Guide to Kintargo.   Posted by GM Ed.Group: 0
 GM, 205 posts
Mon 2 Oct 2017
at 19:29
Guide to Kintargo
Kintargo has long been known as a haven and draw for artists, particularly composers, directors, and musicians eager to expand on Cheliax’s operatic traditions. After the Chelish Civil War ended and House Thrune seized control of Cheliax, the citizens of Kintargo fell in line begrudgingly. Unlike the open rebellions that defined cities to the southwest, Kintargo maintained a quiet but strong resistance to all things infernal. As a result, the city became a favorite of many noble families as a place to spend time away from the entanglements of government duties, and Kintargo’s citizens and leaders became experts at riding the thin line between being loyal Chelish citizens and independent-minded libertarians.

During these years under Thrune law, Kintargo has maintained closer ties to the culture, people, and wealth of Varisian cities such as Korvosa and Magnimar than they have to Chelish cities such as Corentyn and Egorian. Most Kintargans choke to call themselves subjects of anything but their many-splendored city. They spend the
warm, humid summers quietly tolerating being ruled by whatever distant capital insists they owe fealty, then spend the long, cold, rainy winters openly fantasizing
about a revolution. Yet until today, the need for outright rebellion has never seemed worth the cost in blood.

Kintargo’s history is strangely devoid of much information, leading many to suspect Thrune’s redactors and revisionists were particularly aggressive in doctoring
old documents and records regarding the past. Today, Kintargo has a new leader. Lord-Mayor Barzillai Thrune took over from Lord-Mayor Jilia Bainilus, who (as rumors
hold) fled the city under cover of night just 2 weeks ago. Some say she fled to join the Iomedaean rebels far to the southeast, while others say she left Cheliax entirely to seek a new life in Arcadia. And there are those who maintain she never escaped Kintargo at all, but was imprisoned or even killed by Thrune’s agents.

Whatever the truth, the rebellion elsewhere has pushed the government to lock down its major cities, and Kintargo is no exception. Paracount Barzillai Thrune now rules Kintargo, and to date has done more than simply institute martial law; he’s enacted seven proclamations that all citizens of Kintargo must abide by, and it seems that every few days, a new and increasingly outlandish proclamation is added to the list.

Kintargo’s major exports are salt, seafood (particularly silver salmon), silver, and culture in the form of entertainment and art. The city itself straddles the northeastern shore of the Yolubilis River and a large island named Argo that sits in the river’s mouth. The city skyline is dominated by three structures—Castle Kintargo, the Temple of Asmodeus, and the spires of Alabaster Academy, although the central dome of the Kintargo Opera House is perhaps the city’s greatest pride.

This message was last edited by the GM at 19:34, Mon 02 Oct 2017.

 GM, 206 posts
Mon 2 Oct 2017
at 19:40
Guide to Kintargo
Kintargan Factions
Many different factions call Kintargo home, including the following.

Bellflower Network: This rumored organization of halflings supposedly helps slaves escape from Cheliax.

Chelish Citizens’ Group: Not all of Kintargo’s citizens seethe under martial law. A small subset have formed this group to support Barzillai Thrune, and have been empowered as a militia to augment the city’s guards.

Church of Asmodeus: The church of Asmodeus is the official faith of Kintargo, and its callous high priest, Corinstian Grivenner, is a well known (and much loathed) public official.

Court of Coin: Kintargo is home to eight noble families, all of whom gather in a group known as the Court of Coin to serve as a council of advisers for the
government. Barzillai Thrune has had little time or interest in hearing the Court of Coin of late.

House Thrune: The rulers of Cheliax have now taken a direct role in the day-to-day operation of the nation’s major cities, including Kintargo.

Kintargo Dottari: Led by Duxotas Vannases Trex (herself a recent appointee by the government), Kintargo’s city guards are growing more and more aggressive in their attempts to “keep the peace.”

Order of the Rack: This order of Hellknights is known to oppose uprisings, and Kintargo is one of many cities in which they’ve been hired for additional peacekeeping. This particular group of Hellknights is led by Paralictor
Kyrre Ekodyre.

Order of the Torrent: Kintargo’s own Hellknight order has been strangely quiet since martial law was enacted, and its leader, Lictor Octavio Sabinus, has been missing entirely.

Rose of Kintargo: This group of rebels follows the teachings of the minor goddess Milani, but nothing has been heard of them since Barzillai Thrune came to town.
Rumor holds that the Rose was secretly crushed that first night martial law was enacted.

Sacred Order of Archivists: A second secret society rumored to have been destroyed by Thrune agents, the Sacred Order of Archivists was a group of Irorians dedicated to the preservation of historical documents.

