Praxis; Last Haven of the Cove Settlement in The Black Garden Company | World Anvil
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Praxis; Last Haven of the Cove

Created and edited by Aifread and A'kata.

The History

Founding
  After the calamitous events that concluded the 5th Astral Era, numerous vessels still remained afloat in the torrential seas. Cut off from home and finding themselves stranded upon the cruel and often raging waves, these convoys banded together to create a makeshift ragtag floating community of sailors and merchants alike. Thanks to the efforts of the various craftsman, traders, and supplies the ships were able to survive until the waters finally began to recede. During that time some of the vessels had come to be bound together creating a minor township for the Sailors to skip across, each serving a different purpose. This could not last forever and soon the sea-locked community found themselves low on supplies and morale.   With anger and discontent brewing everyday would see fights break out. The mood shifted at last upon sighting the bluffs of Praxis. Standing upon the salty shores, their eyes turned back to the ships which had carried them. Realizing now most of their vessels were too damaged. Wear from the constant tides had taken a heavy toll. Understanding this realization, every Captain made their decision. The ships which had kept them from meeting their briny end would be torn apart and salvaged, only to then serve as the cornerstone of the new settlement. Due to the natural harbors of what would later be come to known as Old Towne the vessels would sail their final stretch towards the destination before being broken down; the creation of the new haven being set in motion.  
Rise of the City-State
    With the establishment of the early settlement, the survivors quickly set off to explore and take in their newly settled land. Astonishment and praises to the Navigator sang on both lips and faces. The land proved to be fertile, supporting the crops which had been salvaged from the ships with ease. While that discovery had been one of great joy and impact, it paled in comparison to that which would be dubbed the Twin Falls of Praxis. Crystal clear water spilled from the tall bluffs which overlooked the Island, and following the breathtaking sight would only lead one to the marvels at their top. Glimmering like no treasure ever could, they stood proud. Crystalic surface untouched by hands of man and beast alike showing every bit of their primal purity. The water crystals hummed. Overflowing with the primal energies of their creation the flow of water would never cease. The seemingly limitless supply of pure fresh water rained down to satiate the throats of the parched men who had settled far below.   The extended time living upon the harsh sea had left much of the populace feeling both worn and weary. Thoughts of breaking out onto the waves again left naught but a bad taste on their tongues. Some would make the decision to stay, furthering the settling of the fertile lands and caringly creating their new homes to the place recognised as a city state today. The meritocracy from their days as a flotilla was brought over for a government to be established. The previous governor was chosen as its head. Following a few years of work and development the food stores had been replenished to a sufficient degree. Having lost contact with the rest of the world following the calamity and ending up on the isolated isle, a decision was made to reconstruct three of the ships which had carried them ashore. Their purpose being to sail to the mainland and find out what remained if anything. The “Explorer” “Brimming Heart” and “Calypso” would soon taste the waves once more, sailing forth for the old continent.   Of the three ships which had begun the voyage out across the still raging waves, one would find itself capsized. Crashing into the outcropping cliff sides as crew and company desperately tried to make their way towards the remaining two. Many found naught but brine swelling their final breaths before the depths would stake its claim. Great care was taken after the tragic loss. The remaining two would find no great trouble before finally reaching landfall once more. The found the city states in a stage of reconstruction; their populace having survived the calamity just as they had. Managing to make contact, a trade agreement was struck between Limsa and Ul’dah. The early stages of their trade went as one could expect. What little resources the isle had to offer would be sent off towards the two states across the sea, along with the limited amount of gold and precious gems found in the island. Fortune would come in the shape of Praxises location. The trade port being in the central seas of both Limsa and the Thanalan ports offered an easy place to exchange goods between the two factions. As time progressed the wealth of the trade port would only continue to grow. The island nation found itself the hub for centralized trade and soon thereafter the target of pirates which once more sailed the seas.  
Turmoil of the Sea
  Piracy had become a constant plague on Praxis. As the other nations of the world began to further develop their navies, exerting greater control over sea and land alike, the opportunity for individuals to sail forth plundering and seizing vessels became far more scarce. The decree by Merlwyb exacerbated the situation. By her words piracy was virtually outlawed and the punishment for such acts were to be severe. Eyes would then turn towards Praxis. Angering and engaging the two main navies which now essentially controlled the seas would be foolish. The trade port was isolated and lacked its own formal navy to patrol their waters. This made for a great safe haven for pirates. In droves the scum of the sea would flock to the small nations waters. Fearing for their well being, the government would choose palcation over engaging in conflicts with the roving plague.       Things would change once profits and trade began to sink. The nation found itself slipping into debt. Realizing that the pirates of the area relied heavily on the natural springs to replenish their water supplies the Governor made the decision to cut them off to curb their control.The response was immediate and effective. Explosions rocked the Governmental manor which had stood at the peak of Praxis since the creation of the city state. From the islands northernmost coast came the bombardment of shells blasting the manor apart, forcing the Governor and his family to relocate to the city's central spire. For over a hundred years the tower has served as the new home, or perhaps prison of the Governor and his descendants, as the mansion were locked off from them.   Both parties realized were in a stalemate. The Praxians couldn't get supplies and were dwindling financially to the point of bankruptcy. The pirates were running out of supplies and teetering on starvation. A parlay was called. Disembarking from their grandiose ships, the various pirate Captain’s met with the cities governor outside the gates. Discussions took place extending through the day as the back and forth continued until it finally resulted in the formation of the Council of Seven. Pirates would have free harbor and access to water in exchange for an allotment of goods as taxes. The government of Praxis would run the administrative affairs to keep the city flourishing and functioning. In order to maintain trade, a system of passes was created to allow ships free access to the harbors without fear of piracy. Any pirate crew that was found to have harmed a vessel with a pass would be exiled and a bounty would be placed on both their ship and slimey captain. The Council would be in charge of maintaining the order of piratical elements, be they on sea or on land. Responsibility fell on them to directly negotiate and plan together with the islands government. Being one of the seven would raise you to a position much akin to the Governor himself. For their efforts and prestige their crews receive a portion of the taxes for their own personal needs.    
Modern History
  Over the last century the city has seen massive economic success. This can be attributed to lax laws concerning the types of good and services provided by the city; slavery, whoring, trade of illicit and stolen goods. The passes to Praxis themselves had quickly become an extremely valuable commodity and would only periodically be given out in small numbers. This not only ensured their value but also made Mercantile access to the city’s grand markets even more worthwhile. Having access to a treasure trove of goods and services so rarely found elsewhere, or at least openly, made the nation gleam with a delightfully lucrative glimmer in the eye of most any merchant. Merchants could buy stolen goods from pirates at discounted cost to resell back to their native provinces. The secondary effect is that it offered pirates viable pray to ply their trade. The Council has maintained order and the city enjoys dual success for citizens and pirates alike. With the admiralicity’s banning of piracy in Limsa, Praxis stands as the last major hub for the roving crews of pirates.   Overtime the city has become self segregated into three major sections. The Merchant's Town is the main hub for all foreign traders who posses a pass to ply their trade. With the brunt of all economic trade flowing through this part of the city, it stood to reason that it was the cities richest section. Refuge or the more commonly nicknamed Pirate's Town, is the hub for most of the Cove. While still filled with generational citizens of Praxis, the marauders and ruffians of the seas number near as high. The Council of Seven maintains control over this section of city with the assistance of the Makos. The final section is Old Towne. This is where the poor, destitute, and unwanted live; most wallow in the dirt of the slums as they simply awaited deaths mercy. The slum like section suffers extreme poverty and crime on the daily. Even should they try and request it, almost no aid would be given to the people there.  
Praxis; The Last Haven of the Cove

