WS Grp A: Reference Thread

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WS Grp A: Reference Thread

Postby PMiller » Sat Jan 05, 2013 6:31 am

While Oppara shines as the largest and most opulent city in Taldor, and Zimar looms as a stronghold of harsh and militaristic rule, Theissia maintains its own proud standing as the naval heart of the empire and, arguably, the heart of all naval activity on the Inner Sea. Theissia has been the source of the Taldan Imperial Navy’s greatest ships—with some of Golarion’s finest shipwright and craftsman families working for the Admiral and the Grand Prince over dozens of generations, Theissia rarely sees a week pass without a new capital ship launched and towed out into Star Bay to begin service to the empire.

Theissia used to be known as Cassomir.
City Map | Show
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There are many distinct Districts:
Abbey Green | Show
This district surrounds the ruins of Quickfall Abbey and is bordered to the north by Threegates and to the south by the Imperial Naval Shipyards. Abbey Green is tenanted by artisans, historians, former military officers, and well-to-do merchants. The buildings here are some of the oldest in Theissia, constructed of stone, brick, and mortar, and generally standing no taller than three stories. Many resident merchants live here in apartments above their stores, and Abbey Green is also occupied by some of Taldor’s finest tailors, leatherworkers, jewelcrafters, and fine metalworkers. Quickfall Abbey’s storied past of hauntings and disappearances does little to bring down the mood of Abbey Green, and the district is often alive with street fairs, artist showcases, and outdoor concerts. Most of the residents of Abbey Green, despite the district’s jovial nature, still generally avoid Quickfall Abbey, and whisper stories of the frightful moaning, banging, and screams said to pierce the cool night air above the ruins.

Admiral’s Fen | Show
Built to feed the quick expansion of Theissia after the construction of the Imperial Shipyards, Admiral’s Fen has long fought a losing battle with the murky dampness of the Blackwood Swamp. Admiral’s Fen is bordered on the north by the Imperial Naval Shipyards and to the west by Grayguard Castle and Grayguard’s Shadow. The land that later became this district was reclaimed from the swamp by draining a significant portion of it into the brackish moat that surrounds the city. Streets were planned, buildings constructed, and sewers dug, but all of it quickly began to lose ground to the ever-expanding—and some would say malevolent—Blackwood Swamp. Today the Fen’s air is a perpetual swamp-stink of wet mud, rotting vegetation, and murky pools of water. The streets long ago sunk and were replaced mostly by rutted, muddy lanes. The buildings are mostly intact, but those with poor foundations crashed to the ground long ago, leaving muddy ruins in places. The denizens of Admiral’s Fen make do with their situation and employ engineers, and sometimes even wizards, to keep the district as dry as possible. It’s a losing battle, though, and because of it the district has over the years moved from being a well-to-do neighborhood of aristocrats and nobility to a worn-out burg of lower-class craftsmen, dock workers, and outright thugs. The Fen is largely seen as Theissia’s haven for crime—a reputation the vagabonds of Dog’s Teeth are happy to foment.

The Admiralty Citadel | Show
Originally constructed as the home of the first governor of Theissia, the Admiralty Citadel is an impressive stone structure located in the southeast corner of the Old Cassomir district. Surrounded on three sides by enormous towers and thick stone walls, and on the fourth by the large ramparts that surround Old Cassomir, the Admiralty Citadel commands an impressive view of Theissia’s harbor. Though the Imperial Navy is headquartered on Jadrishar Island in Oppara, most naval officers receive their training and serve out their posts at the Admiralty Citadel. The citadel is also home to Admiral Kasaba, the current head of the Taldan Imperial Navy, whose job it is to keep up with the Grand Prince’s demand for ships. At the center of the Admiralty Citadel is a towering building of marble and granite with an open courtyard at its center. This building houses five floors of officers encompassing Taldor’s best and brightest shipwrights in addition to a large cadre of the top officers of the Imperial Navy. Admiral Kasaba’s offices are on the top floor on the south side overlooking the Imperial Naval Shipyards, forever watching the progress of dozens of ships under constant construction. Since the citadel once served as the primary fortification for Old Cassomir, dozens of levels of dungeons and crypts lie beneath its rocky foundations. Many of the lower dungeons are sealed, and rumors abound of connections to the Darklands and an enormous city of derros who stalk the midnight streets of Theissia and gain access to the city via these very tunnels.

