Post by Reyn on Mar 23, 2022 15:55:32 GMT
Praach
Praach, also known as the City of Sevenscore Thousand Spires and the King's Port, was one of the most influential cities on the Continent. It was a marvelous cosmopolitan city of great culture that began as a buffer for commerce between foreign nations and the Inlands through the river Greer. It slowly attracted the most talented artisans, artists, and scholars from across the Known World who would arrive for business but stay for the many delights the city had to offer, thus gaining renown in the furthest reaches of the world. It was one of the Two Gem Cities of the Schadenfreude Gulf, constantly contesting with the port city of Buyan for supremacy inside the Great Gulf. Although, most seasoned travellers would readily give Praach the post of First Gem. The cities had a strong, long-standing military coalition built out of necessity masquaraded as mutual respect. This was the carefully manicured image presented to the world.
The reality left a lot wanting. A bustling, cosmopolitan maritime city, into whose port galleons sailed laden with gold from which only a few benefited, with a thoroughly corrupt civil government and a powerful and well-organized Thieves' Guild. The religious center of Praach was the Path of Many Gods, along which numerous (and often bizarre) cults sought to arrange themselves in order of popularity.
The reality left a lot wanting. A bustling, cosmopolitan maritime city, into whose port galleons sailed laden with gold from which only a few benefited, with a thoroughly corrupt civil government and a powerful and well-organized Thieves' Guild. The religious center of Praach was the Path of Many Gods, along which numerous (and often bizarre) cults sought to arrange themselves in order of popularity.
DESCRIPTION
noun:some background lore and nomenclature.
“Praach, the First Gem of Schadenfreude!”
{DETAILS +}
According to oral history, Praach had humble origins as a little more than a wine hamlet whose fate is tied to the Golden City of Schadenfreude. The legend says the Golden City grew to be the most prosperous city on the fertile lands of the Sein but the people grew vain and proud. Farmers dressed in silk, their horses wearing silver and even the thresholds of homes were made from gold. The wealth attracted poor immigrants but the people of Schednfreude showed no mercy and chased the migrants away with sticks and dogs. Greed corrupted the hearts of men and turned them blind for imminent threats.
On a foggy day, a fisherman caught a mermaid. From the nets, the mermaid warned him Schadenfreude needed to change its ways or suffer the inevitable dire consequences. When the mermaid's husband surfaced and asked for his wife to be set free, the fisherman refused and yelled at him. The merman cursed the fisherman and his city, screaming "The lands of Schadenfreude will fall, only its towers will continue to stand tall!". One day, when a maid went to get water from a well, she noticed cod and other fish swimming in it. The sea was nearing, the water turning salt. With the God's Thirst flood of 560, a huge tidal wave swallowed the lands of Schadenfreude, destroying all of it's adjacent towns, crushing their inhabitants. Soon only the tips of its towers poking out of the inlet's surface testified of its prosperous past.
The name of "Praach" was originally used by the sea captains docking at the hamlet, infatuated by the story. A moniker that originated from the Elder Speech word for 'Threshold'. In the following years, Praach picked up the bulk of the incoming trade meant for Schadenfreude and expanded massively in very short time, becoming home to many souls who would help it grow.
On a foggy day, a fisherman caught a mermaid. From the nets, the mermaid warned him Schadenfreude needed to change its ways or suffer the inevitable dire consequences. When the mermaid's husband surfaced and asked for his wife to be set free, the fisherman refused and yelled at him. The merman cursed the fisherman and his city, screaming "The lands of Schadenfreude will fall, only its towers will continue to stand tall!". One day, when a maid went to get water from a well, she noticed cod and other fish swimming in it. The sea was nearing, the water turning salt. With the God's Thirst flood of 560, a huge tidal wave swallowed the lands of Schadenfreude, destroying all of it's adjacent towns, crushing their inhabitants. Soon only the tips of its towers poking out of the inlet's surface testified of its prosperous past.
The name of "Praach" was originally used by the sea captains docking at the hamlet, infatuated by the story. A moniker that originated from the Elder Speech word for 'Threshold'. In the following years, Praach picked up the bulk of the incoming trade meant for Schadenfreude and expanded massively in very short time, becoming home to many souls who would help it grow.
GEOGRAPHY
[First thing to be added tomorrow!]
The Strange Schadenfreude Sea
The River Greer & The Secret of Water
Snaking through the Seven-score Thousand Spires is the inlet of Greer. One of the largest rivers in the Sein/Inland territory, connecting all the way to the capital. It has not always been so, because as any astute observer would care to point out, the Cheesbridge poundlocks make no sense. By all means, Praach should be an outlet yet the waters still run against all reason into the heartland. The water itself defiantly runs up the cliffs in reverse and up into the homes of Praach's denizens without much resistance or external force. This is a studied phenomenon known quite aptly as the Running Waters, remnant from the curse that swallowed Schadenfreude centuries prior.
