Dunbrook
Dunbrook rises as a formidable military township at the foot of The Burnt Peaks, its origins tracing back to 2432 TA when it was established as a joint Lavonian-Markian outpost under the Golden Split treaty following the revolution in Markia. Nestled on a strategic plain surrounded by dense forests to the north, south, and east, with rivers carving a natural moat through the landscape and hills guarding the west, the city faces the storm-lashed Peaks across the northern river, its about 6,000 residents hardened by the constant threat of hobgoblin incursions into the coastline valley. Founded to secure peace between the two kingdoms and for an ever vigilant watch, Dunbrook has evolved into a tense stronghold, its walls a testament to its dual heritage, though the air grows thick with gunpowder and the rumble of distant thunderstorms, signaling a fragile alliance strained by recent conflicts.
The city’s history took a sharp turn with the assassination of Markia’s royal family, followed by the failed attempt on Lavonia’s queen. By 2487 TA, Dunbrook stands as a powder keg, its strategic position making it a critical buffer against the hobgoblins, yet internal strife threatens to undo its purpose. The unrelenting thunderstorms atop the Peaks cast an ominous shadow, their lightning forging black obsidian glass that both defenders and foes harvest, adding a layer of resource-driven tension to the city’s military focus.
Despite its militarized core, Dunbrook retains a rugged charm, its streets lined with the red and blue banners of Lavonia and Markia. The canal that flows through the base provide water and defense, while the western hills offer a vantage for scouts, their forested edges teeming with wildlife and occasional goblinoid scouts. The city’s growth since 2432 TA has been driven by the need to protect the Arbour Coastline, its people adapting to the harsh climate with ingenuity, though the looming Peaks and the kingdoms’ rivalry keep it on the edge of chaos. Adventurers passing through find a city of contrasts—fortified yet fractured, united yet divided.
Demographics
Dunbrook’s population is predominantly human, with 5,200 individuals making up the bulk of soldiers, laborers, and merchants, split roughly evenly between Lavonians and Markians. These humans wear red or blue accents reflecting their allegiance, their lives centered around military service and trade, though recent infighting has deepened divisions. The working class, concentrated in the South Slums and Greenway, toils in fields or workshops, while the elite officers in Citadel Ward and Blade’s Edge maintain a strict hierarchy, their human dominance reinforced by the city’s militarized purpose. Intermarriage between the citizens has produced dual citizens, though their presence stirs unease among some, and their numbers dwindle as tensions rise.
Demihumans form a very small but vital minority, including dwarven engineers skilled in obsidian crafting, half-elf scouts adept at forest navigation, and half-orc bulwark champions and top warriors in the battlefield training.
Government
Dunbrook is governed by a stratocracy, led by a Joint Command Council of seven high-ranking officers—three from Lavonia and four from Markia—to oversee defense and maintain neutrality between the kingdoms. Initially, the council balanced troop deployments and resource allocation with efficiency, drawing on golem expertise and recon tactics to create a unified front against hobgoblins. Its authority, housed in the Citadel Ward, was respected, with mechanical clocks regulating meetings and aqueducts symbolizing shared infrastructure, reflecting a time of cooperation post-The Split.
By 2487 TA, the stratocracy’s impartiality has eroded, with Lavonian generals pushing for golem-based defenses and Markian commanders advocating recon active strategies. The council’s sessions, once orderly, now devolve into shouting matches, with the assassination in Markia and the failed attempt on Lavonia’s queen fueling distrust and at one point open bloodshed early on. Infighting has fractured unity, turning the government into a battleground where coups are whispered about, threatening Dunbrook’s mission against The Burnt Peaks’ threats.
The imbalance has sparked rumors of a takeover, with generals on both sides plotting to expel their counterparts, a move that could cripple defenses against hobgoblins. The council’s inability to resolve these tensions, compounded by smuggler influence in the South Slums, has left Dunbrook’s government teetering.
Defences
- Obsidian Walls: Crafted from the very hillsides they defend against, 20-foot-high walls of reinforced glass obsidian, lined with steel crossbows and flintlock turrets are manned by consistent rotation of guards.
