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Alternate Ierendi Gazeteer: The Pirate Kingdom ... - Vaults of Pandius

Alternate Ierendi Gazeteer: The Pirate Kingdom ... - Vaults of Pandius

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Roister Island -- 28Safari Island – 28Utter Island -- 29White Island -- 29Adventures -- 29Players' Guide to <strong>Ierendi</strong> – 37What Everyone Knows About the <strong>Pirate</strong> <strong>Kingdom</strong> <strong>of</strong> <strong>Ierendi</strong> – 37Tavern Talk From Other Lands -- 37From Conversations With a Veteran Adventurer -- 39A Karameikan Merchant in the Shires -- 40History as the <strong>Ierendi</strong> Know It -- 41Life in <strong>Ierendi</strong> -- 43On Being a <strong>Pirate</strong> -- 43<strong>The</strong> Peoples <strong>of</strong> <strong>Ierendi</strong> –44Naming -- 45Clothing and Food -- 45<strong>The</strong> Calendar and Holidays -- 46Government -- 47Private Investigators -- 47Mechanical and Fiddly Bits (for 3E) -- 48


Campaigning in<strong>Ierendi</strong><strong>Ierendi</strong> can be used for any <strong>of</strong>several campaign approaches.It is an excellent base for anysort <strong>of</strong> naval adventures andcould either figure into a navalcampaign based elsewhere orserve as the home base for apiracy and explorationcampaign. <strong>The</strong> <strong>Ierendi</strong><strong>Pirate</strong>s, in addition to raidingtheir neighbors, also enjoy agood hunt for buried treasurelike anyone else and will <strong>of</strong>tendo very crazy things forwealth. <strong>The</strong> <strong>Ierendi</strong> raid allthe way to the NorthernReaches, Norwold, Ochelea,the Pearl Islands, and Alphatiain their crazier moments, sosuch a campaign, possiblyeventually leading tobecoming King <strong>of</strong> the <strong>Pirate</strong>s,can cover a very wide ambit.A more political campaign canbe constructed by focusingupon the growing conflictbetween the interest <strong>of</strong> theslaveowners, the towns, andthe pirates as the future <strong>of</strong> theIsles is decided. Such acampaign might also lead upto becoming King <strong>of</strong> the<strong>Pirate</strong>s, but then poses theKing with the problem <strong>of</strong> howto deal with these conflicts.At a philosophical level,<strong>Ierendi</strong> can also be used bythose so inclined to examinethe problem <strong>of</strong> freedom builton slavery—the freedom <strong>of</strong>the <strong>Ierendi</strong> towns,slaveowners, and pirates isbuilt on a backbone <strong>of</strong> slaverywhich makes the whole systemwork. Can a nation foundedby revolting slaves andprisoners continue to holddown slaves forever? Shouldit? Is it time for a new modelor are the old ways goodenough? How is freedom tobe defined—who deservesfreedom? Everyone? Or onlythose strong enough to seizeand to hold it?<strong>The</strong> answer to these questionswill define the future <strong>of</strong><strong>Ierendi</strong>, whether it sinks intochaos, is destroyed byrevolting slaves, becomes afree republic or a slaveowner's oligarchy, or evensomething no one wouldcurrently imagine possible.History as the Immortals Know ItAfter the fall <strong>of</strong> Blackmoor, butbefore 1750 BC, the <strong>Ierendi</strong> Isleswere part <strong>of</strong> a larger landmasswhich stretched south into theSea <strong>of</strong> Dread. Far to thenorthwest, descendents <strong>of</strong> theAzcans dwelt in a giant plateauwhere the Atruaghin Clans nowlive, and far to the west,Tanagoro and Elves competed forcontrol <strong>of</strong> the Serpent Peninsula.Earthquakes and devastationstruck in 1750 BC, collapsingcaves within the Azcan cavenetwork and sending the SerpentPeninsula on its gradual declineinto the sea. <strong>The</strong> Azcans foughtover whose fault the earthquakeswere; the losers were driven outand ended up on the new coast,then forced to flee into the oceanin crude boats; most died, but thesurvivors ended up at <strong>Ierendi</strong>.Likewise, some Tanagoro tried t<strong>of</strong>lee east across the ocean fromthe Serpent Peninsula. Mostperished, but some were blownfar east by storms, crashing in the<strong>Ierendi</strong> Isles. And finally,unfortunate lizardmen from theMalpheggi swamp were sweptout to sea by the disaster; mostperished, but some survived andended up in <strong>Ierendi</strong>, floatingthere on giant mats <strong>of</strong> plants fromthe swamp.Over the next 750 years, smalltribes <strong>of</strong> Azcans and Tanagor<strong>of</strong>ormed on the <strong>Ierendi</strong> Isles,living by a mix <strong>of</strong> slash and burnagriculture and fishing. <strong>The</strong>y


encountered each other, tradedideas, and intermarried. Andfought. A lot. Eventually, theyintermarried to the point wherethey blended into a single,quarrelsome people, the Makai,cooperating to survive the <strong>of</strong>tenharsh hurricane season <strong>of</strong> theIsles and to fight the locallizardmen. <strong>The</strong> Lizardmenfought back as best they could;the warfare was inconclusive andmarked by periods <strong>of</strong> cooperationas well. <strong>The</strong>y dominatedAloysius, Safari, and ElegyIslands, along with having somepresence in the rest <strong>of</strong> the chain.<strong>The</strong> Makai had only crudeweaponry; the more successfulcrafters <strong>of</strong> both origin cultureshad not been the ones who had t<strong>of</strong>lee for their lives, ending uphere. <strong>The</strong> result was that whenthe Nithians surfaced in 1000 BC,the Nithians easily crushed andconquered the Makai, aided bythe fact that entire Makai villagessimply vanished once theNithians won their initialvictories (spirited away to theHollow World by perhapsslightly overeager Immortalsseeking to preserve Makaiculture...) <strong>The</strong> Malpheggi, whohad never quite flourished herealso fell to the Nithians.For five hundred years, theMakai and the Malpheggi wereenslaved by the Nithians, turnedinto producers <strong>of</strong> valuable cashcrops—c<strong>of</strong>fee, rice, sugar, cotton,indigo, and tobacco—to beshipped back to the Nithianempire. It was from the Nithiansthat the arts <strong>of</strong> necromancypassed into the lore <strong>of</strong> theMalpheggi and the Makai.And it was the arts <strong>of</strong>necromancy they would turn ontheir putative masters. Guided bytheir patron immortals, the Makaiand Malpheggi rose up againsttheir Nithian overlords in 500BC, right as the Immortalsdescended on Nithia to destroy it.Nithian reprisals looked likely towipe out the Malpheggi, so theImmortals took the survivors tothe Hollow World. <strong>The</strong> Makaidestroyed the surviving Nithians,only to then forget the Nithianshad ever existed. This threw theMakai into chaos as they forgotmost <strong>of</strong> what they had learnedfrom the Nithians. Indeed, thesurvivors concluded the worldhad been destroyed and reborn asecond time. (<strong>The</strong> Makai dimlyremembered the 1750 BC quakesas the first breaking <strong>of</strong> the world,the Death <strong>of</strong> Earth. <strong>The</strong> Nithiannecromantic plague whichdestroyed the Malpheggi andkilled many Makai wasremembered as part <strong>of</strong> the Death<strong>of</strong> Air. <strong>The</strong> Death <strong>of</strong> Fire isgenerally expected to be coming,and then the Death <strong>of</strong> Water,which will end the cycle and starta new Aeon... More on this later.)Aid from Ka enabled them torecover their ancestral ways, nowmodified by their newnecromantic and religiouspractices, and eventually recover.For centuries, they lived a quietlife <strong>of</strong> periodic natural disaster,hurricanes, warfare, peace, andfishing. At times, Hin navigatorsvisited from the Five Shires toexplore and trade with thenatives; the Traladarans, on theother hand, were too poor <strong>of</strong>sailors to drop in. <strong>The</strong> Thyatiansvisited the isles for trade after therise <strong>of</strong> the Thyatian empire,though local diseases (descendedfrom the desperate magical andnecromantic plague revenge <strong>of</strong>the now long extinct Nithians ontheir revolting slaves) killedmany would be traders anddiscouraged Thyatiancolonization.Looking for new lands forfarming, some Hin arrived onFletcher and <strong>Ierendi</strong> Islands inththe 6 century, avoiding ElegyIsland at the urging <strong>of</strong> thenatives. <strong>The</strong>y built Northkeepand Korsakov Tower andlighthouses to guide ships andbegan struggling to grow cropsunder hotter and wetterconditions than they were usedto, and trying to find ways tosurvive the hurricane season.For a long time, they struggled tomake a living, until the discoverythat tobacco and c<strong>of</strong>fee could begrown here much more pr<strong>of</strong>itablythan in the Shires led to a boomin their cultivation and in Hinimmigration. (Many Hin alsodied <strong>of</strong> the local diseases.) Hinflocked to the islands andrelations with the natives turnedugly. Brutal Hin vs. Makai warensued; the Hin largely took overFletcher and Alcove Island and


