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    A swift guide for the wise traveler to the city

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    Odd_Canuck

    Posts : 16
    Join date : 2015-12-10

    A swift guide for the wise traveler to the city

    Post by Odd_Canuck on Mon Oct 17, 2016 11:10 am

    Out of Character:

    Out of character, I'm setting this up as a place to post things smaller than player-run organizations. Tea houses, locations and things of interest that just background elements to use rather than places that are focus points for players. As always, nothing here is in active use until a ST approves it, so remember to read with a grain of salt.

    Greetings wise traveler and congratulations upon the purchase of this guide book. Within it's pages you will find many contributions by many different authors on the various unique situations and environments one will find aboard this great city. As this is a collection of wisdom on the many pleasant and otherwise surprises one might seek to know about, some passages may seem contradictory or outdated. It is advised, as with all guides, that one do not treat this as an absolute, but rather a collection of many points of wisdom and advice rather than as an absolute.

    Odd_Canuck

    Posts : 16
    Join date : 2015-12-10

    Re: A swift guide for the wise traveler to the city

    Post by Odd_Canuck on Mon Oct 17, 2016 11:11 am

    On Slums and other "low rent" areas of the city. As a general note to the wise traveler, the great city-ship is still a ship, thus the least desirable locations are those furthest forward. Second to the central-forward known as the Midden are those at the furthest-port and starboard along the bow. The district to starboard is known as the Whale, due to the large whale carcasses used in the construction of several of its larger buildings. To the Port forward is a district known as Remnants, it's name earned as being the place that gets whatever is left after every physical part of the cluster of large fish markets to stern are done with their goods.

    Odd_Canuck

    Posts : 16
    Join date : 2015-12-10

    Re: A swift guide for the wise traveler to the city

    Post by Odd_Canuck on Mon Oct 17, 2016 11:12 am

    Taxation on the city ship is a complex matter. There are of course, import and export taxes as with any nation, and these suffice for the majority of the income of the city, but the oddities of the floating city have given rise to their own local twists on minor taxes. For example, There is the complex interaction of the annual tonnage fees.
    On the surface the tonnage fees seem simple enough, every year (typically when the ship has a great distance before reaching port again) the taxmasters assess each vessel, mobile or not, in the city. They assign a moderately extortionate tax rate upon it to scale with the size of the building or vessel. Where the complexity comes in is the Sailmasters. A city ship needs sails to keep moving, and thus needs a way to encourage even the vessels that are incapable of independent travel to raise sails and help the city move. To that end there is a group of experienced sailors known as the Sailmasters with the authority to inspect vessels and give them a tax credit in proportion to the effect of the sails they use. This inspection must be done every 5 years to maintain credits. This credit can exceed the tax due, resulting in the city actually paying a particularly effective ship to stay. To make matters slightly more complex, the Sailmasters support themselves individually and collectively by assisting captains in achieving maximum sail efficiency.

    Odd_Canuck

    Posts : 16
    Join date : 2015-12-10

    Re: A swift guide for the wise traveler to the city

    Post by Odd_Canuck on Mon Oct 17, 2016 11:13 am

    The Reef Fleet

    The Reef fleet isn't a fleet, nor is it composed of reefs. It is however, even more dangerous to the city than a razor-reef, and thus a reason to keep it at a distance. The Reef fleet is the dramatically named collection of ships and platforms that trail behind the city, attached via a series of stout ropes and chains. The reason for the caution is simply that they are the bulky and slow locations that have been given over to the highly dangerous workings needed for a city to operate. Be it the Last Cod, refinery ship producing triple distilled screech, to The Foundry Nest producing demonic made goods, to the floating manufactory known as the Alchemical Whore, they are all individually and collectively dangerous to the point that while not forbidden within the city, the residents all sleep better knowing that they are at a distance, and should another accident occur, it will not endanger the whole city.

