and night making living near it a hell on earth. But on the plus side it has the best water pressure in the city.   

The Homey Hovel

Stepping into the Hovel is like stepping into the heart of old Gundar. It is the largest Gundarakite Inn and Tavern in the city and the only reason the Barovians haven’t closed it down is because doing so would cause a riot. The Hovel is owned by Gunter Hapsburg and operated by his twelve daughters Anna, Katja, Yvette, Heidi, Gertrude, Elspeth, Yvonne, Elsa, Giselle, Julianne, Kathrynne, and Susanne.  

Madame Hilga’s

Deep in the east end in the Vistani ghetto lies a small unobtrusive home. This is where Madame Hilga lives. She is a fortune teller, seer, wise woman, and the head of the Vistani in Zeidenburg. She sells her services to those who can pay her price. Some get what they pay for, others… doubly so.  

Shott’s Arcanist

Otto Shott is a smarmy, balding man in his late forties. He has the uncanny knack of being socially repulsive. Whether or not he realizes it, he seems not to care. He runs an important business, and he is good at what he does. In his small stuffy shop there can be found all manner of things of a macabre and sinister nature. Mostly artifacts and relics from times long past, a souvenir perhaps? Herr Shott keeps an extensive catalogue of rare things and occult paraphernalia.  

Gaspar Gunter’s Tailory

When the well to do need to become the fashionably dressed, they call on Gaspar Gunter. Although some say his foppish and perhaps homosexual, Gaspar certainly has his finger on Zeidenburg’s cultural pulse. Anyone who is anyone owns a Gunter original, a fact they pridefully boast when they wear his suits and gowns.  

The Zeidenburg Geographical Society

The geographical society is a loose conglomeration of scientists, explorers, and adventurers that have gathered together to share their experiments, their journeys, and their tales. It is free for anyone to join, however, only those who have been published or that have made some breakthrough can become full fledged members.   Stielig’s Smithy Hienrich Stielig is a second generation weaponsmith and earns his living here at his Smithy, making, selling, and repairing Arms and armor.

Maps

  • Zeindenburg
Type
Large town
Population
3500-4000

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