held substantial portions <strong>of</strong> Safariand <strong>Ierendi</strong> Islands when theThyatians showed up. <strong>The</strong>y tookcontrol <strong>of</strong> Utter and AloysiusIslands, setting up prison campsand using prisoners to growvaluable crops for them. Threeway warfare now ensued, withthe Hin forced into slavery andthe Makai driven back into deepforest and the less valuable foragriculture areas. More and moreprisoners were imported to theIsles to grow crops.In the late sixth century, Thyatisand the Hin went to war, and thisprovided the many prisoners <strong>of</strong>the prison colonies with anopening. <strong>The</strong>y now revoltedunder the leadership <strong>of</strong> MadCreeg, a man who claimed he hadbeen sent to the Isles for thecrime <strong>of</strong> 'Killing an Immortal <strong>of</strong>Thyatis'. This seems ratherunlikely to be true, but whetherhe believed it or not, he was aman <strong>of</strong> great cunning andstrength (and quirky humor), whoswiftly led the <strong>Ierendi</strong>ans tovictory. Forming an alliancewith the mysterious HonorIslanders, he drove out theThyatians and declared himselfthe <strong>Pirate</strong> King <strong>of</strong> <strong>Ierendi</strong>,writing the Code <strong>of</strong> HonorablePiracy, by which the land wouldbe governed.This code forbade the growing <strong>of</strong>cash crops for sale abroad andrequired all men who would befree to spend a period <strong>of</strong> theiryouth on a pirate ship. Thosewho grew too old for the sea orwho had crafts needed by piratesbut not easily practiced at seawould live in villages on the land,which would serve as the homebases <strong>of</strong> pirate ships and fleets.Every five years, there would bea grand contest <strong>of</strong> pirate skills,the Tournament <strong>of</strong> Piracy; thewinner would become <strong>Pirate</strong>King. Ships would governthemselves, electing a Captainwhose word was law, but whoany honest pirate could challengefor the leadership. Any Captaincould enter the <strong>Pirate</strong> Conclaveevery five years (or on the death<strong>of</strong> a King) and make a bid for thekingship. And the <strong>Pirate</strong> Kingwould rule with the 'advice' <strong>of</strong> theCaptains. Ex-Thyatians, Hin,Makai, anyone who dwelt in theland and lived or had lived thelife <strong>of</strong> a <strong>Pirate</strong> could be a freeman in <strong>Ierendi</strong>, chosing whowould lead him and bringingdown the wrath <strong>of</strong> the formerprisoners and slaves on the'civilized' nations who had laidthem in chains.For several centuries, this schemaworked. Many Makai continuedto live in the traditional manner,but some assimilated into <strong>Pirate</strong>society and even rose to be <strong>Pirate</strong>Kings and Queens. <strong>The</strong> Hin andthe other humans <strong>of</strong> the Islestended to dominate <strong>Pirate</strong> society,however. <strong>The</strong> towns flourished,growing crops and providingcrafts and fencing stolen pirateloot to covert merchants. Adangerous land it was, where aman might have his throat slit fora few copper, but a land where abrave and cunning man faced fewlimits on how high he could riseor the freedom he could know.In 700 AC for reasons knownonly to the Immortals, severalvillages <strong>of</strong> Human and/or Hin<strong>Pirate</strong>s simply vanished without atrace. This disaster led to aperiod <strong>of</strong> religious frenzy andpanic which culminated in therise <strong>of</strong> the <strong>Pirate</strong>'s Temple.(Uknown to the locals, Korotikutook several villages to plantthem among the Merry <strong>Pirate</strong>s inthe Hollow World.) Thisvanishing, however, wasrelatively small in scale, and didlittle to slow the growth <strong>of</strong> thepopulation.A clock was ticking and thatclock was named 'populationgrowth'. As the <strong>Pirate</strong>s and theirtowns flourished, the Makai andthe <strong>Pirate</strong> towns increasinglycompeted for the same land to getfood and the same waters for fish.<strong>The</strong> result, finally, was a brutalthwar in the 9 century AC. <strong>The</strong>Makai were defeated, despitetheir necromantic skills, but thewar was long and harsh, and<strong>Pirate</strong> King Konal imposed whathe felt was the worst possiblepunishment—slavery—on thesurviving Makai. <strong>The</strong>y wereturned into a labor force for thetowns, freeing up the elderly toenjoy their old age and enablingmore free men to become piratesor craftsmen (or even traders).This strengthened the <strong>Ierendi</strong>military, which was essentiallythe collection <strong>of</strong> town militiasand pirate ships, by enablingmore free men to enter those


areas. This proved crucial in thelate 9th and early 10th century,the Minrothad Guilds and Thyatisturned up the heat on <strong>Ierendi</strong>.Desperation led <strong>Pirate</strong> QueenAntonia to approve the growing<strong>of</strong> cash crops by Makai slaves inorder to raise funds to bribeThyatian commanders and to hireassistance and purchase Glantrianmagical items in order to defeat astrong attempt by Thyatis toconquer <strong>Ierendi</strong> in Belisarius'War (905-918 AC).<strong>The</strong> precedent having been set,later <strong>Pirate</strong> Kings graduallyexpanded slavery, raiding theTurtle Clans <strong>of</strong> the Atruaghin,and many distant lands to captureslaves to grow crops whose salewould fund military effortscapable <strong>of</strong> fending <strong>of</strong>f <strong>Ierendi</strong>'swealthier enemies and free up yetmore free men to become piratesand soldiers and traders.However, it also shovedincreasing money into the hands<strong>of</strong> those who ran the plantationsfrom the towns, creating a class<strong>of</strong> men not dependent on piracyor craftsmanship for their wealthand freedom, but on slavery.Conservative pirates opposedthis, but though some <strong>Pirate</strong>Kings and Queens tried to reducedependence on slavery, nonewere able to afford to abolish it.Today, matters are movingtowards a crisis. <strong>The</strong>re's notmuch more room for theexpansion <strong>of</strong> slavery forproduction <strong>of</strong> cash crops, but thenumber <strong>of</strong> free men continues togrow and <strong>Ierendi</strong>'s enemies stillseem to grow stronger faster thanit does. Conflict betweenconservative pirates who despiseslavery, wealthy townsmen, andthose pirate crews who revel inthe wealth slavery brings themcontinues to heat up and now thecurrent King, a Hin namedCaptain Mungo Shipshearer, isclose to death and competition tosee who will replace him isstarting to heat up. Further, theslaves grow increasingly restless,and they study the secret Makaiarts <strong>of</strong> necromancy and plot theirrevenge.Whoever becomes King <strong>of</strong> the<strong>Pirate</strong>s next will likely determinethe future <strong>of</strong> <strong>Ierendi</strong> for decadesor maybe even centuries to come.Things cannot go on likethis—there are many routes thenation could sail, but it must setits course now, or likely fall intodiscord and be destroyed by itsfoes.And that, <strong>of</strong> course, is where thePCs come in.Pre-1750 BC: <strong>The</strong> <strong>Ierendi</strong> Islesare part <strong>of</strong> a larger mass <strong>of</strong> landextending south and east into theSea <strong>of</strong> Dread. Azcans live in thelarge plateau where theAtruaghin Clans now live. Farwest, Tangoro and Elves competein the Serpent Peninsula. AndLizardmen live in the MalpheggiSwamp.1750 BC: Earthquakes destroythis land and send groups <strong>of</strong>Azcans, Malpheggi, andTanagoro fleeing their homes, alleventually ending up in <strong>Ierendi</strong>.<strong>The</strong> Makai will remember this asthe Death <strong>of</strong> Earth, whichdestroyed the First World.1750-1000 BC: <strong>The</strong> Azcan andTanagoro survivors blend to formthe Makai, competing with theMalpheggi Lizardmen (whodominate Aloysius, Safari andElegy Islands).1000-500 BC: Nithians colonizethe islands, enslaving everyoneand growing semi-tropical cashcrops. <strong>The</strong> Makai and Malpheggilearn and adapt the necromanticarts.500 BC: <strong>The</strong> Immortals guide arevolt which wipes out theNithians but unleashes bitterplagues which wipe out theLizardmen and kill most <strong>of</strong> theMakai, who now suffer massiveamnesia due to the Immortaldestruction / retconning <strong>of</strong> Nithia.<strong>The</strong>y come to see this as theDeath <strong>of</strong> the Second World, theDeath <strong>of</strong> Air. (Beliving foulwinds carried the Nithianplagues.) Aid from Ka enabledthem to recover their ancestralways, now modified by their newnecromantic and religiouspractices, and eventually recover.500 BC – 500 AC: A time <strong>of</strong>quiet recovery and tribal life withsome trade contacts with theoutside, but the plagues whichriddle the isles drive <strong>of</strong>f mostintruders.6 century AC: Some Hin beginthcolonizing Fletcher and <strong>Ierendi</strong>


