Camorr
Camorr is one of the prominent southern city-states, located on the Brass Sea south on the continent, and consists of eighty-eight thousand souls. The city’s skeleton is a network of Elden glass towers, bridges and labyrinths – remnants of a vanished race – and fleshed out by humanity with wood and stone. The Angevine River splits Camorr down the center.
A network of canals, traversed using barges not dissimilar to gondolas, split Camorr into a series of little island-esque segments. Camorr is split into districts and like all cities, Camorr has luxurious parts and impoverished parts. The latter consists of the Narrows, the Dregs, the Wooden Waste, the Snare, the Cauldron, Coalsmoke, Ashfall, and most of the docks, though it’s fair to say the destitution isn’t necessarily limited to the districts above. The closer one gets to the prestigious Five Towers the further one gets from the poverty stricken parts of Camorr: North Corner, Coin-Kissers Row and Alcegrante are sound examples of these exclusive sections.
Coin-Kisser’s Row is said to be ‘the oldest and goldest financial district on the continent’ and its ostentatious three/four story buildings reflect this claim. The northern half of this district lies opposite to the Fauria, a crowded island consisting primarily of ‘multi-tiered stone apartments and rooftop gardens’. The Videnza district is a comfortable part of the city, though possibly not as much as the Alcegrante, clean and spacious and well patrolled; its shops, despite being situated within old buildings, are well kept and sport brightly colored roofs and recognizable names of distinguished merchants not inclined to face the Shifting Market. The Shifting Market is a lake about half a mile in circumference, packed with hundreds of merchant barges selling their wares to civilians on breakwaters. The Shifting Revel, where observation barges are secured to the breakwaters and occupied by hundreds of Camorri wanting to see the performances, replaces the Market once a month. These performances are conducted atop sunken iron cages, and include the Teeth Show, Judicial Forfeitures and Penance Bouts. Opposite the Shifting Market are the Alcegrante islands, home to the minor nobility of Camorr. It is a place of ‘walled gardens, elaborate water sculptures and white stone villas’ where any persons appearing as low-class are brusquely discouraged to enter. The Alcegrante is located in the Upper City.
The Narrows is located at the tip of the bad part of the city. Forty feet beneath the outer edges of Camorr, it is a labyrinth of ‘warrens and hovels’ consisting of rows upon rows of ‘tenement housing and windowless shops’ with countless narrow alleys snaking between these structures barely wide enough to fit two men walking abreast. The Wooden Waste, located south in Camorr, is a sheltered bay open to the sea, acting as a ship graveyard. It is also rumored to be home to the legendary Crowns of Camorr. The Dregs are described as ‘poverty-wracked’, the Snare ‘disreputable’, and Ashfall ‘dirty and falling apart’. The Cauldron is the worst part of Camorr, the name possibly originating from claims that the Cauldron is an amalgamation of all the bad parts of the city. Even the yellowjackets refuse to enter the place unless in well-armed squadrons.
Government
Even when Camorr had once knelt to the mageocracy like the rest of Eredhen, they still possessed a royal family. As far as I can discern, an Absolute Monarchy rules Camorr, with Duke Nicovante definite leader of the city.
The Duke’s Magistrates, located inside the Palace of Patience, uphold the law and are, essentially, the only judges in Camorr’s court. Below these are the yellowjackets also known as the watchmen and their officers reside outside the Palace of Patience in Old Citadel alongside tax collectors. ‘Blackjackets’ is the given name for the Duke’s army. Alongside this constabulary force are the Duke’s Ghouls, a group who have survived plagues and thus possess natural immunity, and are made to work among quarantine areas and sick people..
The punishment of broken laws in Camorr can be considered as unnecessarily harsh; thieves of all ages are hung from bridges, other convicts are chained to oars and forced to row. Other means of punishment are unusually cruel and brusque, for example I once had the sorry misfortune of heading the wrong direction on one of the many catbridges spanning their canals. Without warning I was promptly hurled from the bridge as I had unwittingly halted the flow of foot traffic. There are, of course, prisons, as well as cages and the Teeth Show. Needless to say it is an unpleasant thing to be punished in Camorr.
Industry & Trade
There is very little trade that cannot trace its roots back to Camorr. The very clothes on your back could likely trace one of their components to the streets of Camorr. Its wealthy and power in kingdom wide trade is unrivaled and not to be trifled with.
Guilds and Factions
It is reported that dozens of criminal gangs call the worst parts of town home.
Architecture
The blending of ancient Mageocracy infustructure with the construction of modern day is an art form in Camorr. Buildings can be seen made of several materials seemingly at random but it all built upon the bones of what was before.
Type
Large city
Population
88000
Remove these ads. Join the Worldbuilders Guild
Comments