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GATEWAY

KEEP
INDEPENDENT CITY STATE
Who Rules: First Lord of Gateway prize crew awarded. Overland trade caravans from area supplying the fleet while at sea with food and
Keep Aldolf Lunimark (N hm W10) is a ruthless, Dragonspell are subject to the full tax due. Many other provisions. The city guard has a standing
and no nonsense merchant–mage devoted to Dragonspell ships will off-load their cargo to force of just over 2,250 men in banded-mail
advancement of Gateway Keep and increasing his other shipping carriers in Gateway Keep to take armor, well-trained and equipped F0s through
own personal power (not necessarily in that advantage of the extra profit by avoiding the long F2s. The city guard is commanded by Hector
order). sailing times to Port Salos and making faster runs Hernandez (LN hm F8). Hector is the third leg in
back to Dragonspell. the balance of power in Gateway Keep. It is with
Who Really Rules: Aldolf Lunimark’s his position and duty to the law that provides for a
claim of rulership is somewhat more then in Economy/Taxes: A series of taxes and very effective system of lawful order within the
dispute along with its absent founder, at least two levies are placed on all goods and stuffs arriving city walls.
other merchant-mages via behind the scenes for in the region. Items are taxed on a complex table
the seal of Gateway Keep. It is this continued based on size, nature, and relative value of the Weather/Climate: Gateway Keep’s
political strife which both protects and isolates the products. Goods are inspected and tax stamps are location allows its harbor to remain ice free year
various freedoms of the citizens and merchants issued at that time. Goods found without proper round. Gateway Keep's climate is classified as
within the large boundary areas of control. papers are subject to seizure for the offense. The humid subtropical and is characterized by hot,
various guild factions use undercover shipments to humid summers and cool winters. Due to its close
Population: 135,740 (registered); real avoid the steep taxes imposed upon them. Tax proximity to the Southern Sea coast, Gateway
population averages are 105,000 during the winter officials have been known to leave or omit items Keeps rarely experiences temperatures as extreme
and about 145,000 in summer, not including from the levies (common adjudication), taking the as those in interior. Nevertheless, temperatures as
sailors or other travelers. best for themselves, of course. Slave traffic is high as 105 °F and as low as 3 °F have been
another of such goods, while the practice of recorded. Summers tend to be humid with many
Demi-humans: Some
slavery is outlawed in Gateway Keep, the thunderstorms. Nearly half of Gateway Keep's
Humanoids: Few (many along surrounding countryside is however full of many precipitation falls during the summer months,
Western Hills region) slaver pens in which the trade goes unchecked. characteristic of monsoon-type climates. Due to
The practice of slave trading occurring in the city the warm weather conditions, farmers will grow
Area of Control: Gateway Keep has a is however strictly a black market affair. With the crops almost year round filling out the fields with
zone of control which extends to about 120 miles slave lots being trading via proxy and then winter wheat and other grain crops to take
away from the Gateway Keep. The eastern-most shipped from their respect holding pens to all parts advantage of the cool winters. As the city is south
boundaries are well short of the Vesphean Forest, along the Southern Sea’s and beyond. While the of the snow line, it rarely snows in winter.
only about 50 miles. Military units are stationed slaves never even set foot inside Gateway Keep Occasional Arctic cold fronts in winter can push
along the major roadways leading into the region. and its awaiting freedom to them. nighttime temperatures into the 20s, but usually
A series of taxation checkpoints are located along not much further than that. Gateway Keep is at
these routes, which also provide a local barrack’s Major Products: (Trade), barges, risk for hurricanes during the late summer and
for the military units operating in the region. A tax horses (fine mounts and draft animals bred and early fall months, because of its location in the
official is almost always present at these posts. trained), arms, armor, leatherwork, livestock Vesphean Bight (the arc of the Southern Seas
(meat, cheese), ships, wool, fish, dyes, and coastline in region) as well as the tendency for
Treaty Obligations: Due to Gateway shubberies. hurricanes to recurve up the coast.