Demographics

25% Hyur 22% Miqo'te 18% Roegadyn 17% Other 10% Lalafells 5% Aura 3% Elezen

Government

A dual Aristocratic Meritocracy: The aristocrats are charged with provincial duties ensuring the infrastructure is maintained and expanded. A council of seven pirate captains are chosen from the cove. They represent the brothers and sisters of the cove and negotiate rates and tributes to the provincial government.   Tribute is given from every ship that passes into the harbors of Merchant's Town and Refuge. The tribute is used to support the islands inhabitants in order to maintain the necessary repairs and upgrades needed to keep the fledgling city state afloat. The exact price is determined by the Council of Seven who meet with local leaders to ensure a balance is struck.   A tenuous pact has been struck as the pirates need access to the fresh water springs from the center of the island. Being a small island nation Praxis has some agriculture but is limited from being entirely self reliant due to the population size. The Council maintains leverage by denying or allowing supplies into the city.

Defences

Walls and Towers:
The city is surrounded by numerous walls and towers offering it ample protection from a variety of angles.  
The Makos:
In service to the government the Makos act as a form of city guard. Their tasks included peacekeeping, patrol, and suppression when required. While technically in service to Council of Seven as well, it is no secret that their true allegiances lie with the city that pays them. Often members of the Makos can be seen doing illicit acts in service to the government. Bribery runs rampant within their order with only a few members being truly patriots.  
Emergency Fleet:
In times of foreign invaders an accord was struck for all able vessels to sail out and defend the city. While the aptly dubbed fleets might has been demonstrated on minor navies which have attempted to seize the island, they have yet to test their mettle against anything resembling a full invasion force. Open speculation is spoken among the townsfolk and pirates alike as to whether the fleets would truly hold together if the odds were against them.

