Bruachthoir Settlement in Tariek Rough Collection | World Anvil

Bruachthoir

Nestled on the west coast of Suranth, amongst the most geothermically active regions of the Perspire Woods, Bruachthoir is a city set out of climate. All around her is an icy, snowy, rocky, and in rare instances, wooded, tundra. But here it is always far warmer. Yes you get winter. Yes there is snow and ice, they do still live in the tundra. But they get a proper 'seasonal' cycle, caused by the very active volcanics of the region under the Perspire Woods, and its many active geysers and underground volcanic rivers and resevoirs. As such, Bruachthoir and the surrounding area out almost a hundred kilometers has some of the smoothest train tracks in all of Suranth, due to the ingenious harnessing of this boon by the industrious and engineering minded dwarven people. On top of this, Bruachthoir is well known for its bumper crops of all variety of edible mushrooms, grown in the undercity, utilizing the steamy climate and plentiful moisture to maximum effect. Those whom visit the city would say a visit to Bruachthoir is almost a visitation of two two towns. For the Over-City and Under-City are very obviously different, and unique in culture and behaviors, yet they are a united community, and loyal to their neighbors above or below, for the most part. That being said, like any city, you get cliques and factions to navigate, one of the few things you can consistently count on in large population centers.

Bruachthoir is a city much in stylings of Geata-Iarainn, though on a smaller scale. As such, this brief guide to some key locations in the city is done in a similar style to Geata-Iarainn, with both the Over and Under-City having their entries one after the other with a heading to differentiate.

Demographics

Bruachthoir's population breaks down as follows. Note as with most all population numbers, the census' done all across Suranth, kids don't count towards the census.

Race Rough % of Population Count
Dwarf 36% 5170
Elf 1% 144
Halfling 7% 1005
Human 27% 3878
Gnome 4% 574
Vrock 23% 3303
Tiefling 2% 287

Government

Bruachthoir Over-City:

2) City Hall: Bruachthoir's city hall is located in the Over-City, and is the place where the elected town council meet twice a week to discuss matters of local policy, governance and legislation. The city is divided into ten 'ridings' as it were, and of course Lord Protecterate Lamhghlas holds a permanent seat, making eleven total. Elections are held once every ten years, as is standard in Suranth.

8) Bruachthoir Police Department Precincts: These are the local precincts of the Bruachthoir Police Department, whom number some a hundred and forty members, split amongst both the Over and Under-City, serving at all the various precincts.

Bruachthoir Under-City:

2) Feirmecliste Estates and Clan-Hall: This massive complex and fortress is the ancestral home of the Feirmecliste Clan reborn, reforged and houses the large dwarven family entirely. nearly a thousand of the dwarves in the city call this massive underground fortress home. It is also, as its namesake would suggest, the home of Lord Protectorate Lamhghlas Marthanoirmac Feirmecliste himself.

9) Bruachthoir Police Department Precincts: These are the local precincts of the Bruachthoir Police Department, whom number some a hundred and forty members, split amongst both the Over and Under-City, serving at all the various precincts.

10) Bruachthoir Courts: This large and busy structure is the city's courthouses, along with housing all manner of government functionality, including a variety of tax offices, the official city records and archives, and more.

23) Bruachthoir Customs Authority: This structure houses all the records and the main offices of the Bruachthoir Customs and Goods Authority, the folks whom insure nothing is moving in and out when it shouldn't be. These are the main offices of course, but there is a small operating office on the docks and in the rail-yards as one might expect.

Defences

Bruachthoir Over-City:

5) Rail Locks: These large mechanized and garrisoned gate systems are an ingenius construction and engineering project, obviously meant to allow full containment and control of rail access to Bruachthoir. These heavy gate systems are made of reinforced steel, and though they wouldn't stop a speeding locomotive by themselves, they would certainly blunt the impact and likely derail the locomotive on the way through the fortified position. This whole concept of course, is to limit the potential opportunity of assaulting the city by utilizing a locomotive, though such a thing would seem unlikely. The Suranthi peoples are known for their believe in multiple layers of defense. This is just that concept continued outward.

