TEXT: SCHWARTZENBRUIN: THE CITY OF PLEASURES 
  (A story of caviar and cream) 
   
   
   
  Schwartzenbruin is one of the largest cities in Living Greyhawk accommodating at times 
  in access of 30,000 people.  No official census has ever returned a full result so in reality 
  Schwartzenbruin may house considerably more.  A lot of Schwartzenbruin’s population 
  is transient in nature.  Mercenary companies, merchant caravans, ships crews and tourists 
  adding to the seasonal arrival of native clansmen for important business, signing on, and 
  festivals.  As a result Schwartzenbruin has developed into a city that can cater for the 
  diversity and needs of a great many cultures and ideas.  Its inns and taverns are legendary 
  and it courtesans unrivaled.  Schwartzenbruin is the perfect place for battle weary 
  mercenaries and adventures to unload their loot and frustrations.  The city guards are 
  swift to act but lenient on penalties a quick bribe seeing you escorted home and the peace 
  kept. 
   
  ORIGINS 
   
  Schwartzenbruin inherited its rather totemic name (Black Bear) from its earliest days.  
  The island (see map) that is the home of the original city was first settled by the Ur-
  Flanne and in particular a tribe who’s primitive nature worship saw them adopt the black 
  bear as their totem; the island was once home to these creatures.  The Schwartzenbruin 
  tribe over time has been absorbed into the general population but the city and the canton 
  still honor their ancient name.  The city still keeps several tamed black bears and the 
  official emblem of the city is a rearing black bear.  Schwartzenbruin natives refer to 
  themselves as the Bruinsmen (Bearmen).  An old folk tale has persisted to this day that 
  some of the ancestors of the original inhabitants of the island (perhaps even Perren 
  himself) could transform into a black bear if their need was great.  Schwartzenbruin is an 
  old city full of the ghosts of the past; buildings lay atop older ones that have been built 
  atop ancient ones.  Every year city developers accidentally breakthrough into an older 
  
  layer and upon the mysteries of the past.  It is not for nothing that Schwartzenbruin is said 
  to have two underworlds. 
   
  THE MODERN METROPOLIS 
   
  Modern Schwartzenbruin in many ways consists of three linked cities, the Old City, the 
  New City and the Shore.  As the city has grown new areas have been added each 
  generally comprising newer families.  The Old City is defined as all that is contained 
  within the old wall, the old wall runs from Perrens Gate to the High gate and all the away 
  around the back of the islands perimeter. In the Old City can be found the oldest families, 
  the true Bruinsmen and a lot of old money live here.  The New City is defined as “all that 
  is on the island not contained within Old Wall".  New City is still very old and is the 
  home of many wealthy merchants and non-Perrenlanders.  Here is were the visitor to 
  Schwartzenbruin is the most welcome and most easily relieved of their money in areas 
  like the Longmarket and the Arena.  The Shore is the city across from the island.  It is the 
  latest edition to Schwartzenbruin being only some 220 years old and still a work n 
  progress.  The need to house so many has seen the shore line across form the New City 
  transform from a small village, catering as a point of embarkation from mainland to 
  island, into a fortified metropolis to rival the island city itself.  Here dwell many wealthy 
  refugee families and mercenary families that have migrated to the relative safety of 
  Perrenland and the legendary wealth of Schwartzenbruin to start a new life.  Many Clan 
  families have moved here to make a name for themselves as well.  Here can also be found 
  poverty and the struggle of the poor to survive. 
   
  THEIVES GUILDS 
   
  Schwartzenbruin is a place of subtle crime.  No less than three separate guilds operate in 
  defined territories within Schwartzenbruin.   
   
  The Old Guild: The oldest and strongest of the Guilds operates out of the Old City and is 
  buried deeply within the fabric of Schwartzenbruin’s old money.  This guild is headed by 
  a godfather like figure called “The Het”. Its specializes in racketeering, gambling, 
  smuggling and the subtle disappearances of problems.   
   