Isles. Many get sick and die andthe colonies initially struggle.518 AC: Colonists figure outhow to grow tobacco and c<strong>of</strong>feepr<strong>of</strong>itably and now the coloniesbegin to flourish.541 AC: Pressed by populationgrowth, the Makai descend on theHin colonies and wreak havoc;believing the Hin will leave, theyfoolishly then withdraw homewithout killing everyone. Thatwinter, the Hin strike,slaughtering any Makai they canfind, now reduced to feral statusby hunger and desperation.Brutal war ensues on and <strong>of</strong>f.571 AC: <strong>The</strong> Thyatians show up,taking control <strong>of</strong> Utter andAloysius Islands, setting upprison camps and using prisonersto grow valuable crops for them.War with the Makai and Hinensues.586 AC: <strong>The</strong> Thyatiansconsolidate their power in the<strong>Ierendi</strong> Isles. Hin pirates heavilyraid all trade with themotherland.593-623 AC: Thirty Years' War<strong>of</strong> the Hin vs. Thyatis. Thisprovides the context in which<strong>Ierendi</strong> revolts.600-618 AC: <strong>Ierendi</strong> prisonersrebel, ally with the HonorIslanders, defeat Thyatis, andestablish independence under<strong>Pirate</strong> King Mad Creeg.600-625 AC: Reign <strong>of</strong> <strong>Pirate</strong>King Mad Creeg.618-20 AC: <strong>Pirate</strong> King MadCreeg writes the Code <strong>of</strong>Honorable Piracy.625 AC: <strong>Pirate</strong> King Mad Creegsteps down and runs the firstTournament <strong>of</strong> Piracy to choosehis successor; he is succeeded byAarthas the Strong.700 AC: <strong>The</strong> Vanishing: EntireHin and Human <strong>Pirate</strong> villagesvanish from <strong>Ierendi</strong>; unknown tothose left behind, Korotiku hastaken them to the Hollow World.This provokes a wave <strong>of</strong> panicwhich leads to the creation <strong>of</strong> the<strong>Pirate</strong>'s Temple.812-18 AC: <strong>The</strong> War <strong>of</strong> theDead: <strong>The</strong> <strong>Pirate</strong>s and Makaifinally fall out in a brutal war; theMakai use their necromancy touse dead pirates against the livingto make up for smaller numbersafter a vicious surprise attack.817 AC: <strong>The</strong> Makai sack NorthKeep and turn all the local Hininto an army <strong>of</strong> flesh-eatingzombies. This and otheratrocities work both sides up to afrenzy.818 AC: <strong>Pirate</strong> King Konalfinally defeats the Makai andenslaves them, turning them intoa labor force for the towns andfarms. This passes without muchprotest despite its bending <strong>of</strong> theCode <strong>of</strong> Honorable Piracy as thesurviving <strong>Pirate</strong>s are extremelyangry with the Makai. <strong>The</strong>Makai <strong>Pirate</strong> families arehenceforth in a difficult anduncomfortable position.9th – early 10th century AC: <strong>The</strong>Minrothad Guilds and Thyatisincreasingly pressure <strong>Ierendi</strong>,pushing its defense to their limits.905-918 AC: Belisarius' War:Desperation forces <strong>Pirate</strong> QueenAntonia to approve the growing<strong>of</strong> cash crops by Makai slaves inorder to raise funds to bribeThyatian commanders and to hireassistance and purchase Glantrianmagical items in order to defeatThyatian forces sent byGabronius IV under AdmiralBelisarius to conquer <strong>Ierendi</strong>.Mid-late 10th century AC: Later<strong>Pirate</strong> Kings expand the scope <strong>of</strong><strong>Ierendi</strong> slavery, acquiring slavesfrom many distant lands to workthe fields, enabling most freemen to take up the life <strong>of</strong> piracyif they choose, strengthening thelands' defenses. Conservativeand Makai-descended <strong>Pirate</strong>soppose this.982-1000 AC: <strong>Pirate</strong> KingCaptain Mungo Shipshearer, aHin from Fletcher Island, is King<strong>of</strong> <strong>Ierendi</strong>, winning 3Tournaments in a row.1000 AC: A life lived to thefullest burns out faster; KingMungo Shipshearer is dyingslowly <strong>of</strong> a previously unknowndisease and no one knows whowill follow him to the throne orwhere they will lead the nation.Cue the PCs.