Silver Ravens: A third and final group of rebels supposedly put down by House Thrune is the Silver Ravens. Nothing has been heard from them or their leaders for weeks.

Miscellaneous Gangs: Kintargo currently lacks an organized thieves’ guild, but does have at least two smaller gangs—the Red Jills and the River Talons—neither of whom are currently accepting new members.

 GM, 207 posts
Mon 2 Oct 2017
at 20:05
Guide to Kintargo
Kintargo Districts
The Castle District serves as the city’s military headquarters, and is the seat of the city’s government.
C1. Castle Kintargo: The castle is currently controlled by the Order of the Rack.
C2. Nidalese Embassy: This building is currently abandoned, as Nidal has withdrawn its diplomats during the current crisis in Cheliax.
C3. Citadel Vaull: Headquarters to the Order of the Torrent, this bunker is apparently abandoned at this time.
C4. Highwall Market: This small market caters to those who keep the city running smoothly.
C5. Andos Hall: Kintargo’s city hall, once the office of the lord-mayor, is currently boarded up and abandoned.

The Greens is Kintargo’s noble district.
G1. Records Hall: This repository holds records for Kintargo nobility.
G2. Whitegate Market: This affluent market specializes in artwork, gold, jewelry, and silver.
G3. Greengate: Kintargo’s easternmost gate is used primarily by nobility, but it is usually kept closed.
G4. The Counting House: This squat building serves as a meeting place for the Court of Coin.
G5. Lantana Park: This expansive series of cultivated parks is intended mostly for the nobility to enjoy.
G6. Tanessen Estate: Led by Count Geoff Tanessen, this family’s interests include armor and weapon crafting, city defense, and military supplies.
G7. Delronge Estate: Led by Archbaroness Melodia Delronge, this family’s interests include horse breeding, hunting, and mercantilism.
G8. Victocora Estate: Once led by Baroness Porcia Victocora, this family’s interests included fishing, literature, and poetry, but their estate was recently destroyed by fire.
G9. Jarvis Estate: Led by Baroness Belcara Jarvis, this family’s interests include architecture, carpentry, city planning, and stonemasonry.
G10. Aulamaxa Estate: Led by Archbaroness Eldonna Aulamaxa, this family’s interests include hunting, opera, and public opinion.
G11. Vashnarstill Estate: Led by Baron Sendi Vashnarstill, this family’s interests include Arcadian trade, fishing, and shipbuilding.
G12. Jhaltero Estate: Led by Baron Canton Jhaltero, this family’s interests include information, silver, and stone quarries.
G13. Aulorian Estate: Led by Count Auxis Aulorian, this family’s interests include magic, salt, and silver.
G14. Sarini Estate: Led by Countess Urora Sarini, this family’s interests include diabolism, entertainment, and the theater of the real.

Jarvis End is the beating heart of Kintargo’s nightlife.
J1. Three-Legged Devil: This venue is Kintargo’s oldest dance hall.
J2. Crissali’s Fine Tomes: This bookstore has a reputation for rare texts and magical arcane items.
J3. Kintargo Opera House: One of Kintargo’s most beloved buildings, it is now home to Barzillai Thrune.
J4. Aria Park: This large, open park is a popular place for street performers and musicians.
J5. Veritas Plaza: As Kintargo’s original marketplace, it hosts daily farmers’ markets.
J6. The Silver Star: This ruined music store housed, until recently, a local cult of Sarenrae.

Old Kintargo is, as the name implies, Kintargo’s oldest district. It is home to an eclectic mix of buildings.
O1. The Old Harbor: These docks are used mostly for shipping building materials, food, and salt.
O2. Salt Market: This market caters to masons, alchemists, architects, and builders.
O3. Sallix Salt Works: This salt-packaging business is the largest and oldest of its kind in Kintargo.
O4. Salt Gate: This gate is left open at all times, but it mostly just receives traffic from the Old Harbor.
O5. Odde & Daughter Herbs: This abandoned shop is supposedly haunted.
O6. Old Kintargo Cemetery: Though no longer in active use, this burial ground is periodically patrolled by the church of Asmodeus.
O7. Lucky Bones: This burned-out gambling hall was never rebuilt.
O8. Tooth and Nail: This quiet tavern is one of Old Kintargo’s oldest establishments.
O9. Olmer’s Smithy: As Old Kintargo’s last remaining smith, Olmer often has magic armor for sale.
O10. Holding House: Once Kintargo’s jail, this building was recently re-commissioned and put back into use by Thrune as a place to hold suspects before they are processed.
O11. House of Truth and Clarity: What used to be Kintargo’s courthouse is now used to house political prisoners and host the occasional public execution.
O12. Iudeimus Tenement: This tenement building is the tallest structure in Old Kintargo.
O13. Vespam Artisans: Magic items are often found for sale at this a guild of tinkers and metal artisans.
O14. Rust Gate: Passage through Kintargo’s busiest gate now comes with a 2 sp gate tax.

