Bard's Gate Settlement in The Lost Lands | World Anvil

Bard's Gate

Bard’s Gate is one of the epicenters of trade in Akados. Merchants travel here from far and wide to peddle their wares to buyers from distant markets in perhaps the most business-friendly environment in the world. Bard’s Gate projects its favorable commercial image through its cadre of emissaries and diplomats who travel across the high seas and trek over the network of overland highways traversing the whole of Akados to forge economic ties with long-distance trading partners. The city occupies several islands within the Stoneheart River and both sides of the riverbank adjacent to the islands. Bridges connect the islands to each other and the nearby mainland, while a massive wall surrounds the entire metropolis.  

History and People

Like most major settlements, Bard’s Gate owes its creation more to circumstance than intentional design. Its story began with a river, several islands within that river, and the great mountain range stretching across The Spine of Akados. The swath of ground that would become Bard’s Gate stood at a critical juncture in the route between the lucrative markets of Remenos and Curgantium to the south and the marvels of Tsen to the north. The island chain within the Stoneheart River was easily the most fordable location across the waterway. In 2717 I.R., Rinos, the self-proclaimed bandit king, arrived at the Stoneheart River crossing and constructed a bridge spanning from the western bank of the river to the main island. Rinos naturally named the structure the King’s Bridge in honor of himself. However, his reign and legacy were short-lived. The bard Turlin, whom Rinos previously condemned to death, swept across the King’s Bridge with his peasant followers and wiped out Rinos’ defenders in a surprise attack in the middle of the night. Rinos soon met the same fate he reserved for Turlin, though unlike the latter, the bandit king’s name quickly faded into obscurity. In the aftermath of his revolt, Turlin commissioned the construction of the Lyre Bridge connecting the central island to the eastern bank of the Stoneheart River. To finance the construction and protect the fledgling trademoot, he struck an accord with the churches of Thyr and Muir granting them the authority to lay the foundations for their churches on the river’s west bank. In short order, the Foerdewaith Monarchy also decreed Turlin’s new settlement as a free township unhindered by tax or fealty to the Foerdewaith Monarchy.   Within 150 years, the trademoot had grown to be a sizable town for merchants and vendors. East-west trade increased as Reme’s status increased, and the churches of Thyr and Muir constructed temple halls to meet the populace’s demands. The King’s Bridge, as the town was called at the time, taxed every good passing through or across its bridges. To circumvent these levies, canny merchants dug canals to bypass the bridges. These canals remain to this day and give the city part of its distinctive character. The trademoot continued to transform from a trading center into a civic entity with government works and plans over the intervening 300 years. During this time, the city officially adopted the name Bard’s Gate in honor of Turlin. It established a formal military known as the Lyre’s Guard, and created a town council of merchants to run the city and the elected office of Burgher to oversee the settlement’s defenses and negotiate trade arrangements with foreign states. This newly founded government came to the town’s defense when demonic creatures began to appear in the Lyre Valley. Many adventurers and citizens answered the call, including the bard Duquaene of Penmorgh. Duquaene organized the resistance and defeated the threat, amassing a great treasure in the process. With his newfound wealth, he founded Bard’s College on North Island.   The college attracted the finest minds and talents to the city as well as adding to its affluence. Its founder soon ascended to the title of high burgher during which time he uprooted corruption within the mayor’s office and enforced the rule of law within the city. Duquaene’s reforms set the stage for the metropolis’s ascendency into the upper echelon of Akadonian cities. Bard’s Gate played a prominent role in the grand crusade against the temple-city of Tsar. The church leaders of Thyr and Muir encouraged citizens to join the Army of Light in its march against the demon prince and his minions amassing in Tsar. When the army vanished into nothingness, the calamity left many of the city’s sons and daughters orphans and took a significant toll on the metropolis’s treasury. Naturally, many residents directed their anger toward the church leaders who endorsed campaign against Orcus and his legions. In the aftermath of the Battle of Tsar, Bard’s Gate underwent tremendous internal turmoil as various factions pointed their fingers in multiple directions. The disputes led to profound reforms, including the formation of the Wheelwrights’ Guild from the remnants of the Teamsters’ Accord, the construction of the Citadel of Griffons outside the city proper, and the creation of the free company named the Lyreguard to defend the city.   Over the last 20 years, Bard’s Gate has faced several crises. Gnolls descended into the Lyre Valley from a hidden fortress in the valley’s northern reaches. Only the concerted efforts of the griffon riders and Lyreguard turned the tide of battle in the city’s favor. In light of these attacks, city leaders voted to establish a small professional military force including a formal River Watch. However, the military proved useless during the next tragedy to befall the city. A mysterious, black fog swooped down upon the city from Rogue’s Island and caused the inhabitants of Slip-Galley’s Abbey to disappear along with several random citizens. A few years later, the military force proved its mettle when a strange foreign army appeared in the Lyre Valley. The army of men known as the Huun had sacked Tircople on multiple occasions. While the Huun swept through the valley with little resistance, the walls of Bard’s Gate proved a worthy opponent. The Huun besieged the city for 14 months until relief came in the form of a massive flotilla and a combined army of Akadonians led by King Ovar that smashed the Huun fleet and forced them to abandon the siege. The army pursued the fleeing Huun for two years, pushing them as far north as the Vast Desert. Their fate remains unknown.   The city’s eclectic demographics demonstrates its diversity. Humans of multiple ethnicities make up the majority of the population, with those of Foerdewaith descent accounting for the largest group by a vast margin. Half-elves and elves constitute a significant minority within Bard’s Gate, giving these races increased clout among the city’s leadership and upper classes. Dwarves trail behind them, followed by halflings, gnomes, half-orcs, and a tiny segment of other assorted peoples. The city’s ratfolk predominately dwell in the city’s sewers, out of sight from the general population.
 