Old Mother Kana's AlmanacClimate<strong>Ierendi</strong> tends to be hot and wet,especially wet. Winter begins asthe previous year's hurricaneseason ends, wobbling betweenthe forties and sixties degreesFarenheit with very brief freezingspells or unusually warm spells.Cold rain and fog is verycommon, especially fog in themorning. Spring is short andrelatively dry, followed by a verylong hot and humid summerwhich <strong>of</strong>ten spikes up into the onehundreds and is commonly in thenineties. Starting in late summerthrough the fall, hurricanes beginto periodically slam into the isles,coming up from the southeast andrarely the east. Thyatis and theMinrothad Guilds end up withmost <strong>of</strong> the more easterlyhurricanes, however.AgricultureA huge variety <strong>of</strong> fruits,vegetables, melons, and the likeflourish in <strong>Ierendi</strong>. Pineapples,bannanas and the all-presentavocado are especially popular.Rice is the most common grain,and huge amounts <strong>of</strong> fish areconsumed as the primary form <strong>of</strong>meat. Beef, chicken, and pork areall relatively rare and expensive.A lot <strong>of</strong> food is imported,however, as the best agriculturalland goes to growing tobacco,c<strong>of</strong>fee, indigo, sugar, and cotton.Both food and cash crops aregenerally grown by slavesoverseen by free men. Slaves areorganized into 'gangs' accordingto age and experience, with thehardest work done by those in the18-35 range. Plantations aretypically owned by a particularpirate ship or town, whichappoints an overseer to watchover it and collect the revenues.<strong>Ierendi</strong> is hitting its limits interms <strong>of</strong> useful agricultural landrelative to its population size.This is creating some amount <strong>of</strong>social stress, though right now,agriculture remains highlypr<strong>of</strong>itable. At the cost <strong>of</strong> creatingan evergrowing number <strong>of</strong> angryslaves waiting for a chance tobreak free.GeographyAs per the canonical <strong>Gazeteer</strong> (p.6-8 cover the native wildlife andterrain well.)<strong>The</strong> Defense <strong>of</strong><strong>Ierendi</strong><strong>Ierendi</strong>'s only standing navy is theforces supplied by Honor Island,but in times <strong>of</strong> war, all activepirates must flock to the flag,giving <strong>Ierendi</strong> a fairly substantialand expert fleet. Where Thyatisand Minrothad's navies fight withprecision, the <strong>Ierendi</strong> are closer toa naval barbarian horde, relyingon speed and the individualexcellence <strong>of</strong> their crews,combined with the substantialmagical enchantments <strong>of</strong> theirships, to deal with betterdisciplined foes. Fancymanuevering would requiregiving up freedom, after all.Man for man, the <strong>Ierendi</strong> have thebest sailors in the world; under askillful <strong>Pirate</strong> King, this skill canbe used to best effect; under weakkings, enmities betweencommanders undercut theeffectiveness and cooperation <strong>of</strong>the military, leading to disaster.<strong>The</strong> continual piratical operations<strong>of</strong> the <strong>Ierendi</strong> <strong>Pirate</strong>s keep


everyone's skills up; most freemen spend at least a while as apirate, making it easy to replacelosses so long as they don't growtoo intense.<strong>The</strong>re is a very small group <strong>of</strong>pr<strong>of</strong>essional soldiers who guardforts for defense. Organized intoone hundred man companies, theRoyal <strong>Pirate</strong> Army numbers only1000 men. <strong>The</strong>y all train asarchers and spearmen in bothlight and medium armor.<strong>The</strong>re is also a militia force,organized by the towns andvillages. Lightly armored, itfocuses on missile fire andoperating in dense forest andjungle. In addition to fighting inwartime, it helps to hunt runawayslaves. Up to 5000 militia can befielded in companies <strong>of</strong> irregularsize when needed. Another fivethousand low quality militia <strong>of</strong>old men can be fielded in deepemergencies.Slavery<strong>Ierendi</strong> slavery is hereditary. Youcan become a slave in one <strong>of</strong> twoways—judgement passed on youby the <strong>Pirate</strong> Conclave (howsome <strong>of</strong> the Makai wereenslaved) and being captured by<strong>Ierendi</strong> <strong>Pirate</strong>s. Most <strong>Ierendi</strong><strong>Pirate</strong>s do not enslave everyonethey capture, as this wouldprovoke too harsh a counterresponseand encourage mostpeople to fight back harder.Rather, slaves are usually takenfrom enemy pirate ships and fromslave-raiding / trading. (Thyatianand Minrothad prisoners areusually enslaved regardless <strong>of</strong>origin, though) A lot <strong>of</strong> slavestaken these days are eitherKarameikan or Sindhi becauseneither nation can fight back veryeffectively.<strong>The</strong> child <strong>of</strong> a slave is always aslave, but the owner <strong>of</strong> a slavemay emancipate a slave for anyreason. Some allow their slavesto save up wealth and buy theirfreedom. A fair number <strong>of</strong>emancipated slaves are the sonsand daughters <strong>of</strong> their master.Freed slaves may become pirates,townsfolk, or just leave <strong>Ierendi</strong>entirely if they have theresources.Masters may freely sell, beat,rape, kill, etc their slaves at will.In practice, most masters holdback from total tyranny from amixture <strong>of</strong> human feeling andself-preservation. (<strong>The</strong> People'sTemple tends to target the mostvicious masters, and even withoutthem, a reign <strong>of</strong> terror can lead tosome slave poisoning your foodor you being beaten to death.)Slaves cannot testify against nonslaves,but can against each other.<strong>The</strong>y have no property rights intheory—in practice, mastersgenerally allow them toaccumulate wealth if they canfind some way to do so, so longas it isn't a threat to the masters.Most slaves work the fields, butsome work as domestic labor,craftsmen or even clerks inbusinesses. Field slaves arerarely emancipated, but thedomestic and business slaveshave a fair chance <strong>of</strong> it.Makai face a lot <strong>of</strong> problemsbecause many non-Makai <strong>Ierendi</strong>tend to assume any Makai is aslave or else that their ancestorwas one. This leads to a lot <strong>of</strong>conflict and duels.Slaves range greatly in theirresponse to slavery. Some <strong>of</strong>them are completely broken,obeying their masters out <strong>of</strong> fearand/or devotion. Most aresomewhat resistant, but unwillingto take major risks. <strong>The</strong>y'll sneak<strong>of</strong>f a little tobacco, or every so<strong>of</strong>ten let frogs cavort in themaster's ale when he's notlooking, or even beat up one <strong>of</strong>the master's relatives in a moment<strong>of</strong> passion, but they fearpunishment too much to do majorresistance.


Disease and theNithian CurseOne may measure the power <strong>of</strong>the Nithians by the fact that acurse unleashed by the Nithiansback in 500 BC still has powerover these isles. <strong>The</strong>y are riddledwith diseases which cannot longsurvive leaving the isles as aresult. (<strong>The</strong>y were intended tokill <strong>of</strong>f the rebels, not to spreadback to the motherland.) <strong>Ierendi</strong>diseases can only infect thosewho have visited the Isles at leastonce. This means invading fleetsare <strong>of</strong>ten wiped out by disease,but can't carry it home to plaguebomb Thyatis.Over time, those most vulnerableto the diseases who live in theIslands have died <strong>of</strong>f and only thedisease resistant remain. Visitorsand invaders are not so lucky.Once a week (or a month if youwant to play this down for foreignPCs visiting the isles), they mustmake a Fortitude save atdifficulty 15 (Save vs. Poison forother editions) or else becomesick; the DM should adjustdisease virulence to suit the needand tone <strong>of</strong> his campaign.Anyone who bears arms duringthe week finds the difficulty risesto 20 (as the disease-curseidentifies them as a REBEL.)Each year in which at least halfyour time is spent in the Islesreduces the save difficulty by 1;eventually, one becomes largelyimmune to it, if one is a longtermsettler. Ironically, the curseis less dangerous to slaves, whogain a +5 bonus to start with andacclimate at triple-speed; thecurse is out to kill rebels, notobedient slaves.It is to be noted that a similarLizard-man curse affects anyvisiting Nithians. It's just thatnone ever come here to notice, asthey're all in the Hollow Worldnow. Ylari are immune to theNithian curse, but are vulnerableto the Lizard-man curse.However, Ylari gain +5 to saveagainst the Lizardman curse, dueto being only somewhat related tothe Nithians. <strong>The</strong> humidity tendsto make most Ylari miserable, butit doesn't quite stop themissionaries.Relations withSpecific Nations andPeoples<strong>Kingdom</strong> <strong>of</strong> Alfheim: Bothcountries are only vaguely aware<strong>of</strong> each other since Alfheim islandlocked. <strong>The</strong>re are no formalrelations, but some Elves admirethe independence and freedom <strong>of</strong>the <strong>Ierendi</strong>. Others see them aslittle better than orcs. <strong>The</strong> <strong>Ierendi</strong>slightly admire the Elves, even ifthey are landlubbers.Empire <strong>of</strong> Alphatia: <strong>The</strong> enemy<strong>of</strong> my enemy is my friend. <strong>The</strong><strong>Ierendi</strong> get much <strong>of</strong> their magicalgear from the Alphatians whennot imported from Glantri. Sure,wizards aren't as good as <strong>Pirate</strong>s,but at least they appreciatefreedom. Alphatia maintains anembassay in <strong>Ierendi</strong> City.Atruaghin Clans: Pathetic landdwellersand their equallypathetic and vulnerable coastaldwelling cousins. <strong>The</strong> Turtle andTiger clansmen make good slavesand indeed the Tiger clans <strong>of</strong>tenseem eager to sell Turtle clanmembers to the <strong>Ierendi</strong> for a tidypr<strong>of</strong>it. <strong>The</strong> rest <strong>of</strong> the clans areirrelevant. No embassy.Republic <strong>of</strong> Darokin: <strong>The</strong>Darokinians endlessly complainabout <strong>Ierendi</strong> pirates but lack thestrength to defeat them and <strong>of</strong>tenwork with them against otherfoes. DDC members areconsidered in <strong>Ierendi</strong> to beprotected by the Honorable Code.<strong>The</strong>y maintain an embassy, evenif the ambassador <strong>of</strong>ten isn't veryhappy.Ethengar Khanates: <strong>The</strong> what?Who? Sea <strong>of</strong> Grass? How doyou sail in grass?<strong>The</strong> Five Shires: Sometimesgood friends, sometimes enemies,<strong>of</strong>ten friendly rivals. Currentlyallies as the result <strong>of</strong> strongefforts by <strong>Pirate</strong> King Mungo, butthis may change once he dies.<strong>The</strong>y have an embassy.<strong>The</strong> Republic <strong>of</strong> Glantri: A finecustomer for the cash crops and asupplier <strong>of</strong> desperately neededmagical gizmos. You have tohide them from the Shire-folk,though. Some <strong>Ierendi</strong> <strong>of</strong> thetowns want to copy aspects <strong>of</strong>Glantrian government. Most<strong>Pirate</strong>s prefer their own ways,though. <strong>The</strong>y have an embassy.