Industry & Trade

Piracy:
With exception to ships with passes, piracy is one of the major economic drivers of the city. All nations ships are considered legal for pillage and plunder.  
Fishing:
Being an island nation, access to fish comes natural. The surrounding waters are teaming with life offering a variety of catch for the markets.  
Trade:
The other major economic for for the island nation. Open markets and access to illicit goods and rare commodities bring merchants in from all over the world. Praxis is known as a free haven for traders and is known to have almost any good imaginable.  
Farming:
While far from a major source of income farming is still incredibly important for the island. Much of the northern most coast is dedicated to cultivating the land for food production. Many of the farmers produce their goods incredibly cheap owing to slaver labor and indentured servants.  
Slavery:
The island nation does not shy from slavery. Slaves are legal to be traded, sold, and bartered. With the heavy pirate presence in the area there is never a lack of slaves.

Infrastructure

In the center of the island stands a massive tower seen from all sides of the island. This is the central spire of Praxis. The exact construction is near a perfect mimic of Limsa Lominsa's own airship docks. A massive complex at the base of the spire and functions as the government's headquarters. Taking residence in the opulent structure is the Governor and his family. Besides providing space for government function and housing for the ruler and his family the space doubles as housing for diplomats. Within atop the great hill is an upscale inn for privileged personal only. To access the grounds of the central hill an individual must pass through two sets of gates.

Assets

Merchant's Port:
The upscale docks of the coastal city. With ample room for the various convoys that move in and out of the city the ships are quickly offloaded by a veritable army of longshoreman. Repair facilities are offered to vessels that can afford them. Entrance to this port requires a high fee or a merchants license. The only pirate vessels allowed entry are those of the Council of Seven.  
Craftsman' Row
This row of buildings is a collection of many of the skill artisans and craftsman of the city. People looking for custom made goods, weapons, and crafts often trade here. Many will exchange their services for barter but more often the workers of the Row prefer gil.  
Pirate Port:
The most populace port in all of Praxis. Pirates docking here are required to pay a mooring tax in a percentage of their loot. The fees are more reasonable in comparison the docks of Merchant's Port. Repair facilities are offered but are often overtaxed by the nature of the work of piracy and the volume of ships. The Council of Seven may expel any ship from the docks at anytime.  
Merchant's Market:
By far the most legitimate market of Praxis. Merchants travel from around the world to offload their exotic goods in exchange for gil and items of value traded by citizens and pirates. A large portion of the sales are completed with bartering. Pirates attempting to sell or trade within these markets must pay taxes in the form of tribute the government. In an effort to steer away the more nefarious sort, slavery and drugs are prohibited from being sold on the open market. They may still be bartered to buy goods.  
Floating Markets:
Being a true black market, an individual can find almost any type of good sold here. There are no laws forbidding the sale of anything. Slavery is a major commodity within the market. Often the area is filled with crews attempting to offload their ill gotten gains to any that would buy them. Taxes for sale here are relatively low and paid directly to the Council of Seven.  
Beggar's Market:
A tax free market for the poor. Most of the goods traded here are low quality drugs, stolen items, prostitution, and sub-par crafted items. The cheapest slaves come from these markets as often they are families selling children or individuals selling themselves into servitude for a chance at a better life. There is no guard presence at these markets.  
The Pits:
An arena dedicated mostly to pit matches. Often times slaves will be used for wanton slaughter to entertain the crowds. With a variety of blood-sport themed spectacles it is a very popular place for pirate and beggar both. While laws forbid this type of activity, the location in Old Towne makes enforcement no existent.  
The Silver Tongue:
Atop the main bluff of the island sits the most exclusive inn. The Silver Tongue is the most high end inn on all the island and access is only offered to those of privilege, wealth, or status. During any meetings with the Governor the Council of Seven stay there.  
The Silver Lining:
Touting itself as a middle to upper class inn the lodgings have a variety of services to those who can afford it. Majority of the merchant ship captains and their traveling representatives stay at these lodgings during their time on shore. Located inside is a restaurant specializing in selling wines from around the world.  
The Scurvy Dog:
The refuge of Refuge! Pirates from all walks of life often gather in the tavern during the evening. Fights are common with patrons on occasion being hurt or killed. The tavern provides full services including escorts, food, and lodging.  
The Castaway Inn:
More an alms house than an actual inn. Run by a charitable Roe, the woman ensures that the poor and downtrodden of Old Towne can have access to a meal or a bed. The matriarch does her best to keep the vices of the city from entering the establishment.  
Airship Moor:
The common moor for Praxis. Those without special permission to dock at the Spire are routed to the mooring lines here. Owing to a lack of airship moors the parking rates for ships is quite steep.  
The Spire of Praxis:
The main governmental center for the city of Praxis. Towering above the city stands a massive tower that rivals even Limsa's spire. Airship mooring is offered to only those of privilege and exception. At the base of the tower is a massive manor that functions for both governmental offices and the Governor's manor.  
The Twin Falls of Praxis:
Atop the bluff of the city are twin waterfalls. Overflowing with fresh and clean water spouting from water crystals, they are the island's life blood. The tentative pact of the island hinges on access to this fresh flowing water.

Maps

  • Praxis; The Last Haven of the Cove
Alternative Name(s)
The Last Haven of the Cove, Nest of Vipers, The Last Free Port
Type
Capital
Inhabitant Demonym
Praxians

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