    Odd_Canuck

    Posts : 16
    Join date : 2015-12-10

    Re: A swift guide for the wise traveler to the city

    Post by Odd_Canuck on Mon Oct 17, 2016 11:14 am

    Little Realm

    The Little Realm district, or as it's sometimes known Dragon Town, is the Realm ethnic center of the city ship. Predominantly composed of the relatively modern fleet that came with House Cyte, it is certainly not limited to that family, being a home away from home for merchants, diplomats, hustlers and wanderers of the Realm. It is noted for being somewhat more organized in layout and law than the average for the city, generally attributed to the fact that the majority of the ships all arrived at about the same time and with having a single authority, rule is more consistent. Dealing as they do with a wide range of peoples, most things are listed in multiple currencies. Cyte coinage is by far the most common, with silver and jade script being the next most dominant, but there are a few places that list prices in jade coin or more exotic values.

    Like any district there are many places that bear little mention, temples to various gods, dealers in various goods great and small, money changers and street vendors. But there are a few locations that do bear mention or note.

    House Cyte: Well, less a house and more a large ship, but habits are hard to break. This is the residence of Cyte herself, as well as her grandson Leuko, his wife Peleps Saeled, a few dozen assorted servants and guests. It is from this house that regular court is held to settle disputes, taxes are collected, treasures stored, and wisdom made available to the locals.

    A Taste of Home: A very informal cafe and restaurant that serves meals prepared in the various common means of the regions of the Realm, combined with private dining rooms in the back for the locals of greater means with specific requests. Rumors that the highly private back rooms are used for political or secretive meetings over expensive food and drink are no doubt highly exaggerated, but it is openly known that it is run by a group of Five master class chefs who trade off between them working in the cafe, preparing meals for House Cyte, and training the apprentices in regular rotation.

    Daana'd's Tent: In spite of the name, this is actually a relatively small, the residence and office of Dr. Hale skilled physician, healer of disease and boyfriend of Peleps Saeled.

    The Crimson Guard: This is the flagship of the privateer Peleps Saeled, wife of Cyte Leuko, who in turn is known as Sae'May (Sal-EE-May) to her friends, and the Thin Red Line to her enemies. When in the city, her flagship is usually located at a dock nearest either House Cyte or Daana'd's Tent depending on how long it has been since it was last at the city. Her blood-brown sails and hull are known (and feared) across many seas of the world, and her crew do nothing to prevent the spread of the rumor that she's painted the colour of blood to save effort when cleaning after encountering criminals. The Crimson Guard and her captain are technically a privateer of the Realm, however after decades of successful service, the line between "privateer we periodically hire" and "someone who solves the problems it would be awkward for the realm to officially step into" is strongly leaning towards the latter.

    Dragon's Fish Market: There is little to distinguish the Dragon's Fish Market from any of the dozens of others in the city. A number of rough looking fishermen and buyers and sellers of the bounty of the sea. Maybe Realm fishermen get a bit better price than the average, and maybe residents get a bit better a price than outsiders... or else. Maybe there are rumors that some of the merchants and workers deal with smugglers or black market goods.

    The Legless Whore: A drinking establishment owned by Surlu the Ulsur who is, not shockingly, from the northern city of Ulsur.

    The Shrine to the Perfection of the Soul: As the handful of very well armed and armored priests will repeatedly tell you, in spite of the large number of images of The Empress, the catalogs of her deeds, the epics and poems written to her glory that adorn the walls, they do NOT worship the Empress as that would be improper. Instead they pray to the dragons and seek to achieve perfection of the soul, and the Empress just happens to be the most perfect soul since the Dragons walked Creation. Still, it's a very pretty place, and as long as you don't mind listening to the priests they are remarkably open and generous, offering food and shelter to those in need... that are willing to put up with the chatter.

    Charity Square: Officially called The Dragon's Blessing Public Square, it has become more commonly known as Charity Square. A public space engineered on the top two decks of a large ship, it was intended as a public space for the local peasants to relax and meditate on the blessings of the Dragons, with potted plants upon the upper levels and murals on display below. Unfortunately the supposedly sealed ballast deck was secretly opened up and became a rats nest for the destitute. The enforcers of the law opted to simply remove the valuables from the second deck and seal it, giving that much more space to the residents. This combined with the charitable tradition of House Cyte buying the remaining unsold food merchandise from the fish market and turning it into a nourishing (if unpalatable) gruel that is served in the square to any who wish to partake has encouraged a number of those around the city without means to migrate to the ship.

