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PORT KOIR

 

“The best description of the somewhat infamous and often fabled Port Koir is that it is a city of pirates and thieves who built their homes out of old wrecked ships upon the back of a Dragon Turtle.  However I can assure you dear reader, as real the city is, I have walked the full coast and  I saw neither head nor flipper.  As for the thieves and pirates… Aye matey.”  - from ‘A History of legendary lands’ by Jackabell the Bard and Chronicler.  

 

Port Koir is both the name of the Island and the central Port City that has come to grow across the useable terrain.  The Island rests within a Nexus of Rift Clusters which surround the horizon of the ocean at varying distances.  These Rifts connect the Realm of the Island to the myriad of different plane’s, and planets across the vastness of the multiverse through a network known generically as the 1,000 worlds which allows travelers to cross through the rift portals near instantaneously.

Thriving mostly on trade the peoples of Port Koir generally lead lives working on the docks as merchants or in the guilds.  The population of Port Koir is always changing some days seeing up to 20,000 while only 7,000 actually live as citizens of the Island.  Most of the traveling population does constant trade or transit between realms using the Port as a hub of both commerce and transportation.  The large numbers due to including full ships crews in dock.  To facilitate trade routes by land teleportation fields have been created at both the North and South ends of the Island.  These fields are anchored by strong magics that almost completely reduce the risk of magical travel.

The City Sports a large range of life and has always been a multi culture open to all walks of life but generally preferring the strange and off path variety.  Most anything can be found in the markets and there are very few restricted or contraband activities of trade items.  Quests can almost always be found in the city ranging from retrieving small items to working for the Guilds or any of a number of powerful and sometimes nefarious beings.

 

THE TAVERN

 

ENTERING

 “Sure, just walk right in.  Cross by the pumpkin patch, take a left and don’t do wandering into the trees, keep straight until you hear waterfalls.  Once you are in the clearing you will see a lovely meadow and a green standing structure.  Bar is just beyond that, don’t worry if you get lost that is half the fun”  - Margfus Dolcette

 

Transportation unto the Island of Port Koir is done in one of the following fashions.  Ships may carry travelers as well as cargo into any of the public ports Sable, Nautilis, Rivern and Stormy docks.  All teleportation magical or otherwise will send you to the north Teleportation field no exceptions.  Once in the realm, you may teleport around the city to places you have visited.  

If you have been to the tavern once before or are coming from a realm with an anchored portal in the Pine Hall forest of the Tavern you may come through there.  Otherwise all characters start in the tavern coming through the Front entrance even if you enter via magical means.  The Tavern is a closed and locked dimensional pocket.

The Front entrance of the tavern lies inside the Rouges Guild City Hall on the right and down a stairwell through large petrified wood double doors.

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