Outside the City Walls


Hell's Rebels


On the maps of Kintargo there is some overflow of the city outside of the walls to the north, west of the Night Road and to the south surrounding Ravounel Road. They don't seem to be parts of Villegre or Old Town and aren't really expounded on anywhere.

I know it's just artistic license from the map maker, but would do you think should exist out there? Most likely an inn and some stables. What kind of things would you put outside of the city walls?


Probably mostly peasants' housing, those who are working any fields outside of town or those who can't afford a house within the protection of the walls. It could actually be an interesting center of illicit activity, too - a place for people to fence questionable goods without having to make it past guards, or to arrange falsified travel documents. Conversely, some of it could also be guards' housing, or sort of suburban neighborhoods for those who want to be away from the hubbub of the city center.


4 people marked this as a favorite.

Here are some of mine. I named the northern district Duskfield and the southern district Swamp Town. Please add your good ideas to these areas!

Duskfield

Spoiler:

Outside the Nightways Gate, to the west of the Night Road, huddles the small district of Duskfield. It is here that most of the produce from the agricultural lands of the North Plains are shipped to before being distributed to the people of Kintargo and shipped on to the rest of Cheliax down the Ravounel Road. Amongst the rolling hills are granaries, mills, tanneries and slaughterhouses. Although the majority of Halflings live in the poorer parts of Red Roof, those with the means to do so often relocate to Duskfield as its lack of protective walls and city services makes it cheaper to live than many other places in the city, but it is far less dangerous than Red Roof.

D1. Idlewhile Stables: This very well kept horse stable is the preeminent horse breeding facility in Ravounel. It is a joint venture between Houses Delronge and Tanessen. While the horses here are well beyond the price range of most Kintargans, it enjoys patronage from all of the nobility and the stablemistress, Emmanuelle Tanessen (LE female aristocrat 4), is known for turning out peerless warhorses.

D2. Onana’s Hounds and Horses: The other major stable in Duskfield, this unassuming business provides horses, ponies, donkeys and riding dogs to those many people whose business wouldn’t be welcome at Idlewhile. Although she doesn’t have the renown of other breeders, Onana Brush (NG female halfling ranger 5) can train warhorses and warhounds upon request. Her personal riding dog, Bravery, is her companion and a fantastic example of her animal training skill. She is also very sympathetic to the Bellflower Network and swift dogs and horses she has trained have often been crucial to spiriting away slaves to freedom.

D3. The Razorcrow’s Rookery: This comfortable, two story inn is one of the first buildings travelers see upon the path west from the Night Road. Outside of its wall, a man-sized limestone statue of a razorcrow sits sentinel. Owned by the Baradin family, most of the work is done by the friendly Rulla Baradin (NG female human expert 4). Her daughter Raven (CG female human expert 1) works in the bar and son Corby (N male human expert 1) works in the stable. When he is present, her somewhat eccentric husband Dr. Barnabas Baradin (NG male human expert 5), a lecturer at the Alabaster Academy, Ravounel’s foremost expert on avians, and breeder and trainer of crows of all kinds, spends most of his time entertaining guests in the common room or yard by showing off the intellect of his titular razorcrows.

Swamp Town

Spoiler:

Located outside of the city walls and straddling the Ravounel Road, this district is so named for the wet, swampy land that it overlooks directly to its south on Argo Island. An industrial district, Swamp Town is where most of the silver ore from the mines to the south is smelted and refined, peat from the swamp is made into pitch and quarried limestone is cut into useful forms by masons. Further to the south, away from the Ravounel Road, is Kintargo’s chief landfill. Being outside of the city walls, most people who work in Swamp Town choose to live in Old Kintargo or Red Roof, still those who do live here tend to build their homes to the east of the Road, up the hill and a comfortable distance away from the only inn outside of the Rust Gate, known as Leroung’s Last Chance.

S1. Leroung’s Last Chance: This ill-kept alehouse sits 150 feet west of the causeway, the southernmost building at the bottom of the hill where most of Swamp Town’s residents dwell. It’s surrounded by a rusting wrought iron fence and a worn sign over the door featuring a grinning brass imp. It is tradition for caravan drivers leaving town to stop at Leroung’s for a final drink and to rub the head of the brass imp mascot affixed to the bar, named “Brassballs”, for good luck. Lodging can be had, but it’s little more than a blanket on the floor by one of the inn’s fireplaces. Gambling is rampant in the inn, from cards, to devil pins, to speculating on ships and caravans. Unknown to almost everyone, the proprietor Nacho Leroung, a jovial but slothful man, is in fact a disguised gambling devil and revels in the debauchery. He hires for barmaids only tiefling women, the more odd-looking, the better in his estimation. It makes for a strange atmosphere and none of his neighbors particularly appreciate his presence. Still, the inn has always turned a profit with the caravanners and its location outside the city gates means dottari check in on him infrequently.

S2. Imperial Cheliax Cartwright: This manufactory sits to the west of the causeway and is where most of the carts and wagons used in the city are built and repaired. It also turns a tidy profit for its owning family, House Delronge, by being the chief interest transporting silver ore and raw limestone from the mines and quarries to the south to be processed in Swamp Town. It is managed by a legitimized bastard of House Delronge, Dorsavnil Delronge (LE male half-elf aristocrat 3).

S3. Hawkwatch Freelancer Guild: This stout stone guildhouse sits right outside of the Rust Gate, east of the causeway, flying a large Chelish flag and displaying a regal statue of Abadar in its yard. A members-only guild, its master is a retired dottari duxotar named Ursion Wintrish (LN male old human cavalier 8), a worshipper of Abadar and a staunch Thrune loyalist. The guild’s motto is “After Abadar, there are no greater defenders than we.” The guild offers bounties on monsters and known highwaymen and is used exclusively by the Imperial Cheliax Cartwright to guard its shipments of ore. Wintrish has done quite well for himself and no longer needs dues from members; therefore membership is only offered to lawful individuals with special consideration being given to retired or former imperial soldiers and dottari.

S4. Silver City Smelting Forges: This complex occupies many buildings along the eastern riverbank and is where almost all of the ore mined to the south is refined and smelted into useable silver bars. It is a joint venture between Houses Aulorian and Jhaltero and is managed for them by the politically adroit Alk Hammerhall (LN male dwarf rogue 5). Of the many workers at the forges, the most notable is Goruza the Green (CG half-orc bard 3), who has been leading the workers to organize to keep their pay from being cut as the Aulorians push to have more press ganged prisoners from the local jails work off their sentences in the smelters. Although she has become a thorn in the side of Alk and the Aulorians, she has the protection of House Jhaltero and has been holding worker’s meetings at the Tooth and Nail in Old Kintargo for years at the invitation of her friend Setrona Sabinas.

Community / Forums / Pathfinder / Pathfinder Adventure Path / Hell's Rebels / Outside the City Walls All Messageboards

Want to post a reply? Sign in.
Recent threads in Hell's Rebels