Boledoon
Founded: 381
Lawful Neutral
Large Town
Corruption: -2; Crime: 0; Economy: +2; Law: -1; Lore: -1; Society: +4
Qualities 3: Holy Site: "Temple of Dragar", Prosperous, Strategic Location
Danger: 5
DEMOGRAPHICS
Government: Council - Boledoon Five
Population: 4545
3700 Humans
545 Half-Elves
150 Gnomes
100 Dwarves
50 Halflings
Notable NPC's:
Lord Kinnikut - Boledoon Five - Treasurer- (Male, gnome)
Lord Metash - Boledoon Five - Warden - (Male, human)
Lord Rector - Boledoon Five - General - (Male, human)
Lady Shiverel - Boledoon Five - Royal Enforcer - (Female, human)
Lord Xerviun - Boledoon Five - Grand Diplomat - (Male, human)
Krinik Firefury - High Priest of Dragar - (Male, human)
Notable Sites:
Temple of Dragar: The temple is located in the outer ring of Boledoon. It is a four story building made from granite and limestone. Statues of Dragar in his spiked armor and flaming blades line the front. The High Priest - Krinik Firefury resides over all proceedings.
MARKETPLACE
Base Value: 2,800 ; Purchase Limit: 15,000 ; Spellcasting: 7th
Resources: Fishing, Farming, Trade, Tumber
Magic Items (Base Value: 2,000gp)
Minor Items: 3d4 ; Medium Items: 2d4 ; Major Items: 1d4
SOCIAL
Religions: Alarant, Aluhs, Dragar, Fineral, Flarr, Kahrill, Lorimar, Nirasil, Pentar, Relunar, Selex, Siwel, Soleral, Styrden, Taris, Zarinel
Celebrations:
Snowbreak - Kahrillar 1 - The thaw occurs and roads and waters are beginning to free for travel. Farmers can begin planning their planting.
The Crossing - Crossan 1 – crossing of the suns and beginning of the calendar year. Temple of Alarant holds festival of light in honor of the sun goddesses.
Harvest Fall – Harven 20 – when the crops are ready for harvest, homage is paid to Alarant, god of earth and nature.
History:
Boledoon was the formation of a group of adventurers, known as the Boledoon Five, who branched off from the nearby settlement of Lakeshore. Together, this group has formed a stronghold to withstand the rigors of the wild. After its creation, Boledoon, which is located northwest of Lakeshore, many travelers, on the way to the great lake-side city, stopped at this port to stock up on supplies and sell goods as well.
Surprised at the volume of goods Boledoon purchased from the merchants, more and more stopped at this little town. This caused a boom in the population and popularity of the budding town. Instead of just being a side stop, many merchant companies made regular visits.
The rapid growth of the town threatened to overwhelm the Boledoon Five with a large influx of merchants, craftsmen, and other skilled workers. With these, also came the seedy, ruffian-types. However, the Boledoon Five seemingly had a great flow of wealth from their adventuring and boosted the number of guard and patrols in the town and its outskirts. There has been very little crime and merchants are flourishing.
Industries:
Due to its location, Boledoon is a natural site for great fishing and its lumber industries. Being built in the virgin wilderness, Boledoon has a vast amount of lumber to expand its own buildings as well as provide for the plains towns of Lakeshore. Even though its fishing and lumber give it much activity, Boledoon has become a hub of trade, especially between the cities of Aluhs, Skorport, Lakeshore, and Oran. In order to keep trade flowing, there are less stringent rules for merchants here than in the surrounding lands and kingdoms.
Recently, with the coming of the merchants and the sailors on the sea, entertainment has begun to spring up in the bustling town. A few minstrels have been known to frequent several inns and taverns at night to tell their stories and sing their songs. Also, a zoo has been constructed in the northeast section of the town where animals and monsters strange to most are being collected for exhibit. This is going to be a great draw for foreigners to visit and spend their coin at local markets.
Physical Properties:
The town was erected on the shore of Felric Lake. The surrounding forest offers it protection from invaders. The lake on the west-side offers it protection from invaders as well. It also offers it great fishing and is a great reason for the rapid growth of the town.
