Talarak

Island of Pirates and Corsairs - Fall behind and get left behind

The largest island in the Tarakian Islands chain as well as one of the most populous. Talarak is a well-known haven for corsairs and pirates. The large number of smaller islands and shallow barrier reefs in the area allow for captains who know the waters to escape any pursuing ships. Additionally, the Sea Lords consider the island cursed and drive off any ship not of the island from its shores.

This land is a place of democracy of equals, the rule of those with a ship (as opposed to by birth), and freedom for those who can secure it. The strong can make their way on the island and its ships - the weak or crippled will find charity and compassion sorely lacking.

Golden Age

Talarak was the largest of the Zentirovan City-States. It was located on the largest island and due to the presence of the Escarian volcano the soil was fertile. This brought wealth and power to the city, eventually making it the center of all Zentirovan culture. As Talarak continued to grow its influence over the other City-States that many of them were sending tributes to its rulers.

Wealth, power, and untold influence all flowed into the city. This was the Golden Age of the city. Its fertile lands feed the Zenti, its merchants sailed through the Serpente Sea bringing new goods to its markets, and its navy ensured that the Zentirovans controlled all access to the sea and the rich cities built along the shore.

Nearly forty thousand (40,000) people lived in the city, which had expanded to occupy most of the island. It became so crowed that the wealthy built their homes up the side of the volcano in large steps. Large windlasses at the top were driven by dozens of slaves to pull carriages and wagons by rope up the side of the volcano. Marble and exotic woods were shipped to the city to build their marvelous palatial estates.

God-Kings

In 1200 AE the volcano at the heart of the island erupted and marked the end of the Golden Age of Talarak. The Zentirovans had no organized religion instead their beliefs mirrored many of those around the Serpente Sea. Household gods and natural spirits were the center of their belief. When the God-Kings arrived following the eruption the people of Talarak were ready to believe in anything that could protect them from another disaster. The God-Kings built their temples from obsidian they minded from the volcanic flows.

The marble and wood houses built upon the sacred volcano were torn down, any surviving inhabitants killed, and statues to their gods and heroes destroyed. In its place were built thousands of obsidian totems, many of them seemed to glow with some inner fire.

In the place of merchants and trade, the God-Kings decreed that all owed tribute to them. Zenti merchants turned to piracy and coastal raids to lay tribute at the feet of their God-Kings. A seemingly endless number of slaves went to the Great Temple near the peak of the volcano but never returned.

The era of the God-Kings was reaching its height when there was a massive eruption not only of the Escarian volcano, but several dozen of the smaller volcanoes scattered on the Tarakian Islands. The cloud of ash blocked the sun for months over the islands and many of the cities along the nearby shores of Miran and Aquanius.

Shattering

While scattered remnants of the Zenti culture survived on the smaller islands - all life on Talark was wiped out. By 1786 these smaller villages grew into small towns. Life was difficult for the survivors, so they turned to raiding and plunder to survive; however the island of Talarak was left barren - believed to be cursed by the spirits for the hubris of the God-Kings.

Over four-hundred (400) years would pass before the first people returned to Talarak. Before that happened vegetation and animals returned. Because the Zents believed the island was cursed animals and plants thrived on the island. So its lush surroundings and the rumors of untold treasure brought the first explorers and settlers.

When the Sea Lords arrived to the islands in 1918 AE the first small villages were beginning to take hold on Talarak. Peopled by outcasts and criminals, it was considered a place were anything and anyone could be bought and sold. The good and proper Zenti avoided any mention of Talarak - even going so far as to avoid looking in the direction of the island. The Sea Lords seized on this superstition, and with the edict from their Oracle, the island was considered cursed along with any that sailed near its shore.

There were those Zenti who disliked the Sea Lords and saw in Talarak freedom from their rule. Likewise, the Sea Lords themselves used the island as a place to exile their criminals and malcontents. Ships would arrive montly and drop people into the sea near Talarak - those that survived their swim found an island of murderers and thieves.

Five Families

The culture of Talarak was changed with the ascension of Five families to presumed rule of the island. These families represented the wealthiest and most powerful families on the island. Nearly half of the population of the island either directly or indirectly worked for one of these families. Although not related by birth, the families were took the names of the famous ships and captains who were one of them. The Coldbane, Rongo, Deadwood, Bloodsurge, and Silvergrim became known as the Five Families. The did not bring peace to the island, but they brought a sense of order to the towns that were scattered across it.