Keep’s close proximity with the Vesphean Forest
boarder. Elven flagged warships and trade vessels Armed Forces: Gateway Keep has a Notable Mages:
are allowed to bypass all taxation checkpoints. standing force of 13,500 troops, of which 7,500
Elvish trade caravans may proceed without men-at-arms and 1,550 horsemen are combat  Fivil Fingers (CG gm T8/W(I)6) while
taxation permits for the first fortnight of each new troops on active service. Additionally a reserve listed in the notable mages section due
moon. Caravans traveling outside of these periods force of another 2,550 men-at-arms and 900 to his expulsion from the local thieves
are subject to the full taxes due. Ships bearing the horsemen can be called up to active service within guild, he remains an active source of
flag of Dragonspell are also subject to special 1 month’s time. A strong naval presence is also intrigue for those that seek him out. He
taxation rules. Warships may pass freely, however maintained in the surrounding sea lanes and river however seeks to out the current thieves
merchant vessels are subject to a reduced taxation regions. The fleet of close to 30 warships of a 5th guild leadership at the earliest
rate to about 25%. This has lead to the deceptive Rate Ship of the line or better carries out constant opportunity.
practice of false vessel registrations. Vessels patrols along the seaboard regions. A large
found to be falsely registered will be seized and a support fleet of over 50 vessels ply the seaboard  Teresa Elmyna (CG heff W6, S:
chemistry) is a diminutive, bright little
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whirlwind of energy and enthusiasm, the Black Hands from the city proper. Pete’s even has a separate dock for
who is greatly concerned with making Due to the heavy handed approach cargo ships unloading goods directly
and perfecting her spells, items and taken by the law enforcement, theft and for the bar; some might wonder why a
potions. She operates out of small pick-pocketing is greatly discouraged bar needs its own dock. The second
storefront in the central market district. by its membership as to not draw location is within the city itself and has
unneeded attention upon themselves. a larger selection of guest rooms and
 Zhundult “Stormshadow” Ulblesk (CN The guild is under new leadership since halls for rent. Both locations, however
hm W8) is an aggressively private, the removal of Fivil Fingers from the offer a wide range of food & drinks and
dangerous, and possibly deranged man, guild order. a selection of the best ladies of the
who spends his time researching planar night. (excellent/moderate)
powers and conditions. Zhundult is a  The Black Hands operates with far
former retainer of the city’s founder more ruthlessness in the countryside.  Red Flame Inn, a large popular place
Marlin Pintelli and has a great deal of Agents are known to perform with a clientele of many races, where
information regarding the layout of the kidnappings for slavery and rare wild boar-pie cooks, pleasure-girls
Keep. assassinations on travelers and others and wine-vendors from across the city
found in the many miles of roads and offer room service. (good/expensive)
Notable Churches: waypoints in the region. The guild is
very active in the slave trade and  DeGriss’s Other Tavern is run by
 A major Asgardian Hall of worship is Bendel DeFloris (CG hm Due5). A wild
operates many of the slave pens for
located within the city and is dedicated and no nonsense locale which offers
profit to the various trading factions.
to the various Asgardian deities save cheap drinks and even wilder tastes to
The guild is believed to be led by
Loki. The largest faction within the hall all present. The cost of replacement
Executioner Grumvar Headcleaver (LE
is dedicated to Thor and is led by tables and chairs is listed on the menu
hom C6/As9). He has been very rarely
Patriarch Ragerson Oloryn (LG hm board for those who choose to destroy
seen but can be identified as always
C8), a shrewd investor in new ventures, the furnishings. Rumored to be owned
wearing a patch over his left eye.
who enjoys ceremonially consecrating by a second cousin to the original
new ships. He is a deadly foe of the Equipment Shops: Full (some rare proprietor from Kaneloon. (fair/cheap)
pirates and slave traders, with whom he Elven manufactured items).