Dog’s Teeth | Show
A ragtag jumble of rocky islets just off the coast of Grayguard Castle, the Dog’s Teeth are inhabited by the largest assembly of vagabonds and adventurers in Theissia. At low tide, the Dog’s Teeth are connected to the beach below the castle, but high tide forces the denizens of the Teeth to use rickety canoes and smaller sailing vessels to reach the shore. The Dog’s Teeth are ruled by an enigmatic old half-orc named Tarik the Unclean, who maintains order in this unofficial district of Theissia through cajoling, bribes, and outright violence. Because the heart of Theissia’s black market lies in the tangled web of Dog’s Teeth politics, there’s money to be found there—money that Tarik doesn’t hesitate to see land in the coffers of the influential nobility in the city proper. Thanks to years of bribery, blackmailing, and a few questionable deaths, the denizens of Dog’s Teeth are left to their own devices and are completely ignored by the Theissia constabulary. For those visiting Theissia hoping to plumb the depths of the infamous Cassomir’s Locker or to explore the rumored Darklands catacombs below, Dog’s Teeth is the best place to find magical items, weapons, and contraband cargo, though those with refined tastes will need to overlook the general squalor and stench of the place to find the thriving market within.

Imperial Naval Shipyards | Show
No other place in the Inner Sea region manufactures vessels of war at the pace, quality, and volume of the Taldan Imperial Naval Shipyards in Theissia. The poorly kept secret behind the unsurpassed excellence of Theissia’s shipyards lies in the blackwood trees harvested by the druids of the Wildwood Lodge and sent to Theissia in great numbers. The mutually beneficial arrangement serves to protect the druids’ pact with Taldor in return for supplying the empire with the hardest, lightest wood on Golarion. Nearly every Taldan ship of war that sails the seas is built of this blackwood, with 90% of them constructed in Theissia. The towering skeletons of dozens of ships in various states of construction make up the heart of this district, administered by a bustling cottage industry of woodworkers, rope-makers, tar and pitch factories, sail weavers, and lumber mills.

The district also houses the industries of interest to sailors returning home for the first time in a great while—brothels, moneylenders, inns, pubs, fighting pits, shrines, and open-air markets are everywhere, and humanity constantly packs the district during the day. At night, the Theissia constabulary heavily patrols the shipyards to protect the vessels being built, but even these patrols fail to keep crime at bay, and citizens are frequently warned to avoid the shipyards after nightfall. Recent kidnappings of prominent residents of the shipyards have the city on edge, and the constabulary has
vowed to get to the bottom of the crimes.

Grayguard Castle | Show
Grayguard Castle is an impressive fortress that stands watch over the entrance to Theissia’s harbor. Its high, vertigo-inducing walls and towers bristle with catapults, ballistas, and trebuchets, each ready at a moment’s notice to unleash hell on any enemy captain insane enough to sail into the harbor under a flag of war. The castle itself is home to Governor Bozbeyli, administrator of Theissia Prefecture, and a distant cousin of Grand Prince Stavian III. The enormous temple in the center of Grayguard Castle was once one of the largest temples to Aroden outside of Oppara. Today, the temple is instead tended to by all of the faiths of Taldor, and a small clerical school there trains healers for duty on Taldan naval vessels. Constructed atop an outcropping of rock jutting from Blackwood Swamp, Grayguard is the highest point in Theissia. Only a single road winds up to the impressive gates, and security at Grayguard is tight, since the castle’s fall would signal the end of land-based security in the harbor.

