The Pirate Island
The
Island of Arkadara
Stronghold of the Pirate Princes
Overview
of the Island
The floating island is medium sized, about 20 by 100 km in size.
The north coast is rugged empty land, often swept by storms, no good
for farming in fact hardly anything grows there at all. The Crescent
Hills protect the south from the worst weather. At the eastern end of
the Hills, near Broken Beek Bay, are the ruins of a castle. Across
the bay from the castle are the Three Sister Hills. They are said to
be haunted by 3 witches. To the south of the Hills is the Marsh, once
it was extensively worked to produce salt. Today there is only a
small salt farming operation.
The central part of the island is good land, once covered by hardwood
trees, much of it has been cleared for agriculture and used in the
building of ships. Some residents worry that trees are being cut too
fast, in a generation there may be no more big trees left. The port
town of Arkada is located here on the central east side of the
island.
The south coast is still heavily forested with softwood. Most people
have little interest in the area because the land is not good for
farming. More importantly there be a dragon in those hills. Although
the sages say its impossible for a floating island to have a volcano,
the south hills of Arkadara seem to be volcanic. Never the less
there once was a sizable village at the mouth of the south river.
The only other feature of immediate importance is Sandy Ship Breaker
Island. It lays between Nit & Wit points forming a protective
but dangerous barrier for the greater bay. The island is a shifting
sand bank very hard to see at night or in a storm.
The Island’s History
About 300 years ago a castle was built at the east end of the
Creseant Hills, a short walk up from Broken Beak Bay. A village grew
up at its foot and nearby was built an extensive settling pond to
gather salt. The ruins of these things can still be seen today.
Legend has it that the Lord’s 3 daughters were witches, who moved
across the bay to live in the extensive system of caves beneath the 3
hills. The story differs on how the destruction of the castle came
about. Some say it was in a feud between the sisters and their
brother. Others say it was because the witches woke up the Dragon of
the south hills, tried to tame it but failed.
About 200 years ago a village was established at South River Cove, by
the Vellican people, along with a light house at Wit Point. It seems
they were an advanced people because the ruins of their settlement
show a high level of skilled craftsmanship and town planning.
A short number of years later a village was setup at the site of
Arkad, by a less advanced group of people the Arkadic. They fished
and farmed in an unorganized manner. Generally relations between the
two communities were good, but there was a clear racial divide.
About 150 years ago the Dragon attacked South River Cove. It was
driven off. The Vellican sent several search parties into the hills,
hopping to kill it before it could recover. They failed. A few years
later the Dragon attacked again, this time burning the village and
entire area to ruins. Some survivors made it to the Arkadic village,
which had been ignored by the Dragon, thus far. They did not get a
friendly welcome, as the village feared they would bring doom down on
them. The Vellicans were put onto a ship and sent off, although some
accounts say they were killed and their bodies dumped at sea.
About 120 years ago the pirate Captain Mellev set up camp in Dafny
Bay. He was kind to the village of Arkad, mostly ignoring it.
Unfortunately the Royal Navy of Quellic was not so nice. When they
came looking for Mellev, they burned down the village because it had
provided aid to the Pirate.
About 100 years ago the giant ship Tell’Tarrik ran aground during a
storm. The villagers helped the survivors, and looted the cargo.
Unfortunately they were infected with a plague and half the Arkadians
died. The foreigners were blamed for this and executed.
Not long after that, the Dragon awoke and ravaged the village.
80 years ago the pirate prince Takada and his 4 Captains; Bellmont,
Roberts, Erikson and Vortigan, made the island their base of
operations. At that time the village of Arkada was a small shadow of
its former self. Its population having survived much hardship.
For 20 years the pirates conducted both raid and trade missions,
while the town grew in a disorganized fashion, attracting only the
most adventurous immigrants. The locals were treated as second class
citizens, not slaves but not far from it. Then the navy of Albyon
attacked. They killed Takada and burned the town.
Of the original captains only Bellmont survived, but the others had
sons who took up leadership rolls. They rebuilt the town along with
much improved defenses. Gone were the simple days of piracy without
plans. This generation was devoted to rebuilding and being ready to
meet serious dangers. Except for Erikson who just wanted to have
fun.
About 40 years ago there was a power struggle as the third generation
began to take up importance. Vortigan was forced out. The Loggertons
were recognized as a major house, as were the Keepertons. Both
tightly allied to the Robertsons.
28 years ago was the big battle of breaker island. After the pirates
repeatedly annoyed the kingdom of Parizanus, it sent a fleet to
destroy Arkada. It did not go very well for the royal navy. They lost
half their ships and the rest limped away.
10 years ago the Albathns arrived and setup camp at Dafny’s Bay. An
outsider pirate crew, there was some conflict with the established
families but things eventually settled down. The Albathns are masters
of steam, they have one submersible ship and one air ship, along with
a few normal ones.
Overview
of the Town
There are about 200 households with in the walls and 40 immediately
outside it in the fishing village. Some 80 farms are scattered
nearby. For a small town its defenses are very formidable, stone
walls and towers with several gun emplacements. The industry is
mostly outside the walls, along the river.