Heldaanic Knights: Many<strong>Ierendi</strong> see the Heldaanic Knightsas a twisted fun-house reflection<strong>of</strong> themselves and it makes themuncomfortable. Most <strong>Ierendi</strong>don't like them and there are littleformal relations. Or reasons tointeract at all.Grand Duchy <strong>of</strong> Karameikos:Sheep to be shorn, especially theBlack Eagle Baron. Stefan ispathetic and the Traladarans havealways been helpless. Perhapsafter the fiftieth time their homesburn, they'll learn to be real men.But probably not. Possibly usefulagainst Thyatis, though. Butlikely more useful as slaves.<strong>The</strong>re is no embassy, as Stefanwithdrew his after an initialattempt at relations.Minrothad Guilds: <strong>The</strong>y're likeyour evil little brother who youcaught dismembering yourfriends. Thugs and murderers andcorrupted by their own wealth.<strong>The</strong>y make the <strong>Ierendi</strong>uncomfortable as it's not alwayseasy to tell the difference betweenthe two nations' pirates.Relations are usually hostile,though uncomfortable embassiesexist in each nation for the other.<strong>Kingdom</strong> <strong>of</strong> Ostland: Kindredspirits, but also far away andpotential rivals. No embassy;relations are sometimes friendly,sometimes hostile but alwaysinteresting.<strong>Kingdom</strong> <strong>of</strong> Rockhome: Hardto get in contact with due togeography, but Dwarves areuseful for their rock workingskills. A fair number <strong>of</strong> dwarveswork as engineering mercenariesin <strong>Ierendi</strong> and some past <strong>Pirate</strong>Kings have <strong>of</strong>fered to let thedwarves colonize the <strong>Ierendi</strong>Uplands. Recent talks havediscussed this again; after acentury or so <strong>of</strong> negotiations, theDwarves are starting to warm tothe idea. <strong>The</strong>re is a Dwarvenembassy.<strong>Kingdom</strong> <strong>of</strong> Sindh: If the Sindhinavy wasn't weak, they'd havekilled everyone in <strong>Ierendi</strong> bynow. <strong>The</strong>re is no embassy andlittle prospect <strong>of</strong> one.Soderfjiord Jarldoms: Contactbetween the two nations tends tolead to violence when some<strong>Ierendi</strong> begins preaching the Code<strong>of</strong> Honorable Piracy at them. Noreal reason to trade, hardly evenworth the effort to reach to raid.No embassy.Empire <strong>of</strong> Thyatis: In Thyatis,this job is viewed as a deathsentence; fools are sent here toeither get wise and healthy or die.Relations are usually terrible andwhile there is an embassy,turnover is high.<strong>Kingdom</strong> <strong>of</strong> Vestland: Littlereal reason for contact here; it'sjust too hard to get back andforth.Emirates <strong>of</strong> Ylarum: <strong>Ierendi</strong> isso wet that it attracts endless tides<strong>of</strong> Ylari seeking to study thesecrets <strong>of</strong> its wetness andgreeness. <strong>The</strong>y then preach anddrive the locals crazy. <strong>The</strong>re aresome converts in the town, peoplewho have grown used todisciplined, hard-working lives <strong>of</strong>craftsmanship and business whichno longer really fit the chaoticmores <strong>of</strong> the <strong>Pirate</strong>'s Temple.Many <strong>of</strong> the slaves, however,have been listening to themissionaries and add ideas from itinto their own syncretic faith, thePeople's Temple, from it. Thismakes the missionaries a littlecrazy.Hangoon (Druidicand NecromanticReligion in <strong>Ierendi</strong>Makai Practice)<strong>The</strong> oldest religion <strong>of</strong> the Isles isthe Druidic faith <strong>of</strong> the Makai. Itdivides time into Aeons, Worlds,


Years, Months, and Days. EachAeon is a great phase <strong>of</strong>existence divided into fiveWorlds, each <strong>of</strong> which ends in anapocalypse. At the beginning <strong>of</strong>an Aeon, the world is fresh andnew. Gradually, however, theworld decays over four worlds.Each ends with a disaster—<strong>The</strong>Death <strong>of</strong> Stone, <strong>The</strong> Death <strong>of</strong>Air, the Death <strong>of</strong> Fire and finallythe Death <strong>of</strong> Water. <strong>The</strong> worldthen crumbles away, only to bereborn after the Death <strong>of</strong> Death,which ends the Fifth Age <strong>of</strong> eachAeon, when Death finally turnsin and devours itself in itshunger.<strong>The</strong> Current World is the ThirdWorld <strong>of</strong> the Twenty-First Aeon;the Death <strong>of</strong> Stone eded the FirstWorld in 1750 BC when thelands <strong>of</strong> the Sea <strong>of</strong> Dread sankbeneath the waves, showingStone would now crumble overtime, until all the lands are gone.<strong>The</strong> Second World ended in 500BC with the Plague-Winds <strong>of</strong>Amnesia which wiped out almostall knowledge <strong>of</strong> the past <strong>of</strong> theMakai (see history for the fullstory). We now live in the ThirdWorld and most Makai figure itsend comes soon, though the Sundoes seem quite healthy forsomething doomed to die to endthe World soon.Still, Death grows stronger, butthe wise men are ready for him.<strong>The</strong> Kahuna <strong>of</strong> Death havestudied Death's lore and when theFifth World comes, the World <strong>of</strong>Death, they will be ready to stave<strong>of</strong>f Grandfather Death as long aspossible, even as the Kahuna <strong>of</strong>Life use their nature lore to propup Grandmother Life as long aspossible.Together, the two groups <strong>of</strong>Kahuna (clerics) conduct ritesintended to stave <strong>of</strong>f the death <strong>of</strong>the Sun (Grandfather Sun) and toprop up Grandmother Life tosurvive another day and toappease Grandfather Death.Grandmother Ocean also has tobe appeased to keep her fromdevouring the land too fast withher mighty storms. Already sheclaims half the year for herwatery children and the stormseason will only grow longer inthe next World.<strong>The</strong>se rites have, over time,become much s<strong>of</strong>ter, abandoninghuman sacrifice for the sacrifice<strong>of</strong> food and valuables. A fewangry Kahunas would be ratherhappy to sacrifice some <strong>of</strong> the'free men' if they could get awaywith it, though. <strong>The</strong>ir ritesrevolve around the opening andclosing <strong>of</strong> storm season and thefour equinoxes and solstices.Kahunas <strong>of</strong> Life are normaldruids. <strong>The</strong> Kahunas <strong>of</strong> Deathare necromancers who use theirpowers to assist their fellowMakai. A fair number go crazyand end up turning very evil orvery insane or both, but most,though sinister, act to help thenow mostly enslaved Makai andturn their malice lose on the 'freemen' <strong>of</strong> <strong>Ierendi</strong>. <strong>The</strong>y areespecially fond <strong>of</strong> killing anenemy's relatives and sendingthem as zombies to kill saidenemy. A few Kahunas <strong>of</strong> Deathhave sold out to the <strong>Pirate</strong>s andprovide undead labor for thenastiest plantations.Elegy Island remains under thecontrol <strong>of</strong> the Hangoon andseems likely to stay so.Druidic faith is declining, havingbeen replaced for many Makai bythe People's Temple.This church serves fiveImmortals, though it only namesfour; Ka is the silent benefactor<strong>of</strong> the Church, whileGrandmother Life (Terra),Grandfather Sun (Ixion),Grandfather Death (Thanatos),and Grandmother Sea (Protius)are openly named. (Thanatos isnot so much worshipped asappeased. In theory, anyway...)