- Golem Sentinels: Joint constructs of powerful golems with sapphire inlays remain stationary along the wall's perimeter from Citadel Ward and Forge Quarters, their control rods secured but available during a crisis in which several drills have tested the response time to any threat that might arise.
- Fire Blast Cannons: Markian cannons line the far northern riverbank in osilated outposts, targeting open land threats with salvos.
- Watchtower Network: Towers with glass blown telescopes are capable of scanning forests and the Peaks from Blade’s Edge and the Iron Forge, alerting to any kind of enemy movements.
Notable Sub-units stationed in Dunbrook:
- 11th Iron Legionnaires - 1st Steel Phalanx: A subunit of heavy infantrymen, the 1st Steel Phalanx specializes in forming shield walls within difficult terrain, their reinforced armor etched with red rose motifs. They are equipped with steel-tipped spears, tower shields, and flintlock rifles.
- 23rd Emberforged Artillery - 2nd Cannon Vanguard: Comprising siege engineers, the 2nd Cannon Vanguard operates from Forge Quarters, mastering the deployment of lightweight cannons. Their red-tiled workshop echoes with the blast of test shots.
- 7th Forest Rangers - 3rd Shadow Arrows: A strong archer squad that excels in guerrilla strikes from forested areas, longbows and crossbows adorned with red feathers for camouflage from treelines.
- 20th Inferno Reclaimers - 4th Blaze Sentinels: The 4th Blaze Sentinels are stationed at The Iron Front, specializing in incendiary shells that light up the northern forest under storm light. Clad in blue-trimmed fire-resistant gear, they coordinate with Markian cannons, their explosive expertise a deterrent against goblinoids.
- 3rd Windstriders - 5th Swift Hawks: A reconnaissance unit that operates using hit-and-run tactics with blue-cloaked agility across the battlefield. Trained in Markian scouting, they track their opponent's movements, their speed being a key asset.
- 1st Earthshapers - 6th Obsidian Crafters: Comprising of golem engineers, the 6th Obsidian Crafters works in Forge Quarters, providing their crafting experience in maintenance of siege golems with obsidian harvested from The Burnt Peaks. Using blast furnace techniques and aqueduct-fed cooling, they reinforce Dunbrook’s walls as well, their prototypes a point of pride.
Infrastructure
Dunbrook’s infrastructure is a robust network designed for military endurance, with aqueducts from the rivers powering mills and forges crafting steel and obsidian tools. Large guard towers armed with flame launches or ballistas are ever present looking outwards from the township. Mechanical clocks regulate guard shifts and factory output, while treadwheel cranes hoist supplies to the walls and sometimes over the canal. Underground bunkers, linked by qanat tunnels, store gunpowder and rations, their rib-vaulted chambers, though recent infighting has strained maintenance, with segregated barracks adding logistical challenges.
The Joint Command Citadel in Citadel Ward houses the stratocracy, its halls echoing with strategy debates. Smuggling routes, particularly in the South Slums and Stone Crown, undermine official infrastructure, with hidden cellars and tunnels complicating security. This blend of advanced tech and illicit networks makes Dunbrook a resilient yet vulnerable city.
Districts
- South Slums: The South Slums, a sprawling shanty township in Dunbrook’s southern reaches, is a gritty haven for the working class, its rickety wooden homes and mud-brick shacks built from scavenged materials, sustained by coin earned in the city and fish from the canal. Separated from the Homeward District by a sluggish canal fed by the eastern river, the district’s narrow alleys reek of damp wood and desperation, where fishers mend nets and laborers barter for scraps on occasion. The canal, bridged by rickety planks, serves as a lifeline and barrier, its waters often clogged with storm debris, forcing residents to adapt with makeshift boats. Beneath the slums’ exterior the poor trade illicit goods under night’s cover, their activities fueled by the city’s infighting and yet the slums’ resilience shines through in communal cookfires burning with scavenged emberbrush.
