The City of Port Karn Geographic Location in Scourge of Shards | World Anvil
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The City of Port Karn

The river and Port Karn, and it's surroundings
Port Karn and the Surrounding Area cover
  The river mouth, and the areas around Port Karn and it's attendant cities. The open areas (carved out of the jungle over the last several centuries) are tilled croplands, pastures, and orchards, separated by hedgerows. Over the years, many of those patches of croplands have had their top foot or so of soil converted into Essential Earth. This has the benefit of tripling the yield in those fields. Centuries of doing this have made much of the cropland around Port Karn and its suburbs into very productive farms.   The plants in the hedgerows are occasionally native jungle plants, but most are "domesticated" plants from more temperate zones.  
Hedgerows1.jpg
The city of Port Karn itself.
The City of Port Karn
  Port Karn was originally settled by Orcs, who called it Pias Ukaduikm, or Port Kharneth. When the Empire annexed the lands in -7AFE, it was renamed Port Karn. Eventually, Port Karn North was built on the northern bank of the river, making Port Karn something of a twin city. It has two suburbs, Dhogash and Hearavgizan, also originally orcish villages. Now they are huge, sprawling, cosmopolitan towns that are the main labor sources for the huge tracts of fields that surround the area. That cropland had been painstakingly clearcut out of the jungle. There are hedgerows around most of the fields, in addition to a four foot high stacked stone wall. These are designed to discourage wild animals (and worse) from entering the fields and harassing the farmhands. However, this isn’t fully sufficient, and the town has a corps of rural watchmen that patrol the croplands, watching for jaguars, wolves, and other denizens of the jungle that might wander onto the fields. Occasionally, they have to deal with griffons, hydra, or other large monstrous beasts. There is a day patrol (manned primarily by humans, hobbits, dwarves, and elves) and the night patrol (manned mainly by orcs and goblins).  
Port Karn Closeup.jpg
  Port Karn, a major trading center and port, boasts a robust wharf, mostly warehouses for the trading ships, but on the island in the river closest to the city is housed the naval base and naval shipyards. The western portion of the wharf has a civilian shipyard, much smaller than the military one, but with three drydocks for cleaning the hulls of ships and repairing major damage. There are several eating establishments and numerous taverns dockside, to support the sailors and dockworkers. It also has a pair of arenas and a track for racing horses.   It is the site of the largest bridge. At Port Karn, the Altasirya River is ten miles wide. The bridge is a series of drawbridges, the roadway running fairly straight about 30 feet above the water. It has thirty four areas where the bridge raises to let ships through. Numerous ferries ply the riverbanks, taking people and cargo back and forth from bank to bank. Plans have been made for a second bridge, much like the first, but funding it has been an issue. Everyone wants it, but no one wants to pay for it. The other advantage of controlling the bridge is as a way to control all of the traffic that flows up or down the river, and thus the city controls all of the trade, and is often called “The Gateway to the Altasirya”.   The local Grand Duchess is a Dwarf by the name of Frida Featherstone. Her palace is the one on the hill on the south side of the river. It’s walls are 40’ high. The citadel doubles as the local military base, housing not only the Grand Duchess’ mansion house, but the barracks, mess, infirmary, training/parade grounds, and the administration buildings. In the center is a green space, with a pond and a small grove of local plants, remnants of the jungle that used to be here centuries ago.  
Port Karn Old Town.jpg

Demographic breakdown of Port Karn, by race

Orcs 42% 28,773 citizens
Humans 34% 23,293 citizens
Goblins 12% 8,221 citizens
Hobbits 7% 4,796 citizens
Elves 4% 2,740 citizens
Dwarves 1% 685 citizens
Aarakocra <1% 14 citizens
 