Religion

The devotees of numerous faiths may freely worship their chosen deity within the city’s tolerant walls. However, it comes as no surprise that the city’s primary religion is the worship of Oghma, God of Bards and Protector of Bard’s Gate. His faithful gather in the Auditorium of the Silver Hall, which functions more as a performance center than a formal church. Dre’uain the Lame, God of Crafts, and Sefagreth, the official patron of the trade upon which the city is built, closely follow Oghma in popularity. Other religions boast widespread followings among certain segments of the population. Young people gravitate toward the worship of Freya, Goddess of Love and Fertility, while many members of the various city watches venerate Vanitthu, God of the Steadfast Guard. The college crowd and the abundant arcane community belong to the church of Yenomesh, the God of Glyphs and Writing. Tyree, Goddess of Luck and Good Fortune, appeals to almost everyone in the city. Non-human residents also keep their traditional faiths alive.   Some outsiders refer to Bard’s Gate as the City of a Thousand Gods and with good reason. If one looks hard enough, it is possible to find a temple or at least a shrine dedicated to almost every deity imaginable. Despite the city’s tolerant views toward religion, its leaders prohibit the open worship of deities who espouse evil ideals such as murder, treachery, or thievery, or who partake in outlawed rituals, especially human sacrifices. Nonetheless, these banned faiths endure in the city’s nefarious underbelly. Some believe the Cult of Orcus has taken root here, while rumors about the Cult of Set constantly circulate in the bars and taverns scattered throughout the city.
 

Trade and Commerce

Bard’s Gate owes its existence to its humble beginning as a trademoot. Strategically located on the Stoneheart River, the independent city avoided falling under the aegis of the Kingdom of Foere, which made it an ideal stopover for states hostile to Foere who took advantage of the shortest land route between the eastern and western seas. With the nearly impassable Stoneheart Mountains looming to the north, the ford at Bard’s Gate also served as the most expeditious means of reaching the eastern continent while once again circumventing scrutiny from rival nations. To ensure the safe passage of goods along these roads, the city regularly patrols the Lyre Valley in an effort to prevent brigands and monsters from harassing overland traffic that could jeopardize their lucrative enterprise.   In firm command of overland trade, Bard’s Gate turned its expansive eyes to the seas. To further its maritime ambitions, the city established a naval base at Telar Brindel while controlling major ports in Freegate, Eastgate, and at Cantyn Light. The metropolis’ ships receive a warm welcome in every major port on the Gulf of Akados and the Sinnar Ocean — with the exception of Endhome where they garner an indifferent reception. Although its ships travel far and wide on the high seas, the city first and foremost facilitates trade among numerous commercial partners. While Bard’s Gate exports its fair share of manufactured goods and locally produced commodities to distant lands across its roads and aboard its ships, its economic fortunes depend upon providing a safe, neutral ground for people of all types to exchange goods and services without political considerations or national identities coming into play. Its army and those of its allies safeguard the network of roads connecting the city to far-off lands, while its navy and the ships under its flag defend the waterways against pirates and offer a reliable mode of transportation to reach any port of call.   Multiple guilds keep the commerce humming throughout the city. The Wheelwrights’ Guild, formed from the wreckage of the Teamsters’ Accord, may be the wealthiest and most influential. Duloth Armatige leads the organization through a combination of coercion, intimidation, quick wits, and fast talking. The union of wagon builders and freight haulers has never been more prosperous, providing ample fuel to power Duloth’s grand ambitions to take an even more prominent role among the city’s leadership cadre while simultaneously keeping his greedy fingers in multiple pies. Other guilds operating within Bard’s Gate exert lesser degrees of sway over the city’s affairs. The Beggar’s Guild hears every word uttered on the streets. They trade their information and secrets for the right price, much like the Harlots’ Guild which obtains its sordid stories in a more compromising manner. The Gem Cutter and Jewelers’ Guild, the Scribes’ Guild, and the Glassblowers’ Guild deal in more conventional fare buying, selling, and creating items in their specialized fields.
 