Pollution is actively being fought by the government for tourism appeal, but this is made difficult by the boat traffic itself. Inside the city's premises waters are relatively clean, or rather not as polluted as one would think. True filth piles on the outskirts in the industrial Mills district where the city's vast sewer system drains out.
The Strange Schadenfreude Sea
The River Greer & The Secret of Water
Snaking through the Seven-score Thousand Spires is the inlet of Greer. One of the largest rivers in the Sein/Inland territory, connecting all the way to the capital. It has not always been so, because as any astute observer would care to point out, the Cheesbridge poundlocks make no sense. By all means, Praach should be an outlet yet the waters still run against all reason into the heartland. The water itself defiantly runs up the cliffs in reverse and up into the homes of Praach's denizens without much resistance or external force. This is a studied phenomenon known quite aptly as the Running Waters, remnant from the curse that swallowed Schadenfreude centuries prior.
Pollution is actively being fought by the government for tourism appeal, but this is made difficult by the boat traffic itself. Inside the city's premises waters are relatively clean, or rather not as polluted as one would think. True filth piles on the outskirts in the industrial Mills district where the city's vast sewer system drains out.
MAP
noun:for your comfort.
“Pull that shite up, Jamieson!”
{DETAILS +}
GOVERNMENT & TRADE
The Grand Duke
The 12 Lords of Praag
Currency & Finance
Praach's currency consists of copper pennies, silver weights, electrum parings, gold sails, and platinum royals. The Banking Guild plays an important role in financial stability and the economy of the city-state while it's subsidiary The Praachi Mint collects, melts, and re-mints the coins of other nations. Not all foreign currency is immediately refurbished. Instead, a portion is kept in reserve for purposes other than simple exchange. The Banking Guild can use these currencies to devaluate and revaluate their own monetary units over time. Praach's mint is recognized and accepted far and wide across the Known World. The term 'piece' is used interchangably with Praach's coinage.
Taxes, Taxes, Taxes
Praach's great wealth is driven by trade, so the city's rulers strive to craft policies favorable to commerce (and their own interests), but otherwise take a relatively laissez-faire approach to regulation. Taxes in the city are very light, although Siege Taxes during wartime may be significantly higher. There are no property taxes, although the city charges for access to roads, sanitation, and other public infrastructure. Modest taxes on foreign merchants, fees for pilots through the Strange Sea, and docking fees, are generally sufficient to supply the city's needs.
Restrictions on Magic
Although practicioners are highly prized in the aristocratic circles, most of them are subjected to extensive vetting and further taxation prior to being able to exercise their power at all without fear of legal repercussion. Admittedly there do exist worse, more permanent punishments that the city's militia can freely exact upon an illegal caster. The government of Praach has declared a ban on some magic altogether.
The so called Three Blasphemies are those schools of magic that have been identified as significant threats to the welfare of the city. These are, in order of severity: Pyromancy, Bewitchery and Goëtia. The chief crime of Pyromancy is a punishable offense in most reaches on the Continent due to it's sheer potential for large-scale destruction at the slighest mishap. Bewitchery, the School of Enchantment, has been similarly banned for it's potential to damage free commerce in the city's borders. Lastly, Goëtia, the dark art of demonology, is banned mostly due to a mix of the previous two reasons.
Furthermore, there is a extensive scrutiny against any practice of Alchemy on account of the Banking Guild who fear for it's potential to devalue Praach's currency. Generally speaking there exist a few loopholes around some of the restrictions imposed as well as exceptions. However, the lengths one would have to go to acquire them are nigh-impossible due to tight and obnoxious bureaucratic proofing.
The 12 Lords of Praag
Currency & Finance
Praach's currency consists of copper pennies, silver weights, electrum parings, gold sails, and platinum royals. The Banking Guild plays an important role in financial stability and the economy of the city-state while it's subsidiary The Praachi Mint collects, melts, and re-mints the coins of other nations. Not all foreign currency is immediately refurbished. Instead, a portion is kept in reserve for purposes other than simple exchange. The Banking Guild can use these currencies to devaluate and revaluate their own monetary units over time. Praach's mint is recognized and accepted far and wide across the Known World. The term 'piece' is used interchangably with Praach's coinage.
- Copper Pennies - Praach does not regularly mint pennies, typically using varied denominations for minor transactions. Occasionally an adventuring party, hero, or other special event will be commemorated by a limited mintage of these coins.
- Silver Weights - A "weight", always of silver, is the standard unit of commerce, even for very large transactions.
- Electrum Parings - Praach no longer mints parings, but some were created during ancient crises as coins of mixed silver, gold, and copper. They are accepted only in Praach at five times the value as a silver weight. Trade in parings is still a popular alternative in some mercantile circles. The term paring comes from the fact that each coin can be easily split into up to eight smaller and less valuable pieces.