Grayguard’s Shadow | Show
This small district exists to supply the castle with whatever it needs. Its borders press tightly against the castle’s impressive walls, starting north of the castle and winding around to the southeast side. So named because the castle casts the district in shadow for much of the day, Grayguard’s Shadow remains clean and well patrolled by the constabulary and naval security forces. The only landing for ships outside of the Imperial Naval Shipyards is a single fortified dock surrounded by dozens of warehouses and import/export businesses that keep the castle well stocked with weaponry and supplies. Grayguard’s Shadows rests primarily on the rocky outcropping that also supports the castle, and therefore does not suffer the same issues of rot and decay that plague Admiral’s Fen. Anyone traveling from the Fen into Grayguard’s Shadow knows they’ve entered the district the moment the roads appear again and buildings stand up straight.

Old Cassomir | Show
Actually but the third-oldest district in Theissia, Old Cassomir gets its name from its role as the city proper for the majority of Theissia’s history. Surrounded on all sides by impressive ramparts and accessed only by two enormous gates on the east side, Old Cassomir is a charming district of solidly constructed buildings, well-paved streets, and a large park system that surrounds the district and abuts the ramparts—effectively keeping the ramparts clear of construction should they ever need to be manned for war. Old Cassomir houses the Admiralty Citadel, Pharasma’s Pulpit, and the odd Swift Prison, as well as the majority of Theissia’s nobility and senatorial class. The few unbearded (the Taldan lower class) who call Old Cassomir home are generally servants, gardeners, butlers, or any types of craftsmen who deal in the upkeep of homes and estates. Crime is low in Old Cassomir, as the headquarters of the Theissia constabulary is located here and most of the constables call this district home. Still, rumors abound of strange, shrouded men wandering the streets at night, and rare but frightening disappearances happen here just as often as they do in other parts of the city.

Threegates | Show
This small district of perfectly aligned streets, romantic brick row houses, tree-lined avenues, and small but beautiful parks garners its name from its location between the main gates of the city and the two main gates of Old Cassomir. The wealthiest district of Theissia, Threegates is home to the remainder of the city’s senatorial and nobility class citizens, as well as most of the wealthy merchants associated with the ship-building trade. Abbey Green borders Threegates on the south, while to the west lie the ramparts of Old Cassomir, and to the east the city’s brackish moat and Blackwood Swamp.
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Re: WS Grp A: Reference Thread

Postby PMiller » Sat Nov 16, 2013 6:29 am

Theissia is not on the map for intentional purposes so I can make it 2-3 days travel from anywhere for using varied source material. In this case we will assume it is located at Kintargo.
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Re: WS Grp A: Reference Thread

Postby PMiller » Tue Dec 31, 2013 1:11 am

OLD Marching Orders | Show
Finalized 24 hours schedule:
    0630-1030 - Driving Carriage Randarin, Resting Garm & Shavauna, Neffar (inside)
    1030-1500 - Driving Carriage Garm, Resting Randarin & Kelvin
    1500-1900 - Driving Carriage Garm, Resting Kriger & Frakas/Sonja
    1900-2000 - Setting up camp & preparing for the night
    2000-2300 - On Watch Shavauna & Kelvin & Neffar
    2300-0230 - On Watch Randarin & Frakas/Sonja
    0230-0530 - On Watch Garm & Kriger
    0530-0630 - Breaking camp & preparing to get underway

Here are the final Marching Orders:
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Re: WS Grp A: Reference Thread

Postby PMiller » Fri May 08, 2015 5:15 am

Village Map

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Places of Interest:
1. Watchposts
2. The Green
3. Town Speaker's House
4. The Green Apple
5. Morlin's Smithy
6. Shrine of Erastil
7. House of Sertieren the Wise
8. Old Toll House
9. Armory
10. The Old Bridge Inn
11. Jarett's Sundries
12. Delora's Livery Stable
13. Iormel's Warehouse
14. The Ferry
15. The Dwarfbridge
16. Gausler's Brewhouse
17. Jendar's Warehouse
18. Sterrel's Provisioning
19. The Old Ones
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Re: WS Grp A: Reference Thread

Postby PMiller » Wed Jun 03, 2015 4:48 am

Area Map of Witchwood

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