Magery and Port Karn

Different races have different rates of magical ability. The first number is the total number of people that are born with the ability to manipulate mana (aka "Magery"). Numbers in parentheses are the numbers of mages actually trained to use magic. For clarity, people born with Magery are "mages". People with Magery who are actually trained in spellcasting are "wizards", "spellcasters", "sorcerors", or any number of other terms. Not all mages know how to cast spells; Magery is an inborn talent; spells are skills that need to be learned.
Race Magery 0 Magery 1 Magery 2 Magery 3 Magery 4
Orc 58 (6) 6 (1) 0 0 0
Human 466 (47) 47 (9) 5 (2) 0 0
Goblin 164 (33) 16 (5) 2 (1, Joraaki) 0 0
Hobbit 96 (10) 10 (2) 1 1 (Daisey Dubrow) 0
Elf 91 (30) 18 (9) 4 (2) 1 (1) 0
Dwarf 17 (6) 3 (1) 0 1 (Harald) 0
Aarakocra 0 0 0 0 0
Port Karn is a major city; one of the largest in the Empire. But this shows how rare mages are.  

Districts

Wharf District
Merchant’s Heath District
Old Town District
Fishpole District
Five Meadows District
New Water District
Raventower District
Goldenhill District
East District
Southtown District
Sunset District
The Crests District
New Square District
Cherry Rock District
Stone Hook District
Middlemarket District
Red Chapel District
 

City Stats

Port Karn

  (pop 68508)
Search Modifier: +2
Terrain: Beach, Woodland/Jungle, Farmland
Appearance: Average
Hygiene: -1 for TL4, -1 for jungle, +1 for strict public health enforcement (aided by magic), for a net -1. Poor or Dead Broke adds another -1, no current catastrophes at the moment.
Mana Level: Normal
Sanctity Level: Normal
Enchantment Level: Common Enchantment, although magic items are still very rare due to the lack of enchanter mages.
Languages: Primarily Imperial, but Lurkash, Mekiitagi, Northern Khuzdul, Quenya, and Windsong are represented.
Literacy: The higher the wealth, the greater the literacy. Overall, the city rates “Broken”; most people have some capacity to read simple things, so the majority of the population reads at Broken level; business folk read at Accented, and the more educated have Native literacy levels. Most people don’t really need to read, though. Outside the city, in the farmlands, it’s effectively None, but the supervisor-types read at Accented levels.
Tech Level: 4 (varies depending upon tech)
Wealth: Average
Status: 0 (although since it’s the seat of a Grand Duchess consider it 6)
Government: Feudal Municipality
Control Ratings: Overall CR3
  • Civil Rights CR3
  • Economic Freedom CR3
  • Taxation CR4
  • Information Access and Censorship CR2
  • Legal Restrictions on Personal Conduct CR3
  • Public Health and the Environment CR4
  • Punishment Severity CR4
  • Reproductive Choice CR2
  • Weapons CR3
  • Magic CR3
Corruption: -2 (Most corrupt people can get around the laws in most cases)
Military Resources: $1.1M (represents the capabilities of the City Guard and Rural Watch see Notes regarding Imperial forces
Defense Bonus: +5
Notes: Port Karn has a major naval base, as it is situated at the mouth of a major river. Add $2.75M in Military Resources to represent this.
  First Impressions: Stone buildings with tile or wood shingle roofs, painted in various colors, mostly earth tones, but with quite a bit of brighter colors. The oldest portion of the city is walled, but the city has grown beyond those limits and sprawls out until it merges with the expansive farmlands and woodlots that surround the city. A pall of smoke from chimneys hovers over the city. A forest of sails can be seen on the river and the delta, coming and going; the quays and docks are bustling with activity.  

Buildings and Construction

Warehouses at the docks: grey stone, red tile roofs. Most other buildings: grey stone and timber, often stucco, often fired brick. Usually painted in bright colors. Most temples are made of stone.   In the farming towns around the Port Karn area: Buildings are stone and timber, some coated with stucco, roofs are typically timber or wood shingle. Bright paint colors are common, but most structures are whitewashed with colorful trim and details.   Manor Houses/Farmhand Housing: Typically fired brick buildings with timber frames; even mix of red clay tile roofs and wood shingle roofs. Typically have a laid stone wall 5’-8’ high all around, including a garden courtyard. These walls won’t stop raiders, but they aren’t designed to; they were designed to discourage predators. Some are big enough to break through the walls, some are agile enough to jump over them, but they are there to at least slow them down, and provide psychological support. A few of the farmhands may know a bit about weapon use and will often watch over and occasionally support the Rural Watch against predators.  

