Port Zoon
Settled between Feolinn and Nicodranas , Port Zoon is the industrial center of the Clovis Concord . Wealthy merchant guilds employ dozens of arcane and scientific experts, and the cityscape is dotted with strange towers, pillars of smoke, and exhaust from raging furnaces. Though it’s less vibrant than the other coastal cities and jokingly referred to as "New Othe" by outsiders, what Port Zoon lacks in liveliness and splendor it more than makes up for in manufacturing and cutting-edge science. Entire districts dedicated to metallurgy and smithing produce some of the best anvil masters in the region, and the majority of the goods and tools created here are sold along the Gilded Roadway to support the rest of the Menagerie Coast . A gargantuan temple to Moradin looms over the city, with large cables that tether his towering statue to other high points across the city. Dangling from these cables are glowing lanterns that light the evening sky with flickering flames. A quarter of the docks here are home to the Clovis Concord’s reserve fleet, while a sizable portion of the concord’s soldiers remain within the northern barracks in times of peace, often taking up small trades of their own.
A City of Training
Most artisan crafts and skills can be learned in Port Zoon under various schools and halls run by the guilds of the Clovis Concord. Many consider Port Zoon to be the best place for common folk to learn a trade. Training programs generally have moderate to high fees, depending on the promise of the student, or an agreement that a percentage of the profits from the student’s future work will belong to the guild. Many students end up finding work within the guilds that trained them, increasing the appeal of apprenticeships in Port Zoon while also strengthening the stranglehold that the guilds have on production and business along the coast.
80% humans, 7% halflings, 13% other races
Marquis Alamads Haddou collaborates closely with his trusted Zhelezo captains. Numerous crafting guilds guide major facets of industry and influence.
Often referred to as “Ironpuss” by those not in his presence, Marquis Alamads Haddou is an older dwarf, a master of ironworking, and the head of the Silverbone Smithing Guild. Ornery but passionate about the city and its people, Alamads rules with clear intent, and swiftly punishes anyone who crosses his laws or endangers the people of Port Zoon. His Zhelezo are trained to be naturally mistrusting of idle hands. Convicted criminals are chained and forced into labor for the various guilds, doing the harshest jobs in each industry.
A strong force of dedicated Zhelezo and paid militia keep order in and around the city. Artisans and guild heads keep bodyguards, while newly designed defense weapons are employed along watchtowers.
The sheer volume of equipment and goods produced within the city draws the attention of opportunists and counterfeiters from all over. An entire industry has developed to differentiate true work from fakes, and the laws of Port Zoon are especially strict when it comes to forgeries. Unfortunately, Marquis Haddou’s attention has been divided across issues of production and supply with the growing war to the northeast, diverting his attention from the growing Myriad influence over the city’s businesses and political leaders.
Common supplies and businesses are abundant, as are inns and taverns. Esoteric goods can be hard to find, as many of the rare materials imported are already spoken for by the crafting guilds.
Temples across the pantheon are present, but the crafting guilds are tied to worship of Moradin, and are second in power only to the marquis. Myriad activity is present and steadily growing.
Port Zoon is a compact metropolis of tall stone structures, metal beams and towers, layers of drifting exhaust dust, and rising plumes of industrial soot. The city is separated into three smaller “spheres,” or districts, connected to the central Genesis Sphere through main thoroughfares lined by homes and warehouses.
The Harbor Sphere is an oblong district where the docks, seafaring businesses, and warehouses reside, as well as naval housing and weapon storage. The Assay Sphere is home to smelters, coal refinement factories, and the most mysterious of experimental towers, called the Timuafa, where experiments in controlling the nearby weather patterns have led to varying—and sometimes undesirable—results.
The eastern Sentry Sphere is divided between impoverished homes, humble temples, and the barracks of the Sentry Keep, where many Shore Wardens of the Clovis Concord’s army remain until called
The central Hammer Sphere is the largest district and the nexus for the others. Crammed hovels and student housing form the outer ring, while the most industrious factories, forges, and schools cluster around the center Temple Genesis of the Allhammer.
A City of Training
Most artisan crafts and skills can be learned in Port Zoon under various schools and halls run by the guilds of the Clovis Concord. Many consider Port Zoon to be the best place for common folk to learn a trade. Training programs generally have moderate to high fees, depending on the promise of the student, or an agreement that a percentage of the profits from the student’s future work will belong to the guild. Many students end up finding work within the guilds that trained them, increasing the appeal of apprenticeships in Port Zoon while also strengthening the stranglehold that the guilds have on production and business along the coast.
Demographics
80% humans, 7% halflings, 13% other races
Government
Marquis Alamads Haddou collaborates closely with his trusted Zhelezo captains. Numerous crafting guilds guide major facets of industry and influence.
Often referred to as “Ironpuss” by those not in his presence, Marquis Alamads Haddou is an older dwarf, a master of ironworking, and the head of the Silverbone Smithing Guild. Ornery but passionate about the city and its people, Alamads rules with clear intent, and swiftly punishes anyone who crosses his laws or endangers the people of Port Zoon. His Zhelezo are trained to be naturally mistrusting of idle hands. Convicted criminals are chained and forced into labor for the various guilds, doing the harshest jobs in each industry.
Defences
A strong force of dedicated Zhelezo and paid militia keep order in and around the city. Artisans and guild heads keep bodyguards, while newly designed defense weapons are employed along watchtowers.
Crime
The sheer volume of equipment and goods produced within the city draws the attention of opportunists and counterfeiters from all over. An entire industry has developed to differentiate true work from fakes, and the laws of Port Zoon are especially strict when it comes to forgeries. Unfortunately, Marquis Haddou’s attention has been divided across issues of production and supply with the growing war to the northeast, diverting his attention from the growing Myriad influence over the city’s businesses and political leaders.
Industry & Trade
Common supplies and businesses are abundant, as are inns and taverns. Esoteric goods can be hard to find, as many of the rare materials imported are already spoken for by the crafting guilds.
Guilds and Factions
Temples across the pantheon are present, but the crafting guilds are tied to worship of Moradin, and are second in power only to the marquis. Myriad activity is present and steadily growing.
Geography
Port Zoon is a compact metropolis of tall stone structures, metal beams and towers, layers of drifting exhaust dust, and rising plumes of industrial soot. The city is separated into three smaller “spheres,” or districts, connected to the central Genesis Sphere through main thoroughfares lined by homes and warehouses.
The Harbor Sphere is an oblong district where the docks, seafaring businesses, and warehouses reside, as well as naval housing and weapon storage. The Assay Sphere is home to smelters, coal refinement factories, and the most mysterious of experimental towers, called the Timuafa, where experiments in controlling the nearby weather patterns have led to varying—and sometimes undesirable—results.
The eastern Sentry Sphere is divided between impoverished homes, humble temples, and the barracks of the Sentry Keep, where many Shore Wardens of the Clovis Concord’s army remain until called
The central Hammer Sphere is the largest district and the nexus for the others. Crammed hovels and student housing form the outer ring, while the most industrious factories, forges, and schools cluster around the center Temple Genesis of the Allhammer.
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