Immurk's Hold

[breadcumb]   Нашему сайту необходима поддержка - поскольку любого свободного времени не хватает.   Подпишитесь на Boosty или Patreon
Founded as an official pirate hold by Immurk in 1170 DR.   Traditional home to the Pirate Lord with the highest position and power (or Hurricane King).   Largest Port in the Pirate Isles, considered it’s “capitol” and main year-round settlement (population ~5,000)   Located on the northwestern side of Dragonisle   The city consists of numerous wood structures built upon the half-ruined remains of an expansive ancient Mulhorandi fortress.   Supports nearly any trade associated with the sea. But also one of the worst dens of iniquity on the Inner Sea (with the possible exception of Westgate).   Since it is essentially a town of freemen, power is law. Edicts of pirate captains are enforced their subordinates.   Law (Immurk’s code): A collection of traditions and generally accepted norms amongst the freemen of the Pirate Isles   Immurk’s Hold is open to all free men, and closed to those who wish to limit the freedom of it’s people. A pirate’s life is governed by the will of the gods, do not disgrace them. If Immurk’s Hold is raided by Freesailors or Privateers, every man must fight for the Hold’s defense. Challenges between Captains are to take place on the sea, where the gods can judge, not within Immurk’s Hold. Locations:  

Immurk’s Harbor

 
  • Protected, breakrocks, harbor chain, capacity 150 ships.
  • At any given time usually has between 20 and 60 ships beached, docked, or in dry-dock for repairs.
  • Greyrock Fortress

  • Point for the coordination of the defenses
  • Large fortress set 80 feet high in the cliff along the western side of the harbor entrance.
  • 4 Thayan bombards which can fire at any angle between 120 and 480 yards from the top of Greyrock Fortress.
  • Location for the Seathrone and Immurk’s Hall, the seat of power for the Pirate King’s of old and place where the Hurricane Court is held.
  • The first level Great Hall serves as a main trading post for Immurk’s Hold as well.
  • The Pit

  • Part bar, part brothel, part gladiatorial arena.
  • A circular blood-stained sand pit surrounded by wooded bleachers. Wenches and prostitutes serve a grog to roaring crowds.
  • Owned and operated by Pirate Lord Teldar
  • Shipyards

  • Here, the shipwrights and dry docks are able to bear nearly any seagoing vessel.
  • Coopers (barrel-makers) and stevedores (cargo-handlers) repackage ill-gotten cargo and move it to more legitimately flagged vessels for fencing in the other ports of the Inner Sea.
  • Warehouses provide temporary storage for the goods, while moneychangers and usurers manage the huge sums which the pirate trade brings in.
  • The Creaking Cutlass

  • Small, poor fair, strong drinks, no lodging
  • A rickety one story tavern which hangs perilously over the water on a creaking wood deck.
  • Owned by Jomo Shanbaeren a former pirate.
  • After a couple of Jomo’s strong drinks most patrons swear they’re on the deck of a ship.
  • Temples   Brightmaw Hall: Temple to Umberlee located on the northern shore at Immurk’s Hold; the largest and most well-attended religious site in the Pirate Isles.

    Temple of Waukeen

    – A long covered stone roofed structure supported by open archways. – A former Mulhorandi marketplace, still used for a good majority of trading on Dragonisle. Temple of Cyric – Formerly the largest temple in Immurk’s Hold before the construction of Brightmaw Hall. – Not as well attended despite it’s size.

    Shrines

    – Assuran of the Three Thunders (Hoar): Well-attended. – Gond: Attended only by a select few (mainly armsmasters). – Loviatar: Attended only by a select few. – Tempus: Well-attended. – Tymora: Well-attended.       Immurk's Code, a code of conduct reputedly set down by Immurk himself. Although various individuals vary in the exact wording and intent of the code, the following elements are common:
  • The city of Immurk's Hold shall be open to all pirates, so long as they do not prey on other pirates (this effectively bars the privateers).
  • As a pirate's life is governed by the will of the gods, no god shall be barred and no interference with worship shall be tolerated (this has made Immurk’s Hold a haven for many sects—such as Loviatar and Talona—which are not otherwise popular with the pirates).
  • In time of war or attack, everyone in the Hold must fight for its defense. Every man must be trained to fight, and must maintain his own weapon (this has been extended to women and even children over the years).
  • When pirate captains fight, they must do so outside the Hold, as the Hold is more important than any one captain (this was originally intended to protect the Hold from intrigue and civil war, and is mostly
  • honored in the breach).   Immurk’s Hold supports nearly any trade associated with the sea. There are shipwrights and a yard, with a dry dock able to bear nearly any seagoing vessel.   Coopers (barrel-makers) and stevedores (cargo-handlers) repackage ill-gotten cargo and move it to more legitimatelyflagged vessels for fencing in the other ports of the Inner Sea. Warehouses provide temporary storage for the goods, while moneychangers and usurers manage the huge sums which the pirate trade brings in.

     
    Если вы хотите что то добавить или присоединится к команде редакторов - пишите комментарии
     
     
    Внимание! Имеется скрытый контент, доступный только подписчикам. Подписка - бесплатна. Детальнее - читай здесь.
     
      Вы можете присвоить себе следующие роли, чтобы расширить видимый контент:   Silver Marches   Daggerford   Baldur's Gate   Neverwinter   Waterdeep   Deadsnows
      RSS канал данного сайта   Подпишитесь на Boosty или Patreon

    Maps

    • Immurk hold v2
    Включенные места

    Комментарии

    Please Login in order to comment!