- Gold Sails - Praach's coin is the weight of a full measure of gold, and the standard by which such coins are assessed.
- Platinum Royals - Used in exchanges between large mercantile houses and/or powerful economic entities.
Taxes, Taxes, Taxes
Praach's great wealth is driven by trade, so the city's rulers strive to craft policies favorable to commerce (and their own interests), but otherwise take a relatively laissez-faire approach to regulation. Taxes in the city are very light, although Siege Taxes during wartime may be significantly higher. There are no property taxes, although the city charges for access to roads, sanitation, and other public infrastructure. Modest taxes on foreign merchants, fees for pilots through the Strange Sea, and docking fees, are generally sufficient to supply the city's needs.
Restrictions on Magic
Although practicioners are highly prized in the aristocratic circles, most of them are subjected to extensive vetting and further taxation prior to being able to exercise their power at all without fear of legal repercussion. Admittedly there do exist worse, more permanent punishments that the city's militia can freely exact upon an illegal caster. The government of Praach has declared a ban on some magic altogether.
The so called Three Blasphemies are those schools of magic that have been identified as significant threats to the welfare of the city. These are, in order of severity: Pyromancy, Bewitchery and Goëtia. The chief crime of Pyromancy is a punishable offense in most reaches on the Continent due to it's sheer potential for large-scale destruction at the slighest mishap. Bewitchery, the School of Enchantment, has been similarly banned for it's potential to damage free commerce in the city's borders. Lastly, Goëtia, the dark art of demonology, is banned mostly due to a mix of the previous two reasons.
Furthermore, there is a extensive scrutiny against any practice of Alchemy on account of the Banking Guild who fear for it's potential to devalue Praach's currency. Generally speaking there exist a few loopholes around some of the restrictions imposed as well as exceptions. However, the lengths one would have to go to acquire them are nigh-impossible due to tight and obnoxious bureaucratic proofing.
POINTS OF INTEREST
Upper Ward
"Arguably the most well defended part of Praach. It sits several hundred feet high above sea level, while the rest of the city swirls upwards to it in a clockwise direction. Upper Ward lords above Coldharbour, some of the Cliffs and the Newtown."
>>The Grand Palace - The Grand Duke's seat of power. One of the towers used to be a light house, another is entirely dedicated to the royal court's arcanist.
>>Highroad - Homes of nobility. Mages. Retired soldiers. Has a fair share of jewelry shops.
Old Praach
"Also known as Oldtown. Historical quarter of town with poor city plan. It is here where one will find the majority of bureaucracy and civil services."
>>Oldtown Square - Main town square of Praach.
>>The Garrison aka The Royal Hussar Academy - Grounds of the city's finest as well as training grounds for new ensigns.
New Praach
"Also known as Newtown. Most populated part Praach during the day, and sometimes even during the night. Home to most services and delights. The main thoroughfare leads through here to the Grand Palace from the Shepherd's gate."
>>The Path of Many Gods - Massive stretch of wide cobblestone road calving the Newtown with rows of countless religious missions flanking both of it's sides. Chances are, if it's worshipped somewheres on the Continent, it has a shrine somewhere along the path. Don't get swindled or recruited into the deahtcult of the week.
The Cliffs
"A cultural meltingpot as well as where the bulk of recreation takes place. Because it can take up to 3 hours to haul a ship up the 3 consecutive pound locks many sailors and passengers can be caught sampling local cuisine or sitting at one of the many dive bars to kill time. The middle bridge, connecting with the main thoroughfare, is the largest and named Carl's Crest. However, it also has another name: Cheesebridge, which can sometimes be overheard attributed to The Cliffs as a whole. This comes from the fact that because the ships spend the most time in the middle pound lock it gives plenty of time to any onboard vermin to disembark in the chaos. Praag has suffered a terrible blight thanks to these rats in the past."
The Lanes
"A labyrinthine urban sprawl that sits just outside Praach's old gate. Low-income housing."
>>Thieves' Landing - A secret smuggling path and the only real way for commerce to bypass Praach's taxes.
>>Dog's Rest - Formerly Herrier's Seat. Small estate to the south-east, close to the mills. Retirement home of the Black Baron.
Orchard's End
"A proper minucipal area outside the East gate. Has it's own mayor and commerce, both of which fall under the larger Praach. It is between here and the Mills that locals grow a plethora of tulip varieties which are sold to tourists in the Cliffs or used as dye materials in the Mills."
>>The Ramfair - Here the Hussar mounted cavalrymen train how to ride and control their war-billies.
The Mills
"The bulk of food processing as well as material production takes place here. Brubaker's Sawmill sends wood downstream along river Greer and deeper into the realm."
>>The Ramfair - Here the Hussar mounted cavalrymen train how to ride and control their war-billies.