Diplomacy

Bard’s Gate flexes its muscles using coins and courtiers instead of the more conventional cacophony of marching boots. Its diplomats command respect wherever they travel, for they bring with them the promise of great riches to those who share their mutual interest to spread the wealth throughout the world. The metropolis’s diversity also allows its ambassadors to appeal to foreign powers on a personal level because its representatives may share the same lineage, language, customs, or religion as their people or leaders. Whereas the members of a homogenous society must learn the nuances of dealing with people different than them, the city’s diplomatic corps practically hits the ground running when its emissaries first set foot in a new court.   In addition to drawing upon an eclectic population, the metropolis also affords its diplomats a top-tier education. While Bard’s College enjoys a stellar reputation as a premier university for the study of music and the arts, the learning institution also teaches oratory and diplomacy. Many of its graduates go on to become great leaders and statesmen. These pupils also receive a background in the study and application of the mystical arts. In many respects, the city’s diplomatic envoys, spies, and agents are better equipped to cow a hostile foe to their will than the ranks of its small yet elite military forces.   The august and powerful Dominion Arcane also lends its guidance and support to the city’s diplomatic corps, though its expenditures in time and resources reflect its mutual interest in seeing the city prosper rather than being wholly altruistic. With this body’s backing and the goodwill earned from the city’s massive treasury, the ambassadors and negotiators make for formidable opponents when brokering deals. Many foreign negotiators fearing the legendary prowess of the city’s orators come to the negotiating table armed with dweomers to dispel and detect any charms and magical influences that may be in effect. However, their efforts are in vain. The representatives of Bard’s Gate are too sophisticated to resort to magically charming those interacting with them. Magic and the discipline and training required to harness and master it have far more subtle applications than crudely attempting to directly enchant a prospective partner. Indeed, those who deal with diplomats from Bard’s Gate often repeat the axiom, “Keep your eye on your purse, not because they’ll steal it but because you’ll end up giving freely.” This expression best captures the negotiating expertise of those seeking a trade deal, a defense pact, or any other relationship with the Suzerainty of Bard's Gate.
 

Government

The engine of enterprise powers the government of Bard’s Gate. Regardless of its size or strength, the head of each guild who is commonly called a burgher or burgess occupies a seat on the Council of Burghers that controls the city’s purse strings. The burghers and burgesses select one of their own to serve as the mayor of the council, who functions as the group’s leader. Although the average citizens exercise no control over the selection of burghers and burgesses nor the mayor of the council, they directly elect the city’s political leader who assumes the title of high burgher or high burgess. This peculiar power sharing arrangement has sown more dissention than order. Throughout its history, the pendulum has swung back and forth multiple times as the Council of Burghers and the mayor of the council have vied for supremacy with the high burgher. Weak high burghers often fall prey to the council’s machinations, as the collective heads of the guilds subjugate the people’s elected leader to a subordinate role. Adept high burghers assert their dominance over the guilds and often simultaneously act as high burgher and mayor of the council. Cylyria, the current high burgess, has accomplished the latter feat. The city’s highly capable ruler simultaneously enjoys widespread support from the populace and control over its robust coffers. Nonetheless, some within the Council of Burghers, most notably Duloth, chafe under her regime. They seek to once again separate the offices of the mayor of the council and the high burgess, preferably with someone of their choosing taking her place as the mayor.   For their part, the citizens of Bard’s Gate seem content to watch this struggle unfold provided their government performs one critical task — it ensures their personal safety. While those empowered to act on the people’s behalf adopt a “live and let live” attitude, their retinue of law enforcement personnel work diligently to eradicate street crime and safeguard property. Of course, the populace expects the city’s sheriffs, constables, and judges to administer the civic code in a fair and just manner rather than use their authority to suppress the people of Bard’s Gate. Despite their intensive efforts, some sections of the city remain dangerous, even during broad daylight.
 