Demographic Breakdown

Type denotes what the category is. SV is a measure of social value, and controls how many of each item there is in town. In general, it means that there is one of that type per SV population. For example, there is one baker per 800 people. # In Town and Notes should be self-explanatory.  
Type SV # in Town Notes
Bakers 800 86 Breads, mostly
Barbers 350 196
Bathers 1900 36
Beer Sellers 1400 49 Often will supply several public houses
Blacksmiths 1000 69 Iron worker, mostly hardware, nails, tools, common items
 
--Armor Smiths 2000 34 Makes/repairs armor
--Bright Smiths 2000 34 Works with silver, gold, platinum, an related metals
--Brown Smiths 1800 38 Works with brass, bronze, and copper
--Farrier 1200 57 Shoes horses
--Weapon Smiths 2000 34 Makes and repairs weapons, including blades
--White Smiths 1800 38 Works with lead, pewter, tin
Bleachers 2100 33
Bookbinders 3000 23
Booksellers 6300 11
Brewers 700 98 Beer and ciders
Buckle Makers 1400 49
Butchers 1200 57 Beef, pork, mutton, etc.; not poultry
Carpenters 550 125 Framers, Cabinet Makers, etc
Chandlers 700 98 Candle makers
Chicken Butchers 1000 69 All poultry, not just chickens
City Guards 150 457
Civil Servants 50 1370 Garbage collectors, water distribution employees, sewer and road maintenance employees, and various other city bureaucrats
Clergy 40 1713
Coopers 700 98 Barrel makers
Copyists/Scriveners 2000 34
Cutlers 2300 30 Sharpens and repairs knives (often also a blacksmith)
Distillers 1500 46 Distilled spirits, wines
Doctors (licensed) 1700 40 Highly skilled doctors, surgeons, specialists
Farmhands 150 457 This SV number is for "in town". For a farming town or settlement, use 1.2, which corresponds to about 80% of the local population.
Fishermen 40 1713
Fishmongers 1200 57
Furriers 350 196
Glovemakers 2400 29
Grocers 69 1142 Includes people who sell produce in the markets and street vendors
Harness Makers 2000 34
Hatmakers (Milliners) 950 72
Hay Merchants 2300 30
Healers 350 196 Nurses, lesser-skilled doctors
Homemakers 5 13702 Assumes about 20% of the population
Idle Rich 100 685 Upper 1%, although not necessarily "idle"
Illuminators 3900 18
Innkeepers 2000 34
Jewelers 400 171
Laborers 3 22836 Assumes about 33% of the population
Lawyers/Advocates 650 105
Leatherworkers 500 137
Locksmiths 1900 36
Magic/Alchemy Shops 2800 24
Maidservants 250 274
Masons 500 137
Mercers 700 98 Cloth merchant
Merchants 60 1142
Millers 2400 29 Most millers in the Port Karn area are actually in the smaller suburban towns, but there are a few actually within the city limits.
Noble Houses 250 274
Old Clothes 400 171
Painters 1500 46
Pastrycooks 500 137
Plasterers 1400 49
Potters 700 98
Priests 25 69
Pursemakers 1100 62
Real Estate Agents 4000 17
Retired/Old 10 6851 Assumes about 10% of the population
Roofers 1800 38
Ropemakers 1900 36
Rugmakers 2000 34
Rural Guards 400 171 Many of the Rural Watch live out in the farming towns
Saddlers 1000 69
Scabbardmakers 850 81
Sculptors 2000 34
Shipwrights 3000 23
Shoemakers/Cobblers 150 457
Spice Merchants 1400 49
Tailors 250 274
Tanners 2000 34
Taverns/Restaurants 400 171
Teachers 1500 46
Temples/Shrines 200 343 Temples are usually built for a single deity; since there are many deities, there is a huge number of small shrines all over the city
Wainwrights 2000 34 Wagons, carts
Water Carriers 850 81
Weavers 600 114
Winemakers 1200 67
Wine Sellers 900 76
Woodcarvers 2400 29
Woodsellers 2400 29
         