  The Mockers: The New City is home territory to a loose confederation of petty thieves, 
  pickpockets and con men.  The Mockers guild seldom comes into conflict with the other 
  guilds or the authorities as it confines its activities to unwary tourists and out-of-towers, 
  leaving locals and heavy crime well alone.  It operates heavily around “Mockers Gate” 
  were it spots, “The Longmarket” were it has many friends and the “Arena” were it scalps.   
   
  The Rafters: This, the newest guild, only fifty years old or so, operates out of the 
  Newcity and is spreading its influence into areas traditionally controlled by the Old Guild 
  bringing it into conflict with them.  The Old guild claims that this group is actually a 
  front for a cult of Kurell, something the Rafters strongly deny. 
   
  
  Other Rogues: Rogues that are new to Schwartzenbruin (outsiders) who operate within 
  the city need to be careful as they stand a good chance of being detected by one of the 
  guilds.  The Old Guild will act quickly and demand its cut of takings and, by laying down 
  its rules, bring the outsider into the first layer of its network and hence under-control. The 
  Mockers will demand that the outsider pass their test and become a member or else quit 
  their territory.  The Rafters will openly invite membership and subtly indoctrinate new 
  members overtime into its own unique way of thinking. 
   
  THE TEMPLES 
   
  All of the faiths of Perrenland are represented in Schwartzenbruin, and here the Old 
  Church has its High Temple in the Old City district as well as smaller temples in key 
  locations.  Most citizens of the city pay homage to one or more of the gods and religious 
  festivals of note are often also pubic holidays.   
   
   
   
   
  SCHOOLS, EDUCATION AND SPECIALIST TRAINING 
   
  Schwartzenbruin has many institutions renowned for the quality of their knowledge and 
  their ability to impart it to paying student.  Of note are the Colleges of Rao, the Seven 
  Stages and the National Military academy.  Many craft masters hold schools for paying 
  pupils and apprentices.  Adventurers can get just about any type of training here they can 
  afford to pay for. 
   
  MERCHANTS, MARKETS AND THE PORT 
   
  The church of Zilchus dominates commerce.  The various merchant companies or Costa’s 
  do little that is contractual without it being under-written, insured or witnessed by a priest 
  of Zilchus.  The only rival to this is in matters of conveyance and some legal matters, 
  which is handled by the “Old Church” and its priesthood of Allitur the ethical.  The 
  favors of Procan and Beory are heavily sought after by the many Captains of merchant 
  vessels about to embark on the lake to distant ports.  Trade is a major source of income to 
  Schwartzenbruin.  Its own local industries provide a great deal of produce that can be 
  exported and used in turn to buy foreign produce.  Thus imports of exotic items and 
  goods make Schwartzenbruin an exceptional location to find that which is rare.  Several 
  daily and weekly open markets operate in the three city districts, and many exotic items 
  and bargains can be picked up at these, or your pockets can be picked.  The ports are 
  controlled by the Harbor Masters who manage taxation of cargoes and try to stop 
  smuggling.  They work on commission and thus may have a vested interest in the 
  prevention of such activities. 
   
   
   
   
  
  ADMINISTRATION 
   
  Schwartzenbruin is run by its mayor who is elected every four years.  The mayor has 
  decisions ratified by an elected council that is also elected for fours years.  The Voorman 
  of Perrenland also has his official offices here as does the Voorshoalmann of the Old 
  Church.  Politically Schwartzenbruin is the heart of the nation, every year Canton 
  councils are held, as are many Clanic councils drawing scattered clans together.  Every 
  major clan has its own clan house were clan members can get friendly advice or 
  protection if in need.  Many clans send delegations yearly to maintain their standing as 
  voting members of the clan council’s. 
   
  JUSTICE  
   
  Justice is mostly dispensed by the city guards at the discretion of guard Captains.  These 
  appointed officials hold substantial power in their respective area of patrol.  Each of the 
  city gates has the offices and petty gaol of a Guard Captain.  Serious criminal cases are 
  brought before the city magistrates in the city court located in the High Gate.  Appeal 
  mechanisms do not generally exist.  Convicted criminals will either have themselves or 
  their clan fined for theft or injury crimes, failing this a stint in the Dread Prison 
  Bapthmorda is probable, more heinous crimes like unprovoked murder will see the 
  criminal hurled from the Paleen Rock to their death.  
   
