Corezo: the Port City of Qadis

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Diego
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Corezo: the Port City of Qadis

Post by Diego » Tue Oct 22, 2013 12:58 am

See, I said I'd been working on it! Just don't ask me to make a map XD
As always, commentary and the pointing out of glaring inconsistencies will be greatly appreciated

=====The Port City of Qadis=====

A sprawling city which encloses several separate harbours, Qadis is arguably one of the largest ports in Eyropa. Qadis is the main trade hub between the Mediterranean ports, Darleone, and the western coastlines of Eyropa. It is also the main battleground within which the duchies of Corezo wage their subtle economic wars upon each other.

Located firmly within the Duchy of Quijas, it is nonetheless home to numerous estates belonging to each major power player along the trade routes of Eyropa.


=Areas of Note=

==The Outer Estates==

Furthest from the ports can be found the estates of Corezan and Eyropan nobility, where the façade of genteel tranquillity can be maintained without the noise of general rabble spoiling the mood. Here, wealth and connections speak for themselves, and the largest estates belong to the main houses of the Corezan Duques. Many of the more prosperous merchant families have 'gained estates' and built a visible tribute to their own success and economic prestige. The estates are typically partially fortified and well guarded, as thieves and assassins are the weapons of choice in Qadisian intrigues.


==Residential Districts==

There are numerous such districts through Qadis, of varying quality. Merchants, traders, sailors, tradesmen and workers of all varieties are part of the daily running of Qadis, and few of them are attached to a specific House's entourage. Quality can range from individual housing for well-off families to compact stone tenement buildings typically inhabited by workers. Various businesses and small community markets can be found nestled in these areas to take advantage of the tenants' needs.


==The Plaza==

More formally, the Trader's Plaza, this sprawling bazaar is one of the largest open-air markets in Eyropa. Some market locations are owned in perpetuity by prominent trading concerns, but most are leased out. There is a thriving tradition of grift involved in the running of the markets, which lines Quijas pockets nicely.


==The Business District==

Here can be found the offices of accountants, lawyers, lenders, insurers, and brokers of every kind. The streets of this district are invariably filled with clerks and couriers rushing to and from their assignments, often with an accompanying bodyguard or three.


==The Dockside==

Every business and venture relating to the supply and repair of ships can be found here, as well as the dockside drinking holes and brothels which help keep the sailors from salting up the more genteel areas of Qadis when on shore leave. A captain can easily find a supplier for ropes, sailcloth, caulking, tar, preserved foods, and everything else a ship could need, at a price. Drydock and shipbuilding facilities are also available for captains in need of repairs or additions to their fleet. Here also are where the recruiting offices can be found for sailors in need of a ship to serve on, or for captains needing a specialist crew member.


==The Harbours==

Qadis is capable of supporting a large quantity of ships, split between several distinct harbours

===The Duque's Harbour===

Privately owned and maintained by the Duque of Qadis, access to this small and secure harbour is frequently granted to ships from Darleone and important dignitaries from Eyropa.

===The Trade Harbour===

The largest of the harbours, spread around the spear-like headland of the Qadisian peninsular, services the vast majority of ships coming in and out of Qadis. Large broad roads run along the centre of the harbour, with the harbourmaster's staff including road conductors who ensure that the traffic moves smoothly.

===The Military Harbour===

Part containment, part defence, military ships are directed to this medium-sized harbour embraced between two large promontories. Whilst a very secure location for ships from external naval threats, the ships themselves become no threat to Qadis with the cliff-faced promontories a natural wall. Needless to say, the Duque of Qadis has contingencies in place if someone does try something stupid in the form of a naval betrayal of Port Qadis.

===The Slavers' Harbour===

A small harbour with attached slave market. Though Corezan households may own slaves, that doesn't mean they want their delicate sensitivities affronted by the business side of such an affair. Thus, the harbour and market is in a more secluded part of Qadis, and well guarded.


=Business and Society=

It would be impossible to try and list all the 'people of note' within the Port of Qadis, as it can change on a daily basis depending upon whose ship is in dock. A person's political or economic prominence might soar high one month only to plummet the next as their rivals sink their knives into a man's reputation or endeavours.

Despite that, there are certain groups who exercise influence within the Port of Qadis.


==The Ducal family, De Quijas==

Given the importance of Qadis, and the meddling of other families in the city, the Quijans have made it one of their principal bases of operation.


==The Society of Negotiated Loyalties==

See World Dev page: http://www.tharshaddin.com/rp/viewtopic.php?f=40&t=3278


==The Society of the Changed==

See World Dev page: http://www.tharshaddin.com/rp/viewtopic.php?f=40&t=2549


==The Guilds==

There was a time long ago when any Juan, Rico, or Pancho could set up shop in Qadis. It was, in the eyes of the masters of their crafts, bad for business. Not every Juan, Rico, or Pancho agreed with that opinion. After a rather brutal decade of Qadisian history, kicked off with the Blacksmith's Year of Vendetta, the guilds were formed reporting to the office of the Duque De Quijas. After another decade, people got used to the idea. After another fifty years, well, it was the done thing, wasn't it? A bloke had to prove himself to the guildmasters if he was going to set up shop in the business district. And anyone not good enough to pass the test, well, who'd want them providing a service anyway, right?

Of course, a lot of people conveniently forgot that guild tests and membership fees cost a pretty penny and priced out a lot of potential talent who simply had the misfortune of not having an established business or some capital saved up. As with anything involving fees, an element of corruption also took root.

