Kort Settlement in Ayndrinor | World Anvil
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Kort

This article deals mostly with the history, demographics, and information about the city of Kort. For more information on Kort as a city-state or nation, please see the Enlightened City of Kort article.   The second-largest city in the world, Kort sits atop a mesa, amidst a river that cascades into a waterfall at the sheer cliffs' edge. Several centuries ago, city architects diverted the river - which is so short that it does not have a formal name - into a series of concentric circular canals upon which the current city is built. The technological advancement of the city has created a train system that allows passengers and goods to travel from the lower city, up through the cliffs and behind the waterfall, emerging in the upper city and able to navigate to whichever market or part of town they wish. The upper city is ringed by mountains on all sides except the cliffs that open to the continent below, making it quite a defensible and enviable position.   The city is known for its technology, but also as being the only city in the world that is predominately gnomish. Perhaps there were other gnomish cities in the First Age, but the few gnomes that exist in Ayndrinor today tend to be more spread out and diffused throughout other cutlures - except here in their spiritual home city. It is also known as a very isolationist city that, until very recently, refused to even interact with the outside world. Thankfully, that solitude has started to wane, and the citizens have begun interfacing with other nations, even exporting some of their most talented inventors and some of the more simplistic designs to other cities and nations that wish to adopt the Korter policy of benign technological advancement.   Above all, Kort is governed by a doctrine to only use technology to help improve people's lives. The few militaristic uses of the technology are kept closely guarded and are not allowed to be given to other cultures - for fear of sparking needless wars just for the sake of conquest and violence. As long as a craftsman or inventor is researching peaceful technologies, the Tribrenen and the Watch will leave them completely to their own devices. When they stray into military research, their own coworkers and neighbors are likely to report them, leading to government inquests and potential loss of inventing license or even exile. The Watch in the city use advanced arcane implements to apprehend all suspects, with deadly force being employed only in exceedingly rare circumstances.


Demographics

At almost 100,000 strong, Kort is an incredibly diverse and cosmopolitan city, though the culture heavily revolves around a meritocracy of work and innovation. Those who are not engineers or arcanists tend to be in more support industries like hospitality or goods transpotation. The plurality of Korters (around 35%) are gnomish, reflecting the history and legacy of the region after The Smiting. Humans are statistically the next largest group with around 18% of the population, with dwarves and halflings in a tie for third with roughly 12% of the population each. Halflings, elves, and half-races are somewhat prevalent, as one might expect, but so too are hobgoblins, genasi, drow - and especially kobolds due to their close historical ties to the city. Other notable citizens include the several dozen metal men that have been created to help with certain projects or issues in the city and have as-yet-infinite lifespans.

The majority of people are laborers and make a relatively low wage, while craftsmen and goods dealers can elevate their families to a middle class lifestyle based on skill and social/professional prowess. The few aristocratic families have been in Kort for many centuries, with each new generation producing master crafters and inventors that match or exceed their predecessors. The continued prominance these masters bring to their families helped elevate them past the middle class and into the true upper echelons of Korter society.   The main industries in Kort are manufacturing and maintenance, with mining/smithing another large focus. The mines just north of the city extract ores and the precious Kort Crystals from the ground, which are then transported via rail to other areas of the city for smelting and other processing. Once processed, these materials go to the various manufacturing plants and inventors' workshops to become new machines and technologies. The maintenance of the roads, rail system, and other large public works of Kort takes a corps of several hundred to keep in tip-top shape, and those who embark on this path are respected in the city almost as much as the actual innovators and crafters.