   
  KEY LOCATIONS 
   
  1) Fort Dian.  This is the oldest fortified structure in the city.  The central keep is the 
  home of the magical relic “The Girdle of Dian” and its guardians, an order of the Old 
  Church called the Dian Sect.  The outer towers and ward are used by the Bruingardt 
  (bearguard) an ancient martial order, of members by invitation only, that has heavy 
  links with the Old Church.      
  2) The Arena is a place were many crowd-pleasing events are held from gladiatorial 
  contests to spectacular plays with magical enhancements.  A small school of illusion 
  is reputed to exist within the actors and stagehands of this large production venue. 2a 
  The White Theater is were many traditional or historical plays are performed, it is 
  the common theater as admission is always free. 2b The Seven Stages is a school for 
  bards that puts on paying performances often of macabre nature.  Its members and 
  teachers include many of the performers from the Arena.  Here aspiring bards can 
  prefect the type of performance medium they are studying. 
  3) Old Harbor is a small sheltered bay were ships and barges can unload and load 
  produces bound for the old city and the Longmarket, it is the oldest harbor.  The 
  harbor Master of the Old Harbor is the highest-ranking harbor official in the city. 
  4) The Longmarket is a massive building three stories in height, a long avenue runs 
  from end to end with many stairs providing access to floors above and below.  Many 
  small shop and crafts line each avenue.  This is Schwartzenbruin's bizarre and almost 
  anything can be found here if you know were to look.  The Mockers refer to the 
  Longmarket as “their market”.     
  
  5) Harbor Gate the most heavily controlled gate in the old city its guards are the most 
  expensive to bribe. 
  6) Old Temple, Colleges of Rao, Hospital of Zodel, Solcarde House.  All these 
  buildings are owned by the Old Church and play an important role in 
  Schwartzenbruin society.  The massive temple complex of the “Old Temple” houses 
  the seven gods in separate shrines as well as the main worship hall.  Here the offices 
  and administration of the old Church run apace.  Ecclesiastical guards make sure the 
  visitor ends up in the correct corridor.  The "Colleges of Rao" are both prestigious 
  universities.  They cater for all the classical education a Perrenlander could want.  It 
  is also the location of a small but influential college of wizardry with a very high 
  price tag for admission.  The “Hospice of Zodal” will heal freely anyone with the 
  need who cannot afford it.  They are not inclined to use magical methods unless 
  normal healing is inadequate.  They frown upon healing PC’s who have got 
  themselves injured whist exploring the cities back alleys. They will, however, heal 
  the sick and the poor.  There efforts are responsible for keeping the over-crowded city 
  essentially disease free and generous donations are made to them by many citizens 
  and the city council.  “Solcarde House” is a church run orphanage and is constantly 
  looking for foster homes for the orphaned or abandoned children of mercenaries who 
  got themselves killed. 
  7) Perren’s Keep is a beautiful old style keep built during the height of Perrens reign.  
  It is the traditional home of the Voorman and his offices. 
  8) Perren’s Gate for ceremonial purposes is the official entry point onto the old city and 
  its guards have to lug around the most regalia, which they consider an honor. 
  9) Mocker’s Gate the common gate into and out of the Arena district with all its pubs, 
  taverns, hotels, gambling halls and brothels.  Here a mocker is always waiting to spot 
  easy targets for the guild. 
  10) Garden Gate stands guard over reserved tracts of land put aside by city ordinances a 
  long time ago.  Here citizens often have picnic’s and the area is well maintained by a 
  dedicated local group of volunteer gardeners.  Drunks are quickly removed by the 
  garden gate guard for 3 square meals and a nap in a cozy cell over-night.  In times of 
  need additional military personal use these areas for camping. 
  11) Naval Gate is the district where the lake's navy has ships under repair or 
  construction.  Several warships are always located here with their crews off duty in 
  the city. 
  12) The Necropolis is the place the dead are buried, it is patrolled by guards from the Old 
  Church to prevent grave robbers or necromancers from taking advantage of its 
  inhabitants restful state. 
  13) High Gate this is the location of the judicial courts of Schwartzenbruin and the 
  mayor’s official office is here, it meeting halls are full of the politics of Perrenland. 
  14) Dockyards is where shipwrights build and repair the lake’s shipping. 
  15) Procan’s Grotto is the location of a sacred grotto dedicated to Procan.  Much ship’s 
  companies sail round here before leaving on their voyage to make offerings and 
  receive the blessing of the priestess.  A small community of Aquatic elves also 
  resides here. 
  16) Old Dockside is where many fishermen tie up and unload it also the place a ferry ride 
  can be purchased to shore. 
  
