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The Broken Spine Islands and Ports

The Broken Spine contains many ports of call and other known islands described very briefly here.    Freeport: By far the largest settlement friendly to pirates in the region, Freeport hosts a population of over 40,000 people. The city is home to an opera house, working sewage systems, theaters, guilds, blacksmiths, and more taverns than are found in entire nations. Freeport is ruled by the Sea-Lords, retired pirate captains who have traded in front-stabbing for back-stabbing as they exploit "taxes" and "shipping fees" from both foreign traders, and the pirates they allegedly fence for. Freeport has had concerns recently with cult-like activity in the region, but the Sea Lords assure all visitors that the city is open for business. Prominent guilds on freeport include the Pathfinder Society, Monster-Hunters Guild, and a branch of the Red Mantis Assassins  Slipcove: Located on Bag Island, the port here is known for pirates who oppose the slave trade, or at least who did. The current pirate lord of slipcove has been accused of bribery from slaver ships, and has fought multiple duels to defend his honor. One of the largest settlements in the northern Broken Spine.    Rum and Butter: A primarily halfling settlement known for good beer, good timess, and a small werewolf problem.    Beachcomber: A tiny half-orc populated settlement that can repair ships in a pinch but little more.    Goatshead: Hosting three taverns, a pair of inns and a half dozen warehouses, goatshead is an ideal place to resupply provided you have the muscle. Murder in Goatshead is common, as apparently are shark-people.    Haigui: A primarily Tengu settlement built by expatriates of Long Wa, who came over on great turtle ships centuries ago, and simply stayed. Many alchemists now call the settlement home.    Cho-Tzu: A large settlement with a permanent harbor. It specializes in ship construction, as well as fortune telling, extortion and hiring grizzly pirates. Poverty is rampent in Cho-Tzu due to repeated pirate raids, and many in the village are hoping to gather support to raise a pirate fleet to defend them from aggression.    Sahir: A Nephesian settlement, believed by some to be haunted, but in fact just being home to an ancient demonic incursion that is contained within the inner city walls. The city is open for business to non-pirates, but for obvious reasons most do not stay long.   Malphet: A nephesian settlement run by former Nephesian privateers. It is believed that the settlement looks favorably on most pirates so long as they keep their nose clean in port, and it's ruler is said to be in love with a current pirate captain.    Carrion Hill: An inland settlement, Carrion hill is commonly believed to be cursed, and as it has no shipping port few have a reason to travel there.    The Sapphire Palace: An opulent settlement openly ruled by a Rakshasa, the Sapphire Palace is not friendly to pirates or the Masacali Consulate. It is however the wealthiest city on the Spice Coast and many men have attempted to rob from the Sorcerer-King. That many men are now dead.    Zinj Karcan and Zinj Gandan: Both settlements answer to the Sapphire Palace and export their vast earnings to the Sapphire Raja.    Uskern: A tiny settlement possessing a few taverns and warehouses for spice exports, but it is insufficient to dock.    Saltmarsh and Thornmarsh: Perhaps the only two open settlements on the spice coast to piracy, neither Saltmarsh nor Thornmarsh are ideal destinations, though saltmarsh at least has potential plunder of value, and a modicum of civilization to enjoy. The leaders of Saltmarsh have outright called for pirates to come to their settlement to aid with local problems for those interested in a more legitimate source of income.    Port Widowmaker: This pirate port is ruled by a free captain named One-Eyed Aethyl. The settlement hosts a competition known as the carnival every few years, a blood sports festival in the only Arena in the Broken spine not controlled by a legitimate nation.    Fa-Nen Alendraum: An elvish port not friendly to pirates, the settlement is old and the elves who live their almost as much they say. The port facilitates slave trade with deeper settlements within the spice coast and supposedly acts as a landing point for resupply before ferrying supplies up river.    Pex: A tiny settlement ruled by a local pirate captain. It contains an inn, and not much else.    Mezdrubal: The pirate lord of Mezdrubal only answers to Sorcerer's Harbor, but is otherwise capricious, insane, and only impressed by gifts of fine clothing.    Sorcerer's Harbor: Sorcerer's Harbor is a place of culture, trade and tourism in a sea of troubles, or so it's leader Endymion would tell you. It hosts an operahouse, mysterious runes and archways, strange portals, and a number of inns, warehouses, taverns, and repair docks.    