often sends his priests to fight; 22 Important Characters:
priests 4,500 followers. The other Adventures’ Quarters: Gateway Keep
deities in the mythos vary from one or has more than a 100 places to stay, due to the  Aldolphus the Stout (LN halfm F1/T1,
two priests and may have up to several importance of overland and sea trade; it is S: astronomy, botany, geology, and
hundred followers. impossible to visit them all in a season, let alone myconology medicine) formerly a
list them here. All must be tolerant of a wide resident of Racepeath, who fled the city
 A Temple of the Sun, dedicated to deity variety of races, behavior, and customs on the part due to a wide variety criminal charges
Pelor is located near the eastern city of their guests. Adventurers have found the against him to which he maintain his
gate. Led by High Priest Lama following establishments most useful, for widely innocents. He maintains a small stone
Cristobel Dreen (NG hm C7/ former different reasons. keep about 12 miles to the northeast of
Pal3), 12 priests and 1,400 followers. the city which serves as his observatory
 The Axe and Pick Inn is operated by and main laboratory. A huge glass
 The Ready House of the Right Strong Olga Stonebridge (LG hdf C3/F2). The greenhouse is located inside the
Hand, temple of Helm; Vigilant inn is a large and quiet stone structure courtyard with many rare species of
Myrmidon Tathlo Brimmerbolden (LN built to the designs of a small fortress flora collected from such far and away
hm F6 (Str 18/69)), 11 priests and 500 within the city, and is heavily policed places such as deep caverns of the
followers. by its dwarven staff, all of whom seem underworld and the highest peaks of the
to be F1s or more. It is generally Dragonridge Mountains. His family is
 Shrines to Tempus, Tyr, Gond,
considered the safest place to stay in normally in residence as well as several
Yondalla, Paladine, and Mishakal.
Gateway Keep. Others dub it the “The other friends and retainers.
Notable Rogues’ and Thieves Guilds: Coffin” for its all-pervasive silence and
general lack of merriment.  Barandows Hawklin (LG hm Cav6) is
The guild factions tend to rely on unseen conflict
(excellent/moderate) the current Knight Commander for the
to resolve the many issues between them.
noble order of Knights of St. John’s the
However a deep animosity between them had lead
 The Spitskull Inn and Tavern, located Hospital. The Knights of St. John of the
to double and triple agents working to foil each
near the southern gate, is a wild, Hospital, commonly known throughout
other’s projects and bring the attention of the City
brawling place that features a sand pit as Knight Hospitallers, originated in the
Guard on its opposite number. Small independent
used in gambling on fighting prowess. city of Termace and have expanded
bands go almost unnoticed, provided they remain
(fair/moderate) down the river avoiding conflict with
behind the scenes and do not take sides in this
the knightly orders in Dragonspell. The
ever expanding conflict.  Whiskey Pete’s has two locations in the Hospitallers numbering about 90 strong
city. The main location being on the (F0s through F2s) will assist
 The Silver Picks Society operates
waterfront itself. Whiskey Pete’s is a adventuring parties of good in missions
within the city walls in many legitimate
common port of call to all that enter throughout the region. They will
storefront businesses. They however are
Gateway Keep via the seaport. Whiskey actively assist by providing knights to
engaged in a secret guild war to remove
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those who confront the slavers preying merchant’s guild. The city stables, stockyards and any other large carriages. The standard charge is 1
on the weak in the region. other essential services are located in the southern copper per traveler and 2 copper for each horse.
corner of the walled city. This is to take advantage The light duty ferry only operates during daylight
 Dhaerhaera Nanatar (CG heff W6) is an to the nearby major sewer system tunnels which hours. The ferry is winched across the river using
adventuress who recently captured and empty into the river basin well below the city and power generated by a paddle-wheel engine located
tamed a griffon, which she often rides harbor. The slaughterhouses, tanneries, saw-mills, in the citadel on the east side of the river. The
towards the Vesphean Forest in search barge-makers and the shipwrights industries are second, located near the western river edge fort, is
of adventure. located outside the city walls to the south and the heavy use, commercial ferry which runs on a
along the river’s edge. Waste and rubbish is carted set schedule every half hour during daylight and
 Emil Muzz (CN dgm T4/W(I)3) is
outside the city to the northeast to an abandoned every hour after dark. This ferry consists of a large
merchant, inventor and large-scale
rock quarry about 6 miles away. A very small floating bridge section that is moved across the
slumlord in Gateway Keep, willing to
enterprise of rubbish traders has made a mini city river by another of Hector Bearcloak’s harbor
trade in his own grandmother if it
around the site. tugs. The bridge will fit about 80 fully loaded
benefited him in any great way.
