Sea Side
Other than Ascension Plaza, Sea Side is the trade hub of Corio, home to numerous houses, shops, and organization headquarters for the city. That being said though, it isn't exactly the most well off district in the city. Sea Side is known as the home for the working citizen, the explorer, and the traveler (or in this current age, the refugee). Most of the residents here are not exactly well off, despite the seemingly high living standards under House Pythia (Pie-theia), the noble house governing under House Romanos) - still, the district is of a modest standard of living.
Other than your average tradesmen and refugee, Sea Side is home to organizations such as the Nauts, and the Congregation of Merchants. In a sense, all material and goods move through the harbor before arriving in more affluent district such as Ascension Plaza and Plain-strider Landing. Both the Regional Commander for the Nauts and the Merchant Prince of Corio reside within this district in the marked buildings (on the map under "organization").
Demographics
Mostly Humans
Government
Though owned technically by a Magister in the Imperial Senate, the district is run by the three senators (who serve under Magistrate Iris) and a council of community leaders. These include, the Captain of the Guard, the Vicar of the Sea Side Church, and a few shop owners in the area.
Defences
The general landscape of Sea side is arguably the best defense it has. The harbor itself is rather level, having a linear transition from the beach into the Inner Sea. The further up you move towards the city proper, the higher elevation there is. Sea Side doesn't have a wall surrounding it, yet the grid-like layout provides for defensible roadways. The two woman-made streams also funnel travel up the main thoroughfare which can prove for effective barricades and line points. Otherwise, small walls shield the buildings of local manors and areas of key importance (i.e. the Guard post, the Naut's manor, The Congregant's Hall, and the Sea Side Church.
Industry & Trade
Sea Trade with the Nauts and the tight control held by the Congregation of Merchants govern industry and trade within Sea Side. As goods come in, local farmers, deckhands and fishermen provide exports to trade with eager merchants and travelers.
Infrastructure
Life in Sea Side revolves around the harbor, farming, and fishing. Plenty of Carpentry is also important to the people here, but only in so much as it relates to supporting the general economy of trade.
Assets
Sea Side is home to a small smithy who specializes in tools and simple weaponry for the average fisherman. The armor smith here is a bit eccentric, using materials found in the local wilderness (i.e. leathers and hides, as well as chitinous armors from the mutated sea life. And of course, one would be remised not to mention the local wizard that practices her craft for the common person (while being recognized by the city's Magisterium).
Guilds and Factions
The Congregation of Merchants makes up the largest faction of guilds within Sea Side and the rest of the city. Though not entirely a guild itself, the Congregation acts like a union administration hub and broker for the various artisan guilds. This includes the fisherman's guild, the jeweler's guild, and a couple mercenaries companies among many others.
History
Sea Side was the first district established when House Romanos arrive on the island, but quickly became a staging point for the city. As people moved out into the planes of the Dytika Isles, Sea Side was regulated into a point of entry. Though the district is popular in term of it's amenities (the main one being the rivers that were cut into the landscape and the sewer system that extends all throughout the underground area beneath the district).
Alternative Name(s)
The Harbor
Type
District
Population
3k
Inhabitant Demonym
Sea Siders
Location under
Included Locations
Owner/Ruler
Ruling/Owning Rank
Owning Organization
Comments