- Joined
- Mar 31, 2014
Pertinent Info:
Korvosa is a city of about 18,000, the only city of note in the otherwise wilderness of Varisia. As a city, its alignment would be lawful neutral with a slight leaning toward lawful evil. There are laws for everything, and somewhat harsh penalties for breaking the most minor of laws. That said, almost all form of traditionally criminal behavior is present and tolerated, with those engaging in various forms slavery, gambling, prostitution and even forms of outright thievery sanctioned by the government and handled via a "vice tax." Not only does Korvosa have a thieves guild, it is officially recognized.
Thieving is the only institution protected by a guild, as all other industries operate via apprenticeship programs. All merchants, laborers, and tradesmen are either self-employed or apprenticed to another.
The city is divided into seven districts, many of which are further subdivided into wards.
East Shore: The only district beyond the channel of the Jeggare River, East Shore is home to a handful of noble houses closely tied to the military of the city, as well as the struggling Theumanexus College.
Gray: Unlike all other districts in Korvosa, Gray’s residents generally keep to themselves and are well behaved. Of course, most of Gray’s residents are dead. The only living creatures who reside in Gray belong to the church of Pharasma and live within the temple.
Heights: Standing atop Citadel Hill, the Heights District has a commanding view of the rest of the city, which its residents look down on—both figuratively and literally. Nearly all of Korvosa’s power players reside in the Heights, including the monarchy.
Midland: When most people think of Korvosa, they think of the cosmopolitan and friendly district of Midland. As the home district of both the Korvosan Guard and Sable Company, Midland has the smallest number of gangs and gang battles in the city—although the thieves’ guild does a brisk trade in the district thanks to the disproportionately high number of merchants, shops, and other commercial and financial concerns.
North Point: The first section of the mainland settled by the descendants of the city’s Chelish founders was Mainshore, at the northwestern tip of mainland Korvosa. That ward houses many of the city’s oldest non-noble families. The greater district of North Point covers the entire northern end of the city and holds Korvosa’s seat of municipal power (City Hall), the city’s courthouse (Longacre Building), and the Bank of Abadar.
Old Korvosa: As its name implies, Old Korvosa is old. It covers all of Endrin Isle, most of which is covered by Garrison Hill. Atop Garrison Hill stands the stone wall of Fort Korvosa, while the imposing black marble Palace Arkona dominates the northwest corner of the island.
South Shore: The newest district, South Shore became a part of Korvosa only a quarter-century ago. It contains the Pantheon of Many, a massive temple dedicated to most of Avistan’s most popular deities. South Shore’s population consists mainly of the city’s nouveau riche hoping to escape the cramped conditions found elsewhere in the city.
Important Locations:
The Acadamae: Shrouded in secrecy, the campus’s 30-foot-high walls only barely conceal the grand Hall of Summoning. Visitors and residents cannot hope to ignore the presence of the Acadamae, and since very few people unconnected with the college know what happens within it, the place births abundant (and sometimes ludicrous) rumors.
Castle Korvosa: The centerpiece of the city, Castle Korvosa towers over the Heights. Multiple lord magistrates, seneschals, and monarchs have added to the castle over the past three centuries. As such, despite a relatively consistent neo-Chelaxian styling, the castle’s main towers and interior buildings are crammed together haphazardly.
The Shingles: Permanent and semi-permanent homes, roads, and safehouses appear on roofs throughout the most crowded parts of the city (Old Korvosa). These rooftop communities and the pathways that connect them are collectively known as the Shingles.
The Vaults: Most cities have sewers. Some can even claim dungeons beneath them. Yet few have as complex a system of subterranean tunnels quite like the Vaults of Korvosa. Modern Korvosa stands atop the remains of at least two other civilizations and integrates both of them in its design.
Korvosa is a city of about 18,000, the only city of note in the otherwise wilderness of Varisia. As a city, its alignment would be lawful neutral with a slight leaning toward lawful evil. There are laws for everything, and somewhat harsh penalties for breaking the most minor of laws. That said, almost all form of traditionally criminal behavior is present and tolerated, with those engaging in various forms slavery, gambling, prostitution and even forms of outright thievery sanctioned by the government and handled via a "vice tax." Not only does Korvosa have a thieves guild, it is officially recognized.
Thieving is the only institution protected by a guild, as all other industries operate via apprenticeship programs. All merchants, laborers, and tradesmen are either self-employed or apprenticed to another.
The city is divided into seven districts, many of which are further subdivided into wards.
East Shore: The only district beyond the channel of the Jeggare River, East Shore is home to a handful of noble houses closely tied to the military of the city, as well as the struggling Theumanexus College.
Gray: Unlike all other districts in Korvosa, Gray’s residents generally keep to themselves and are well behaved. Of course, most of Gray’s residents are dead. The only living creatures who reside in Gray belong to the church of Pharasma and live within the temple.
Heights: Standing atop Citadel Hill, the Heights District has a commanding view of the rest of the city, which its residents look down on—both figuratively and literally. Nearly all of Korvosa’s power players reside in the Heights, including the monarchy.
Midland: When most people think of Korvosa, they think of the cosmopolitan and friendly district of Midland. As the home district of both the Korvosan Guard and Sable Company, Midland has the smallest number of gangs and gang battles in the city—although the thieves’ guild does a brisk trade in the district thanks to the disproportionately high number of merchants, shops, and other commercial and financial concerns.
North Point: The first section of the mainland settled by the descendants of the city’s Chelish founders was Mainshore, at the northwestern tip of mainland Korvosa. That ward houses many of the city’s oldest non-noble families. The greater district of North Point covers the entire northern end of the city and holds Korvosa’s seat of municipal power (City Hall), the city’s courthouse (Longacre Building), and the Bank of Abadar.
Old Korvosa: As its name implies, Old Korvosa is old. It covers all of Endrin Isle, most of which is covered by Garrison Hill. Atop Garrison Hill stands the stone wall of Fort Korvosa, while the imposing black marble Palace Arkona dominates the northwest corner of the island.
South Shore: The newest district, South Shore became a part of Korvosa only a quarter-century ago. It contains the Pantheon of Many, a massive temple dedicated to most of Avistan’s most popular deities. South Shore’s population consists mainly of the city’s nouveau riche hoping to escape the cramped conditions found elsewhere in the city.
Important Locations:
The Acadamae: Shrouded in secrecy, the campus’s 30-foot-high walls only barely conceal the grand Hall of Summoning. Visitors and residents cannot hope to ignore the presence of the Acadamae, and since very few people unconnected with the college know what happens within it, the place births abundant (and sometimes ludicrous) rumors.
Castle Korvosa: The centerpiece of the city, Castle Korvosa towers over the Heights. Multiple lord magistrates, seneschals, and monarchs have added to the castle over the past three centuries. As such, despite a relatively consistent neo-Chelaxian styling, the castle’s main towers and interior buildings are crammed together haphazardly.
The Shingles: Permanent and semi-permanent homes, roads, and safehouses appear on roofs throughout the most crowded parts of the city (Old Korvosa). These rooftop communities and the pathways that connect them are collectively known as the Shingles.
The Vaults: Most cities have sewers. Some can even claim dungeons beneath them. Yet few have as complex a system of subterranean tunnels quite like the Vaults of Korvosa. Modern Korvosa stands atop the remains of at least two other civilizations and integrates both of them in its design.