Campaign Notes

You have been individually contacted upon arriving to a new city by the head of the Thieves Guild. He wants to hire you to clean house and assist him in uniting the various Underworld Guilds under one person, him. How you exactly choose to do so is up to you

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Campaign Notes

Post by marine7312000 » Sat Feb 16, 2013 5:02 pm

This topic will cover what the characters have learned about their new home. A map of the general city will be posted in the next few days but here is a initial description:

A city built in what was once a vast network of caverns, Walnot is now home to one of the largest assortment of criminals on the face of Golarion. Nearly anything can be bought, or sold, in its numerous markets and shops. Considered by many to be den of vice, Walnot is run by a conglomeration of criminal guilds. Each has its own focus which consistently clashes with other guilds. The guilds really run the city but a mayor holds a “position” of authority. His term is for life and the current Mayor, Connor Silverhand, has served in that capacity for over 20 years. The guard is corrupt in every way imaginable and prone to releasing offenders on the spot with a hefty bribe. Some “offenders” aren’t even guilty of the crime they are accused of.

Access to the city can be gained in three methods: the port which is only accessable twice a day during low tide; the various magical portal on the outskirts of the city and by descending through a series of corridors from the surface. These corridors connect to one main entrance which is under heavy guard and where most visitors encounter the corruption of the watch for the first time. These corridors are not marked in any way as to which leads to the city and there are numerous small enclaves scattered throughout.

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Re: Campaign Notes

Post by marine7312000 » Sat Feb 16, 2013 6:59 pm

So I have a basic map of Walnot for you folks. It does not have specific buildings shown and will not for the time being. What it does have is a general area considered to cover the general location of various neighborhoods throughout the city. The next post will give brief descriptions of each area.
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Re: Campaign Notes

Post by marine7312000 » Sun Feb 17, 2013 1:18 pm

The Cove Considered by many the backbone of Walnot, The Cove is where the docks and storage areas of the city are housed. Most buildings are built from the remnants of ships of other pieces of wood and, as such, have a slightly varying location based on the tide. The docks are mainly composed of a series of barrels lashed together with planks laid across.

Coveside Focusing of supplying the transient residents of The Cove with diversions of all sorts, Coveside is open at all times. Everything is cheaper in this area even life. The watch maintains large presence but rarely interferes unless profit is threatened, their own or whoever is supplementing their meager income that day. Like The Cove, the buildings here are mainly composed decommissioned ships.

Smuggler's Den As part of the original settlement, Smuggler's Den is one of the more built-up areas. Most residents maintain a residence in this area, at least those that can afford it. The buildings are normally carved from the stone of the cavern and area examples of every type of architecture imaginable.

Mayor's Plaza Home of the mayor's mansion as well as the wealthier residents, the Mayor's Plaza is a beautiful area with gardens grown using artificial sun.

Hightown Home to much of the day-to-day business of Walnot, nearly anything can be bought in its many shops. The area is also home to the nicer inns and brothels.

The Maze Home to the slums of Walnot, the Maze is a twisted pathway of of small alleys formed from the delapidated buildings of the area. Many buildings are only held up by their neighbors and the area is known for its lawlessness in a city that creates its own laws. Visitors are advised to contact their next of kin prior to entering the district unless they are using the walled road that runs from the docks to the Flesh Market.

The Flesh Market Home to the slave market, this area consists of many small buildings carved from the stone of the cavern each under heavy guard at all times. The watch seldom visits this area as the merchants' guards handle disputes in an easy fashion, any "criminals" simply become new merchandise.

Gamblers' Haven Home to the many gambling houses, brothels, and inns of the city, Gamblers' Haven is open to everyone at all times of the day. The area's buildings are a mix of styles and materials. Games of cards, dice, and arena fights are the main focus of much of the gambling.

The Dark This area truly lives up to its name. The mines operated by the city connect here and most of its residents have some method of seeing without light sources. Many buildings in the area have rudimentary above-ground structures but the underground facilities are quite extensive.

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