Fort Inevitable
Board

https://talestavern.com/wp-content/uploads/2025/11/TS_1763748721-1.png
https://talestavern.com/wp-content/uploads/2025/11/TS_1763748796-1.png
https://talestavern.com/wp-content/uploads/2025/11/TS_1763748851-1.png
https://talestavern.com/wp-content/uploads/2025/11/TS_1763748887-1.png
https://talestavern.com/wp-content/uploads/2025/11/TS_1763748911-1.png
Author: tneslund
Status: Complete
TaleSpire Version: EA - Chimera
Genre: Fantasy
Created On: November 21st, 2025
Last Updated: December 19th, 2025

A fortified frontier town from Pathfinder First Edition’s The Emerald Spire Superdungeon, controlled by a Hellknight order and enclosed by tall stone walls with guarded entry points. The interior follows a rigid, organized layout built around a central stronghold, with clusters of stone dwellings, trade areas, craft quarters, administrative spaces, religious sites, and gathering spots arranged along clean, orderly streets. Patrol routes, training areas, and enforcement zones reinforce the town’s strict legal structure. Beyond the walls lie farms, fields, small homesteads, and work sites stretching toward the surrounding forest and nearby lake. The atmosphere reflects firm rule, regulated commerce, indentured labor, and quiet resistance beneath the surface — fitting for groups traveling the Crusader Road or preparing for expeditions into the Emerald Spire.

 

1. Caerlin’s Vineyard (Farm)
Home of Caerlin, an elderly half-elf, and his daughter Taeserle.

2. Stonde Homestead (House)
Widow Ilyanda Stonde lives here with her children; her son Davon claims to have found a “goblin fort” in the woods.

3. Drurn’s Tannery (Shop)
Run by Drurn, a retired half-orc sellsword who abuses the slaves working here, drawing Hellknight scrutiny.

4. Naldred’s Farm (Farm)
Vast wheat fields owned by Naldred Tillman, Fort Inevitable’s largest private slaveholder and a Hellknight loyalist.

5. Holworth Dairy (Farm)
A noisy, long-established Southwooder clan farm overlooking Misty Lake.

6. Serragon Ironworks (Foundry)
Owned by exiled Galtan noble Daldar Serragon; true craftsmanship comes from dwarf smith Hurmarsk Firehammer.

7. Misty Lake
A deep lake fed by forest streams and springs beneath Fort Inevitable, reaching depths of 50 feet.

8. Kettlefoot Mill (Farm)
Prosperous halfling mill run by Anden Kettlefoot, known for quietly opposing Hellknight debt rulings.

9. Mosswater Gate (Gate)
Heavily fortified gate commanded by Maralictor Kiera Wirt and five Hellknights who question all travelers.

10. City Wall (Wall)
Stone walls stand 30 feet high and over 10 feet thick at the base.

11. Gate Market (Shops)
Licensed farmers sell goods here; the area is a hub for rumors and gossip.

12. Zoldor’s Masonry (Shop)
Stonemason Zoldor Maril resents Hellknight taxes but produces reliable, sturdy work.

13. The Juliver Arms (Inn)
Fort Inevitable’s finest inn, run by the halfling Reedbanks family and catering to wealthy guests.

14. The Red Shield Tavern
A busy taphouse popular with Hellknights, named for the shield displayed inside.

15. Poldmar Stables
Large stable and carriage house managed by council member Kallon Poldmar.

16. Gertrand Yeldun’s Home (House)
Comfortable townhome of Gertrand Yeldun, a human moneychanger.

17. Mirelinda the Clothier (Shop)
Owned by flamboyant Varisian Mirelinda Doumaz, famed for scandal, parties, and mysterious wealth.

18. North Gate Cemetery
Well-kept burial grounds tied to the Temple of Silence; no undead issues in living memory.

19. Temple of Silence (Church of Pharasma)
Nearly 200 years old, founded after a prophetic vision revealed this sacred site.

20. North Gate (Gate)
A small pedestrian-only gate with light traffic.

21. Garrison Stable
Managed by scarred veteran Hellknight Hielon Keenlance.

22. Nolm Bindery (Shop)
Friendly, cluttered shop selling books, inks, and bindings, run by Falandra Nolm.

23. The Stalwart Priory (Monastery)
Small priory of the Order of the Stalwart Fist, founded by Sister Khedra to aid pilgrims to Mendev.

24. Serfurd’s Potions and Reagents (Shop)
Run by oily Londor Serfurd, a dealer in potions, components, and exotic toxins.

25. Rillin’s Armory (Shop)
Rillin Nadinghad crafts the finest plate armor within a hundred miles.

26. Braddon’s General Store (Shop)
Affable Thom Braddon sells provisions, tools, tack, and everyday goods.

27. Victory Fountain
Stone fountain crowned by a statue of Tarwynna, victor over the goblin kingdom of Zog.

28. Hall of Rectitude (Courthouse)
Imposing courthouse with courtrooms, magistrates’ offices, and a crowded jail.

29. Mardyl Barracks
Former stronghold now used by the Order of the Nail as auxiliary Hellknight barracks.

30. The Bailey (Training Grounds)
Open field used as the Hellknights’ primary training ground inside the walls.

31. Chancery (Library)
Contains a law chapel, library, arcane workrooms, and Order of the Gate offices.

32. Commander’s Citadel
Massive octagonal tower housing Lady Commander Audara Drovust and her Hellknights; access is tightly controlled.

33. Temple of the Golden Key (Church of Abadar)
Grand temple to Abadar; armed Hellknights require priestly permission to enter.

34. Goldfoot’s Mercantile (Shop)
Trading house headquarters run by the prosperous Mormuk Goldfoot.

35. Juliver Leather Goods (Shop)
Leather armor, tack, and clothing crafted by Salle Ulmander.

36. The Salamander Company (Mercenaries)
Major mercenary band nearly 200 strong, spread across the River Kingdoms.

37. Tsador’s Arms (Shop)
Premier weapon shop owned by half-orc smith Tsador Ironmaker.

38. The Helmed Lady (Tavern)
Second major tavern, named for Tarwynna’s nearby statue.

39. Lord Commander’s Granary
Four massive silos holding grain seized as Hellknight tithe.

40. Dilapidated House (House)
Long-abandoned building soon to be seized and auctioned by the Hellknights.

41. Abernard Royst’s House (House)
Home of Abernard Royst, a white-haired former adventurer and local sage.

42. Juliver Gate (Gate)
Identical to Mosswater Gate, guarded by Hellknights under half-orc officer Bolgur.

43. Town Sewers
Stone sewer system exits north of the wall; locked grate can be forced for entry.

Leave a Comment