Bogswater: a settlement founded by a pirate who worshipped Besmera. Famous for purple dyes. Marshy.   Lilywhite: A small pirate town famous for eating and drinking contests, and hosting a shrine to Cayden Cailean.    Rapier's Bay: A local pirate haven ruled by Maxvale Janus of the Black Table. It is famous for smiths and weaponry, and the best weapons in the Spine are said to come from here.    Smokestack: A tiny settlement in the shadow of a massive active volcano. Its residents sell the volcanic ash and forge materials within its heights.    Port Eloquent: The Second largest settlement in the Spine is ruled by Tessa Fairwind of the Black Table, who stole the settlement from a previous pirate captain. It hosts inns, taverns, repair docks, and several colleges of study, making it unique among the Broken Spine. Many bards call port eloquent home, and the settlement contains a number of exiled citizens and their descendants from Port Romance. Many pirates not affiliated with the Hurricane King use it as a port of call.    Ngozu: a port founded by former residents of the great river runway who decided to abandon the demon infested jungles for a more picturesque society. Gozreh's worship is still very important here and many pirates often come here to pay respect to the god/goddess of the sea and sky. The citizens of Ngozu often hire pirates to travel into the great river runway or to fetch supplies that they lack the means to.   Little Bengion: Colonized by former imperial navy specialists who abandoned the empire for reasons not entirely clear, those looking for the culture of the imperial city do not have to travel further than little Bengion for resupply, marble sculpting, and the tastes of home.    Port Freedom: Not to be confused with freeport, the city was renamed after it escaped the hurricane king's reach after a nearly 2 year blockade. The sandbars surrounding port freedom make it inaccessible by water, forcing ships to instead sail up river in order to enter the city by boat. Port freedom is the last port of call before entering into the Great River Runway, and hoping for the best.    King's Port: The Hurricane King's personal city, the capital of Yadis serves as a haven of natural resources for pirates to exploit. The port is open to sailors and pirates so long as they pay a tithe to the Hurricane King. Those who do may find magical item shops, inns, repair docks, and far fewer questions then are asked in other ports. Those wishing to impress the hurricane king will also use the tavern's rumor mills to alert his captains to their desire to serve his lordship.    Hurricane's' Crown: When the Hurricane King's boats are not in use they are stationed here for repairs or resupply. The port is closed to all outsiders, and is said to possess military defenses rivaling that of Varupa.    Wretchport: The port here hosts of refugees from the Kraken Coast who fled Moeras' destruction. The Lord of the Tempest and member of the Black Table commands here, a druid who frequents strange caves at low tide. A number of cultists to the Kraken call the settlement home, as do some of the best Brewers and rum distillers in the Spine.    Ilizmagorti: The Red Mantis Assassin's token port city and default capital of the Smile is an open port for pirates who do not disturb the assassins business. It possesses all services a pirate might need to rest and resupply, but most use the port to contact the ancient assassin order and elicit it's services, or join them.    Rapamore: Another settlement openly ruled by escaped Earthbound from the Masacali Consulate, Rapamore is distinct in being open to trading with pirates. Many refuse to use Rapamore as a port of call however, as it participates in the slave trade and are considered cruel and twisted masters of the island chains they command. Others argue there are no greater enemies of the Consulate than the Earthbound of Rapamore, and the enemy of my enemy is my friend.    Genzei: The city of lanterns is the functional capital of the Ushinawa isles. It was founded some years ago by descendants of Minkai fleeing westward to escape political turmoil, where they worked with a local Tengu population to build a beautiful and vibrant settlement in the old styles of their homeland.    Robu: The settlement of Robu was primarily established to explore the nearby ruins of the island, exporting their findings to Freeport and making a tidy profit in the process.    Nerama: An inland settlement near Freeport that facilitates the slave trade, and generally handles the ugly business freeport does not wish to be seen doing.   Oyster Bay: A tiny village famous for oysters, and for being in constant dispute between pirate lords eager to shave a little of Freeport's trade.

Maps

  • The Broken Spine - South
  • The Broken Spine - North
Type
Geopolitical, Country

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