Government

Since 1300 2A, the Enlightened City of Kort has been run by the Tribrenen, three metal men created specifically for this purpose. The leaders of the city wanted more time to focus on crafting and invention, so they worked with High Priests and the best crafters and inventors to create these metal leaders - the design of which has been somewhat copied and replicated by others in the 185 years since. The three members of the Tribrenen share executive and legislative power in the city, though each has their own purpose and specific job under that. They are aided in their policy creation and enforcement by a large team of bureaucrats whose entire purpose is listening to citizens and trying to come up with solutions to their problems. Once a solution is drafted, the Tribrenen discuss it and apply their individual experiences and "lenses" to its study before voting whether to adopt the new law or policy. It only takes two of the three votes to pass something, though things not passed unanimously must be re-assessed each year until they are either removed or become satisfactory enough to receive unanimous approval.   Marshall is the public face of the Tribrenen and the one responsible for enforcing the city's laws, as well as conducting speeches and other ceremonies. They are charismatic and relatable, having been designed as an orator and great leader. They were modeled after the tiefling race, though they gnomish creators thought it would be funny to give them a mullet and mustache. Marshall is loved by the people of Kort - as are the other Tribrenen - and takes their role as "The Face of the City" very seriously.   Clark is responsible for writing and issuing permits to various crafters and businesses in the city, as well as documenting the history of the city. They work very closely with the city's bureaucratic corps to draft laws and make them airtight and understandable. The permits and writs for the city of Kort all come from Clark, who is able to embue a bit of magic in each one to verify legitimacy and proper ownership. Clark was modeled after an elf, though the gnomish creators gave them a flamboyant goatee and the fashion sense of most nobles.   Arguably the most unique and interesting of the Tribrenen is Abbott, who is the legal and religious representative. Their main job is overseeing the judicial happenings of Kort, which includes presiding over appeals and serious criminal trials, as well as reviewing lower judges' decisions periodically to ensure fairness and determine promotions or raises. Abbott also oversees the temples and workshops of the city, as both are deeply tied to the religious framework of the city. Though Abbott does not have a dedicated deity, they closely align with both Eamon, who represents order and justice, and Zyntrani, who represents creativity and craftsmanship.


Defences

Kort does not have many standing military or Watch members, relying on its advantageous geography and advanced defense capabilities to keep aggressors at bay - and its welcoming society and lack of advanced weaponry to dissuade citizens from harming others. The Watch doubles as the city's defense force, wielding energy swords and laser rifles in times of invasion or when beasts threaten the city. Specifically at the lower city, the Watch members at the gates and watchtowers maintain constant training and vigilance to be as effective as possible with their weapons and tactics.

The city does not entirely rely on these new energy weapons, however. Each of the 19 watch garrisons keeps a stock of swords, bows, shields, and light armor in case of serious invasion or attack, when the people of Kort would have to arm themselves to defend the city. This is a very rare occurrence, but it has happened in recent memory - with the Everyn War - though thankfully the citizens did not actually have to fight. The Watch at the gates and the long-range weapons were able to keep the encroaching army at enough of a distance that they did not threaten the city proper.     The lower city is surrounded by a stone wall to keep roaming beasts and invading armies from accessing the city. The train tunnels that spiral back and forth up the cliffs behind the waterfall can be caved in or closed off at several different areas, making it almost impossible to gain access to the upper city without flying forces or being able to scale the sheer cliffs. These defenses, combined with the natural geography of the city, make it almost impossible for a a conquering army to take the upper city on the mesa.


Infrastructure

Most people around the world are familiar with Kort's more high-tech infrastructure, but there is so much about the city that outsiders don't know. For instance, all of the streets are cobbled, including the dozens of briges throughout the city. The train system is not the only quick way to get around the city: certain points of interest have permanent teleportation circles that allow normal citizens to rapidly move back and forth between distant areas of the city. Coupled with the trains, the canal boats, and the comprehensive streets and bridges system, travel in and around the city of Kort is easier than any other city in the world.   The mines just north of the city provide ore and other materials for the city's industrious craftsmen. The ores are smelted and refined in the city at massive foundries rivaled only by those in the dwarven subterranean cities. All of this industry is supported by the rail system that links all parts of town and allows heavier loads to be transferred than would be able to fit on carts and driven around on the city streets and bridges.   Though the city is situated on a massive river that is diverted into several canals, drinking water can be hard to come by naturally in the city. There are many wells that tap into underground lakes and aquifers, but the majority of Korters get their drinking water from the public company that bottles it in clay vessels far upriver from the city, where it is fresh and unpolluted from city folk. These facilities bottle the water almost constantly, only having to pause operations when larger ships pass by traveling between the city and the northern mines. The clay vessels are loaded onto flatbed carts and transported to various markets and areas of the city every morning, where citizens can exchange empty vessels (if they have any) for full vessels of fresh water. These vessels hold roughly three gallons each, and people are limited to two vessels per household per day, to help make sure no one goes without.