Mage Guilds in Port Karn

Port Karn Agricultural Council (PKAC): specializes in plant, animal, and weather spells, their focus is on the farming community. Partnered with the Port Karn Council (the ruling body of the city, which includes the mayor, and district representatives), it acts much like a government contractor. They are the only guild in town with an enchantment division, which is made up of two enchanters, four assistants, and a small administration staff. Their symbol is a stylized peacock, with leaves for tail feathers.   PKAC has several divisions: Land Management (mostly real estate issues, but also overall land quality and pollution), Farming (farmers, land owners, field hands, labor in general, and labor relations), Standards (basically the FDA), Records (land use records, mostly, but also real estate data, and any published studies on magic and farming), Finance (accounting, marketing, finance in general), Mage Guild (Magic and mages). The mage guild has several branches as well: Plant and Earth Magics (the bulk of the mage guild’s work), Ancillary Magics (the other magics, usually in conjunction with Plant Magics), Enchantment, Magical Research (spell research, usually focused on farming magics, but also more theoretical stuff, Esoteric Studies is part of this). PKAC is by far the most complex and sprawling of the mage guilds. None of the others even come close.   The Mage Guild division has 76 employees, 37 of which are mages. The rest is support staff, aides, clerks, etc.   Elementalist Guild: Air, Earth, Fire, Water, Light, Sound. Their symbol is a six pointed star. Probably the most “normal” mage guild, and what most people envision when the term “mage guild” is used. They have the second largest membership after PKAC. They are trying to develop an enchantment service, but haven’t been able to poach either of the enchanter mages from PKAC, and they currently don’t have anyone with that skill set. But they keep trying, and are actively recruiting.
They have 30 mages, supported by a staff of 42.
Artem, Tennant, and Tricola: Communication & Empathy, Knowledge. Most of their income comes from messaging services, although they also have a couple of operatives that do research and find things. Their symbol is a blue sphere, drawn and shaded so that it looks lit from the upper left. They also work with the justice system, using their spell set for determining the truth when people are interrogated. They tend NOT to work with thieves’ guilds, since that might damage their reputation with the city courts. But money talks….
They have 16 mages, helped by a support staff of 28.   The Soma Group: specializing in Body Control, Mind Control, and Healing. They will often help out when disasters strike and healing is required. They are the experts when it comes to "scientific knowledge" of biology. Their symbol is a cupped hand.
They have 19 mages, helped by a support staff of 66 (this includes clerks, janitorial staff, nurses, doctors, and surgeons). Off site, when there is a disaster, this number jumps up a lot with locals recruited to act as nurses, clerks, and general labor.
The Red Star: Healing Spells, almost exclusively. Their symbol is a humanoid in a five pointed star, much like Da Vinci’s drawing. They run several hospitals, and have not only magical healing, but physicians, medics, and herbologists.
They have on their staff 28 mages, but across their clinics and hospitals they have a staff of hundreds, ranging from clerks, assistants, janitorial staff, nurses, doctors, surgeons, herbologists, alchemists, and general labor.   The Sentinel Group: specializing in Protection/Warning spells, Movement, Elemental, and Body Control. They sell their protection services. Their symbol is a shield with a helmet in front of it (symbolizing protection and watchfulness).   They have 19 mages, supported by a staff of 20.   Engineers Guild: Making/Breaking, Earth, Water, Light. Led by a dwarven mage who grew up and was trained in one of the Dwarven undercities, so he knows infrastructure. This guild often will be general contractors for many city construction projects, especially infrastructure like roads, bridges, sewers, etc. Their symbol is a level, a ruler, and a crane.   There are 17 mages who are members of this guild, with 21 non mages as support personnel.   Note: There are 161 mages in Port Karn (not including Elitheris, Taid, and Almë). The numbers in the guilds total 166; not all mages in town belong to a guild, and some belong to multiple guilds. Daisey Dubrow belongs to multiple guilds, which is expensive in multiple dues payments, but the available training is worth it to her.  

Traded commodities:

Amber

Used for jewelry, alchemy, and spell components. Although found all over the world, the Altasirya river valley is a net exporter, and a lot of it flows through Port Karn.  

High quality ceramics

Kresh has a clay quarry that has really fine grained, high quality clay, which is made into high quality pottery, wall and floor tiles, an ingredient for paint, and other objects that require high detail resolution. Port Karn also has a few really good glassworks, as well, mostly known for their bottles for drinks and perfumes.  

