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| Great City | |
|---|---|
| Leader | garrik_malvole |
| Government | Syndicated rule by the Five Families + symbolic Sage-Patriarch |
| Primary Demographic | Infernis, Humans, Fungril, Beastkin (lizardkin, catkin, ...), Outcasts |
| Area | Gurome Swamp |
| Aliases | The City of Mists, The Sinking Jewel, Nymea’s Folly |
| Touchstones | Riften (Skyrim), Bilgewater (LoL), Golgari Swarm (Magic), Louisiana Bayou, Mafia Syndicates |
Regarded as the most dangerous of the Seven Great Cities, Borunoa stands half-sunken among the treacherous swamps of Aestilon’s southern marshlands. Though founded by Nymea, Goddess of Illusion and Trickery, it has long since fallen under the sway of crime families, smugglers, illusionists, and desperate survivors.
Despite its chaos, Borunoa maintains surprising diplomatic skill, ensuring its survival — and influence — among the Great Cities.
Nymea was first drawn to the region for its natural affinity to illusions. Mist, reflection, shifting lights, and the constant play of water made it a perfect canvas for her ephemeral art. She delighted in fooling travelers with ghostly shapes and imagined spirits.
But only the outcasts — the unwanted, the hunted, the desperate — dared to live in such a place.
Moved by their plight, Nymea promised them fortune and safety and began shaping the early structures of Borunoa using illusions and water magic. For a brief era, the city was hopeful.
Then, one day, Nymea simply left — bored, whimsical, and without farewell.
Her absence plunged Borunoa into chaos. The clever, the ruthless, and the lucky seized power, forming the first crime families. Each claimed descent from Nymea’s original “chosen,” though most of these claims are lies.
Today, Nymea is barely worshipped. Some view her as a demon of greed; others pray to her for luck. Only the Triumvirate keeps a small shrine to her among their halls.
Borunoa is a patchwork of styles, supported by whatever can survive the swamp:
Abandoned structures are common; the swamp reclaims land quickly.
Borunoa is lawless, chaotic, and unpredictable — yet full of strange, charismatic life.
Daily survival depends on:
Despite this, many citizens experience a rough normalcy: cramped homes, lively markets, endless gossip, cheap liquor, swamp music, and the constant hope that tomorrow won’t be worse.
Nymea herself is rarely worshipped sincerely. Her domains — Luck, Trickery, Wealth, Water — instead fuel the cultural ethos: survive through wit, profit through deception, and never trust what you see.
Borunoa is dominated by Five Families, with dozens of minor families vying for influence.
1. Malvole Family (Illusions & Influence) Led by Patriarch Garrik Malvole, the most mafia-styled of the families. Their theatrics often seem like an act, but they control the heart of Borunoa with subtlety and showmanship.
2. Mycavino Family (Poisons & Fungal Trade) Led by Fungrils. Masters of toxic flora, hallucinogens, and fungus-wines. Their feasts are infamous — and often lethal.
3. The Mirecourt Estate (Debt & Contracts) A regal, elegant family led by a female Infernis believed by some to be Nymea reborn. Masters of debt traps, legal manipulation, and extortion.
4. Mortecarre Cabal (Undead & Gravebloom Control) A flamboyant necro-mafia mixing a dark gothic Family aesthetic with bright funerary celebrations. They control undead labor, bone markets, and gravebloom harvesting.
5. Tideveil Corsairs (Pirates & Smuggling) Free spirits controlling the river docks. They smuggle, raid, and revel in chaos. Constantly crash Mycavino feasts.
Minor families attach themselves to the big five, hoping to one day usurp them.
Borunoa has no unified law, only territorial law:
The Patriarch is both feared and respected. His power comes from:
His title, *Patriarch*, is self-given, but widely accepted.
Borunoa “imports” items mostly to maintain diplomatic presence:
Most legal imports mask criminal activity underneath.
Borunoa treats all other cities as potential markets. It antagonizes no Great City directly, relying on:
Still, different cities have different connections.
Borunoa lies deep in the southern Gurome Swamp, where:
The land is unstable; even solid ground is often magically reinforced.
Undead of all kinds can rise, depending on how the person died: drowned corpses, wraiths, bonewalkers, mushroom-infested undead, shadebound killers, and creatures of the deep.
The only safe entry point is the Neutral Center, a small cluster of stable land holding:
All other travel requires:
Rivers are dominated by the Tideveil Corsairs. Illusions, sinkholes, and undead make travel deadly.
Despite this, Borunoa endures — a city of danger, deception, survival, and strange beauty.