Coria Settlement in The Forsaken Shores | World Anvil
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Coria

Race Harmony: Harmony
Ruler's Status: Contested leadership open fighting
Notable Traits: River divides town
Known for its: Wines
Current Calamity: Marauding Monsters, Trade raided by pirates.
Buildings: Orphanage, x2 Middle-class home district, x2 Upper-class home district, 2x Abandoned Warehouse, guild tavern, Gambling tavern, Warehouse with goods from a distant land, Bulk goods warehouse,

Demographics

Coria is a melting pot of many different races the main three are Human, Tabaxi, Dwarves.

Government

Coria is ruled by a council of aristocrats that govern the city and its people

Laws


Punishment for a crime can include one or more of the following, based on the nature of the crime, who or what the crime is committed against, and the criminal record of the convicted:  
  • Death
  • Exile (for a number of years or summers)
  • Flogging (a set number of strokes)
  • Hard labor (for days, months, or years depending on the seriousness of the crime)
  • Imprisonment (for days or months depending on the seriousness of the crime)
  • Fine (payable to the city; inability to pay the fine leads to imprisonment and/or hard labor)
  • Damage (payable to the injured party or victim's kin; inability to pay damage leads to improvement and/or hard labor)
  • Edict (forbidding the convicted from doing something; violation of an edict can result in imprisonment, hard labor, and/or a fine)

I. Crimes against council, officials, and nobles

Assaulting or impersonating a member of the council: death   Assaulting or impersonating an official or noble: flogging, imprisonment up to a Tenday, and fine up to 500 gp   Blackmailing an official: flogging and exile up to 10 years   Bribery or attempted bribery of an official: exile up to 20 years and fine up to double the bribe amount   Murder of a member of the council, official,or noble: death   Using magic to influence a member of the council without consent: imprisonment up to a year and fine or damages up to 1,000 gp   Using magic to influence an official without consent: fine or damages up to 1,000 gp and edict  

II. Crimes against the State

  Arson: death or hard labor up to 1 year, with fines and/or damages covering the cost of repairs plus 2,000 gp   Braindishing a weapon without due cause: imprisonment up to a Tenday and/or fine up to 10 gp   Espionage: death or permanent exile   Fencing stolen goods: fine equal to the value of the stolen goods and edict   Foregery of an official document: flogging and exile for up to 10 summers   Hempering justice: fine up to 200 gp and hard labor up to a Tenday   littering: fine up to 2 gp and edict   Piosing a city well: Death   Theft: flogging followed by imprisonment up to a Tenday, hard labor up to 1 year, or fine equal to the vale of the stolen goods   Treason: death   Vanalism: imprisonment up to a Tenday plus fine and/or damages covering the cost of rapirs plus up tp 100 gp   Using magic to influence an official without consent: fine and damages up to 1,000 gp and edict  

IV. Crimes against Citizens

  Assaulting a citizen: imprisonment up to a Tenday, flogging, and damages up to 1,000 gp   Blackmailing or intimidating a citizen: fine or damages up to 500 gp and edict   Burglary:imprisonment up to 3 months and damages equal to the value of the stolen goods plus 500 gp   Damaging property or livestock: damages covering the cost of rapirs or replacement plus up to 500 gp   Disturbing the peace: fine up to 25 gp and edict   Murding a citizen without justification: death or hard labor up to 10 years, and damages up to 1,000 gp paid to the victim's kin   Murding a citizen with justification; exile up to 5 years or hard labor up to 3 years or damages up to 1,000 go paid to the victim's kin   Robbery: hard labor up to 1 month and damages equal to the value of the stolen goods plus 500 gp   Slavery: flogging and hard labor up to 10 years   Using magic to influence a citizen without consent: fine or damages up to 1,000 gp and edict

Defences

Coria has high walls of around 16 feet made of marble with an arching gate and iron-reinforced Sacraa wood gate. Guards patrol the walls borders and the city with a 24-hour guard over the gates. Coria has a standing defense army of 2,000 soldiers and 830 sailors ready to defend Coria at a moment's notice.

Industry & Trade

Many inhabitants of Coria make their living on the sea and the trade from it.

Infrastructure

Coria has a highly developed infrastructure with most of the streets being brick-paved and an elaborate marble courtyard with intricate designs carved into it, Several arch bridges that allow passage of the Helsi River but still allows goods to be transported along the river in canoes with a intricately carved whitewashed bridge that connects the two halves of Coria. Along with the cost, there are shipyards and docks that facilitate trade and allow for new vessels to be bauilt.

Districts

Coria has three central districts The upper-class districts are more heavily guarded and not open to the general public many need passes to enter the High Sun Tavern resides in this district and only serves those who can afford membership.

Assets

Tailor, Ropemaker, Book shop, Money Lender, weapons & armor shop, pottery, Vineyard, Wine shop

Guilds and Factions

Von Alberous Org, The Black Knife Syndicate

Architecture

Coria has Roman architecture utilizing arches, domes vaults, and buttresses.

Geography

Coria is on the edge of the Savage Sea with the Helsi River river splitting the city in two. The Surronding terrain is fertile plains envelope into rolling hills shaded by forest.

Climate

The climate of Coria is temperate with shining sun and cool breezes for most of the year.

Natural Resources

Fish and marine resources from the Savage Sea, grain from the surrounding fields and wood from the forest.
Founding Date
721
Alternative Name(s)
Summer City
Type
City
Population
15,300
Location under
Characters in Location

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