History

No one can say for sure what existed on the mesa before The Smiting, but in the wake of that cataclysmic event a wonderful city has emerged. In the immediate aftermath of The Smiting, some settlers were placed throughout eastern Ayndrinor in areas that had previously held massive supercities. These settlers began exploring and founding new settlements where they found advantageous situations. One such group of settlers consisted of several dozen gnomes and a few humans. They wandered the plains and hill areas for months before eventually coming to a steep escarpment with a magnificent waterfall. It took several days and weeks of trying to scale the cliff, but eventually they were able to get enough people up top that they could life everyone else one by one.   On top of this mesa they found a land ripe for settlement. A massive river ran from the mountain passes straight through the elevated plain to the waterfall that had captivated them. They set up camp on the edge of the cliff, near the river, able to watch over the edge for any encroaching peoples or beasts. The next few years saw the town expand rapidly, and eventually it was enough of a haven to produce and attract ambitious arcanists and artificers who would truly change the landscape of the small mesa.

Then, in 327 2A, a momentous event occurred that would shape the city's future. As the burgeoning town continued to grow and amass wealth, it eventually attracted the attention of a younger, arrogant red dragon living underneath the nearby mountains. Not fearful of some lowly villagers on the mesa, the dragon stormed out of their mountain hold and tried to raze the city. A valliant defense by the citizens, as well as the fortune of having a few strong mages passing through, were enough to actually defeat the dragon in that first battle, and the citizens were free to help themselves to the dragon's hoard. When they went searching for it, they found a thriving subterranean civilization of kobolds that had been serving the dragon. It took time and a very tenuous peace, but eventually the kobolds and the gnomes formed an alliance, with innovation and invention as the bedrocks that bridged the cultural gap.   To celebrate the victory over the dragon and their newfound riches, the ever-expanding town decided to renovate and remodel, and a young architect named Rybar Daergal was chosen to design and lead the project. Rybar designed an elaborate system of concentric canals with dozens of bridges to make sure as many Korters had access to fresh water as possible. Over one millennium later, this is still the basic layout of the city, though many things have changed since then. For one, the central "island" of the canal city was once a great temple to Zyntrani, the deity of creativity, innovation, and magic. Now, the great temple lies on the western outskirts and the central island houses a massive tower that features a train station, the central teleportation network, and the offices of the Tribrenen to name but a few of its functions.   Arguably the largest changes for the city have come within the last 200 years. The first occurred in 1297 2A, when the city government and all relevant High Priests met and decided to create beings to run the city, so the humanoids could focus entirely on crafting and invention. This conference led to the creation of the Tribrenen, three metal men capable of thinking for themselves but designed with the express purpose of running the vast city of Kort. Because these being were designed by gnomes and other excellent craftsmen, they did not resemble simple robots, not at all. The crafters modeled each of the three after a different humanoid race and gave them quirky hair styles and personal fashion sense. These three took over leadership of the city in 1300 2A and are still the highest authorities in the city of Kort.   The other major improvement came around 50 years into the Tribrenen's rule, as they heard proposals and oversaw the construction of the city's rail system. Almost a decade later and with thousands of tons of ground moved and thousands of tons of steel and wood used in the construction, the first train left the lower terminal and cruised around the city's perimeter before coming into the main station under the central island. It was a triumph of engineering and magic like the world had never seen - except perhaps in the First Age, but that doesn't count since no one can remember it. And even today, the rail system is one of the attractions that brings tourists to Kort and one of the most important conveniences in the daily life of Korters.


Architecture

The rapid rise of Korter industry and technological advancement has left the city's architecture scene in quite an ecclectic mess. Many buildings still exist as they have for centuries, in styles resembling small chalets, Georgian townhomes, or even Tudor style houses. Others - including the city's renowned workshops - resemble Victorian buildings and sensibilities, with factories and tenements popping up in various areas of the city. Added to this industrial-simplistic melting pot are the dozens of ethnicities and cultures that have made Kort their home over the centuries, bringing styles from all over the world.   On a casual, hour-long stroll through the city's central districts, one is likely to see at least six different styles represented in the houses, shops, temples, and city government buildings. There are tall, slender metallic buildings of elven design next to shorter, stone and wood buildings of simple halfling construction. Stout stone dwarven houses that look like they emerged from the ground stand next to brick and concrete apartments that look like they could have come straight from a Soviet working town. Temples are either large, Neoclassical masterpieces or gaudy works of Roccoco and Art Nouveau avant-gardism. The main central tower and other government buildings are still in the traditional Romanesque or Tudor style of brick and stone, comparatively plain and ugly next to the residences and shops of this vibrant city.


banner-kort.png
Founding Date
5 2A
Type
Large city
Population
93,615
Inhabitant Demonym
Korters
Owner/Ruler
Additional Rulers/Owners
Owning Organization

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