- Homeward District: The Homeward District encircles Dunbrook’s interior wall, a bustling zone where soldiers find respite in barracks and businesses thrive on military demand, its cobblestone streets lined with taverns. Stone and wood buildings echo with the clatter of blacksmiths forging steel and the tune of bardic songs in numerous bars, catering to the garrison’s needs with weapon smithies and herbal apothecaries. The district’s markets offer opportunities for trade negotiations while some might investigate illicit networks or bolster patrols, finding it a vital yet contested hub.
- Citadel Ward: The Citadel Ward, Dunbrook’s central district, houses the Joint Command Citadel in a towering fortress, its rib-vaulted halls a hub for war planning and city headquarters for 500+ officers and staff. Once unified, its spires now fly tattered Lavonian red and Markian blue banners amid infighting over defense priorities and loyalty to their home cities. The ward’s elevated position offers a vantage over the city, but its isolation invites risks. Beneath the ward’s grandeur lies a network of qanat-like bunkers, storing gunpowder and military maps, rumored to hide a secret war room where coup plots brew, guarded by golem sentinels.
- Greenway: Greenway is a south eastern district that serves as Dunbrook’s agricultural heart, its aqueduct-irrigated fields feeding the garrison with farmers and workers in earthen tiled farmhouses. The fertile plots, carved from the forest edge, grow emberbrush and ashwood nuts, while patrols from the 7th Forest Rangers march the treelines, their accents blending with the foliage. The working class toils under The Burnt Peaks’ shadow, their labor vital yet undervalued.
- Blade’s Edge: Blade’s Edge, a rugged training district, houses soldiers in barracks and contains several open yards and battle studios, stonework training rings dotting every corner. The district’s barracks see frequent brawls, normally internal strife and blowing off steam but lately elevating to kingdom rivalry. Various warehouses and stockades of goods can be found here and there are rumors of old but powerful weapons and armor buried in the mundane.
- Stone Crown: Stone Crown is a small cluster of abandoned buildings outside the interior wall, founded as an early outpost, now are weathered stone structures acting as home to questionable squatters. This "district" and its cracked red-tiled roofs and derelict collapsed walls, houses some questionable practices. The district’s isolation draws the occasional snake oil salesman and smuggler, its abandoned state a cover for illicit meetings, with qanat-like tunnels beneath rumored to connect to a hidden base in the deep forest.
- Forge Quarters: Forge Quarters, nestled within the interior walls, is a bustling district where all types of engineers and smiths craft equipment in blast furnace-lit workshops. Clay tiled roofs shelter forges powered by aqueduct-fed bellows produce steel weapons and golem armored parts for the city’s defense, with a central armory guarded by golem sentinels storing obsidian experimental weaponry. The district’s industrial hum is a lifeline, its proximity to the Iron Forge a strategic asset. Infighting has split the workshops, with Lavonian and Markian crews clashing over resource allocation, their rivalry stoking tensions near the northern wall.
- The Iron Forge: The Iron Forge, the most northern district within the interior wall serves as Dunbrook’s frontal defense to the north, housing guards who are manning patrols and guardposts. Massive stone towers perch on the wall, armed with Markian cannons and Lavonian ballistics, overlook the northern forest, river, and Burnt Peaks, their artillery tracking any movements under the storm’s lightning.
Population Density
Humans - 89%
Dwarves - 5%
Half-Orcs - 5%
Half-Elves - 1%
Military
The Azure Wolves, Markia's Army
Subsets:
Subsets:
Humans - 89%
Dwarves - 5%
Half-Orcs - 5%
Half-Elves - 1%
Military
The Azure Wolves, Markia's Army
Subsets:
- 20th Inferno Reclaimers - 4th Blaze Sentinels
- 3rd Windstriders - 5th Swift Hawks
- 1st Earthshapers - 6th Obsidian Crafters
Subsets:
- 11th Iron Legionnaires - 1st Steel Phalanx
- 23rd Emberforged Artillery - 2nd Cannon Vanguard
- 7th Forest Rangers - 3rd Shadow Arrows