<strong>The</strong> People's Temple<strong>The</strong> People's Temple is theresponse <strong>of</strong> the increasinglydiverse slaves <strong>of</strong> the <strong>Ierendi</strong> Islesto the mostly unsuccessfulattempts <strong>of</strong> Ylari preachers toconvert them (and <strong>of</strong> preachingfrom the <strong>Pirate</strong>'s Temple),combined with some aspects <strong>of</strong>the old Druidic faith <strong>of</strong> the Isles.<strong>The</strong> People's Temple operates attwo levels—an exoteric level <strong>of</strong>what is believed by the averagemember and an esoteric level <strong>of</strong>hidden lore which guides theinner leadership <strong>of</strong> the faith. <strong>The</strong>exoteric level is a higgledypiggledyjumble <strong>of</strong> holidays,worship rites, and other religioustrappings taken from all thecultures which touch the Sea <strong>of</strong>Dread, from Hin harvest festivalsto Sindhi caste garb to mockingrecreations <strong>of</strong> the rites <strong>of</strong> the<strong>Pirate</strong>'s Temple. Indeed,mocking other religions is animportant part <strong>of</strong> the faith,though a dangerous one; thosebrave enough to mock theirmasters publically are regardedmost highly. All the nations whohave abandoned them to theirfate, the old religions whichcould not save them, the heroeswho did not liberate them—allmust be mocked and shamed fortheir failure.<strong>The</strong> People's Temple looksinstead to a new age to come, <strong>of</strong>new Immortals who will notabandon the helpless—by theirprivate ceremonies, they seek tohasten that day when the corruptold order is torn down and a newone born. <strong>The</strong> founder <strong>of</strong> thePeople's Temple was a man bornin Minrothrad by the name <strong>of</strong>Tomia, but he was taken as aslave to <strong>Ierendi</strong>, where heescaped and began circulatingbetween plantations, aidingothers and teaching the slaves tostand together. He came to beknown as '<strong>The</strong> Hope' andeventually, he is said to haveescaped this world and headedinto the planes to find a source <strong>of</strong>Immortality to create newImmortals not beholden to thecurrent order, who would createa better world. Those who arekindest to each other andhumiliate the masters the mostwill join him in his quest whenhe dies, until finally, the Hope isfulfilled. (This dream <strong>of</strong> newImmortals is also known as theHope.)<strong>The</strong> People's Temple thusteaches a dual ethic—anythingdone to non-slaves is justified ifthey refuse to aid the slaves,while towards your fellow slaves,you must be kind and generousand forgiving, for if you do notstand together, freedom willnever come. Those who bestembody this may one daybecome the Immortals to Come,following the Hope to destroy thecorrupt Immortals <strong>of</strong> this presentday.<strong>The</strong> Holy Writings <strong>of</strong> thePeople's Temple are a mish-mash<strong>of</strong> the writings <strong>of</strong> the Hope, theholy writings <strong>of</strong> variousimmortals and the additions <strong>of</strong>every communit's priests. <strong>The</strong>result <strong>of</strong> this is that while sometexts are very common in manycommunities, each communityhas its own version <strong>of</strong> the holywritings, hidden away by thepriests to avoid being found bythe masters. And to avoid thembeing contradicted.<strong>The</strong> People's Temple has severalesoteric sub-sects which competeto control the direction <strong>of</strong> thechurch, groups who have takensymbolic readings <strong>of</strong> some <strong>of</strong> theholy writings and who <strong>of</strong>ten havespecial writings only revealed tothe initiated. Each <strong>of</strong> thesegroups sees itself as the true,rightful leadership <strong>of</strong> the churchand the true heirs <strong>of</strong> the Hope.Many priests belong to none <strong>of</strong>these groups, but each has a fairamount <strong>of</strong> influence among thosenot initiated into them.<strong>The</strong> Daughters <strong>of</strong> Night believe itis necessary to snuff out the Sunin order to bring about the FourthWorld. <strong>The</strong>y are unaware theyare under Nyx's influence andnow get their spells from her, anddon't usually share her focus onundead, though those highest inthe sect are more aware <strong>of</strong> whatis going on, but believe Nyx one<strong>of</strong> the new Immortals to Come,who they must bring intoexistence by snuffing the Sun,who imprisons her.<strong>The</strong> Liberators are busy plottinga giant slave uprising againsttheir masters; unfortunately, thedecentralized nature <strong>of</strong> thechurch has made this ratherdifficult. This sect has been born


several times, as it tends to getjust far enough to get caught.<strong>The</strong>y appeal to those tooimpatient to wait for the coming<strong>of</strong> the New Immortals.<strong>The</strong> Dream <strong>of</strong> an Ocean Desert(sarcastically named, yes) are thegroup most influenced by theYlari preachers; they hope toredirect the yearly monsoons toYlarum in hope <strong>of</strong> getting Ylarihelp in overthrowing theirmasters. (Also, they hope thatwith less water here, the cashcrops they're forced to grow willbecome unviable, reducing theirmasters to poverty.) <strong>The</strong>y arestricter about morality and lessmocking <strong>of</strong> other faiths thanmost People's Temple groups.<strong>The</strong> Inner Light believes itself tohave preserved the secretteachings <strong>of</strong> Tomia on how tojoin him on his quest withouthaving to wait for death. <strong>The</strong>ypractice secret rites, ascetictechniques, and holy exercises,combined with studying andmastering levels <strong>of</strong> exoteric lorein order to become a being <strong>of</strong>light fit to join Tomia.A variety <strong>of</strong> more obscure groupsexist as well, at the DM'sdiscretion.<strong>The</strong> deepest secret <strong>of</strong> thePeople's Temple is that Tomia isactually imprisoned in the outerplanes (<strong>The</strong> DM should choosewhere as appropriate for hisgame.) He began the church as agiant con game for his ownbenefit, using his skills as amagic user to fake divinepowers. To his shock, some <strong>of</strong>his followers actually developedthe ability to cast spells, leadinghim to suspect he himself was apawn. He finally left toinvestigate this, only to end up aprisoner <strong>of</strong> (Immortal <strong>of</strong> theDM's choice). <strong>The</strong> actual power<strong>of</strong> most believers comes fromKorotiku and Diulanna, who bothdisapprove <strong>of</strong> slavery andsupport self-improvement andchange. (Though the Daughters<strong>of</strong> Night are empowered byNyx.)In a 3/3.5E game, clerics <strong>of</strong> thePeople's Temple choose from thedomains Community, Protection,Trickery, and an alignmentdomain <strong>of</strong> their choice (differentcongregations range greatly inalignment). <strong>The</strong>ir holy weapon:the dagger (because slaves cancarry a dagger without gettingcaught and punished...)<strong>The</strong> <strong>Pirate</strong>'s Temple/ <strong>The</strong> Church <strong>of</strong><strong>Ierendi</strong><strong>The</strong> <strong>of</strong>ficial name <strong>of</strong> the <strong>Pirate</strong>'sTemple is the Church <strong>of</strong> <strong>Ierendi</strong>,but in practice, it is usuallyreferred to as the <strong>Pirate</strong>'s Temple.It worships a collection <strong>of</strong>Immortals related to war andadventure on the high seas. Itgives its highest reverence toSinbad and to Protius (<strong>The</strong> OldMan <strong>of</strong> the Sea), the formerruling over ships and sailing, thelater over the ocean upon whichyou sail. Valerias, Asterius, andCalitha also are patrons <strong>of</strong> thechurch. While not an <strong>of</strong>ficialpart <strong>of</strong> church theology, Brissardalso draws power from thechurch due to its endorsement <strong>of</strong>slavery and empowers those whomost strongly defend theinstitution. Ahmanni, Crakkak,Diulanna, Korotiku, Minroth,Djaea and Halav are all enemies<strong>of</strong> the <strong>Pirate</strong>'s Temple for variousreasons. And the People'sTemple really hates it.<strong>The</strong> worship ceremonies <strong>of</strong> the<strong>Pirate</strong>'s Temple are intended tobring fortune in exploration,trading, and war and to appeasethe wrath <strong>of</strong> the elements.Ironically, the Temple does havea year end ceremony where itmakes sacrifices to thoseImmortals most opposed to it, inan effort to buy <strong>of</strong>f their wrath.But each <strong>of</strong> the twelve monthlyceremonies (first day <strong>of</strong> themonth) are intended to please thepatrons <strong>of</strong> the Church.