Textiles

  Port Karn trades primarily linen and cotton, treesilk, elven silversilk, and wool. It is a leading producer of tree silk, which is woven into a fabric called “riyal”, a soft, lightweight material much like modal or piña. and has several orchards of the trees, mostly near Kapresh, Masselkan, and Salakosh.   Flax is grown in the area as well, being used for linen, paper, and cooking oil. Masselkan is a local hub for weaving, the linen and riyal is then taken to Salakosh by wagon, then barged downriver to Hearavgizan and thence to Port Karn.   Cotton isn’t grown in the areas around Port Karn; it comes to the city via ship from upriver, where it is then transshipped all over the continent. Wool also comes from upriver, where it is cooler and sheep can thrive.   Elven silversilk is made by Elves using some kind of semi-arcane enchantment methodology that only Elves know. Knightsmill is the primary center of its production, although that isn’t actually accurate since the production itself is done in the small Elven villages surrounding the area. The secret of weaving this fine, silvery fabric has been known to the elves for millennia. Silversilk protects like chainmail (PD 3, DR 4), but has the weight and texture of fine silk (1 pound). Like chainmail, an undercoat of thick padded armor is needed to provide full protection – the elves often make the whole ensemble into a single garment about the weight and thickness of a bulky sweater (2-3 pounds, depending on the size of the wearer). Without the padding the garment offers PD 3, DR3. It has the same disadvantages as chainmail against Impaling attacks. It can be enchanted normally with Fortify or Deflect spells. Though not as protective of their Silversilk as the dwarves are of their dwarven Mail, the elves have never revealed the secret of its manufacture to a non-elf, and they only give it to the very greatest non-elven friends and benefactors of the race. Making Silversilk is difficult, slow, and artisanal, so the open market price of the armor is far beyond what would normally be expected from its capabilities. Component Spells: Silversilk Enchantment (in parallel with Elven Hedge Magic). Asking Price: $35,000.  

Wines

The area surrounding Port Karn isn’t really known for its vineyards, but there are a few on the northern slopes of the higher hills. Most wines found in the city are imported from upriver (and most of those come from the southern slopes of the Zirinibar Mountains and travel through Hearavgizan)  

Furs

The jungles of the Altasirya river valley are full of animals with valuable fur. While some fur traders hunt in the jungles around the Port Karn area, most are shipped downriver from areas all along the huge, meandering Altasirya.  

Honey

The farms and pastures (and the tropical flowers and epiphytes in the jungles) around Port Karn are littered with beehives. While making honey isn’t a huge industry, there are a vast multitude of farmers who keep bees, and sell their honey in the markets. Thus, there is quite a bit of honey that is produced in the area and exported elsewhere.  

Spices

While there are some spices and herbs that are grown in the area, most of the spices used for trade are imported, and then shipped upriver or to other cities along the coast. Common spices are black pepper, cinnamon, cumin, nutmeg, ginger, cloves, cardamom, saffron, allspice, chili peppers, vanilla, and cocoa.  

Precious Metals

Raw ore isn’t typically shipped very far; its not economically viable. So ore is processed close to the mines from which it is extracted. Ingots are then shipped to where they need to go. The Imperium produces gold, silver, copper, iron, tin, steel, mithril (rumored to be an Al-Ti-Ag alloy, but the Dwarves who know how to make it aren’t telling). Most metal trade is produced upriver, floated downriver in ships, and then shipped out to wherever from Port Karn.  

Slaves

Technically the Empire is slave-free, but it’s a big country with lots of isolated areas….   Slavers exist as a black market. It is officially frowned upon by the government, but they tend to either look away or just not bother too much. Every once in a while, some incident will happen that will get them to sit up and take notice, and crack down on slavers for a little while, but it never really gets stamped out. Most slavery happens in the more isolated, rural areas where the slaves are more invisible. When it exists in urban areas, the slaves are kept inside the property and hidden from the view of anyone who might object. The slavers don’t call themselves slavers, of course. They are human resource suppliers or labor providers. But there are a lot of slaves who are shipped via the wharves of Port Karn.  

