Brell
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Current situation

Brell has always been a city closely tied to magic. Located in the western part of Kildar –north of the mysterious Mistborne Mountains and west of the former capital, Brell was heavily influenced by its proximity to Torrica.

During the events of Crimson Dusk, the detonation of a arcanebomb in Torrica triggered a surge of wild magic. This wave interacted with the already immense magical presence in Brell, resulting in the creation of a permanent Wild Magic Zone. Life in the city was severely disrupted as a result.

It wasn't until many years later that gnome engineers arrived and introduced Wild Magic Suppressors (WMS), which partially stabilized the situation and brought some recovery to the city. However, it's difficult to say that Brell ever truly returned to normal.

Layout

The population of Brell today is smaller than it was before the events of Crimson Dusk. As a result, not all parts of the city are actively used. Most residents now live close to the former city center, which lies near the sea. This central area is relatively compact, making it unnecessary to divide it into distinct districts. Still, the question remains: "Where does Brell truly end?"

Wild Magic Suppressors are expensive, so they are installed more densely near the city center – where they are most needed and where the population is highest. The further one travels from the center, the fewer suppressors there are, and the fewer people live there. Yet, even in the outer edges, the population never drops to zero. Some residents live there because it's more affordable, while others deliberately choose to live in the untamed magic zones, embracing the chaotic energy and avoiding the influence of the suppressors. You might assume that a distant farm is no longer part of Brell – until you see someone there practicing magic or brewing potions.

The architecture of the city center is a striking blend of towers, traditional homes, and beautiful streets, all interconnected by bridges and lifts. This multi-layered structure is not just aesthetic – it’s practical. It allows a single WMS to cover several vertical layers, reducing the overall number of suppressors needed and saving resources.

Population

The majority of Brell’s population consists of mages, and most everyday tasks are automatedeither through magic or gnomish machinery. No one really cares whether a mage’s power comes from knowledge, raw talent, or a pact with some patron. The local population of mages is extremely ambitious, and morality here is notoriously fluid. While there are certainly kind- and well-meaning people, no one would be particularly surprised to discover their neighbor has been practicing necromancy in the basement or that someone has been testing experimental potions on university 'interns'. Simply put, Brell is far too dangerous for ordinary folk.

A common person can find relative safety only if they have a patron within the city or manage to reach the city center, where some level of protection exists thanks to a sparse presence of guards. However, even there, a single mistake can be fatal.

There is, however, one group of non-magical individuals who are considered safe in Brell: the gnomes. Gnomes are essential to the city's infrastructure. Even those who oppose the use of Wild Magic Suppressors generally wouldn't dare harm the engineers responsible for maintaining them.

On the surface, people in Brell behave politely in public spaces, but order is only maintained thanks to several formidable enforcement mechanisms:

  1. Golems – These constructs patrol the streets regularly. In most cases, their mere presence is enough to deter trouble. But should an incident occur, they immediately call in additional enforcers.

  2. The Eldritch Inquisition If the situation escalates, the Eldritch Inquisition intervenes. Their investigations are swift, thorough, and feared. Anyone caught by them –especially rogue mages–faces grim consequences. Most mages are smart enough to avoid attracting their attention.

  3. Guards on Giant Eagles – These skyborne sentinels have been a symbol of Brell even before the events of Crimson Dusk. Because giant eagles are unaffected by wild magic, this enforcement method has remained viable. They are particularly effective in dealing with rogue golems that malfunction after wandering outside a suppressed zone. Once weakened, such golems are lifted into the air and dropped from great heights outside the city boundaries.

Economy

From an economic perspective, Brell is known for two major areas:

1) Magic-Based Services and Goods

While magical services can be found in many cities, like Stormhaven for example – with a lower risk of being scammed, the skill level of Brell’s mages is on another level entirely. If you need something truly unique or powerful, there’s a good chance you’ll be advised to seek out a mage from Brell. Whether the risk of visiting the city is worth the reward, however, is a personal decision.

Another significant source of income comes from the production of spell scrolls and, occasionally, magical items. Given that the city is almost entirely inhabited by mages, it’s no surprise that scroll-writing is widespread. Many of these scrolls are sold to buyers outside the city. In fact, when a promising student arrives in Brell to study magic, their first task is often to work as a scroll-scribe providing their mentor with extra income without the teacher lifting a finger.

2) Magical-Mechanical Industry

Various factions across the continent are deeply interested in the magical-mechanical devices created by Brell's gnomes. These devices combine advanced engineering with potent magical infusions. While the rest of the world might have little interest in Wild Magic Suppressors, other creations like certain types of golems, are in high demand. Gnomes can only produce a limited number of these constructs each year, and many are retained for Brell’s own use. However, the few that are sold externally bring in enough money to cover a significant portion of the city’s expenses.

Alchemy also contributes modestly to Brell’s economy. Although it’s not feasible to establish large-scale alchemical industries in a place as unstable as Brell, wild magic has turned the region into a hub of alchemical innovation. Gnome engineers have developed a device called the Wild Magic Infuser (WMI), which allows alchemists to channel chaotic magic into potions, producing unexpected new effects.