<strong>The</strong> <strong>Pirate</strong>'s Temple teaches itsfollowers that fortune favors thebold and that it is better to actthan to lose an opportunity bytoo much caution or debate. Italso strongly emphasizesfreedom. <strong>The</strong> free man submitsto no hereditary authority, butonly to those he chooses, whomust prove their worthiness.Cooperation is important, butonly if you have a voice indetermining what the group does.Those <strong>of</strong> higher skill have morevoice, so you may need to workyour way up. But you can; anygroup that doesn't allow a man torise in rank isn't worth belongingto. Be bold, smart, and strong,and you will prosper. Be kind toyour friends and relatives; thosefrom outside <strong>Ierendi</strong>, on the otherhand, don't necessarily deserveconsideration, ESPECIALLY notThyatians.<strong>The</strong> introduction <strong>of</strong> slaverycreated a theological crisis forthe <strong>Pirate</strong>'s Temple. Some <strong>of</strong> itsmembers continue to oppose anyform <strong>of</strong> slavery as immoral, butmost have been too tempted byeasy wealth to fight it. Thosewho preach against slavery are arepressed minority; the bulk <strong>of</strong><strong>Pirate</strong>'s Temple theologians havecome to argue that the leastuseful must be slaves so thatthose <strong>of</strong> higher skill and talentcan be truly free, that slavescannot take care <strong>of</strong> themselves,and so the men <strong>of</strong> skill and talentmust take care <strong>of</strong> them and makethem work for their own good.Many are still somewhatsqueamish about slavery, and ingeneral, they only discourse onthis topic if they have to, thoughrepeated confrontation withPeople's Temple preachers havecaused a large number <strong>of</strong> prieststo further harden their hearts.This is a major place <strong>of</strong> conflictin <strong>Ierendi</strong> society; positions onthis are likely to change,depending on the future roadwhich <strong>Ierendi</strong> ultimately follows.<strong>The</strong> <strong>Pirate</strong>'s Temple has noparticular eschatology; theyworry more about the here andnow and what cool things youmay get to do soon. <strong>The</strong>re maybe cosmic cycles or whatever,but it's unlikely the world willend in this lifetime. Those whobest exercise their freedom maybe chosen by the Immortals tojoin them, and those who at leasttried will go to dwell with them.Those who allowed theirfreedom to be taken away willfall into the hands <strong>of</strong> the Fiends.But they had it coming, so don'tcry for them.In 3.0/3.5 terms, the <strong>Pirate</strong>'sTemple has these domains:Chaos, Travel, Water, War.<strong>The</strong>ir holy weapon is the cutlass(use Scimitar stats.) (<strong>The</strong> hardcoredefenders <strong>of</strong> Slavery arenow empowered by Brissard.<strong>The</strong>ir domains are Evil, Travel,Trickery, Water)<strong>The</strong> Eternal Truth<strong>of</strong> al-KalimMany Ylari come to <strong>Ierendi</strong> tostudy this land to try tounderstand why it is so bountifuland how to change Ylarum tomake it more like <strong>Ierendi</strong>. Minusthe diseases, mind you. <strong>Ierendi</strong>City has a major temple andKodos on Safari Island has a fairsizedtemple. Some other townshave small temples as well. <strong>The</strong>discipline <strong>of</strong> the Ylari faithappeals to some city-dwelling<strong>Ierendi</strong> who are increasinglyskeptical <strong>of</strong> the value <strong>of</strong> thechaotic pirate life. This iscausing conflict within thetemples however; the EternalTruth condemns slavery, whereasmany <strong>of</strong> the local converts havecome to accept it as natural oreven necessary. This may welllead to a schism.<strong>The</strong> last head <strong>of</strong> the <strong>Ierendi</strong>sanctuary was a man namedYavi, a very ambitious clericwho hoped to eventually emulateAl-Kalim and gain immortality.He also acted as an agent for theKin faction <strong>of</strong> the Ylari church.His outspoken preaching againstthe Church <strong>of</strong> <strong>Ierendi</strong> and thePeople's Temple went on formany months before he tried tosail to Kodos, only to vanish enroute.Most people assume somegroup <strong>of</strong> pirates killed him,though a few believers think theImmortals took him up to theheavens.<strong>The</strong> new head <strong>of</strong> the Church is


determined to avoid ending updead, but isn't willing to simplyroll over in the face <strong>of</strong> violence.Halla is quietly seekingadventurers to conclusivelyprove what happened to Yavi,and plans to make sure thosewho did this vanish as well,while keeping his public rhetorictoned down. He's a member <strong>of</strong>the Preceptor faction, so hewould rather avoid violence, buthe knows that in <strong>Ierendi</strong>, that'snot always an option.As the urban areas <strong>of</strong> <strong>Ierendi</strong>gradually drift more towardslegitimate trade and away fromreliance on piracy, this faith isslowly growing more popular,though the <strong>Pirate</strong>s tend to mockit (in part because many piratescan't even read the Nahmeh).Banned Faiths<strong>The</strong> <strong>Ierendi</strong> are tolerant <strong>of</strong> mostreligions, even some entropicones, so long as they don't causetrouble. However, all religionsassociated primarily with Thyatis(in the eyes <strong>of</strong> the <strong>Ierendi</strong>) arebanned. This includes, to itsdispleasure, the Church <strong>of</strong>Karameikos (but not the Church<strong>of</strong> Traladara or the Cult <strong>of</strong>Halav.) Religions connected toMinrothad are also banned.<strong>The</strong> Heldannic Knights are notactually banned, but Vanyaworshippers in general make the<strong>Ierendi</strong> nervous. However, theHeldannic knights rarely showup here and generally do notcause trouble, so it has yet to be asignificant issue. Hattian StormSoldiers, on the other hand, areasking for trouble. Any groupwhich is too much <strong>of</strong> a formalmilitaristic / religious groupgenerally makes the <strong>Ierendi</strong>unhappy at best.<strong>Pirate</strong>s, Plunderers and Poltroons


