Port Kalkas
Port Kalkas is the largest port in Clesoryn and its de facto capital. It is situated on one of the islands near the center, overlooking the Bay of Emeralds, The city is protected by walls, and the stronghold of Fort Andril. All manner of vices can be found in its twisting streets, and its busy markets thrive on the sale of stolen goods. Rumour has it that the plunder from decades of piracy is hidden in sea caves beneath the city.
Despite being the capital of the Forlon Court's pirates, merchant ships sometimes dock here to trade. Those flying the flags of Talaman's nations are not welcome, and gain no protection, but unaligned vessels are permitted to dock.
Government
The capital is typically ruled by The Pirate King, lord of the Forlon Court. However, due to there being no King, the Pirate Lords let the inhabitants of the city take care of things. The affairs of the city are jointly overseen by a important figures, including the harbor master and the master merchant.
Districts
Though a pirate city is difficult to neatly label, there are certain areas of the city of Port Kalkas that might classify as city districts in the traditional sense:
Freedom's Gate Harbor
The island of Freedom's Gate Harbor is usually the first district of Port Kalkas that any visitor sees as all cargo has to dock in Freedom's Gate Harbor before entering the main part of the city. This process is attentively and efficiently governed by the harbor master. The harbor is deep enough to accommodate even the largest and most heavily laden of vessels. There, their vessels have their cargoes inspected before they are allowed to continue on to the main docks.Bayside: High Bayside & Low Bayside
This district is split into two distinct wards, High and Low, and citizens of both quickly get used to the sound of wind and rain. Low Bayside loses bits and pieces of land to the sea yearly, and the tops of old houses that slipped into the sea along with portions of the bluff remain visible during the calm waters of summer. The threat of waking up several inches lower than yesterday gives many Low Baysiders a dour, pragmatic outlook on life. High Bayside sits about a hundred feet above Low Bayside, its stone houses safe and secure in their positions. Merchants build manors here, fat on the gold they make shipping treasures from Anamat north or Vlaikune luxuries south. The spectacular views, easy access to the entertainments and docks of Merchant's Marina, and the distance from rowdy Freedom's Gate Harbor put High Eastwind on the wish list for many citizens.Underworks
Beneath the bluffs of Port Kalkas lie a series of labyrinthine tunnels packed with merchants who dream of leaving the caverns for a shop in High Bayside. Most people here have little more than one carved niche of rock to live in and sell their handiworks from, but many merchants and pirates, stake out whole caverns within the bluffs, protected by a small army of personal guards/crew. The constant temperature and humidity of the Underworks make such caverns excellent warehouses. Despite the seclusion from wind and rain, many people seek to avoid living here, as horrifying stories tell of creatures emerging from some of these tunnels, ravenous for the taste of flesh and blood.Merchant's Marina
Everybody who sells something in Port Kalkas has business in the aptly named Merchant's Marina. At this assortment of docks on the shore of Port Kalkas, dock hands offload merchants’ cargo—commonly fabric, lumber, spices, or wines—for sale and transport elsewhere. Captains pay their fees, fines, and taxes to the Merchant Master, earning the marina the nicknames, Miser’s Marina and the Penny Pincher Pier.The Greyshackles
Full of low-rent brothels and bars these whitewashed tenements have little more than their decorations to separate them from the other ramshackle buildings in this district. The carved sculptures that adorn many of the buildings contain code and symbols, a hidden language indicating the availability of certain vices—three gulls for the drug skoomee, a shark for an assassin, or a whale for a fence of stolen items.Beggar's Landing
The city's poorest (and often, toughest) inhabitants live in the Beggar's Landing. Many of them earn a living crafting ropes, sails and other nautical supplies.Points of interest
- Fort Andril
Alternative Name(s)
Pirate Hell
Type
Large city
Population
37,140
Location under
Ruling/Owning Rank
Owning Organization
Comments