No one keeps track of the population. About 2000 adults are thought
to live in and around the town. Most of them are craftsmen of some sort, supporting the "Pirate Industry"
Arkada
City map key
1. Bellmont Castle
2. Square Castle, Town Guard HQ, Bellmont owned.
3. Tryangle Castle, Navy HQ, Robertson owned.
4. Navy docks & storage.
5. Mini Fort, owned by Enfellen
6. Enfellen row, homes & work shops
7. Logerton rog, craft shops, mills & docks.
8. The fishing village
9. Tellman’s Tavern
10. The arena, sports & theater
11. Mill row, heavy industry
12. Church of Safe Travels.
13. Grand Saill Inn (high cost)
14. Grizly Shart Inn (low cost)
15. Cargo storage halls
16. Town Hall, offices & meeting rooms
17. Rooming house row, for single sailors.
18. House of the Healing Hand
19. B3; Best Breast Bordello (high class)
20. Church of the Sea
21. First Mate’s Row, fancy homes
22. Welldins Gun works
23. Apparton’s Distillery (old workshops)
24. Ben’Nevin’s Brewery
25. Stella Steel, best blade smith’s shop.
The Bellmonts are as close to a ruling family as a pirate town can have. They are the military, they collect a tax and ensure a rough kind of law and order. They occupy the town’s castle.
The Keepertons are the other force to be reckoned with in town. They own the best and worst Inns, brothels and taverns. They believe that information rather than brute force is the key to power.
About 5 km north-east is the estate of the Robertsons, with a dozen farms.
They are trying to be respectable more merchant now than pirate.
About 5 km south is the Erikson estate with its dozen farms.
They are hard core adventurers, to them raiding is better than
trading.
And 5 km north-west, up river, is the estate of the Loggertons with its
associated industry.
They are craftsmen more than pirates, but have worked into the
island’s elite.
Also of note is the house of "The Lady" along the road to the Loggerton;s estate.
She is the island's mage.
Most of the people living on the land outside the town are freehold farmers and fishermen. There is no real peasant class on the island. Many of these people have served as crew on pirate ships before settling down to a less dangerous life. In total there are about 500 freeholds.
Who
is Who on Arkadara island.
The 6 Great Houses;
The Bellmonts “We keep order and kick ass”
They
are the rulers of the town. Not nobles but as close to it as you get
on the island. Their interests are dominated by local affairs. They
don’t sail much any more. As expected from pirates, they run the
town more like the mafia than like a respectable government, but some nobles do the same. They have built their position on the idea
that to have a safe port it needs to be a strong one. To this end
they take taxes to upkeep the defenses of the island.
The Robertsons “Listen. Think. Respond”
They have become honorable merchant adventurers, seeking to improve
their reputation and mostly do honest business. They are extroverts,
constantly sending out ships on missions. They are by far the richest
of the Houses, because they know how to manage their capital. They
seek to win with wit
rather than brute force, usually putting long
term gains ahead of short term ones. They consider education and fine
manners to be almost as valuable weapons as guns and swords.
The Eriksons “Adventure is life”
Action is always better than inaction. They are the true pirates of
the island. Not much interested in politics or business, they sail
for riches and glory. They tend to built small fast ships, preferring
boarding actions rather than cannon fights. When they come home from
successful raiding they blow most of their loot on big parties with
free drinks for all. This brings them into conflict with the
Bellmonts and Robertsons, as they are not willing to be told how to
behave.
The Loggertons “Craft to Perfection”
They
started out as ship’s carpenters and now are the most influential
family on the island. Not much interested in adventure or piracy,
they prefer to build things. Wood work is their specialty but they
have expanded by marriage and friendship to dominate all the craft
guilds in town. They are heavily involved in local politics. If you want it built right, see the Loggertons.
The Keepertons “Knowledge is power”
They
also come from humble beginnings, a ship’s cook and brew master.
After years of pirating they settled down to run an Inn. Eventually
they went on to own all the taverns and brothels in town. Successful
at that business, yet it was only a cover for their real enterprise,
information trading. To this end they have become a House of spies,
with agents on the island and all over the world. Most locals know
what they are up to, but are strongly encouraged to keep quiet about
the Keepertons when it comes to foreigners.
The Albathns “Why do we sail ?”
They
are the new comers to the island. A group of Robinhood type pirates,
they do not see their actions as a business but rather a means to a
greater end. They tend to stand aloof from town politics, keeping
mostly to their own estate. They have some advanced steam teck, a
submersible ship and an air ship. At first the Old Houses were not
very content with the Albathns’ sudden arrival and claim of land.
But after a display of power and some dealing things settled down.
The
List of Lesser NPCs
The Enfellen, gunpowder makers.
The Welldins, makers of guns and cannon.
The Stellatons, makers of fine blades.
Trever Tellman, owner of the fisherman’s tavern NOT pat of the
Keepertons.
Miss Kellina, owner of the B3 Bordello, is part of the Keepertons.
Father Stellin, head of church of the Sea God.
Mother Velldina, head of church of Safe Travells.
Doctor Hoffmon, chief of the House of the Healing Hand
Doc Mirrisa, Herballist, chief of the midwives.
Ruffus Ruffio, Alchemist
The Lady, the Gevellic Mage Azellia.
Game Notes
This island is intended to be a home base setting for a group of pirates / adventurers. A relatively safe place, for anyone who is counted as a local islander. The NPCs will have their own goals and motives but will be generally helpful unless you seriously upset them. Because so many ships come and go, any sort of goods from all over the world maybe acquired but their availability and price will be quite random.
Small adventures on the island should be provided as low level intro stuff. Later characters may get involved with the power politics of the great houses.



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