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Jordy

Welcome to Quayside Harbour!

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We wish you a warm welcome to...
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(Pronounced 'Key'-side)
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Quayside Harbour is a phase and town designed to be a nice little hangout spot for both resident players and visitors, and will work perfectly as a backdrop or a hub for the downtime inbetween your characters adventures and shenanigans. Quayside itself is a neutral-aligned harbour just past the southern tip of the Eastern Kingdoms beyond the Blasted Lands with it's own unique history and associated story. Made with a mixture of Gilnean, Kul Tiran and Goblin aesthetics, all split into well-defined sections and districts that have their own distinct character seperate from one another, but mixing together well enough to make sense!

Current Plan: At the current beginning stage, my plan is to simply get the word out there recruit a group of builders, DM's and players who would like to take part in some roleplay revolving around this little town. I also hope to soon get it into a state where I'm comfortable hosting it alongside a good group of officers.

The bones of the build are currently done, and it's ready for me and anyone who wishes to help to begin adding detail. For anyone who wishes to see, it's able to be viewed by entering phase number 36543 for absolutely anyone who wants to check on the current progress!

For the builders among you who wish to help, I have a plan of what I want, but of course you're free to put you're own flair to it and I encourage you to do so! For DM's and Storytellers, the town, the people and factions within are ripe for oppertunity to let any story you want to tell shine through!
 

If any of that strikes your fancy, hit up our Discord and we can have a chat! You'll find us here, at this link.

If you want to see some of my current progress on the build without logging in, go here!

Thank you in advance, anyone interested!


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Construction started on the town not long after the Cataclysm when the people of Surwich, in the Southern tip of the Blasted Lands, realised that they would soon need more room to exist and thrive as a community outside of the boundaries of the once proud Gilnean Kingdom. Work was soon started and along the way investors and other groups pitched in and helped create the town that Quayside is today, groups such as previous Theramore residents that were left with no home after the disaster that destroyed the harbour, High Elven, Night Elven and Nightborn refugees looking for homes alongside the Gilneans who have had no permanent residence of their own since the wall fell.

Other key contributors would be the Arkanford, an illustrious guild of neutral magi and the Togglespark Cartel of Goblins alongside other smaller merchants guilds looking for a piece of the pie. It was decided amongst the leadership of these groups that each of these fiercely independent communities would come together and forge their own home outside of the politics and conflict surrounding both the Horde and Alliance, though of course, they would still be willing to trade with either faction provided that they aren't dragged into their wars.

And thus, Quayside was born!

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The Whitewharf District is the first place that most travellers will see when they arrive! It's a place with white walls, light stonework, bright blue roof tops and bustling street stalls as far as the eye can see. This district is akin to a living, breathing market place with residents and merchants travelling in and out of buildings, stepping off of boats and hopping around corner stalls with all the energy and pep of a Murloc simmering upon a stovetop.

Why not take a moment to kick back and relax at the best colour coded tavern this side of the Blue Recluse and stop for a drink at the 'Bluebell By the Sea'! Maybe pick up a few fruity delicacies from cities far and wide on the markets, do a spot of deep sea fishing or even take a ride on one of the aethentic suramar gondolas!

 

The Whitewharf has anything and everything for the hearty traveler looking to have a good time or simply rest his head!

 

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The Gothic Quarter, named after the atmosphere it tries to encapsulate, is a place sure to feel like home to your average Gilnean. This district was built with nostalgia in mind, nostalgia for home, for a slice of the county behind the wall and it's as close as you can get with the gnarled oaks overlooking the drystone walls and the homely cobblestones littering the streets. It's where most of the Gilnean residents have chosen to make their home. While the Gothic quarter houses some smaller businesses and civil services it doesn't see nearly as much open trade as the Whitewharf, so the Gothic Quarter tends to be mostly used as a residential area.

There are rumours on the streets of this quarter, whispers telling of a way a man can make money if he's smart and savvy enough. Rumours of crowded fights in darker corners of the district and high paying jobs given to men who can swing a blade properly! Well paying work can sometimes be a little harder to find here but someone who knows how to navigate the streets will go far in the Gothic Quarter!

 

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The Togglespark Cartel owns this third of the town, and the prince has turned it into his personal shipping yard, making his moolah off of trading goods here and there with little regard for the naunce and care required in transporting the kinds of items they carry. What items, you say? Well, ask around, I'm sure you'll find a Goblin willing to give you the low-down for a copper coin or two.

In terms most people in Quayside will tell you, the Togglespark Cartel are good for business. good for having a stable town, but bad for living and bad for the smell. You can even smell the smog bellowing from some areas of the Whitewharf and it ain't pleasant! Not many people would call their shipyard bunks hospitable but it seems Goblins and their mercenary muscle tend to have a different definition of 'living conditons', of course, this means that most of their workers don't actually have their homes in Quayside and travel to and from the various lands of the lesser Cartel. They tend to keep to themselves and protect the interests of their Prince first and foremost.

 

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All in all, they're not the best neighbours, be we make do!