Military

The elite Lyreguard and its standing army, the Free Defenders, whose numbers dwindled to 1,500 after the recent crusade, protect the city. The former entity numbers around 250 specialized troops and includes the Griffon Riders, an aerial cavalry unit, the Gentlemen, the high burgess’s personal bodyguards, a dozen war wizards, and 30 clerics of various goodly faiths. The Free Defenders man the city’s outer defenses, most notably in the towers, gatehouses, the keep, the walls, and the metropolis’s two citadels — the Citadel of Griffons and The Citadel of Ravens. Three hundred men-at-arms, 20 heavy knights, and 90 light cavalry troops of the Duchy of Waymarch reinforce the Free Defenders. As the names suggest, the 75 Gatesmen and 150 Wall Watchers defend the city’s gates and walls. The city divides its navy into three branches, the Admiralty of Telar Brindel stationed at that distant port, the Admiralty of the Fleet, anchored in the waters around Bard’s Gate, and the River Watch, a small fleet charged with the task of protecting the city’s commercial interests on the Stoneheart River.   Bard’s Gate can certainly field a highly-skilled and well-trained fighting force, but its sheer numbers appear to be disproportionate to a city of its immense size. The metropolis’ status as a free city-state and the epicenter of trade throughout Akados and Libynos reinforce its importance to the global economy as exemplified by the unified response to the Huun invasion. Too many people have too much to lose if Bard’s Gate fails. When faced with imminent danger, Bard’s Gate can reliably call upon its numerous allies and business partners for aid.
 

Major Threats

The gnolls and orcs of the Stoneheart Valley pose a constant threat to Bard’s Gate and the lands beyond. The gnolls under King Ga’awootarr’s leadership grow more aggressive by the day. They recently sacked several small villages and farmholds. The high burgess fears the gnolls could directly assault the city in the near future if they secure a powerful ally to support them. The orcs massing in the valley present an even greater problem. Over the years, black orc tribes from Rappan Athuk have poured into the area in increasing numbers. Although the chaotic humanoids lack centralized leadership, powerful despots currently vying for control over the disorganized hordes could unite them under a single banner that would effectively signal an imminent invasion.   The city’s walls and outer defenses may repulse external invaders, yet mortar and stone cannot protect Bard’s Gate from itself. The guilds and their masters frequently clamor for a greater say in the city’s administration or subtly hint at a change in regime when their demands fall on deaf ears. These legitimate entities predominately operate within the parameters of the current system, though some also partake in illicit and underhanded activities to further their cause, Duloth being first among them. The city’s illegal and secretive groups lurk in the shadows, proliferating their schemes and machinations behind closed doors. The most active and dangerous of these is the Cult of Orcus. Its agents attempt to infiltrate positions of critical importance within the city and then wield their influence to corrupt it. Rumors circulating in the taverns and shops speak of other depraved cults practicing their vile acts and venerating their malevolent deities. Assassins, spies, and thieves also ply their nefarious trades everywhere from the halls of power to the city’s seedy underbelly.   The preceding threats have plagued Bard’s Gate for many years, but the most imminent danger suddenly appeared on the metropolis’s doorstep a few years earlier. The Huuns seemingly materialized out of nowhere, besieging Bard’s Gate for 14 arduous months. The city dug in until an allied Akadonian force repelled the invasion and pursued the fleeing Huuns into the desert far from the city walls. Yet many believe the Huuns placed clandestine military units in strategic locations surrounding Bard’s Gate. With the allied army at least hundreds of miles away, a surprise assault from these guerrilla regiments would pose a significant peril to the depleted forces currently defending the city. Furthermore, it seems doubtful that the metropolis’s allies could quickly raise another force to beat back the Huuns again.
 
 

Capital


Bard’s Gate, free city of

Ruler
Cylyria, High Burgess and Mayor of the Council

Government
council (council of burghers)

Population
125,000 (87,750 human [79,500 Foerdewaith, 2,800 Riverfolk, 2,500 Plainsmen, 1,300 Heldring, 1,000 Erskaelosi, 650 Ashurian], 14,000 half-elf, 8,000 elf [6,200 high elf, 1,800 wood elf], 6,000 dwarf [4,100 hill dwarf, 1,100 mountain dwarf, 800 street dwarf], 3,000 Halfling, 2,250 Gnome, 2,000 ratfolk, 1,750 half-orc, 250 other)

Monstrous
small populations of wererats and ratfolk within the sewers

Languages
Common, Kirkut, Dwarven, Halfling, Helvaenic, Elven, Erskin, Gnome

Religion
pious, tolerant

Resources
trade hub, banking, manufactured goods, wool,

Currency
mixed

Technology Level
Renaissance


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