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Updated 4 days ago
Bastion is one of the surviving cities on the continent of Orlon, rebuilt in the ruins of an old city in the heart of Carina's Rest after the Cataclysm twisted the natural leylines and left the connection to other planes, and magic itself, unpredictable. The city’s survival depends on Aetherite, a crystalline resource that both powers its magical infrastructure and wards against The Bloom—the everpresent magical miasma that warps those that remain inside too long. Many strive to deal with the unpredictable fog with better technology, more efficient use of the rare crystal, or acceptance of the new world, as it slowly pushes in from the surrounding wilderness. The city still hums with life and runic magic, though. Airships dock at their elevated mooring towers, and the ArcRail runs through the central market making Bastion a large political force in the region, even if much of the time the guilds that control the city fight petty battles amongst themselves.
Every major piece of infrastructure: transportation, arcaneering, security, trade, belongs to one of the dozens of guilds. Each seems to have a goal at least somewhat at odds to others, with some chasing profit, others secrets and leverage. This leaves some parts of the city forgotten, underfunded, and full of opportunity.
Bastion’s population is overwhelmingly human (as is most of Orlon), with Aetherforged citizens integrated into its workforce and Wilders (those bearing marks of The Bloom) viewed with a hint of caution. The city is run by a council of 5 guilds, each electing their own member to fill one of the seats. It maintains only minor ties to the outside world, with The Bloom making wider trade more difficult. For adventurers, Bastion offers stability, work, and a chance to help a city that often forgets its little folk.
Two Silver sits on a corner, a place not quite as elegant or flashy as the rest of Bastion, but the moment someone steps through the hardwood door, they'll notice it's warm, well-kept, and lived-in. The walls still bear the nicks and scars from a previous life. Orbs hang suspended from rope, casting a warm flickering light on the mismatched furniture below.
Branna Wildheart, the owner, is an older, broad-shouldered woman with scars more noticeable than wrinkles. She opened the tavern with her now husband, Welle, a small, wiry, mustachioed man almost half her size. Those that enter have no doubt heard the story of how, after a life of adventuring, Branna rescued Welle from a doom most foul (which occasionally changes) and decided to settle down.
Branna keeps the tavern steady and peaceful with the kind of presence that stops fights before they start, while Welle uses his knack for alchemy and enchantments to brew, bake, and build to run the back of house and sell a few goods on the side.
Now that the district has started to gain a rough reputation, Branna decided to build a guild of her own—one that won't squabble and fight for its own selfish goals. One that unifies and works towards a common good for those that live in Bastion. Welle had always said she had an eye for talent and ambition, and Branna finally decided to act on it. She cleared out the old storeroom above the kitchen, hung a few trophies from adventures past on the walls, and declared it the headquarters of the new guild. Word spread fast (partly because Branna has never been subtle), that if someone wants in, they’d better be willing to work, sweat, and look after the people who can’t look after themselves.
As long as members respect the tavern’s walls and rules, Two Silver remains a place where the citizens of Bastion can imagine something better.