For example, a unique flower grows near Brell that, when combined with nothing more than water and passed through the infuser, creates what is possibly the simplest potion in the world. The catch? Its effect is completely unpredictable. So far, over 20 different effects have been documented, and research is ongoing. Alchemists from distant regions frequently visit Brell, paying handsomely for a chance to experiment and infuse their own creations with wild magic.

Government

Brell is governed by a City Council composed of the most formidable magic users and engineers in the city. The council holds 10 official seats, distributed as follows:

Magical Seats (6 total):

One seat is reserved for the leading mage in each of the following schools of magic:

  • Abjuration

  • Conjuration

  • Enchantment

  • Evocation

  • Illusion

  • Transmutation

Engineering Seats (4 total):

Four seats are held by the heads of the city’s most critical technological departments:

  • Head of the Wild Magic Suppressors Department

  • Head of the Golems Department

  • Head of the Transport Department (overseeing lifts and other mechanical mobility systems)

  • Head of the Alchemy Department

While the council has ten active members, the chamber in the main tower contains two additional, always-empty seats. These were originally intended for the leading practitioners of Divination and Necromancy.

However, Divination magic is virtually abandoned in Brell. Fortune-tellers and seers left long ago, as attempting to divine the future in a Wild Magic zone often leads to madness. While technically possible, the risk is far too great.

Necromancy, on the other hand, is officially forbidden within the city. The Eldritch Inquisition ensures that this ban is strictly enforced. Still, rumors persist that there is an unofficial eleventh council member, secretly responsible for Necromancy. No one has ever confirmed this claim.

It’s important to note that Brell isn’t truly governed in the traditional sense rather, it is regulated by the council. Meetings typically involve members discussing their plans and gauging support. If disagreements arise, they attempt to reach consensus. However, in practice, any council member – particularly a powerful mage – can act independently if they choose.

This makes the balance of power precarious. The leaders of each magical school are natural rivals, each seeking to prove the superiority of their discipline. Still, several factors prevent open conflict:

  1. The inherent instability of Brell itself, which demands caution and cooperation.

  2. The watchful eye of the Eldritch Inquisition, whose intervention is feared by even the most ambitious mages.

Despite their rivalry, council members often exhibit a strange sort of familial loyalty. If one of them makes a catastrophic mistake, the others will usually try to cover it up to preserve the council’s collective authority. Once the damage is controlled, the responsible member often loses reputation within their school and is quietly replaced by a more promising mage. To the outside world, however, it typically appears as though the individual simply "chose to step down."

Connection to the other cities

Brell may not be the most remote city in Kildar, but the Wild Magic Zone surrounding it makes it one of the hardest to reach. At present, there are three ways to get there.

By land

Two main roads lead to Brell. The northern road runs along the coast and is relatively safe, with real danger only near Brell itself. However, it is practical mainly for travelers from Ironhold (bringing metals) or Ishar (bringing food). For others, the route is troublesome, as the lord of Ishar has banned taverns in his lands, forcing travelers to attempt the journey without proper places to rest.

The southern road winds through the Mistborne Mountains. This path is far more perilous, with monsters and wild beasts roaming the uninhabited peaks, and rumors of brigands near Il-Heban. The greatest challenge, however, is the terrain itself: constant fog, treacherous cliffs, and routes navigable only by skilled climbers. Large caravans cannot pass here – only small groups can manage the journey. Still, for those coming from Stormhaven, it remains the fastest route to Brell.

In any case, whichever road you take, traveling with armed guards is not just recommended – it is essential.

By Sea

Traveling by sea is possible and remains the primary method for large-scale trade with Brell. Golem parts, for instance, are usually shipped this way. However, it is also the most dangerous route: the Wild Magic Zone draws swarms of enormous sea monsters. Some claim the zone creates them, while others believe portals to the Plane of Water may be responsible. This might be manageable were it not for the pirates of Teristraz, who often prowl these waters. They hunt sea monsters as readily as they plunder ships, and you never know which they will prioritize on a given day. At times, merchant guilds strike deals with Teristraz captains, hiring them to focus on monster-hunting and leave trade ships alone, but such arrangements are temporary at best.

Sailors must also remain wary once ashore. Many captains order their crews to stay on board at all costs, handling business themselves with only a handful of loyal companions. Those who disobey and wander into Brell’s taverns often vanish – only to reappear as unwilling “volunteers” in one of the local mages’ experiments.

Portal network

The portal network offers the fastest means of reaching Brell, but it comes with steep limitations. The portal is active only a few times per month, and only after several powerful Wild Magic Suppressors are activated nearby. These devices temporarily pierce the “bubble” of chaotic magic surrounding Brell, but the process requires immense preparation, energy, and expense, so appointments must be made well in advance and the cost of such travel is high as well.

Even then, the portal is not fully reliable. Worse for traders, it cannot transport caravans, making it useless for large-scale commerce, though it may suffice for contracts, messengers, or individuals. Finally, the Eldritch Inquisition regards anyone traveling to or from Brell with deep suspicion, subjecting them to far stricter checks than travelers from elsewhere in Kildar.