  17) New Quays is where Merchants load and unload produce from the Shore city district.  
  Many fishermen also tie up and unload here.  It also the place a ferry ride can be 
  purchased to the island. 
  18) Schwartzenbruin Regimental Barracks and the Gate Keep is the location of the 
  Schwartzenbruin regiment, a powerful mixed military unit, under the command of the 
  Voorman by right of custom but generally commanded by the whim of its highest 
  officer “The Voorgardtcapitan” . 
  19) The Old Prison Gate was once the old city prison but is now the location of 
  Schwartzenbruin’s military academy and its “Yunggardt” regiment. 
  20) Paleen Rock (Shrine to Nurell) is an ancient site harking back to the days of the 
  original tribal inhabitants.  The sheer cliff at this site plummets straight down onto a 
  pointed rock from which the site takes it name.  Capital crimes are punished here by 
  hurtling the criminal to their death.  This was always a ritual dedicated to the 
  placation of Nurell the god of evil and death. 
  21) The Green Tower (Lighthouse) was constructed four centuries ago by a cabal of 
  wizards who wanted to re-assure the suspicious inhabitants of their good intentions.  
  It is the most famous of the lighthouses in Schwartzenbruin.  The red light from the 
  tall green stone tower wards ships at night from running aground in the tricky city 
  harbor.  In times of peril the light is known to change to an eerie green, an effect the 
  wizards who practice in the tower are loath to explain.   
  22) Village of Narbells is a small ferrying point across the Undrill’s river mouth. 
  23) Bapthmorda (The Dread Prison) is a very dank and foreboding prison constructed 
  about a century ago.  Here the undesirables of Schwartzenbruin are accommodated, 
  sometimes for protracted periods.  It has its own internal subculture and its guards are 
  feared for their methods. 
  24) Village of Weisshaven is a where travelers are likely to stay before crossing the 
  Undrill to Schwartzenbruin. 
  25) The Hillside Market is also called the Common market by those who use it, this is 
  the poorest market in Schwartzenbruin being in the poorest district. 
  26) The Great Barter is a collection of stalls, and tent shops that have almost as much 
  variety as the Longmarket.  Here is located the offices of many trading companies 
  and the Temple of Zilchus. 
   
  
  SCHWARTZENBRUIN AN ARCHITECTURAL PREMISE 
   
  The city of Schwartzenbruin is a large metropolis.  Over time its building have had the 
  tendency to be pulled down and reconstructed for different purposes.  It is common to 
  find public, residential and commercial buildings all sandwiched together in one large 
  city block.  The architecture is based on the need to fit as many people as possible within 
  the confines of the city walls.  This has forced builders to look upward and most 
  buildings are between 3 and 5 stories high.  The streets, apart from the official avenues, 
  are mostly narrow and get very little sunlight.  This produces a lot of rot in the 
  foundations of many building leading to a constant reconstruction process within the city.  
  Building design is best described as eclectic, as functional needs are modified and 
  constrained by the available space.  Buildings are therefore shoved closely together, 
  mostly wall to wall, back to back.  This produces many bizarre angles in building design.  
  Schwartzenbruiners make good practical use of these impractical spaces to house their 
  chimneys, sleeping cubicles, staircases and storage spaces.  Space is at a premium in the 
  city and many families have only three or fours room on a single floor of a five-story 
  building.  All buildings are of stone and many have external staircases as well as internal 
  ones.  Many buildings also have inhabited cellars.  Public Wells are maintained by the 
  council. 
   
  BELOW ARE SOME TYPICAL CITY BLOCKS (Harbor gate area) 
   
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Metaorg Material/Perrenland/Schwartzenbruin A City of Pleasures.pdf