Ivory

There are several animals that are harvested for their ivory: elephant, hippo, saber-toothed tigers, physeters, dinohyus boars. A lot of it flows through Port Karn, coming in from various cities from around the world, and sent upriver to various markets.  

Rare Animals

There is a market for strange, interesting, and/or dangerous animals. Locally, several varieties of animal are captured and shipped through the city: various varieties of hydra, faerie dragons, lunefish, giant fire beetles, hercinia birds, parrots, toucans, and jaguar. Targa are very occasionally seen, shipped from desert regions, mostly from the areas of the Kler’naktha; they are favorites in arenas. Stun lizards are shipped in from more marshy areas that are their habitat; they are also arena favorites, but are also used by alchemists. Mockers, sabertoothed tigers, gryphons, and reeks are also valued for various purposes.  

Gemstones

Most gems come from the mines and tunnels of the Dwarves, often found simply as a byproduct of their delvings. Being small and of high value, they don’t come only by ship; they are valuable enough to be brought into town in just about any way possible.  

Marble

Most marble is imported, but there is a quarry north of Dhogash, where a bluish-grey variety of marble is found and processed. It is highly valued due to its color, and is shipped through Port Karn to various places.  

Tar

Tar comes from natural seeps; there isn’t really a petroleum industry as such, and thus no drilling or refining. Seeps occur both on land and on the continental shelf in the ocean. There are seeps abounding the area around Hilltown Forge, and ocean seeps out beyond Drygate. So tar gotten from these go through Port Bormand first, where it is purified, then shipped to various places, including Port Karn.  

Tobacco

Port Karn has several plantations and curing stations for tobacco (marketed under the name “Karnweed”). It is a cash crop, and widely prized. Port Karn is a net exporter of pipe tobacco and snuff.  

Horses

Port Karn isn’t known for its horses; while plowhorses are bred and raised in the area (mainly for local use in the fields around the city, towns, and villages in the area) some are bought by people outside the area. Riding horses are also bred and raised, also for local use. There is a horse racing track outside of town in the Red Chapel District, the racing horses are all imported from other places.  

Perfumes

Port Karn does have a local perfume industry, with many well-known designers and perfumists. The local glassworks industry supplies the decorative bottles for them. They import many of the ingredients, but the scents are mixed and bottled in the city. Many are sold for quite a bit of money.  

Spell books

These are occasionally sold by the mage guilds, although the spells in them will only be the most common ones. Occasionally, spellbooks with more complex spells can be found. Spell books are expensive, but don’t usually last on the market for too long, especially the more complex spells.  

Salt

North Port Karn has several salt boiling buildings along the coast, north of the mouth of the river. Salt is typically easily available at coastlines, but precious inland, and thus a lot of salt is shipped up the Altasirya to the inland areas.  

Various Alchemical Preparations

Like most large cities, there is a big market for alchemy ingredients for the large number of alchemists in town. Alchemy is typically much cheaper than enchantment, and gives only temporary abilities, so there is a large turnover of materials. These materials come from all over the world, some of which are used in town, most of which flow up or down river. Finished alchemical goods also flow upriver or out to sea.  

Coal

Being in the mountains, and systematically hollowing them out, it is the Dwarven cities that tend to have coal mines nearby. As such, coal is shipped downriver via a multitude of rivers, which then join the Altasirya, and the coal barges make their way to Port Karn, where the coal is then sent to points abroad. Some of it is used in town, of course, for industrial purposes such as smithing and glass production. Some of it is used as heating fuel by residents.  

Sugar Cane

While not a huge producer, some of the fields south of the city are planted with sugar cane. This allows the harvesting of molasses, and the production of rum. While not a net exporter of rum, there is enough for the domestic Port Karn market. There have been attempts to expand the sugar cane fields, but the need for basic staples have precluded them. The tilled area around Port Karn is almost large enough to support the local population. About 15% for the basic food needs are imported from other areas, mostly from across the river. The only real solution would be to start cutting back on the jungle, expanding the areas that could be used for cropland. There just hasn’t been enough will to funnel the funding into that. Besides, the Rural Watch is already stretched enough that having to cover more area would be problematic, as they are already understaffed and underfunded.  

