Kilkorin: Groups
This is a sampling of groups and organizations relating to Kilkorin. More will be added—and, don't forget, you’re encouraged to introduce some of your own (Kevin has already, with the House of Memory).
The Assembly
The Assembly is the ruling body in Kilkorin, comprised of a group of regents. “Regent” is a formal title; each is responsible for governing an individual district and represents that district in the Assembly. The Assembly meets once a month behind closed doors to debate and plan matters of state. Twice each year on the equinox is the “open Assembly,” where any citizen may attend and may present matters for the regents’ consideration.
Regent is ostensibly an elected position, with a term lasting five years. Regent elections are staggered so that no more than two districts are in contention at a time. Anyone can run for the office of regent, as long as they are a citizen. In practice, the influential and wealthy dominate the positions, either being elected outright or acting behind the scenes.
Each regent also has a number of representatives—so-called because they act on behalf of the regent (not the populace)—who handle various administrative affairs within the district so that the regent can focus on important stuff. While regents are elected, they appoint their own representatives.
Some regents and representatives fled the city when the coalition swooped in and now claim continued rule in exile. Those who remain maintain their administrative roles—at least for the time being—in uneasy dialogue with the occupying forces.
Criminal Organizations
There is no single “thieves guild.” Rather, a number of criminal organizations operate within Kilkorin. There are four major gangs, with easily a score of smaller concerns that fill in the gaps. Things had been relatively stable. Now, the various gangs see the occupation as an opportunity to expand territory, leverage relationships with the invaders for more power and wealth, and/or settle scores.
The Bend Gang
This criminal organization originated in the Bend district, where the Rukh makes a loop before heading inland. It has long had its hands in water-borne criminal enterprises. Though now based in Dockside, the original name persists. So-called Benders are renowned for their extreme violence and passion for holding grudges—typically with acts of retribution far out of scale from the original slight. Gang members are easy to spot by the patterned sailor kerchiefs they wear on their heads or around their necks. Their signature weapons are the belaying pin and the cutlass.
The Diviners
Based near the Divine Plaza, this criminal organization formed from a shared anti-elder race sensibility. They rob and terrorize the elder races indiscriminately, making a point to never harm humans or halflings. While merchants and electors decry the Diviners’ acts of violence since it disrupts trade with other realms, more than a few offer them covert support and even use them to advance their own agendas. The recent occupation has seen a surge in more overt support for the gang.
The Fifty Phoenixes
An all-female criminal organization based in the Phoenix Spire district of the city. It is neatly organized in a collection of cells that operate throughout the city and specialize in smash-and-grab raids. The Phoenixes guard their territory jealously—anyone found operating on their turf must pay a percentage or suffer violence. Members take pride in dressing to the nines, and each wears an orange-patterned scarf in some manner. Each is also taught prestidigitation, used as a signifier of gang membership—sparking a momentary flame when meeting a fellow member, accenting the scarf with illusory flames—and is often used in executing their criminal efforts.
Scrappers
Less an organized group than a collection of neighborhood youth gangs in the working-class areas of Korin. They focus on controlling their turf, preferring easy scores and petty strongarm tactics that give them enough to get by and look tough. Fights between scrapper gangs are common, moreso since the occupation began. They’re known by heavy buckled belts inscribed with intricate designs that indicate their gang names. The Sharp Toes: What was once a group of thugs has evolved into a sophisticated criminal organization. Though based in the Gearworks district, they oversee criminal efforts throughout much of the city. Their focus is on illegal betting, protection rackets, and the black market. Their name comes from the members’ stylish footwear—which includes cunningly hidden blades.
The Sharp Toes
What was once a group of thugs has evolved into a sophisticated criminal organization. Though based in the Gearworks district, they oversee criminal efforts throughout much of the city. Their focus is on illegal betting, protection rackets, and the black market. Their name comes from the members’ stylish footwear—which includes cunningly hidden blades.
The Shore Road Gang
This criminal organization operates almost exclusively outside the city, specializing in highway robbery, burglary, animal theft—and “protection” for those who live outside the city yet within the gang’s area of influence. It got its start preying upon the Shore Road, but has since expanded across all the lowland road systems. A half-dozen intermarried families form the gang’s core; prospective members are strongly encouraged to marry in or move on.
Elder Coalition
While the elder races are ostensibly united in purpose, that’s not always the case on the ground. Dwarves, elves, and tieflings all have their own agendas—even within their own peoples.
