Kirkshaw Harbour
The Mouth to the Girded Valley
Resting upon the banks of Kirkshaw Bay lies the harbour of the same name. Kirkshaw Harbour is an old settlement, at least for the people who live in these parts. It is the oldest crusader settlement in the Girded Valley and current capital of Achaea, residence of its esteemed Margrave Ranulf Glanvill.
Though it is the largest settlement in the region, recent arrivals from Albion will find it wanting compared to their bursting cities and vast kingdoms. Nevertheless it has everything on offer any single man could need; sea access, food markets, a smithy, inns and pubs. All manner of folk can be found within its high walls, but only adventurers and soldiers go beyond its walls.
Demographics
Kirkshaw Harbour was founded by the first Crusaders as a trade and resupply centre. As such it boasts a large population of Alban immigrants, refugees, guild merchants, and swords for hire. Almost twelve thousand of its inhabitants trace their lineage directly back to Albion or the first Crusaders within the Girded Valley.
Despite this, Kirkshaw Harbour has also attracted a fair number of Damaran locals, mainly working as serfs and thralls in the fields and noble households. The ones that live freely within the city often survive on petty theft and other crimes, or join crime syndicates that have spread through the city like the plague over the past 200 years. There are around two thousand Damarans within the city limits.
The rest of the city's population is divided among travellers of more exotic races, such as Arbor Elves, Dwarves, and even the odd Saurian or two. A notable district of Florens has grown to the size of fifty or so families over the past century, heavily involved with the guild artisans and merchants of the city. They also own some of the finest pubs and food kitchens within the city.
Government
Kirkshaw Harbour is run by the town council of elders. Their say reaches beyond the walls and into Kirkshaw County, dictating the local laws and taxes. As influential as their say is, they are hard-pressed to follow the various guilds of craftsmen within the city, as well as the word of the Margrave. Though the Margrave leaves the day-to-day affairs to the council, all matters relating to defence, foreign policy and national taxes are set by him and him only.
Infrastructure
Kirkshaw Harbour expanded too quickly for its own good after the first arrival of the Crusaders, mainly due to a gold rush which attracted large swathes of settlers. While the nobles and aristocrats today enjoy the benefits of the old sewage system near Fort Argosia, most of the settlement has no access to such luxuries.
Instead, many of the first wooden and thatch houses were built far too low to sea level, and often experienced flooding. When the flooding stopped, the hot southern sun and mishaps would cause fires on such a large scale that at one point, 31 districts burnt down. Instead of rebuilding the city as it was, the town council at the time took the opportunity to rebuild all houses with brick and mortar, as well as a couple of levels higher than before.
The old streets were quickly paved over and instead became tunnels and underground workshops, now dubbed the Sunken Streets. Their out of sight burial has made them a favoured terrain for many of the cities ne'er-do-wells and criminals, but honest folk also use them for printing, weaving, and sewing workshops. Many of these sunken streets have also been converted into make shift sewer tunnels, particularly beneath main roads that lead towards the docks.
Guilds and Factions
Kirkshaw Harbour is one of the few larger settlements with an active guild presence, the other being Whitereach. All trades are represented, from the lowly sewer workers to the esteemed smith’s guild. The most important are listed below. Beyond the guilds, various syndicates also operate from within Kirkshaw Harbour, using various guilds as a front for their operations.
Carpenter’s Guild
One of the largest, the woodworkers have long since banded together to form a system under the Carpenter’s Guild. No one in Kirkshaw can practice woodworking without their consent, as well as membership fees paid. This has resulted in the trade being largely kept within certain families, much like smithing and stone working.
It is murmured, but not proven, that the Bloodhound Gang uses the Carpenter’s Guild as a secret hideout or point of contact. Several large donations to the guild have proven suspicious, as well as the unrealistic income from membership fees that has the town council’s accountants stumped.
The Dockworkers’ Guild
Fed up with low pay and a risky work environment, the dockworkers of Kirkshaw Harbour have banded together under a union. Their leader, an elected grand master – styling himself ‘Admiral’ – keeps an eye on all that passes through the docks, whether imported or exported. Their style is uniquely fraternal, and no real experience is needed to join.
A point of contention between the Dockworkers and the town council has been the presence of many illicit drugs, as well as the kidnapping of civilians, only for them to end up miles upon miles away from home. Such activities could not take place without the Dockworkers allowing it, and everybody in Kirkshaw knows it. The docks are a place few people would like to find themselves at night.
The Cerulean Society
A shadowy syndicate that keeps to themselves, the Cerulean Society has kept their heads low over the years. A thieves’ guild in all but name, the society is extremely secretive about their recruitment, activities and leadership. What is known is that any business that does not pay its protection fees had soon gone out of business. An ominous iron coin, a token of the society’s displeasure, is usually found at the scene whenever an act of arson is recorded. Most Kirks are quite disdainful towards their presence.
Type
Large town
Population
15,000 Souls
Inhabitant Demonym
Kirks
Location under
Owning Organization
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