Industry & Trade

Bruachthoir Over-City:

6) Brewer's Corner: Bruachthoir is well known for being a place where many strong and unique spirits are brewed, and this is in no small part thanks to the mushroom farms in the Under-City. A great variety of unique flavor profiles and liquors of various...robustness and character can be crafted from this variety of available fungi. Combine this with other wild flora that can be harvested or collected from outside the city, you can find a wide variety of liquors to utilize as a base to distill and work with, or to mix in various fashions in breweries. There are five very well known and respected makers of drink that operate their large facilities in this busy industrial square.

9) Horvintmac Lumber and Timber: One of the two titans of the local lumber industry, though their are six businesses in that space in Bruachthoir, two stand far above the rest in the industry, and Horvintmac's is the first. It is a well run business by one Yvanis Horvintmac, a wily and savvy dwarf whom spent the first century of his life learning the woodsman craft from his father. After spending near fifty years in the navy, and earning a honorable discharge for the loss of his left hand, he took over the family business when his father died near a century ago from cancer.

13) Moore's Fine Carpentry and Timber: The other of the two titans of hte local lumber industry, this upstart company has only been around for forty or so years, run by Travis Moore, a man in his thirties, whom took over for his father but three years ago. His father, Lukas Moore, lost his life, the old man had a heart attack and never recovered, dying soon after. Moore's is known for their fine furniture and carpentry, a favorite among the nobility for the quality of furniture craftsmenship.

14) Bruachthoir Piers: This stretch of busy industrious shoreline is home to all manner of shippers, warehousers and more, but is a hub for trade and movement of goods. The Bruachthoir Piers are always busy, with vessels docking and leaving, goods coming in and out.

Bruachthoir Under-City:

16) Industry Row: As the name might suggest, this is where you'll find a great number and variety of Bruachthoir's other industrial complexes and manufactoring operations. Brick-bakers, dye makers, a publishing house and more are the busy highlights of this area.

Infrastructure

Bruachthoir Over-City:

1) Bruachthoir Byways: This large building, more of a pavilion of sorts really, marks the entrance to the tunnels that all connect down to the Under-City. This is perhaps the busiest area of Bruachthoir at any given time, and is also known to be rife with pickpockets and light-foots working the tunnels at any given time.

18) Saltside Markets: This marketplace gets its name for its location, but also for the large amount and variety of seafood vendors at any given time, both offering raw goods to take home, or with little stalls and cooking stations set up, a small controlled fire going. One can regularly find any and all matter of cooking seafood here. Shrimp, char, salmon, swordfish, squid, seal, whale, the list goes on.

20) Bruachthoir Railyards: The Bruachthoir Railyards is the only given part of Bruachthoir that is busier than the Byways on any given day, though the dockyards are just as consistent with their traffic. Four major rail companies maintain full on offices within the railyards of Bruachthoir, having enough traffic and regional contracts to justify the added expense. From the railyards, admist the smoke, steam, and coal dust, lumber is shipped out in bulk, as is quality slate stone for brick work, and all manner of other goods. Coming in, iron, a variety of produce, coal of course, and any manner and number of other trade goods.

Bruachthoir Under-City:

1) Feirmecliste Geothermal Pipelines Pump System (FGPPS): This complex system is the largest industrial complex in Bruachthoir and employs a great many people within the city, as well as some from Berrhold to the southeast on the other side of the system. It runs this length of track, and is used to keep the rails just above the ground clear of snow and ice by basically feeding a loop of boiling volcanic heated geyser water and steam at pressure down the pipes, at high speed, letting the heat bleed off into the pipes and soil above, keeping the permafrost at bay, and also keeping things just warm enough to prevent any ice or snow build-up upon the tracks. These pipes then empty the water into an underground river that flows back to this large geyser resevoir eventually along the line. The sheer number of these large volume pipes and pumps required to keep this complex system operational is on a scale so impressive that this humble system challenged the Nordjeim River System Project for honor of being recognized as Suranth's modern wonder of engineering when Jocko Grimaldi, the well traveled and famed gnomish chemical engineer, was writing his best selling work; Valerick; Through an Engineer's Eyes, the Ten Wonders of Modernization One Should Seek to Visit. In the gnome's chapter on honorable mentions he waxes poetic about this humble, but brilliant project, explaining that

'Though beautiful and impressive, its scale simply does not hold up when compared to the Nordjeim River System project, and sadly, between these two impressive works of art and skill, we must look to such a tiebreaker, for both are such wonderful examples of all the other qualities I would seek for such a dubious honor. Beauty in conceptual simplicity, but robust and complex in its function and process by necessity. Skillful and artful execution, done by masterful hands. Truly in all other aspects they are equals, and so sadly, one of them had to be relegated to an honorable mention by my own rules. As a man of principle, I cannot bend my rules, or else why are they there? So alas, the FGPPS, for all it impressed me, must be relegated, painfully so, to an honorable mention."