A member of each of the families sit upon a ruling council and decree what would be laws in any other realm. These decrees can and often area rescinded and contradictory. The only real law that has any teeth is the law of the sea and blade. Respect the sea, your captain, your mates, and never be without your blade.

None of the families has gained sufficient strength destroy another family without weakening themselves so much that they would be vulnerable in turn. This balance of power is what passes for a government on Talarak. Instead, each of the families works through smaller families to attack their enemies.

A respected and powerful man on the island is a man that has his own ship. These captains have a say in how the island is governed and have the free right of the sea to speak to any of the Five Families directly. Few are so foolish as to come to the attention of the great families, but it is always their right.

Talarak is the name of the island as well as the name of the now ruined city on the island. It is a rich and bio-diverse island that is still relatively young because of the frequent eruptions and gasses spewed from volcanic vents.

The volcanic eruptions have deposited a large amount of good soil around the island, most notably north and east of the volcano. This has allowed a lush and tropical rain forest to thrive on the island. The island is unseasonable warm, due to the many hot springs, while the prevailing winds ensure a consistently large amount of rainfall. While the island lacks any major rivers it does have a large number of smaller waterways, streams, pools, and even small lakes.

Escarian Volcano

The island is dominated by a single large stratovolcano that rises slightly just slightly west of the center of island. It rises just over two-thousand (2,000) meters above sea level and contains just a single crater.

The volcano has not had a major eruption in over five hundred (500) years. During this time a lake as formed in the crater. The only way to reach the lake is rope and pick climbing, so very few make the trip. A small religious shrine to the God-Kings of the Zentis has been built along the rim. Several times it has been destroyed but each time it rises anew - unblemished.

There is no true government, no head of state, or even the recognition of any state apparatus on the island. No tax man goes around collection money from merchants. Instead, what functions in this role are the heads of the five most prominent families on the island. These families control nearly half of all the wealth and trade on the island. They extract bribes and fees (taxes) from those that wish to due business in areas they control.

Governing a group of pirates and corsairs would be nearly impossible and the Five Families do not even try. Instead, they maintain control over their areas - work to undermine any other family that becomes powerful enough to challenge them - and support the other families only to keep their own hold on the reins.

Individuals have a great deal of freedom to do whatever they want as long as they do not interfere in the workings of the Five Families and they can back up their actions with bribes or threats. If an man insults you killing him is a perfectly reasonable response; however, the man's friends are just as likely to kill you for killing their friend. There is no judge or city watch to protect you - only your own skill and that of your friends.

Military

Their is no organized military. Each of the families does maintain their own ships to maintain order around their waters, but the smaller families are forced to pay for protection or rely on defending themselves.

The reason that they do not need an organized navy is that no nation has the ships to not only control the waters around the islands plus hold off the Sea Lords. The Sea Lords consider the island cursed and do not allow anyone near it. Even their own sailors are forced to wear wraps around their eyes when they might look at the island and become as cursed.

The people of Talarak use the Sea Lords to protect them - as long as they can outrace any other ship to the waters near the island they are relatively safe. Safety is only relative because most Talarakians have more to fear from their fellow islanders than anybody else.

Foreign Relations

A ship's captain is solely responsible to himself - and the debts and favors he has collected over his life. If a captain wishes to make and agreement to not raid some other nations merchant ships then they are free to enter into such an agreement; however, the captain's word does not force others to follow it. His word is only good on the deck of his own ship.

Most nations do not tolerate Talarakian ships in their waters and will actively sink any such vessel they come across. The captains know this so flying under a false banner or simply being heavily armed is the only way to survive. It is best for any captain to try and keep a few safe harbors among the cities with bribes so that they could find shelter during a storm.

Sea Lords

The Sea Lords have no contact with the Talarakians other than dropping off their own criminals off their waters. Their are rumors that the Five Families pay wealth to certain Sea Lord captains to keep their ships in waters where the pirates need protection, but any Sea Lord captain caught working with a Talarakian would be tortured to death - a very long torture.