Redroof: The residences of Redroof possess a distinctive look compared to the rest of Kintargo.
R1. Hocum’s Fantasmagorium: This museum of strange and unusual oddities has been closed for many years.
R2. Kelimber’s Dry Goods and Supplies: This sprawling general store and post office serves many of Redroof ’s daily needs.
R3. Redroof Market: This market specializes in clothing and textiles.
R4. The Devil’s Threads: This business is arguably the finest tailor shop in Redroof.
R5. Fair Fortune Livery: This abandoned stable is said to be haunted.
R6. The Cloven Hoof Society: This ramshackle building is run as a hostel and advocacy for Kintargo’s downtrodden tiefling citizens.
R7. Devil’s Nursery: This slum is primarily inhabited by tieflings.

Temple Hill: The slopes of Temple Hill are home to Kintargo’s churches.
T1. Shadowsquare: Kintargo’s second-largest temple houses the local church of Zon-Kuthon.
T2. House of Golden Veils: As a temple of Abadar, this church serves as Kintargo’s largest bank and moneylender.
T3. Temple of Asmodeus: Unsurprisingly, the grand Temple of Asmodeus is Kintargo’s largest and most powerful church.
T4. Temple Hill Gardens: These plots of lands hold Kintargo’s active graveyards.
T5. Humbert House: An old shrine of Aroden that once served as an orphanage, this building is now abandoned and reputed to be haunted.
T6. Songbird Hall: The local temple of Shelyn continues to attempt to keep the peace in Kintargo.

Villegre is Kintargo’s scholastic center.
V1. Lady Docur’s School for Girls: Kintargo’s second largest academy is a finishing school for young women.
V2. Villegre Park: This area is a popular place for students to relax and study.
V3. Long Roads Coffeehouse: Villegre’s oldest and most popular coffeehouse is a favorite spot of local students.
V4. Alabaster Academy: Kintargo’s famed university, renowned throughout the Inner Sea region for its expertise on medical and biological sciences, is now
sadly in decline.
V5. The Newt Market: This eclectic marketplace often has magic items for sale.
V6. Nightways Gate: This gate usually sees traders or visitors from Nidal, but isn’t otherwise used much.

Yolubilis Harbor is the bustling merchants’ district of the Silver City.
Y1. The War Cage: Kintargo’s largest weapons shop often has magic weapons for sale.
Y2. Sunset Imports: Until recently, Sunset Imports coordinated most of the trade between Cheliax and Anchor’s End on distant Arcadia, but it recently lost its
contract and is now in decline.
Y3. Vashnarstill Shipyard: Kintargo’s busy shipyard sees many merchants.
Y4. The Thrashing Badger: Yolubilis Harbor’s rowdiest tavern recently burned to the ground.
Y5. Clenchjaw’s: This friendly tavern has lately gained an influx of new customers.
Y6. Bleakbridge: Connecting northern and southern Kintargo, this bridge doubles as the city’s busiestmarketplace.

 GM, 208 posts
Mon 2 Oct 2017
at 20:36
Proclamation the First
All slayers of city pests (hereby ascribed as doves, mice, and
ravens) who present said pests to the dottari  shall be rewarded
with a bounty of one copper piece.

Proclamation the Second
All places of public business must display in a position of prominence
within the first room accessible from the building’s primary entrance a
portrait of Her Infernal Magestrix Queen Abrogail II.

Said portrait must measure no less than 17 by 11 inches.

Proclamation the Third
All those who capture, alive and unharmed, feral dogs of
a weight exceeding 50 pounds are to be rewarded with a payment of
two silver pieces upon transfer of the dogs to the dottari.
Such noble guardian creatures should find homes worthy of their kind!

Proclamation the Fourth
The right to wear fine embroidered clothing in public is hereafter proscribed
to anyone other than agents of House Thrune or the Holy Church of Asmodeus.

Exceptions can be awarded or purchased at the city’s discretion.

Proclamation the Fifth
Grain is life!
Should grain be spilled in public, all must be gathered, cleaned, and repackaged within the hour.
Any person who allows grain to go ungathered after a spillage shall be fined one copper piece, per grain.

Proclamation the Sixth
The imbibing of night tea brings a dangerous imbalance to the slumbering mind.
Between the hours of sunset and sunrise, the taking of tea is proscribed.

Proclamation the Seventh
The odor and flavor of mint is an abomination to the refined palate.
Be not the cretin!
Mint use in candies, drinks, and all manner of confections is hereby proscribed.