Morkovar

Demographics

Racial Composition:

  • Human: 72% ( mostly Ravenmoorian descent )
  • Shadar-kai Elves: 13%
  • Drow Elves: 6%
  • Tiefling: 5%
  • Dragonborn: 2%
  • Other: 2%

Temporary Population:

  • Peak Season ( Summer ): Additional 400 - 600 visitors ( merchants, sailors, pilgrims )
  • Off Season ( Winter ) : 100 - 200 visitors
  • Seasonal worker influx during shipbuilding season +150

Government

Structure: Feudal governance under the Raven King's authority.

Vranokhranitel of Morkovik: Vranokhranitel Varimir Kranovic, the island's appointed ruler, resides in Kranostrazh.

City Council ( Gorodsovet )

  • Harbor Master
  • Guard Captain
  • Temple Elder
  • Guild Master
  • Appointed Citizen Representatives ( rotates yearly )

The city council meets weekly with Vranokhranitel, monthly public forum for grievances.

Legal System

  • Code. The Vranotalmud is codified legal system combining Republic's traditions with Ravenmoor practices.
  • Enforcement. City Guard handles routine matters, serious crimes brought before the Vranokhranitel
  • Punishments.
  • Minor offensives. Fines, public service, temporary banishment
  • Moderate crimes. Heavy labor in mines
  • Severe crimes. Execution or exile
  • Uniqueness: Trial by Feather - for ambiguous cases, accused may request judgement by the Temple, involving a ritual where a raven selects either a black ( guilty ) or white ( innocent ) feather.

Defences

Walls

  • 25-foot high darkstone walls with 30-foot corner towers
  • 8 feet thick at base, 5 feet at top
  • Complete circuit around the city ( approximately 1.5 miles total )
  • Distinctive black apperance due to Darksilver-infused mortar
  • Enchanted with basic wards against scrying and elemental damage

Gates

  • Sea Gate: Main entrance facing the harbor, double portcullis with reinforced darkwood doors
  • River Gate. Northern entrance where Temnytok meets the city, single portcullis with checkpoint.
  • Trade Gate. Eastern entrance for merchant caravans, wide opening with extensive guardposts.

Harbor

  • Two defensive towers flanking harbor entrance
  • Heavy chain that can be raised to block ship passage
  • Underwater spikes to prevent unauthorized landings

Guard Force

  • 120 permanent city guards ( Morkovargvard )
  • 30 elite guards ( Temnystraz ) assigned to Vranokhranitel of Morkovik and important buildings
  • 40 harbor patrol personnel ( Morskygvard ) with 3 patrol boats

Industry & Trade

Craftsmen & Shops

The city contains around 140 shops and craftsmen.

  • Blacksmiths ( 6x )
  • Darksilver crafters ( 8x )
  • Shipwright workshops ( 5x major, 12x support )
  • Woodworkers ( 10x )
  • Leatherworkers ( 6x )
  • Tailors ( 8x )
  • Potters ( 4x )
  • Bakers ( 7x )
  • Butchers ( 5x )
  • General goods ( 12x )
  • Specialty shops ( herbal, magical, luxury ) ( 15x )
  • Fishmongers ( 8x )
  • Ropemakers ( 3x )
  • Sailmakers ( 4x )
  • Jewelers ( 5x )
  • Bookbinders ( 2x )
  • Glassblowers ( 2x )
  • Other specialized crafts ( 18x )

Hospitality

The city has around 16 hospitality locations.

  • Inns ( 6x )
  • Taverns ( 8x )
  • Bathhouse ( 1x )
  • Brothel ( 1x )

Districts

Harbor District

  • Docks and warehouses
  • Sailor taverns and modest lodgings
  • Fish market and processing facilities
  • Harbor master's office
  • Shipyards and repair facilities

Upper District

  • Kranostrazh (Vranokhranitel of Morkovik's fortress )
  • Noble residences ( 10 - 15 families )
  • High-end shops and services
  • Government buildings
  • Upper market ( luxury goods )

Lower District

  • Primary residential area for commoners
  • Craftsmen workshops
  • General market
  • Public services
  • Entertainment venues

