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Rum Town: slums of Ferris

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This ramshackle section of Freeport is effectively walled off from the rest of the city. No less than fourteen watchtowers and gatehouses monitor egress and entry to Rum Town. Within its narrow dark streets the seediest parts of Ferris operate. A small section of waterfront takes in various goods and people from sea travel. Rum Town was once a royal distillery that grew its rare crops within the protection of its walled fortifications. A fire was set by Krakmoor saboteurs, when the delta was being fought over, and it was ruined. After the battle for Ferris was won by the Iron Claw forces the area was sold off with subsidies for building tenements with more than a dozen living quarters. The poor and criminal moved in and were thus contained by the existing walls – as was planned all along. That was centuries ago and Rum Town has festered away to the point where the watch rarely enter its walls.

Trivia: “A Tale of Rum Town” is set almost entirely within the walls of this ward.

Rum Town is notorious around the Bay of Carnarvon as the seediest place in the Kingdom of Iron Claw but within its own confines are the infamous Warrens. An arcing mile on the west of Rum Town where the oldest and most run-down tenements lean over the narrow streets. Buildings here look threatening to fall and some are clearly propped against others or even the wall itself where the stone is within reach. The Warrens is a mix of abandoned buildings, squatters, and ruins that is an urban wilderness for the most dangerous. A gang that strikes fear into the hearts of even the toughest Rum Towner, called The Shrikes, masses like a swarm against intruders after dark. Some say that there are even goblins in the Warrens but few believe the homeless that tell such tales.

 

Rum Town update

Designer notes: I put this map together as an experimental “grunge” style. It ain’t too bad.

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Quarry Town: ward of Ferris

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Almost a satellite of Ferris this town is like Picton but on a larger and more independent scale. Bordering Quarry Town are some of the finest wineries in all of Iron Claw. It is a peaceful place with a disproportionately large amount of watchmen and guards. Forestry reserves stretch for miles amidst the fertile farms. Hunting lodges and Inns are common here to cater for minor aristocrats passing through or getting away from their duties in the city.

The old quarries to the west of Quarry Town are the subject of strange rumours. Local hunters whisper over their ales that aristocrats bring in strange beasts, and even giants, for sport – using the old quarries to prevent their prey’s escape. Most people not in their cups simply laugh. As if no-one else would notice giants being brought into the area.

 

Quarry Town_Ferris

 

The Lateriders Inns are a collection of small inns and stables that cater for those who don’t make it to Ferris before the gates are locked for the night. Some are owned by the coaching lines in case of those times where a wheel breaks or the road is obstructed and their coaches are delayed. Guests usually stay for free, in such situations, if there is room but meals are pricey for what they are.

 

Old Gatehouse was once the northern portal into Ferris. It is almost a fortress in its own right and has now become a barracks and stable for the guard. They are often out riding about the city’s northern walls drilling their cavalry and footmen to keep them in excellent fighting condition. The hill fort nearby is on one of the many spires of old volcanic rock that penetrate the area. It is nearly 200 feet above the river and provides an excellent view for miles in all directions.

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Port Stricknish: whaling city

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A whaling city whose people are mixed blood northman and tundra people. Large hearty men with strong backs toil on ships and in dangerous long boats. They hunt sperm whales for meat but most of all the precious head oil & ambergris. Death and injury are common and many fall back to carving whalebone and trading their wares: needles, chests, combs, jewellery boxes, etc. The whales come to feed on the seemingly endless swarms of herring that mass in the bay a few leagues from the mouth of the Stricknish River. These herring also feed the populace, salted, smoked, rolled, spiced, and pickled. Some travellers call it Port Stinkfish, and visitors quickly find out why.

 

Port Stricknish and surrounds

 

Port Stricknish location

 

main_areas_0

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Khara Hrost, the greatest city

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KHARA HROST

Official Title: Sovereign City-State of Khara Hrost

A small but very influential island in the middle of the Hrostic Ocean is the source of the greatest architects, masons, scholars and mercenary companies of great repute and ability. The island is nearly one quarter built up citadel of stone in which live almost all the inhabitants. Labyrinthine and reaching high the buildings are sprawled above, around and through each other to create a cityscape unlike any other. Flying buttresses carry avenues a hundred feet from the ground through the arch of an aqueduct that runs from a cistern above a university.

 

khara hrost

Other such vistas are the gift of those that can visit Khara Hrost to walk about and marvel at the engineering and masonry. The west of the island is farming lands, rich and dark volcanic loams grow excellent produce all year round in the warm-moist climate. A common occurrence in farming on Khara Hrost is the growth of giant produce from normal seed. The explanation is earthnodes that appear in the subsurface soil of the island and affect young plants. Farmers have since bred giant varieties of some vegetables that are now a stable strain.

Khara Hrost is a sovereign city-state ruled by a council of elite known as the Cerra. The Cerra is composed of 21 councillors, all of whom are experts in one particular field. Candidate members of the Cerra are tested in a protected chamber within the Grey Ziggurat; the central administration building of Khara Hrost. Candidates who pass are reviewed by the existing member or, should there be no existing member, panel reviewed by the other Cerra. Two candidates are then put to testing in a second chamber within the Grey Ziggurat and the one who walks out is given the membership. The one who doesn’t is usually hospitalised for a number of days and cannot remember the testing.

The 22 fields of the Cerra: architecture, art, farming, logistics, plumbing, military strategy, naval strategy, food storage, medicine, information gathering, libraries, quarrying, tunnelling, tax & tolls, banking, education, welfare, sewerage & works, transportation, mortal magic, alchemy and dark arts.

Hrostic exports are bulk exotic plant materials, healing herbs & preparations, skilled personnel, Hrostic steel (high steel) and many other highly-produced goods.

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