Cut forward to present time and the guilds are a system which, on one hand, help self-regulate the quality of services available in Qadis; yet on the other hand is riddled with corruption, favouritism, and nepotism. Nonetheless, with their wealth and memberships, the larger guilds are a political power in their own right. They offer their members a certain amount of protection from adversity on the simple basis of affiliation. Some of the most prominent guilds can be found below.

===Shipbuilders Guild===

Supplied with lumber from incoming trade vessels from all around Eyropa, the Qadisian shipbuilders are on a par with the best House Morua has to offer in their ports. Given the constant workload of repairs to visiting vessels and the construction of new ships, the Shipbuilder's Guild is the most politically potent of all Qadis' guilds. A stalemate between the Duchy and the Shipbuilders Guild would have no winners, just losses on all sides. As a result, the Ducal administration and Shipbuilders guild go to a lot of effort to maintain a cordial and co-operative relationship with kickbacks for both parties.

===Brokers Guild===

The size of Qadis long ago lent itself to the innovation of brokerage firms. At first, old or crippled shipbuilders who could no longer work would point business in the direction of their old associates in return for a small commission. Then some clever folks realised there was some real money to be made in doing so. Then some even more clever people worked out how to scam people along those lines.

The Brokers Guild was formed to ensure that there was a way to ensure people didn't get scalped by unscrupulous criminals. In Qadis, if you don't make a trade investment or buy a ship through a guild-affiliated brokerage firm, you've only yourself to blame if you get screwed.

===Scrutineers Guild===

Every businessmen, broker, and shipowner loves contracts. Would make sweet love to them if they were but bipedal and had the right orifices. But in a city where magic is plentiful, it's all too easy for a contract to be enchanted, ensorcelled, or old-fashioned forged to the detriment of the unwary.

That's where Scrutineers come in. You don't need to be an expert in distinguising a fake or forgery to get by in Qadis. You just have to hire one. Just... don't hire a dodgy one who is in with your client and will help them fleece you for every bishani they can.

Which is why the Scrutineers guild exists. Consisting of experts in the field of detecting magical interference and physical forgery, the members of this guild undergo an excrutiating level of oversight during their apprentice level, and only those who display enduring honesty in the face of (often fabricated) temptation are permitted journeyman status. Even so, this guild has a one-strike policy.

Nonetheless, even this guild isn't free of corruption, and occasionally false qualifications are provided and internal paperwork misfiled.
The Society of Negotiated Loyalties spent years infiltrating the Scrutineers guild, and has three highly placed members and a handful of others among their ranks. It's amazing what you can learn when helping to verify that a business document is legitimate.

===Artificers Guild===

An unassuming term for what is possibly one of the marvels of Corezo. Under the umbrella of the Artificers guild stand every mage and engineer who help create and maintain the technomagical devices which have made Qadis the most efficient Trade Port in Eyropa.

The artificer's guild is riddled through with factions and factional intrigue, but standing head and shoulders above all the other factions are the Golem Masters. The Golems of Qadis are perhaps one of the city's defining features, as their large stone forms greet each ship on arrival as the principal means by which much of the cargo is shifted once unloaded. No Golem Masters = No Golems, which alone gives the Artificers guild substantial lobbying power with the Shipbuilders guild, and the two have a symbiotic relationship of sorts as a result.

===Blacksmiths Guild===

===Carpenters Guild===
Last edited by Diego on Tue Dec 17, 2013 4:18 pm, edited 1 time in total.
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Diego
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Re: Corezo: the Port City of Qadis

Post by Diego » Tue Oct 22, 2013 1:06 am

===Thoughts and undeveloped ideas===

So, I know we've been bandying about the notion of the Quijans being very pro-magic, and I was wondering if we should have some of that reflected in how Qadis is run?

Some ideas which were bouncing around my head:
- dockside golems for stevedoring and clearing away broken wagons, etc, and the people who have to maintain/oversee them
- magic services, such as certification of documents as non-magically tampered with at the time of signing, etc

If we go the Pro-magic Quijas route, I could see magic users of varying credibility and reliability having flocked to Qadis over the years to offer their services - with all the problems that could entail, which could be nifty for future plots/characters.
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Re: Corezo: the Port City of Qadis

Post by Darrik » Sat Nov 30, 2013 5:23 am

Mental Notes


==========================
(16:19:17) Darrik: I think that the current batch of gnomes have also been influenced by the Puradyne philosophy
(16:20:05) Darrik: Because Magic in Marn is seen as a Bad Thing, and gnomes are dealing with technology, there is possibly a social pressure on how they grow up to perceive their talents
(16:20:45) Saruna: that makes sense too
(16:21:32) Darrik: I would like to see, and experiment with myself, gnomes in other places which have come to the realisation that what they do IS magic, and embrace that notion
(16:21:45) Darrik: A dedicated society of technomages
(16:21:54) Grumdig: Technomages, sounds cool
(16:22:15) Darrik: *Makes a note for Qadis and registered mystical scrutineers*

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Jinwu
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Re: Corezo: the Port City of Qadis

Post by Jinwu » Mon Jul 06, 2015 1:48 pm

Mental notes, and things to ask Kat later

Kind of digging the notion that Eyropa is all about having the less advantaged doing jobs like lamplighting while the nobility have fancy magical lighting to be all sneerish about. It would certainly be a good fit for Qadis at any rate

----
(23:34:50) Katona: Corezo doesn't have electricity, right?
(23:40:16) Jinwu: Hmm. Not sure. Might have to ask Kat what she had imagined. Probably old-fashioned street lanterns in poorer areas and glamoured/magical lights in aristocratic and wealthy areas

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Re: Corezo: the Port City of Qadis

Post by Jinwu » Wed Jul 08, 2015 3:15 am

Notes for cool book ideas:

The Taxonomy of the Astral Plane

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