6) Bruachthoir Cemetary: The city's graveyard, run by the local clergy of Stormer Cathedral, this is the final resting place for many of Bruachthoir's inhabitants. Most are buried here. Not all however.

7) Clan Masoluems: These massive tombs, for that is what they are, are the sacred burial grounds of the major dwarven families in the city, those of the Feirmecliste Clan. These are tended too by the local clergy as well, though the clan also employs a permanent small groundkeeping and guard staff.

11) Arukal University of Geology, Chemistry and Sciences: A small, but prestigious university, serving nearly twelve hundred or so students from the city and abroad, many whom are housed in the dormitories on the property. They offer all manner of scientific education, but specialize in Geology and Chemistry.

22) Underground Markets: Though not very original on the regional name, it does get straight to the point. This bustling market place is where one might find any large number of varied traders and merchants from all over the province, or even further, on any given day. This is besides the many permanent local craftsmen and merchants whom run shops in the square.

Districts

Bruachthoir Over-City:

7) Spruce Heights: This district gets its name for being built on a small hill that once was heavily populated with old spruce trees. The very same trees that now provide the solid timber framing of most of the middle class homes that dominant the streets of this neighborhood. Those whom live here are predominantly middle management types, folks with secure government jobs, that sort of thing. Valuable office staff sorts, 'white collar' workers.

10) Timber Rows: This district gets its name for being home to many whom work the local lumber mills, and outside the city's walls in the actual lumber operations as well. This name is a bit of a misnomer though, as many whom work all the various labor jobs in the railyards find their lodgings here as well. These houses are less spacious, a bit run down, and many are sub-divided or shared lodgings, or purchased via an extension of credit and a city registered payment agreement. Families whom have done that, many end up having to take in someone, rent a small room or sleeping space simply to insure that they can make ends meet.

16) North Banks: This district gets its name simply for being on the more northern part of the coastline. The houses here are almost all tenant properties, that is, the owner doesn't live in the structures, but rents them out to tenants. Most are shared accomodations of sorts. Woodcutters, Stevedores, and other dock and lumber industry workers are the two most common sorts. Sailors are another common one of course, whenever they make port for any length of time.

17) South Banks: This district, unsurprisingly located on the south end of the coastline that the city encompasses, is the home of many whom live off the coastal waters themselves, local fishermen and their ilk. In less polite company, this whole district is also known 'Beggar's Bank' as it is here that one will find Bruachthoir's slums, such as they are. One is generally advised to keep their coin pouch secreted away, not on their belt, when traveling through this district.

Bruachthoir Under-City:

3) Feirmecliste Oath-Homes: These manors and estates, though smaller than the Feirmecliste estate directly, are no less magnificent in their design, no less artistic in their stone-work. These are the homes of the smaller dwarven families that make up the recognized nobility of Clan Feirmecliste.

4) Slate Manors: This district is so named for the large and magnificent homes that make it up. Home to the elite in Bruachthoir society, the upper crust, the successful, the wealthy, be they born to it, or have built it themselves. The most successful merchant investors, large business owners, any minor nobility in the city, these are the only folks whom can afford to live here. Many of the dwarven engineers whom care for and maintain the FGPPS also live here as they are, without question, the most well paid individuals in the city for their skilled trade, as they are vital to keeping trade flowing as well as it does in and out of the city.

8) Midcliffs: This district is simply named for being in the middle. The middle ledge and cliff, the middle in size and structure design, the middle over all. Many of your quarry workers and manager types live here, along with your skilled craftsmen, those folk whom are within a guild and practice a skilled trade with an eye for quality.

