Queenstown part 4

The pseudo-district of Outwall is a shantytown built up along the main approaches to the city, as well as around the walls themselves. By far the largest outpouring is along the Old Kings Highway, west towards Kingsmead, also close to the Midlands River.
The poorest of the poor and those scraping the bottom of the barrel of their luck are to be found hereabouts, though some residents work inside the city walls and choose to stay by choice (or in some cases, coercion).

The place has none of the amenities of the city – no sewage system, no space for cellars or the frosthouses sometimes built within them t store food, and certainly little to no militia presence. These shortcomings are somewhat made up for by a can-do attitude of many of the residents, as well as beings able to openly bear arms without a formal writ. This loophole is what has let various streetgangs flourish, and it is ironically these and an overarching guild of thieves that keep the streets of Outwall safe (or as safe as anywhere without real law can be).

Hidden within the piecemeal markets, stench of tanners and crash of forges (for there is much industry in Outwall), there are several landmarks hidden away.
The Kingsroad Gate is among the grandest pieces of architecture in Queenstown. The Pit is an illegal coliseum, frequented by the rich and poor alike. The Thieves Guild operate out of Scabber’s Den, a secret safehouse-cum-bar-cum-marketplace. The Riverwitch’s Bridge is an old, now collapsed bridge that crossed the Midlands River at a wider but shallower part of its estuary, and some say the crumbling ruins are haunted.

The characters encountered in Outwall are some of the most colourful in the city, if also the least clean.
Shadrack is a scruffy beggar, often mistaken for a pile of rags when he sleeps. He also seems to know the in and outs of what goes on in Outwall, and in Queenstown itself, though he rarely converses with anyone who isn’t a beggar.
Scabber runs the Thieves Guild with an iron fist, and any who cross him soon find themselves joining the ghosts at the Riverwitch’s Bridge.
The Raven is a mystery wrapped in an enigma. A vigilante, he is only known by his raven-feather calling card, left upon the unconscious bodies of the crooks he encounters.
At any time, a wandering priest of the Traveler will minister to those that will listen, and sometimes more naive priests of the other gods and goddesses will attempt something similar.

That’s all for now, next up will be the nobles and their houses.

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