wagons, animals and teamsters. The cost is 3
Gateway Keep’s water supply is taken copper per traveler or horse and 7 to 10 silver per
 Nuygi Kurita (LN hm Yak3) is an
from protected upriver site and is channeled into wagon load. A second bridge section is moored in
adventurer from over the Southern Sea.
underground pipes providing each street block and the harbor and is available for use if an additional
He has been a transplant of sorts in
major buildings with a water spigot for public use. harbor tug is diverted from its normal duties to
Gateway Keep since his arrival. Due to
Private water connections can be obtained for a move it.
the language barrier it has taken an
fee. A series of deep underground cisterns provide
extremely long and difficult time for
a secondary storage of water if the flow of fresh
him to establish a base of operations.
water is cut off. The backup supply is deposited
However he has found a niche and
into the four excavated reservoirs and has a
exploited Thieves Guild conflict to his
capacity of 1.95 million gallons, providing the
own advantage. He is also known to
Keep’s inhabitants with about 90 days’ supply
assist those whom he can find a fair
(120 days if severe restrictions are put in place) in
bargain with for his own needs.
time of emergency.
Likewise he has also found a work in
the training of pupils in the art of Ships wishing to travel upriver must
Jujutsu and is a sought after master for either unload cargo for inspection or have a lawful
those skills. manifest inspection at anchor prior to embarking
upriver to Dragonspell or the city of Termace. The
Important Features in Town/Region:
largest port area is located outside of the city
Gateway Keep is laid out along the eastern river’s
where a majority of the fishing and other shallow
edge and is one of the largest and busiest harbors
water boats are moored. Located within the city
east of Port Salos. The city’s main walls are over
proper is the shipping harbor for deep water
120 feet in height and give a commanding view of
vessels which occupies about four miles of
the countryside outside the walls and provide for
waterfront space and has over seven miles of pier
excellent defensive positions to men-at-arms
and wharf space for shipping operations. It is
along the walls. Defensive armaments line the
defended by the massive Waterfront Bastion
towers, walls and harbor entryways. A smaller fort
which commands the entrance to the harbor. There
just to the north of the city is on the western river
are several fully covered protected stone shelters
edge and is used as the base for the heavy metal
where even large warship can be maneuvered
chains which are drawn between the river’s edges
inside for security proposes. The strongpoint has
stopping and preventing ships from proceeded
emplaced within its walls 4 stories of pre-sighted
without first entering into the port facilities for
and registered siege implements. Several unique
inspection. The strongpoint is always well
harbor tugs are operated by Hector Bearcloak (LG
guarded and manned. While the harbor dominates
hdm F4/C2 S: engineering) and his fellow
the layout, the remainder of the city is sprawled
clansmen. The tugs are powered using a coal-fired
along the river’s edge.
water-boiler steam engine allowing them to work
Near the northern gate is the Grand and operate in all wind and most sea conditions.
Curia Hostilia of the Council (where Gateway’s This allows for faster docking alongside the piers
governing body meets), the Barracks of the Guard for cargo unloading before being moved out of the
(Gateway’s jail, courthouse, armory, and main way to the harbor mooring quay lines. The Port
barracks of the Guard), and the forbidden grey Services controls more than 6,500 ships'
tower of Marlin Pintelli, the first ruler and founder movements annually as they arrive and depart
of Gateway Keep. Property taxes for the grey their berths.
tower are always paid via agents and very few
There are two river ferry points located
servants are ever seen about the place, however its
just to the north of the city. The first point is the
upkeep remains pristine. The southeastern portion
light duty ferry located about 2 miles upstream
of the town is home to the many warehouses,
that will take travelers on foot and horsemen
granaries, and storage buildings used by the
across the river. The ferry cannot take wagons or
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