As the driving force behind the coalition of elder races—the Elder Coalition—the tieflings ran the show up through the initial occupation. However, the other groups are starting to push back and angle for a bigger piece of the pie now that they’re settling in and have the opportunity to see what’s what. [Think of it like the WWII occupation of Poland by Germany and the Soviet Union.]
Edoran (Elves)
The elves were first to Kilkorin and promptly took control of Gearworks and Stonefeld in the southeast. That the elves have Gearworks rankles the dwarves, who are exceedingly curious to peruse this center of technology. The elves have no interest in sharing, mainly out of spite.
Kjerholt (Dwarves)
These dwarves are most closely aligned with the tieflings of Sukarot. They control the district of Balvannoc and otherwise provide support for the tieflings. Kjerholt leadership is weak, bordering on incompetent—not surprising; Queen Hestre chose them expressly because they’re at odds with one another (standard dictator playbook to avoid giving any one individual or group too much power).
Sukarot (Tiefling)
The tieflings are fewest in number among the Coalition but hold great influence nonetheless thanks to their mastery of magic (both spells and items). With aid of the sheer numbers that the Kherholt dwarves provide, the tieflings control the Divine, High, and Old Korin districts—the centers of religion, nobility, wealth, and government.
Tvordal (Dwarves)
The dwarves of Tvordal sent an advance group by water to take Dockside. That district has put up surprising resistance, but the dwarves were able to establish nominal control as well as break through to Eastgarden—but they missed their shot at Gearworks. Additional dwarven forces are expected overland from the west in the near future.
Llangaren Mercenaries
Kilkorin was settled by immigrants from Llangaren, across the sea to the east. It continues to enjoy friendly relations with that human-dominated kingdom. Llangaren maintains a neutral stance regarding the occupation since it's been recent enough that a consensus has yet to be reached. Despite this, Langaren “private legions” and “mercenaries” are making their way across the Odrukh Strait to help defend against the Elder Coalition.
Institutions
There are many notable institutions in Kilkorin dedicated to academics, art, culture, history, and religion. The city-state has numerous art galleries and museums. The higher-end galleries are in the Kil, though a few gems can be found on the Korin side. A number of institutions compete for pre-eminence as experts in archaeology, linguistics, and tiefling history. Tours of various sites are available as well. Churches and temples to every known god can be found within Kilkorin. Those for lesser deities are scattered throughout the various districts, while the Divine Plaza is home to the so-called “greater pantheon” whose spheres encompass the big deal natural phenomena and concepts (e.g., earth, sun, justice, death, fertility).
Divine Plaza
Temples to the greater pantheon encircle the Divine Plaza. Individual temples are host to countless ceremonies and holy day celebrations, while the square itself is used for pan-deific events.
Gelert Museum
Located near the Divine Plaza, this venerable museum is home to the most notable pieces of human and halfling art from across the two continents.
The High University
The premiere institution of learning for the wealthy and influential, located in the eponymous High district of the Kil.
The House of Memory
A self-contained campus/monastery in the heart of Old Korin, this institution is a leading repository of information on not just the lost tiefling city but the world as a whole from the time before the region was cursed.
Partisans/The Resistance
Some of the populace works against the occupying forces. These efforts range from minor acts of subversion (overcharging for goods) to overt defiance (sabotage and assassination). There’s no organized resistance; rather, ad hoc groups have coalesced across Kilkorin—many with nothing in common beyond a shared desire to strike back.
Unfortunately, the fledgling movement is rife with spies and turncoats since the coalition offers handsome rewards for information on partisan activity.
Relic Miners
Kilkorin (mostly the Korin side) is lousy with all manner of dig sites run by everyone from official archaeological efforts to “relic mining” companies to amateur prospectors. It’s dangerous work—and not just for those doing it. Tremors, quakes, and cave-ins are common, as are odd occurrences—deaths, disappearances, odd ailments, creature sitings, and stranger things still.
Dwarves are often employed to handle the actual excavation efforts. They’re willing to work cheaper than most humans and halflings, having fled the Kjerholt dictatorship with few options. Relic mining for dwarves is essentially indentured servitude; still, it’s marginally better than being subject to oppression in their homeland.
Skirmish Society
A Kil noble had long run an underground fight network in partnership with the Bend Gang. Technically illegal, but something officials were comfortable overlooking since many participated in wagering on the matches.
Soon after the occupation, the Sukarot forces pretty much assumed control of the club, operating, barely hidden, from the shadows. Indeed, some amongst its ranks even participate in matches to show off their prowess. In addition, captured partisans and other undesirables are forced to participate.
Further, the coalition has introduced “beast battles”—not just fights between animals, but fights between humanoids and animals.