Eastport
"The main port of the city and thus also where the bulk of commerce takes place between foreigners and natives."
>>Sixbowls - A fishmonger village built into and along the massive cliff directly under the Upper Ward.
Coldharbour
"Most of the city's cheaper labor takes place here, for example a lot of supply chains use this district as a staging area. Also one of the poorest parts of the city proper, very low-income housing. Almost 26% of inhabitants are of Merfolk-descent. Several ship salvage services make their home here."
>>Unterfeld - A submerged Merfolk settlement built into the craggy coast.
The Mires
"Shanty-town to the north of the wall, not formally recognized as part of the city."
"Arguably the most well defended part of Praach. It sits several hundred feet high above sea level, while the rest of the city swirls upwards to it in a clockwise direction. Upper Ward lords above Coldharbour, some of the Cliffs and the Newtown."
>>The Grand Palace - The Grand Duke's seat of power. One of the towers used to be a light house, another is entirely dedicated to the royal court's arcanist.
>>Highroad - Homes of nobility. Mages. Retired soldiers. Has a fair share of jewelry shops.
Old Praach
"Also known as Oldtown. Historical quarter of town with poor city plan. It is here where one will find the majority of bureaucracy and civil services."
>>Oldtown Square - Main town square of Praach.
>>The Garrison aka The Royal Hussar Academy - Grounds of the city's finest as well as training grounds for new ensigns.
New Praach
"Also known as Newtown. Most populated part Praach during the day, and sometimes even during the night. Home to most services and delights. The main thoroughfare leads through here to the Grand Palace from the Shepherd's gate."
>>The Path of Many Gods - Massive stretch of wide cobblestone road calving the Newtown with rows of countless religious missions flanking both of it's sides. Chances are, if it's worshipped somewheres on the Continent, it has a shrine somewhere along the path. Don't get swindled or recruited into the deahtcult of the week.
The Cliffs
"A cultural meltingpot as well as where the bulk of recreation takes place. Because it can take up to 3 hours to haul a ship up the 3 consecutive pound locks many sailors and passengers can be caught sampling local cuisine or sitting at one of the many dive bars to kill time. The middle bridge, connecting with the main thoroughfare, is the largest and named Carl's Crest. However, it also has another name: Cheesebridge, which can sometimes be overheard attributed to The Cliffs as a whole. This comes from the fact that because the ships spend the most time in the middle pound lock it gives plenty of time to any onboard vermin to disembark in the chaos. Praag has suffered a terrible blight thanks to these rats in the past."
The Lanes
"A labyrinthine urban sprawl that sits just outside Praach's old gate. Low-income housing."
>>Thieves' Landing - A secret smuggling path and the only real way for commerce to bypass Praach's taxes.
>>Dog's Rest - Formerly Herrier's Seat. Small estate to the south-east, close to the mills. Retirement home of the Black Baron.
Orchard's End
"A proper minucipal area outside the East gate. Has it's own mayor and commerce, both of which fall under the larger Praach. It is between here and the Mills that locals grow a plethora of tulip varieties which are sold to tourists in the Cliffs or used as dye materials in the Mills."
>>The Ramfair - Here the Hussar mounted cavalrymen train how to ride and control their war-billies.
The Mills
"The bulk of food processing as well as material production takes place here. Brubaker's Sawmill sends wood downstream along river Greer and deeper into the realm."
>>The Ramfair - Here the Hussar mounted cavalrymen train how to ride and control their war-billies.
Eastport
"The main port of the city and thus also where the bulk of commerce takes place between foreigners and natives."
>>Sixbowls - A fishmonger village built into and along the massive cliff directly under the Upper Ward.
Coldharbour
"Most of the city's cheaper labor takes place here, for example a lot of supply chains use this district as a staging area. Also one of the poorest parts of the city proper, very low-income housing. Almost 26% of inhabitants are of Merfolk-descent. Several ship salvage services make their home here."
>>Unterfeld - A submerged Merfolk settlement built into the craggy coast.
The Mires
"Shanty-town to the north of the wall, not formally recognized as part of the city."
The Noon's Thirst Festival has once again launched in Praach! What you do is up to you, feel free to explore the city and it's many delights on this fine holiday.
Character Rules
1. Be Weary of Resources - This is a medieval fantasy environment inspired by DnD built with emphasis on collaboration in both story-telling and world-building. Be mindful that as you make your character! You are expected to effectively 'sell yourself' and everything in your possession. tl;dr - The higher ranking your character, the more exposition from your side is expected. I will take your toys away if they turn out to be nukes.
2. Be Respectful - Again, collaborate with people here or in the Discord Channel.
3. Uhhh, placeholder I guess?
Anyhow, the thread will go up in the following two days. In case of questions feel free to ask me or anybody else in the Spellbook channel on Discord.