 

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The People of Quayside are made up of several groups, these include, but aren't limited to...
 

  • Gilnean citizens both human and Worgen, previously making their home in Surwich.
  • Merchants and Artisans previously making their home in Theramore.
  • Night Elven Refugees who lack a home after Teldrassil was burned.
  • The Arkanford, a Guild of illustrious Magi with scholarly interests at heart.
  • and a Cartel of Goblins looking to make a profit using the harbour.

    Spoilers contains further details on the peoples and businesses.

    For information on the people...


     
Spoiler


Human Interests

A majority of Quayside's population are humans, both cursed and not. They are people of mostly Gilnean heritage with sprinklings of other nationalities mixed in. These particular Gilneans had previously made their home in the town of Surwich but have recently been driven out by a criminal force. They are a close community of like minded folks who looked after their own first, much like most Gilneans. The other larger group of humans once belong to Theramore, and after having been displaced and survived the devastation of their city these humans have taken the chance to restart their lives once again in Quayside. Having come from a similar place to in Theramore, they took to it like a fish to water, although they are wary of having to move and uproot their homes once again within the past decade. They make do with what they have, as Kul Tiras always has done.

Both their independent nature and the recent armistice has brought the town's leadership to the conclusion that it would be best to seperate from the bonds of the Alliance and to allow races of the Horde to move through and trade with their town, and thus the Horde is not turned away at the door, while admittedly some races may be looked upon with suspicion, Quayside is open to trade and residence for neutral individuals.

 

The Suncrowned High Elves

These High Elves all belonged to what was once a Militant arm of Theramore, known as the 'Suncrowned'. As a collective they rejected the magic that the Blood Elves employed and went west to Kalimdor with Jaina in search of a new home. While on Kalimdor they searched fervently for a way to stave off their addiction and didn’t have a lot of success, that was, until they met with the Tauren, the Sunwalkers!

While on Kalimdor, with the shaky truce between Thrall's Horde and Jaina's Theramore the leadership of the soon to be Suncrowned learned of the Tauren's sun worship, and believing the iconography of An'she golden feathers to be similar to that of their previously beloved Sunwell and their people's rising phoenix, they naturally take an interest. With the help of the Sunwalkers, the newly formed 'Suncrowned' believe they have been 'saved by the Sun' and begin practicing a form of Divine magic in between Druidic sun worship and the Light that directly draws from the Sun, as the Sunwalkers do. Though they do not call their new found deity An'she but they believe their sun and An'she to be the same being, and this newfound power helps relieve them of their magical addiction with daily meditation.
 

Night Elf Refugees and Nightborne Objectors

There is also quite the population of Night Elven refugees those among the Nightborn who rejected the Horde upon the start of the fourth war. As well, like the Gilneans and the sailors of Theramore, they have no home and were welcomed by the other two groups with open arms. This contingent of Nightborn and Night Elves joined up after the Fourth War once Teldrassil have been burned. The Nightborn among them did not wish to fight alongside the people who had recently torn down the once neighbouring Kaldorei's home and refused to sit by and allow any harm to come to the Night Elves.

Together, they hope to find some place worth calling home for both of their people to share in.

 



These two following businesses make up a good chunk of the traffic to and from Quayside whether it be magical or nautical. For information on the businesses...

 

Spoiler


The Arkanford

The Arkanford is an independant circle of Scholars of all kinds who seek a way to practice Magic without being watched over by the Kirin Tor and in terms of Quayside they mostly function as responders to magic related mishaps and problems that the people of Quayside may face, along with offering regular tutoring in the Arcane if an individual has interest! They do however, expand beyond the bounds of Quayside and have many goals and aims that go beyond the boundaries of the harbour.

Although the Arkanford are always willing to step in and help the Arkanford's current leader appears to have a soft spot for the Gilnean plight, having come from the region himself in his youth. Ainsley Harrington has been devoting time and money to the construction of Quayside out of the goodness of his heart, but thankfully, the magic at his finger tips and the money in his coffers makes it all the easier!
 

The Togglespark Cartel

The Togglespark Cartel is led by a lesser known Trade Prince who wishes to make a name for himself and sees Quayside as nothing but a big business venture. Any member of this Cartel making their way in Quayside tends to be either a labourer or a contract worker providing protection for the Princes interests. Their labour force tends to live in bunks in conditions that are just about livable, not luxurious at all. Someone would call their living conditions ‘barely above the bounds of slavery’ but their Prince denies that entirely, boasting that he has the best working conditions among all of the Cartels. Not that there's much solid competition.

The Togglespark Cartel are not looked over fondly by the rest of the townsfolk due to their clear mantra of business first and community second, or maybe even third after ‘profit’.

 

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As said before, I'm setting up a little discord where I'll be co-ordinating any helpers I get, and giving updated on my progress with this!
Feel free to hop in, you'll find us here, at this link.

And don't forget, for thos who wanna check the phase itself at any point the phase number is 36543,
But if you dont wanna log on, you can always check here!


 

Edited by Jordy

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