Lumber

There are several sawmills along the tributary rivers flowing into the Altasirya. There used to be more, but several closed down as the farmlands spread and they were too far away from the source of lumber. Most lumber is for local use; there isn't much left over for export as the amount of clearcutting has fallen off in the last few centuries.  

Fish

Port Karn has a large fishing fleet, both freshwater (going upriver) and salt water (going out to sea). The Altasirya has a huge amount of nutrients in its outflow, producing large fisheries offshore. Pelagic fish, shellfish, and even kelp is harvested for consumption, and about a third of it is exported to other markets.

Geography

Situated on an immense river, it is a hub of trade and commerce. It collects tariffs from all of the river traffic flowing up or down the Altasirya River. The landscape around it is rolling hills, covered in a patchwork quilt of farmer's fields, orchards, pastures, and woodlots.

Ecosystem

Tropical to subtropical in nature, the jungle has been cut back over the centuries to make room for the agricultural network that is necessary to support a city of Port Karn's size.

Ecosystem Cycles

There is generally a wet season (summer/fall) and a drier season (all the rest of the year).

History

Port Karn was originally settled by Orcs, who called it Pias Ukaduikm, or Port Kharneth. There were several Orc tribes living in the area at the time, more-or-less "united" into a federation of tribes. Then King Gishi Tondene came along with his armies and conquered them, defeating them piecemeal. When the Empire annexed the lands in -7AFE, it was renamed Port Karn.

City Stats: Port Karn (pop 68508)

  Search Modifier: +2. It’s also a local government center (Antonian Province), so it gets a further +2 to Administration when searching for government offices (total of +4).
Terrain: Beach, Woodland/Jungle, Farmland
Appearance: Average. Some areas in town are nicer than others.
Hygiene: -1 for TL4, -1 for jungle, +1 for strict public health enforcement (aided by magic), for a net -1. Poor or Dead Broke adds another -1, no current catastrophes at the moment. This is partially mitigated by the extensive sewer system and series of rinqualaster.
Mana Level: Normal
Sanctity Level: Normal
Enchantment Level: Common Enchantment, although magic items are still very rare due to the lack of enchanter mages.
Languages: Primarily Imperial, but Lurkash, Mekiitagi, Northern Khuzdul, Quenya, and Windsong are represented.
Literacy: The higher the wealth, the greater the literacy. Overall, the city rates “Broken”; most people have some capacity to read simple things, so the majority of the population reads at Broken level; business folk read at Accented, and the more educated have Native literacy levels. Most people don’t really need to read, though. Outside the city, in the farmlands, it’s effectively None, but the supervisor-types read at Accented levels.
Tech Level: 4 (varies depending upon tech)
Wealth: Average
Status: 0 (although since it’s the seat of a Grand Duchess consider it 6)
Government: Feudal Municipality
Control Ratings: Overall CR3
---Civil Rights: CR3
---Economic Freedom: CR3
---Taxation: CR4
---Information Access and Censorship: CR2
---Legal Restrictions on Personal Conduct: CR3
---Public Health and the Environment: CR4
---Punishment Severity: CR4
---Reproductive Choice: CR2
---Weapons: CR3
---Magic: CR3
Corruption: -2 (Most corrupt people can get around the laws in most cases)
Military Resources: $1.1M (represents the capabilities of the City Guard and Rural Watch see Notes regarding Imperial forces
Defense Bonus: +5
Notes: Port Karn has a major naval base, as it is situated at the mouth of a major river. Add $2.75M in Military Resources to represent this.
 

First Impressions

  Stone buildings with tile or wood shingle roofs, painted in various colors, mostly earth tones, but with quite a bit of brighter colors. The oldest portion of the city is walled, but the city has grown beyond those limits and sprawls out until it merges with the expansive farmlands and woodlots that surround the city. A pall of smoke from chimneys hovers over the city. A forest of sails can be seen on the river and the delta, coming and going; the quays and docks are bustling with activity.

Maps

  • The area around Port Karn
Alternative Name(s)
Port Kharneth, Pias Ukaduikm
Location under
Related Reports (Primary)

Articles under The City of Port Karn


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