14) Gambler's Gangway: This district is so named for being a hotbed of all manner of gambling activities, and that should be unsurprising to well traveled individuals, given the proximity to Slater Stadium.

19) Southridge: This neighborhood is known as a busy, bustling lower middle class region, where your more petty officeworker and bean counter sorts make their homes, alongside university students, and various apprentices at various degrees of their education towards being recognized by their masters as a legitimate craftsperson. Organized crime has a pretty heavy footprint here too, if rumors and local gossip are to be believed.

24) Northridge: This neighborhood has a bit of a rough reputation, for good reason. Here many of your rough and tumble sorts, like, well folks with some 'criminal background', or whom do hard labor, like loading and unloading trade vessels. As such, one will oft be well advised to keep to themselves, and pick no fights.

Assets

Bruachthoir Under-City:

18) Mushroom Farms: These large plantations are one of the larger economic assets Bruachthoir possesses. A layer of soil, clay and organic waste matter from the city is used to grow all manner of edible mushroom, this farmable ground being made, a creation by dwarven geologists, a careful and well thought out economic development. No less than twenty varieties of mushroom and other fungi are grown by the farmers whom work these farms.

26) Slate Shelves: These shelves are another large economic boon for Bruachthoir, along with her mushroom farms and lumber industry. The rock faces and shelves here are strong and quality slate, great stone for all manner of construction, and a favorite of dwarven stone masons to work with. This quarrying operation is the third largest resource industry in the city however, behind the mushroom farms, and the lumber industry. But it is very likely one of the most sustainable and consistent, for the obvious reason of geology.

Guilds and Factions

Bruachthoir Over-City:

3) United Lumberworkers and Guild of Warehousing Workers: The two largest Guilds in the city have their offices and Guild Halls within these two large complexes. The United Lumberworkers Guild and the Guild of Warehousing Workers, which covers the Rail Rats, Stevedores and others whom work the warehousing and cargo handling sides of things in the city, be it on the piers, in the rail yards, or in work yards or manufacturing depots of all kinds.

4) Guild Rows: This winding and busy block of offices and large gathering halls are where one will find the other guilds represented in the city. The larger ones will have their own offices and hall, whereas some of the smaller ones, share buildings, splitting the administrative costs.

Bruachthoir Under-City:

5) Stormer Cathedral: This massive holy structure and site houses the affairs of the church of Sir Kartheart in Bruachthoir and the surrounding region. The clergy of Sir Kartheart provide many services to the people of Bruachthoir. The Cathedral itself is a beautiful structure, a master showing of masonry skill and dedication, every block shaped and fitted just so, done in a geometrically beautiful and well measured styling, as befits the skills of dwarven workmanship. The artwork on the various murals and bas-reliefs within the church are no less spectacular, depicting all manner of story and deed from recognized heroes within the holy texts of the church.

17) Guild Hiring and Training Halls: These many structures house the various Guilds' administrative offices, including the educative and license issuing centers for each guild with any measurable prominence witin the city. Notably lacking in Bruachthoir is any sort of official presence of the Magister's Collegiate.

25) Church of the Valorous: This church, though of the same cloth, a house of worship for Sir Kartheart, very specifically represents one of the dwarven god's knightly orders.

Tourism

Bruachthoir Over-City:

11) The Smokestack Cookhouse: This eatery takes its name from the rail road tracks it is adjacent too, and is well known to locals and travelers alike. Famous for its meat dishes, the Smokestack is an affordable, busy local favorite, and is a must try experience for anyone visiting Bruachthoir for their first time. Run by a human by the name of Oleg Devons, using recipes that have been in the family for at least three generations as the core dining experience, one should not assume that is all that the Smokestack offers. Oleg is a visionary and runs his business on site, working the kitchen and fires himself. He is constantly trying new things, offering different tastes and combinations of flavor in menu items he rotates monthly. New spice and seasoning mixtures, unique smoking techniques, off the beaten path cuts of meat or indeed, animals in general. It is a place for those with a curious palette, a large appetite, and a heavy thirst, for the Smokestack also features many local beverages to peruse and enjoy.

