I’ve had a lot to talk about over the last two months, and my
series on world building kinda fell to the wayside. That doesn’t mean I’ve
forgotten about our little Ratfolk city. Today we’re going to continue to move
forward with fleshing out our location by adding some local color to the town,
including neighborhoods or cross-sections. On a larger scale these could be
regions and you can almost definitely use the same methods to build on that
scale.
First we can take a look back at the prep I did here, then the first steps I chose to do, which was factions. Some of my research and a few of the factions have
sparked ideas for places within the city for adventurers to visit. There are
always general ideas for locations that should be present in just about every
city.
The Rubble
One of the first things that came into my mind when thinking about
the City of Whispering Swords was the fact it was at one point an old ruin
before being given to the Ratfolk to inhabit. In the time the rats have been
there I imagine there has been a lot of infighting as they fought to crown an
established ruler. To me this means that much of the city still lies in ruins,
and so I picture a good half or more of the city is just vacant, or mostly
vacant.
I see the rubble actually being two separate sections in and of
itself. The shadows, an area close to where the rats inhabit and the places the
Ratfolk are beginning to reclaim one building at a time. Then they’ll be the
deep ruin, an area where the buildings aren’t just dilapidated but completely
reduced to rubble. A place where mighty stone structure once exist and now lie
In piles of stone and wood.
The Shadows
Although this areas is not considered reclaimed by the Ratfolk,
the Shadows actually has inhabitants. Those who are outcast even among the lax
laws of the rodent folk find homes here. True and dire rats run the streets
along with other fauna that had taken up residence; everything from wild dogs
to more exotic beasts. Much of the architecture is overgrown with vines and
weeds that many vermin find suitable for their homes.
Being a kind of middle land, still accessible to everyone but
mostly shunned, I imagine it as a place of covert meetings. The thieves’ guild,
the worshipers of the evil god, and those plotting against the royal family
come here for clandestine meetings. No one group makes this place home, it is
unofficially considered neutral ground.
The Deep Ruin
Very little is known about the City of Whispering Swords, what
little has been excavated and made habitable has been residential districts.
Governmental buildings, temples, schools must have all been in the part of the
city known as the Deep Ruin. Although those of inquisitive minds long to delve
into the mysteries of the old city, the fact that some who have already
ventured into the broken bones of the past have not returned keeps that
curiosity at bay.
I see this as a place where you can have traditionally outdoor
adventures within the city limits. Hidden temples, old barracks, monster having
taken root. Anything from the restless dead of the old city, to roosting
magical beasts, to true dragons could be buried out here. The one thing I do
know is that whatever dark being the evil god worshipers follow, his temple is
here among the refuse of an older world.
Screecher’s Way
One of the few things that all rats can agree on is the need to
relax. They live in a war torn city with a fledgling and struggling monarchy.
Screecher’s Way is the place the rat folk come to unwind. As I flesh the area
out there will be inns and teahouses, geisha and troubadours. But this will
also be a place to find other ways to take you mind off of the world. A
thriving drug culture will exist here with opium dens that move from place to
place.
Screecher’s Way will also be home to the thieves’ guild. As
mentioned in the factions write-up, the rogues of the ratfolk’s society aren’t
just common thieves; they act openly. This region of the city will include a
very public chapter house of the guild, as well as a number of more secret
holdings to keep special goods and conduct business away from prying ears.
The Warrens
Much like true rats, Ratfolk are used to living in a close
proximity, almost on top of one another. To outsiders the warrens might
seem as haphazard as the broken buildings of the shadows Shadows, but all of
the buildings are now rebuilt and structurally sound. However, the haphazard
construction of additional structures in the empty space between buildings
along with extra rooms built on top of preexisting structures make the Warrens
appear disjointed to non-ratfolk
Walk of the August
The smallest region in the city, the Walk of the August, is where
the royal palace is located. The actual royal housing of the old City of
Whispering Swords is believed to be somewhere in the Ruins. The current home of
the royal family is a large manor that seems to have been on the outskirts of
the city itself. The Walk of the August now includes a promenade that has been
built to connect the manor to the city and a number of newly constructed houses
that are used for foreign diplomats, honored guests, and a few of the more
prominent members of the court. As of yet there is little aristocracy among the
rats of the city.
As you can see I left out a religious center, learning facilities,
or even a wizard’s guild. The City of Whispering Swords is growing location. I
see the ratfolk as worshiping their gods on a more individual level, which
helps hide those in the dark god’s cult. Until they can reclaim or build better
facilities, they are forced to send those with talent to schools outside the
city, just as the Jueyin’s son—Lung Bingci, the random character that all these ideas spawned from—was sent off to Wizarding School.
I’m sure there are things that I’ve left out. What neighborhoods
or regions would you add to a city growing on the bones of an older one? What
specific locations would you add to the locations I already have?
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