The weather, as is usual for the area, is a four season cycle. Its winters are harsh and the snowfall is great due to the lake. However, water travel is still possible on the lake, whereas, overland, it is almost impossible. The spring brings with it warning of high waters, but for the past few years, there has not been a problem. Fall is a beautiful time of year.
Government:
Boledoon is run by the Boledoon Five. The Five consist of a colorful group of characters that make their presence known in the community. They often mingle with the townsfolk in taverns and Kinnikut even owns his own inn, the Wight Sands. The Five rule together with each having their own separate duties overseeing others as well. In the even that one of the Five should perish, it is believed that they would rule with just four. The chance of that happening has not been openly discussed to the public.
The goal of the town is to grow and become a major trade center. Its inhabitants should be able to feel independent and free from harm for their beliefs as long as they do not harm others.
Defenses:
Boledoon has a standing army of 250 men that is paid, trained, and kept up by the town's taxes. This army keeps the perimeter and area outside of Boledoon clear of harm. They also do community works that improve the town's safety. They obey orders given by Lord Rector.
Also available to the town's defense are the 80 permanent guards that are used within the town's perimeter. They respond to any misgivings that occur within the town. They make it their business to clarify any misdeeds to Lord Metash.
The town has two boats, the Firestorm and the Sea Serpent, that patrol its harbor. These vessels are armed very well and are captained by skilled naval veterans.
Populations and Neighborhoods
There is a distinct social class heirarchy.
Upper Class
The Inner City is made up of shops and homes of the wealthy. This was the original foundation of the town and been built with great care and luxury. The docks are private and only those who dwell in the Inner City can use them.
The closer the homes are to Boledoon Manor, the more luxurious they are. The most luxurious building in all of Boledoon us Boledoon Manor followed closely by the Academy of Dragar.
Middle Class
Outside the gates of the Inner City begins the start of the Outer City. This area marks the growth of the town. In this sector, merchants and others who make decent wages and livings dwell. Most of the commerce that thrives within the town takes place here. Again, the homes closer to the Inner City are nicer than the ones further away.
Lower Class
There is a small section in the southern-most area of Boledoon that appears to fit the poor of any larger city. This area is where the laborers dwell when not toiling in their manual labor jobs. Also, a few beggars and seedy characters dwell here. Although the section is minute, it still is an eyesore to the growing town.
Customs and Beliefs:
There is a strong belief in trade and equality in this town. Also, in order to survive in the wilds, there is a strong faction of worshippers to the god of war, Dragar. Battles fought in defense of the town are celebrated. As of yet, no big battles have occurred - only small skirmishes with gnolls and goblin-kind.
A strong affiliation to the water is also present in the town. Its location on the large lake makes it a great point of commerce and the inhabitants are ever-conscious of Aluhs, the god of water, even if they don't worship exclusively.
Women and men are treated equally in Boledoon as both are equally rugged to face the wilds. Privacy is well-respected amongst the townfolk and any meddling in anyone else's affairs will breed suspicion in those they talk to. They might even find themselves questioned by the guards.
Taxes:
In order to make sure the town stays on top of the changing market, the Boledoon Five have imposed taxes that will make the town trade-friendly, but also affordable for those not involved in the trading. These taxes keep the town from falling into disarray and ahead of further growth considerations.
10gp signet ring of Boledoon - purchased to make one an honorary citizen - good for 1 year
Non-citizens (without ring) pay 1sp each to enter town gates
1 sp/month in the Outer City, 1 gp/month in the Inner City for residents
5gp/month merchant fee
10gp docking fee for cargo/merchant vessels
1sp per week docking fee for local boats
1gp teamster fee per wagon of goods for trading companies
Crime and Punishment:
Violence without self-defense within the borders of Boledoon is subject to fine and incarceration. Appropriate time and equivalent damage will be inflicted upon the aggressor (Silverdrayke Code), broken arm for a broken arm, death for death.
1st offense = 1 month
2nd offense = 1 year
3rd offense = 2 years and expulsion upon release
4th offense = death
Thievery
1st offense = 1 month + reimbursement
2nd offense = 1 year + reimbursement
3rd offense = 5 years + reimbursement x2
4th offense = life