Districts of Korvosa
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Grey
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G1 - Great Tomb of Leadership
G2 - Grand Cathedral of Pharasma
Korvosa’s extensive graveyard, this district is divided into three grave wards: Gold, Everyman, and Potter’s, in which are buried the wealthy or prominent, the well-to-do, and the poor, respectively. In the fourth ward, Sepulcher, the cathedral of Pharasma maintains a close vigil over the graves.
East Shore
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E1 - Theumanexus College (small wizard school)
a - Geezlebottle Hall
b - Toryr Hall
c - Verso Hall
E2 - Leftover's (inn)
E3 - Horse Shop (fairest prices in town)
E4 - Shoreline Drinkhall (tavern)
The only district beyond the channel of the Jeggare River, East Shore is home to a handful of noble houses closely tied to the city’s military, as well as the struggling Teumanexus College.
The Heights
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H1 - Great Tower (Sable Company base)
H2 - Upslope House (bed & breakfast)
H3 - The Frisky Unicorn (bed & breakfast)
H4 - Temple of Asmodeus
H5 - Gilded Orrery (shop of magical wares and arcane books)
H6 - Jittery Quill (ale and coffee place)
H7 - Jeggare Museum
H8 - University of Korvosa
H9 - The Wise Dragon Inn
H10 - Tenna's (small bed & breakfast)
H11 - Marbledome (opera house)
H12 - Kendall Amphitheater
H13 - Crested Falcon (expensive, elite restaurant)
H14 - Temple of Sarenrae
H15 - The Overlook (tavern)
Atop Citadel Hill, the Heights district has a commanding view of the city, which residents look down on both figuratively and literally. Nearly all of Korvosa’s elite reside here, as does the premier non-magical educational institution, the University of Korvosa, and the temples of Asmodeus and Sarenrae.
Midland
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Citadel Volshyenek (HQ of Korvosan Guard)
M1 - Bookmaker (Korvosa's largest bookstore)
M2 - Bailer's Retreat (rough tavern)
M3 - Gold Market (Korvosa's largest market, open-air)
M4 - Eodred's Walk (14 different shops)
M6 - Creaky Hammock (tavern and inn with nautical theme)
M8 - Pestico's Dolls and Figurines
The district of Midland is cosmopolitan, friendly, and a central hub for trade of all sorts. As well as hosting a multitude of shops and businesses, Midland also plays host to the headquarters of the Korvosan Guard, Citadel Volshyenek, and numerous residences for merchants and labourers alike.
North Point
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N1 - Laughing Wave Inn
N2 - The Dock Trade
N3 - Whitecaps (inn)
N4 - Longacre Building
N5 - City Hall
N6 - Bank of Abadar
N7 - Three Rings Tavern
N8 - Sanctuary of Shelyn
N9 - Avenue of Arms
N10 - Posh and Turtle (inn)
North Point, at the northwestern tip of mainland Korvosa, was the first section of the mainland settled by the descendants of the city’s Chelish founders. The district houses many of the city’s oldest non-noble families. Korvosa’s seat of administrative government is located here, from which the Arbiters and Magistrates work, as well as the Bank of Abadar.
Old Korvosa
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O1 - Palace Arkona
O2 - Old City Hall
O3 - Orisini Academy
O4 - Endrin Military Academy
O5 - Reefclaw Run Market
O6 - Sticky Mermaid (tavern)
O7 - Jeggare's Jug (pub)
O8 - Copper-Beater Hall
O9 - Eel's End (gambling hall, brothel, drug den, flophouse)
O10 - Exemplary Execrables (dark, twisted theater)
O11 - Temple of Aroden
O12 - The Travelling Man (tavern)
O13 - Hessim, Newby and Sage Paint Manufactory
O14 - The Ironworks
Old Korvosa is, as the name implies, old. It covers all of Endrin Isle, which rises from sea level along the southern shore (which runs parallel with the mainland) to a two-hundred foot high escarpment on the seaward north side. Old Korvosa holds many of the city’s poor, and large sections of the area are mazes of hovels, often built on top of older structures to accomodate the growing population. This has resulted in the infamous Shingles: layer upon layer of makeshift accomodations which have grown five stories high in many places. The island contains more than the poor, however: the Arkonas, undoubtedly Korvosas most eccentric noble house, have their palace here. Vencarlo Orisini also runs his famed duelling academy in Old Korvosa.
South Shore
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S1 - Orkatto's Feathers and Fur (shop of exotic pets or oddities)
S2 - Green Market (small, fully enclosed market)
S3 - Bard's End (Korvosa's largest inn)
S4 - Jade Circle (elite teahouse)
S5 - Pantheon of Many
The newest district of Korvosa, South Shore’s population consists largely of the city’s nouveau riche hoping to escape the cramped conditions elsewhere. Notable sites include the enclave of the Mierani elves, and the Pantheon of the Many.