Temple District

  • Bridge to Mgaholm
  • Religious administrative buildings
  • Clergy residence
  • Religious schools
  • Pilgrim accommodations

River District

  • Tanneries and dye works
  • Water mills
  • Secondary docks for river traffic
  • Lumber processing
  • Marshland traders

Assets

Water Sources

  • Temnytok River ( filtered through stone cisterns )
  • Natural spring in Upper District
  • Collected rainwater in public cisterns
  • Deep wells ( 3 public wells )

Food Production

  • Fish from bay ( 30% of food supply )
  • Imported grain ( 40% )
  • Local agriculture from Malypole and other hamlets ( 15% )
  • Hunted game from Yuzhnyles ( 10% )
  • Foraged items from marshlands Shepchushbolota ( 5% )

Food Storage

  • Deep cold cellars beneath the Upper District
  • Salt-curing facilities near the harbor
  • Smoking houses for fish preservation
  • Enchanted preservation chambers for nobility and emergencies

Guilds and Factions

Guilds

  • Korablstroi - controls all shipbuilding
  • Vranovulov - fishing collective
  • Temnokovtrud - collective of artisans working with Darksilver

Factions

  • Shepchutsseti - Information brokers
  • Temnyvodysobor - scholarly organization studying the bay's properties

Guild Hall

Central building in the Market District, housing representatives from all official guilds.

History

Origin. Morkovar was established in -1420 HE during The Republic of Embernam's expansion strategically positioned to exploit both the natural harbor and access to Darksilver deposits. The bay never freezes and provides deep anchorage, which makes it ideal for a naval base and trading post.

Significance. The city has survived three major sieges, two significant fires, and a brief occupation by pirates. Each event left marks on the city's design, particularly in the reinforced harbor defenses and stone construction following the Great Fire of 124 HE.

Timeline

  • -1420 to -800 HE. Small Republic outpost and mining operations.
  • -800 to 0. Growth into significant port as Darksilver trade expanded.
  • 0 to 300 HE. Major shipbuilding center and administrative hub.
  • 317 HE. Following The Fall of the Republic, swore allegiance to Ravenmoor

Tourism

Entertainment

  • The Shadow Theater - performances using shadow puppets and light manipulation
  • The Raven Song's Hall - music venue
  • Fighting pits - semi-legal gladiatorial games
  • Gambling houses ( 3 ) - different games
  • Festival grounds outside eastern gate

Public Services

  • Public bath house
  • Infirmary ( run by Religious District )
  • Cementery with mausoleum
  • Public wells ( 3x )
  • Market square ( 2x )
  • Courthouse and Hall of Justice
  • Public notice boards ( 5x )

Architecture

  • Predominent use of dark stone and black oak
  • Raven motifs in decorative elements
  • Steep-pitched roofs to handle rainfall
  • Narrow streets in older sections, wider avenues in newer areas
  • Many buildings incorporate elements that catch and amplify shadows

Darkwater Canal

  • Artificial waterway connecting river to inner harbor
  • Used for moving goods through the city
  • Small cannal boats provide transportation

The Whispering Market

  • Central market where traders speak in hushed tones due to acoustic properties
  • Sound carrries in unusual way, creating privacy amid crowds

Shadow Lanes

  • Network of especially narrow alleyways where buildings nearly touch overhead
  • Used as shortcuts by locals who know their way

Raven's Roost

  • Elevated platforms throughout the city where ravens gather
  • Considered good luck to have ravens watching over a district

Dark Lanterns

  • City lightning uses special lanterns that produce muted blue-white light
  • Said to be less attractive to spirits and monsters

The Memory Wall

  • Long wall near the harbor inscribed with names of those lost at sea
  • Regular ceremonies held to add new names

Geography

Terrain. Built on gentle slope rising from the harbor, with the Upper District 120 feet above sea level.

Temnytok River. Western edge of the city, providing fresh water and serving as a natural moat for that section.

Mgaholm. Small rocky island 300 yards offshore, connected by a stone bridge, hosts the Temple of the Vranmatka.

Natural Harbor. Deepwater bay with dark waters, sheltered from prevailing winds.

Underground. Network of old Republic-era storage chambers and tunnels beneath oldest sections of the city.