Kirkport Settlement in Alluria | World Anvil

Kirkport

The coasts of Corfix can be long and treacherous journeys for those without sea travel, and for those that do they eventually will find themselves weary and looking for a place to dock. At it's heart is a very large Church of Azarael that towers over most other structures nearby. The town's port has various goods available, with stone from a nearby quarry being one of it's main exports. Alongside the trade it is a place to stop on a journey for a good drink, show, and a game or two, before doing some trading or moving on towards another port. There is a bit of a reputation of people here willing to accept any and all payments in underground gambles, but despite that it is considered a fairly safe town to travel around in.

Demographics

Show Occuptaions
Business
Bakers2Coopers5Locksmiths1Saddlers3
Barbers10Copyists1Magic Shops1Scabbardmakers2
Bathers1Cutlers1Maidservants6Sculptors1
Beer-sellers1Doctors1Masons5Shoemakers16
Blacksmiths1Fishmongers3Mercers5Spice Merchants1
Bleachers1Furriers10Old Clothes7Tailors10
Bookbinders1Glovemakers1Painters1Tanners1
Booksellers1Harness-makers1Pastrycooks7Taverns10
Buckle Makers2Hatmakers2Plasterers2Watercarriers4
Butchers2Hay Merchants1Pursemakers1Weavers6
Carpenters2Illuminators2Roofers1Wine-sellers2
Chandlers5Inns5Ropemakers2Woodcarvers1
Chicken Butchers1Jewelers10Rugmakers1Woodsellers1

The town has 16 noble houses. The peace is kept by 26 guardsmen, and there are 5 advocates to assist with legal matters. For those more concerned about their soul, there are 31 clergymen and 5 priests

History

Kirkport came about when a group of children fled an orphanage in Strathshaw, stole a boat and sailed until the sun got low and they spotted a location flat and safe enough to moor up for the night. The following days they spent a long time foraging and hunting for food, eventually setting up shelters and slowly coming to realise that they weren't sure where else they could go anyway. Ever fearful of the dangers of the night, they built a shrine to Azarael, god of orphans, shadows, and ambition, and blessings of obscurity appeared to come to them.   Eventually other sailors took note of their fledgling settlement, stopping to rest and talk to the children, eventually partaking in trade of food and goods, and a handful of fishermen and other workers came to live alongside them, either wanting to look out for the children or smelling the potential for profit of a new market, aiding the the building of more permanent structures. The children were adament about two things; this was their home, going by their rules, and that the shrine of Azarael be upgraded to a church as quickly as possible. This was agreed upon and the church became the heart of the settlement, providing much work and trade for materials, allowing for a healthy expansion of the hamlet.   It took several years for the church to be fully constructed, being upgraded from wood to stone as quickly as possible, which opened much trade with a nearby dwarven quarry, the ones who gave the settlement the name of Kirkport for their shipments. The good relation they had continued on following the church, utilising their stone for much of the other important buildings as they could, and eventually contracting the contruction of walls to keep prowling predators away from the expanding population.   As the children grew they took on more focused responsabilities, though amongst them two, Barki and Yuka, begun expanding the indulgences available to passing travellers, to try and entice more trade and tourism. They established a number of taverns and gambling halls which soon gained some renown, varying in quality from rowdy dives to elegant finery. Gambling often leads to crime and gangs however, which was the case here, loan sharks prowling the town, gangs setting up more dangerous underground gambles, clashing with one another in the streets from time to time. This sparked a tougher police presence and the first real threat to the founder's authority.   Over the years a balance was found between the members of authority and the criminal underworld, leaving an ever present undercurrent of criminal activity, but keeping check of itself as to not cause too much of an active issue for the guard to get involved. This eventually lead, during the twilight years of some of the shorter-lived founders, to Kirkport getting a reputation for being a place to go for those looking to make an all-in gamble on their remaining wealth, life, and even souls. A Crimson Wing faction made a name for itself in this area, and it is believed that deals were made with necromancers to make value from these bets.Tales of necromancy are just that, unproven tales, but still it haunts Kirkport to this day.
Founding Date
16 Forgeuary 31ÞÆ
Type
Town
Population
2680
Location under
Owning Organization