12) Spruce and Sparrow Bunkhouse: A place that gets its name from hafling owner's Julia Abers favorite tree and bird, this lovely inn can house up to eighty people. Breakfast and dinner meals are provided for guests, as well as stable service and coach storage. The busiest inn within all of Bruachthoir, vacancies are generally short lived, and one wishing to stay multiple nights will get a discount, so long as they book all the nights up front and pay up front. Deciding to stay for another night at the last minute will likely result in an upcharge, as she turns her rooms over quite swiftly and with a frequency befitting such a successful establishment.

15) The Ax-man's Arms: This rough and tumble tavern and inn combination is a little more....gruff of an establishment. It is the favorite and busiest drink house in the Over-City, and favored heavily by the woodsmen whom work the logging industry. Tough hard labor makes tough, hard men and women, and fights or brawls are not uncommon. The proprietor, one Daniel Evans, is a well known and respected former bounty hunter. Retired, he is still tough as nails, and his mere presence nightly working the bar keeps the worst kind of rabble rousing from being much of a concern. Still for those whom enjoy a bit of a risk of danger in their evenings, this is the place to be.

19) The Warren: This shady place reeks of danger for any whom come here for a drink, or a room for the night. The rooms are cheap, the drink decent in quality and options. However this place is a well known hot bed for all manner of ugly and underhanded activity. The Warren is frequented by the police at least twice a week for an incident far beyond any mere punch up bar brawl, and at least once every couple months a body turns up. It is a favorite of sailors, rail yard workers, and their ilk. Hard, tough bastards and bitches with a definite chip on their shoulders, and with little to no qualms about using violence to make a point. It is also believed to be a busy hotbed of criminal activity.
Show spoiler
GM Note for The Warren: This place is a Thieves Guild Contract House, run by a man by the name of Markus. The bartender Yvista'li, an elf, she is a Thieves Guild Fence.


Bruachthoir Under-City:

12) Portav's Respite: This well known club and hostel, a place for the high rolling in society and visiting dignitaries and wealthy private citizens alike, includes all manner of delights to its patrons. Fine dining, gambling, guaranteed seats and access to any contest or competition or game being held at the Crater. Along with this, as one might expect, you can find a wide variety of other 'goods' or 'services' here if you've the credentials or sheer wealth to get in the door, and can afford the steep prices that such a high end place will charge.

13) The Bear's Head: This inn and tavern is named for the large specimen of a white bear who's pelt and head adorn the sign that is affixed three stories up on the structure. Housing up to sixty people over their four floors, with a proper eatery and bar to match, it is the favorite stop for those whom wish to be close to the action, without the sort of wealth credentials needed to get into Portav's. The place is busy often, but on nights of Caid games there is absolutely no chance one will find a seat or a vacancy, especially if the Bombers win. The place will be packed and partying until the wee hours of the morning if that is the case.

15) The Crater: This stadium is first and primarily the home pitch of the Bruachthoir Bombers, the local team in the SCL. The stadium can seat some seven thousand people and whenever there is a Bombers home game, their is never an empty seat in the house. Of course like any such stadium, there are other events held here, especially between Caid seasons.

20) The Resting Post: A simple but homey inn for travelers, targeted and marketed most towards traveling merchants and their ilk, it is convienently located out of the elements, but close to the Byways, allowing swift access to the Over-City, along with nearby markets within the Under-City. It is a smaller inn than others, housing only up to thirty patrons, but the proprietor, one Narila Ivariníon, has never had any complaints and seems to live quite comfortably and well.

21) The Dancing Mole: This theatre and eatery is a favorite among locals and visitors alike, as it is also the place to be if one is a entertainer, or traveling performance group, and can't get in at the Crater (a hard task to be sure). Many great entertainments come and pass through here yearly, and one is always guaranteed a decent meal, accompanied by quality entertainment for their coin. The proprietor, one Amelia Joslip, a lovely middle aged gnomish lady, is a enthusiastic proveyer of the arts, and as such she is always quite accomodating to traveling performers and visiting entertainers.

Maps

  • Bruachthoir
    The map of Bruachthoir, Provincial Capital of Icevale Province.
Population
14361
Location under
Ruling/Owning Rank
Owning Organization

Comments

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Nov 28, 2021 23:33

Great Article, full of excellent details.   Aemon

Nov 30, 2021 10:00 by Keon Croucher

Thank you :D

Keon Croucher, Chronicler of the Age of Revitalization