While the largest part of the economy is based on piracy, the people on the island do make a living trading goods and services among themselves. Most people on the island are protected by someone or have their own crew, so cheating each other is a very dangerous task. This does not mean that merchants and craftsmen are honest, just that they have their own “Code of Honor” that society understands.

Goods from corsairs flow into Talarak and are either ransomed or sold in other ports. Any captain will have multiple fences they work through to see the goods that they acquire can be sold fairly quickly. The largest fences who work as legitimate merchants tend to own warehouses on the island. So while their own merchant ships are being plundered they are purchasing stolen goods from their competition. Sometimes an appropriate payment can bring ruin to others and profit to yourself.

That lack of any central government keeps the fees and taxes paid very low. Most will pay some form of protection money, but any family charging too much to work in their “area” would simply drive the merchants and craftsmen to another area. This fierce, and occasionally cutthroat competition, keeps these bribes low.

To outsiders, life on the island appears violent and terrible. It may seem that way to those who live on the island, but as long as a person can live by what passes as the “Code of Honor” then life can be free. Lords and Ladies do not sit in judgement on high simply because their great-grandfathers once took a sword to your great-grandparents. Power is only gained and held by those who have the respect of the captains. Anyone running afoul of the motley collection of sea captains will soon find themselves alone on an island of predators. Even the Five Families who wield a great deal of power and control do not go against the code for the number of independent sea captains is far greater than any family.

The Code

Life aboard a ship is one of discipline and far more democracy than the lives of many others. The Captain's word is law above all others of god and man, but even his word only carries across his deck and relies upon the respect of his crew.

  1. The Captain of a ship's word carries louder than the gods upon the deck.
  2. Anyone fit has a vote in the affairs of crew, equal title to fresh provisions when seized unless a scarcity should arise.
  3. Each member of a crew is called fairly by list for prizes above and beyond their proper share. No prey, no pay.
  4. Each member of the crew is to keep their weapons clean and fit for service. Should anyone be unfit for Engagement they shall forfeit their share.
  5. Any member of a crew deserting during battle shall be put to death or marooned.
  6. Any crew caught stealing from the crew or ship shall be put to death or marooned. All prizes shall be delivered to the Quartermaster as soon as found and a full accounting made.
  7. No fights among the crew may happened aboard ship - quarrels shall take place on shore.
  8. The Captain shall receive a full two shares, the Quartermaster receive a share and a half, while the Mate and Boatswain receive a share and a quarter. Anyone paid a salary directly shall be paid solely by the Captain from his shares.
  9. Crew that lose a joint shall gain an addition quarter share, while the loss of a limb entitles them to an additional half share.
  10. The crew member that first spots a treasure laden ship shall gain the right of the finest weapon or clothing.
  11. Trading of all goods is considered fair and square allowing the seller to do as they like.

Religion

There is no organized religion on the island, but sailors can be a very religious and superstitious lot. There are several shrines, including a large temple, to Karash on the island, but Aesir gets nearly as many donations to her coffers. The largest percentage of the population are Zentirovan, but they currently count for less and 40% of the total population. People from across the sea have flocked to Talarak, including non-humans like the Hashan and Elves. It is considered very good luck to have a male Hashan as a member of the crew - belief in the gods carries less weight than belief in luck.

The duality of Tyrin and Cyni may not grant favorable winds or abate the storms, but no sailor would tempt ill-fortune by denying their power.

The power of the long-dead God-Kings still holds some sway over the Zenti living on the island. Worship of these long-dead magicians is not prohibited by law, but instead the adherents are killed by custom.

Magic

With a history of powerful magicians rising up and calling themselves the God-Kings, magic has a close history with magic and its consequences. In the same manner sailors can be very superstitious and anyone with even a rumor of fortune telling or having “the eye” may find themselves outcasts when the wind and waves turn against those around them.

On the other side of things, foolish is the captain who insults a local hedge wizard or oracle for the same superstitions that call such people outcasts have a great fear for what unknown powers they wield. Magic is a chaotic force of nature as is the storm, wind, and sea. A mortal who attempts to harness this power is either someone to be feared or so foolish they should be killed before they endanger others.

Their are captains who not only command the power of magic themselves or employ a magician on their ship. If the crew is accepting of this arrangement it can give the captain and advantage plundering ships - if the crew is forced to accept it then mutiny is sure to arise.