Iron Kingdoms - Mechanika n' Mayhem
The City of Corvis
The Church of Morrow (NG) is the official/majority religion of Cygnar (the nation) and this is reflected in Corvis. Thamar (NE) doesn’t have a centralized religious order. It’s more of a solitary or small-group thing–the Inquisition wasn’t that long ago (ended about 10 years ago).
There are several churches of Morrow in Corvis. The Cathedral of Morrow is the largest and most ornate and boasts the longest history. The Cathedral occupies a small island in the eastern part of the city and is attached to the mainland by two small bridges. There is a small graveyard on the premises, and in it lie generations of priests and friends of the church. An imposing granite tomb lies just outside the entrance of the Cathedral. In this tomb is buried the lead witch from the Corvis coven scandal. Prelate Pandor Dumas has been in charge of the Cathedral for the past 6 years and active among the city’s clergy for over a decade.
Corvis is a city built at the confluence of 2 rivers. Also known as a “swamp”. The city is over a millenium old. In that time, parts of it have sunk into the swamp, becoming the Undercity. This is the realm of criminals but there are also tales of very dark and sinister things living in the Undercity.
The city has built up, hemmed in by the swamp and the Widowers Wood. The level above the Undercity is Old Corvis. New Corvis is built on top of that. In general, the higher up your house and/or shop, the wealthier you are. The middle class mostly resides toward the…uh…middle. The city’s structures are interconnected with ramps, bridges, canals and tunnels.
Corvis is also called the “City of Ghosts”. In 1200 years, a lot of people have lived and died in Corvis. And not all the dead rest easy.
The Merchants Guild is the most powerful of the many guilds in Corvis. The Merchants Guild Hall is the most opulent structure in Corvis. Even more impressive than City Hall.
Other prominent guilds in Corvis are the Caravaners Guild (shipping by river or land), the Fraternal Order of Wizardry, and the STeam and Iron Workers Union.
There are a few criminal gangs in Corvis. In the northwest (lower left on the map) are the in-fighting, often leaderless Griffons. In the southwest are the Black Hand, who have an effective leader named Garrick and have been quite profitable. The eastern side of the city has what’s left of the once major crime family the Gertans. The Gertans might not have as much territory as they used to, but they’re still formiddable. The other gangs leave them alone on their own turf.
The City Watch
The watch in Corvis, unlike the watch in Five Fingers, is competent, well trained, and well equipped. The watchmen are guards, constables, detectives, and on occasion even judges and executioners. When the watch apprehends a criminal, justice is swift and harsh. Trials are conducted quickly, within days. Penalties are usually physical punishment (including hard labor), fines, or both. Prisoners have few rights and generally considered guilty unless proven innocent. Perpetrators of minor crimes do note get a trial at all. The watch captain on duty issues a summary judgment, and punishment (such as a night in the stocks) is carried out without the courts involvement. Treatment of citizens is not equal before the law. The better your family and political connections, the better your chances of escaping certain punishments.
- Noteworty Shops
Garworth’s – Run by Burrman Garworth, his shop is known as one of the finer arcana emporiums in the city. He caters to local wizards, alchemists and arcane mechaniks. The man himself is known as a wizard of formiddable skill and a member of the local Fraternal Order of Wizardry.
Bodak’s Blades – Run by Hamil Bodak, Bodak’s Blade is a full-service armor and weapons establishment. It’s also a place where someone can go to hire muscle.
Pitt’s Pistols – Angmar Pitt is the premier gunsmith in Corvis. If you’re looking to buy the best, that’s all he sells.
Engines East – Run by the dwarf Gamack Redhammer, Engines East caters to the owners and operators of steamjacks.