    The Demon's Due: A durable goods storefront and warehouse fronting the docks. Unusual in that it is selling primarily durable goods ranging from simple cookware to arms and armor made of demon metal and material and crafted by demons, mostly manufactured in The Foundry Nest. They are all perfectly serviceable, safe and slightly underpriced for the quality of the goods, mostly because there is no quibbling about the fact that they were made by demon-slaves. A Trio of bookies also runs out of the back of the warehouse attempting to have some of the appearance of honesty rub off on them.

    The Sleeping Block: The local slave market. Unusual only in that it follows (and enforces) house Cyte laws on slavery, which are themselves a branch from Realm slave laws.

    Odd_Canuck

    Posts : 16
    Join date : 2015-12-10

    Re: A swift guide for the wise traveler to the city

    Post by Odd_Canuck on Mon Oct 17, 2016 11:15 am

    House Cyte laws on slavery, which are themselves a branch from Realm slave laws. There are between four and five classes of slaves under the law. The generalities of how they are treated are outlined below.

    Supernatural: This includes selling off remaining time from a demon, elemental or otherwise a supernatural being (typically) bound via sorcerous magics. They are far and away the rarest and are always handled on a case by case basis. This does include the rare occasions an Exalt is enslaved.

    Skilled Slavery: This is the category of slaves that have some form of valuable skill, talent or training such as artisans and crafters. They may be enslaved for a period not to exceed 30 years. It is a crime to force breed, mistreat or fail to provide the basic comforts of life for such a slave. They are free to marry as they see fit and any children they have are of course free citizens. The responsibility for basic care and feeding of both the spouse and the children of such a slave fall upon the slave owner. Upon reaching the end of their period of enslavement it is mandated that they receive payment equivalent to two years of the net value of the fruit of their labor, payable by the last slave owner.

    Harlotry: A harlotry slave may be enslaved for no more than 15 years, it is a crime to abuse such a slave, and upon ending the period of slavery the last owner is mandated to pay the slave a sum to one year's net earnings, or an amount sufficient to keep the former slave in a second rank peasants lifestyle, including all children they may have, whichever is greater..

    Labor: A labor slave may be enslaved no more than 10 years, barring legal justification. They are considered to have no significant skills, and are to be protected against excessive abuse. Upon termination of the slave contract they are to receive enough to support themselves, a spouse and two children for three months as a second rank peasant, prorated to the duration of the enslavement should it be for a greater or lesser period of time.

    Punishment: House Cyte is a bastion of civilization and does not believe in disfigurement as a regular punishment for criminal offenders, they are however, fond of harsh punishments for crimes that are committed. It is not unknown for the judges to hand down periods of enslavement as penalties, particularly against the destitute or those that otherwise do not have means to pay a fine. As a result, many slaves in the Labor slave category are actually criminals paying off their debts to society.


    Odd_Canuck

    Posts : 16
    Join date : 2015-12-10

    Re: A swift guide for the wise traveler to the city

    Post by Odd_Canuck on Mon Oct 17, 2016 11:16 am

    House Cyte On Crime and Punishment

    House Cyte is generally an enlightened house, preferring to spare the rod and risk that they spoil the child than overuse to the rod and produce cruel and mean people.

    To that end, most crimes are punished by a system of fines and enforced compensation, moving on to periods of enslavement for those unable to pay fines or for particularly unusual circumstances.

    Fines for social crimes are based on a sliding scale proportionate to the income of the individual... a drunken night on the streets annoying people might cost a months income for example, with 50% going to the House and 50% divided among the victims. This can include crimes of defamation and slander.

    Fines for theft are based on the value of the stolen goods, with the guilty paying back three times the value of the item stolen, one third of which goes to the House and the rest to the victim. In the event the item is recovered, it is returned to the victim along with one third of the fine, the rest going to the House. It is worth noting that thefts of valuable items are often accompanied by an accusation of defamation or other loss-of-face crime due to the public nature of such thefts... a merchant who has his expensive centerpiece stolen is clearly going to suffer a loss of face from the loss as well as the value of the item.

    Crimes against the house are generally treated as are social crimes, save that they tend to have very large amounts associated with them. It is not unknown for a prosperous merchant who deliberately crosses the house and loses his case to be left destitute if not enslaved.

    Lest the reader be left with an erroneous impression, it is worth realizing that house Cyte is a very rules-relaxed house in general. While the fine for being a aggressively drunken lout in public is indeed significant, the level of disturbance one must create to get arrested is equally great.


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