Organizations
Arbiters:
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More than judges, the arbiters also have legislative oversight. Any declaration the king makes must first face review from the arbiters, who vote on its legality both in regards to the Korvosa City Charter and the latest known laws of Cheliax. By charter amendment, seven arbiters must examine a monarchial decree and five of them must accept it in order for it to become law. If the arbiters review and reject a decree, one of those who voted against it must advise the king on what he can do to make the decree more acceptable to Korvosan and Chelaxian law.
The Cerulean Society:
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Korvosa’s only true thieves’ guild, often causes the poorer noble houses to bristle at its blatant extortion. The Cerulean Society runs a fairly typical protection racket with excruciatingly smug satisfaction, even going so far as to wear blue uniforms when they come to collect. The price a “client” pays for the Society’s “services” varies, but does not appear to depend on wealth - the wealthy House Jeggere, for example, pays a token amount, while impoverished House Peltherianon cannot hope to pay the sums demanded.
The Korvosan Guard:
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The Korvosan Guard serves the city of Korvosa first, the city’s leader second, and the church of Abadar third. It works closely with the monarch and high priest of Abadar to maintain order in the city, acting most often as a police force, but turning into a military operation whenever the city is threatened by external forces.
Field Marshal Cressida Kroft leads the nearly 700 soldiers of the Korvosan Guard, almost all of whom are human of Chelaxian descent. All other civilized races have representatives in the guard, as do Shoanti and Varisians. Despite an ever increasing integration of non-Chelaxians into its ranks, the Korvosan Guard remains steadfastly tied to its Chelaxian traditions. Only full-blooded Chelaxian humans can become generals or the field marshal, while only those with at least half Chelaxian blood (including half-elves) can achieve a rank higher than captain.
Magistrates:
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With the creation of the monarchy, the magistrates and their bureaucratic underlings struggled to justify their existences to the city’s first king, the beloved Eodred I. Fortunately for them, Eodred I believed strongly in delegating responsibilities, and during his reign the number of magistrates and their staffs ballooned. Queen Domina halved the number of magistrates, but, since her death, many of those she cut have returned. Today, city hall houses no fewer than 23 magistrates, with a combined staff of nearly a hundred. No one exactly knows what the magistrates or their staffs do, but most Korvosans suspect the entire purpose of city hall is to waste the time and money of the city’s people.
The Order of the Nail:
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One of the original seven orders of Hellknights, the Order of the Nail is among the farthest removed from their home in Cheliax, having been coaxed to Varisia in 4682 by Korvosa’s Queen Domina. Strong martial traditions, strength, force, and intimidation are the primary virtues of the order, well represented by their distinctive horned helms and demon-maw breastplates.
The Korvosan Guard bristles at the occasional unrequested aid of the harsh-minded knights, but it begrudgingly accepts their results and acknowledges their effectiveness. The city’s government has little interaction with the Hellknights, except for requesting their aid in dealing with particularly dangerous situations.
Sable Company:
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Commandant Marcus Thalassinus Endrin leads his hippogriff-mounted marines in defense of the skies and waters of Korvosa. The Company is one of the most respected institutions of the city, with the common people holding its members in high regard, and trusting the Commandant with the authority to, on the Seneschal’s order, oust any monarch whose rule is becoming tyrannical or otherwise destroying the city.
Religions
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After the death of Aroden and the rise of Infernal Cheliax the leadership of Korvosa accepted the influence of that state, though the rest of the city remains wary. The church of Asmodeus remains what many consider a necessary evil, as its inclusion improves the chance of Cheliax eventually reclaiming Korvosa. Asmodeus’ faithful tend to keep to themselves, in part because of the frequent non-violent clashes with the more popular church of Abadar.
Abadar has the most numerous following in Korvosa, and his priests work closely with many organizations. In fact, the Church is practically part of the bureaucracy itself, running the mint, and working for magistrates and arbiters. Priests of Abadar even work with the Korvosan Guard on occasion.
Pharasma’s faithful patrol the Grey District, and are generously supported by the wealthiest families of Korvosa to maintain this guardianship.
Commoners love Sarenrae, for she represents the Korvosan quality of honesty, to say nothing of her role as a healer. The temple of Sarenrae doubles as a hospital and, in recent days, has begun to play host to small altars to Iomedae, Torag, Erastil, and other righteous gods, since the Temple of the Many’s closing.
Although the sanctuary of Shelyn is beautiful, her faith has little influence over Korvosa.
House Arkona
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House Arkona is something of an enigma in Korvosa. They have an extensive property on the island of Old Korvosa, and virtually rule that area. They have successfully dealt with much of the petty crime of the area, which has given them the tacit support of the city's government, despite rumours that this success has been largely due to the family actually controlling much of that same crime, and more. The head of the House is Glorio Arkona, who is as enigmatic as his family, and rarely seen outside the grounds of his Palace.