<strong>The</strong> King and his AdvisorsMungo Ship-Shearer (HalflingFighter 17), <strong>Pirate</strong> King <strong>of</strong><strong>Ierendi</strong>, is an old man, gettingsick and worn out. He may notlast to the next Tournament <strong>of</strong>Piracy and intends to step down ifhe does. He's had enough <strong>of</strong>trying to herd cats to last him alifetime. And he's uncertain <strong>of</strong>what to do about the buildingproblems and has decided to justpass the buck. Almost everythinghe does now is intended to deferthe nation's problems to beresolved by his successor. <strong>The</strong>one exception is his project tobuild underwater ships for piracyand exploration <strong>of</strong> the sea floor;this project occupies a fairamount <strong>of</strong> his energies now and ishis favorite thing to work on.Hannah Ship-Shearer (HalflingWizard 13), <strong>Pirate</strong> Queen(Honorary) <strong>of</strong> <strong>Ierendi</strong>, has beenmarried to Mungo for sixty yearsand has borne him many children,<strong>of</strong> whom about half are alive.She has thus not had as muchtime to build up her skills as him,though she is one <strong>of</strong> the strongerwizards <strong>of</strong> <strong>Ierendi</strong>. Sheeffectively acts as court mage andspends much <strong>of</strong> her time nowworking on the underwater shipsproject. In times past, Hannahwas usually the voice <strong>of</strong> reason toher husband's over-optimism.Now she's trying to shake him out<strong>of</strong> his general exhaustion, butwithout much luck.Peleke Ship-Shearer (HalflingRogue 5/Expert 7, Int 16),Ship's Treasurer to the <strong>Pirate</strong>King <strong>of</strong> <strong>Ierendi</strong>, is a verynervous, jumpy halfling. This isbecause he knows that his greatstrength is accounting, whichtends to get short shrift in piratesociety, and once Mungo retiresor dies, he will be a lot morevulnerable to revenge by Captainshe's had problems with in thepast. He's been building upsupport among the townsfolk <strong>of</strong>the isles in anticipation <strong>of</strong> this,hoping to find a merchant houseto take refuge with once Mungo isout <strong>of</strong> power. He and Antonia getalong poorly as he tends todeliver reality checks to her wilddreams.Antonia Wave-Chaser (HalflingRogue 7/Fighter 8, Str 16),Vice-Admiral to the <strong>Pirate</strong> King<strong>of</strong> <strong>Ierendi</strong>, is Mungo's second incommand, in charge <strong>of</strong> his fleet<strong>of</strong> personal followers. She hasgrandiose dreams <strong>of</strong> conqueringMinrothad and making them workfor the pirates <strong>of</strong> <strong>Ierendi</strong>, enabling<strong>Ierendi</strong> to field the mightiestpirate fleet ever, one that couldwipe Thyatis' fleets <strong>of</strong>f the map,finally completing <strong>Ierendi</strong>'srevenge. Her grandiose dreamsusually get shot down by Peleke'sreminders <strong>of</strong> fiscal reality and thetwo <strong>of</strong> them get along poorly.She reminds Mungo <strong>of</strong> his youth,however, so he indulges her whenhe can. She is a very skillfulnaval commander.Ambassadors <strong>of</strong> NotePostalcan Pur (Wizard 18),ambassador from Alphatia, isquite aware he's the mostpowerful wizard in <strong>Ierendi</strong> andwill never let you forget it.(Other than perhaps some <strong>of</strong> theHonor Islanders, but he and theypretend each other don't exist.)He views this posting as a chanceto make a big pile <strong>of</strong> cash andspends most <strong>of</strong> his time sellinghis services to those who canafford it. <strong>The</strong> rest is largely spenthooking up pirates with too muchmoney with Alphatian wizardswho will enchant things for themor sell them things. What littletime he has left is used findingways to embarrass the Thyatianambassador.Gerard Mauntea (Expert6/Merchant-Prince 6, Int 15),ambassador from Darokin,spends most <strong>of</strong> his time in a state<strong>of</strong> perpetual frustration. WhileDarokin makes good moneyimporting and reselling the cashcrops produced by <strong>Ierendi</strong>,<strong>Ierendi</strong> pirates continue to preyon Darokinian shipping andtrying to protest this is largelyfutile. So he spends a lot <strong>of</strong> timebeing aggravated and the rest <strong>of</strong>the time trying to hire people tosteal back pirated goods. He is adistant relative <strong>of</strong> the currentChancellor <strong>of</strong> Darokin and is notaware he was given this postingbecause he wasn't consideredgood enough at diplomacy for apost where diplomatic skillswould actually do much good.


Ira Knackwell (Bard 10, Cha16), ambassador from <strong>The</strong> FiveShires, is from the biggest shipbuildingfamily in the Five Shires,from the town <strong>of</strong> Tothmeer. Herather enjoys being in <strong>Ierendi</strong>, andspends a lot <strong>of</strong> time at <strong>Ierendi</strong>shipyards, studying theirmethods. He is enjoying thecurrent good relations andworking to foster trade. He is ongood terms with both pirates andcity folk, in part due to his greatskill at handling people. He is onextremely good terms with thecurrent <strong>Pirate</strong> King. He and theGlantri Ambassador get alongvery poorly, as one might expect.Jacob Stuart (Wizard 14, Dex16), ambassador from Glantri, is<strong>of</strong> Klantyre stock, chosen to beambassador because he is one <strong>of</strong>very few expert boatmen inGlantri. In a country which<strong>of</strong>fered other roads to power, hewould have more likely ended upa rogue or a bard, but he took upwizardry because otherwise hewould be a pawn and patsy all hislife. He can be very hard workingif he has to and studies magicevery day, but would rather relax.He does a pretty good job <strong>of</strong>drumming up business for Glantribecause <strong>of</strong> his obvious love <strong>of</strong> thesea. However, the Alphatians getmore work and he rather resentsthe Alphatian Ambassador, whoalways treats him like an idiotyounger brother. He and theShire Ambassador get along verypoorly, as one might expect.Ann Boleyn (Bard 12, Cha 17),ambassador from Minrothad, isquite aware everyone hates her.But she knows how to use that tomanipulate people. Let it slip thatMinrothad wants X and everyonerushes to do the opposite...whichis what she really wanted. Sheconducts elaborate espionage andspends a certain amount <strong>of</strong> timetrying to turn up the heat <strong>of</strong> thefeuds between some ambassadorsjust as a hobby. Ann has a greatinterest in Nithia and buysNithian artifacts at good prices.Stahlsmag <strong>of</strong> Clan Syrklist(Bard 12, Cha 17), ambassadorfrom Rockhome, is quiet andhard to get to know, which bydwarven standards, is outgoing.She only fully comes to life whendiscussing trade. She largelyignores the other ambassadors,except for the Darokinian one,who she feels sorry for, andperiodically invites over fordiscussions which go clumsily asshe's not good at social small-talkand he doesn't know dwarvenentertainments well. (She'sdetermined to find some game hewon't lose 8 times out <strong>of</strong> 10,though.) She is enthusiastic (byDwarf standards) about setting upcolonies here, though aware that afair number <strong>of</strong> dwarves may bereluctant to go places with somuch ocean in it.Antonia Magrinnus (Noble 12,Str 17), ambassador fromThyatis, is quite aware she wassent to <strong>Ierendi</strong> in the hopes shewould either grow up or die. Herplan is to do neither and to simplydo whatever the hell she wants,from getting in drunken brawlstwo to three nights a week tothrowing huge open parties.Ironically, this has made her themost popular if most uselessThyatian ambassador in ages.She goes adventuring every fewmonths to bring in enough moneyto continue her wild ways.Maelobus Negrus (Cleric 11,Wis 15), ambassador fromYlarum, is actually <strong>of</strong> Thyatiandescent, but his ancestorsconverted to Al-Kalim's churchduring the Ylari uprising. He gotthis job because <strong>of</strong> his piety andhis desire to help advance thedream <strong>of</strong> the Desert Garden bythe study <strong>of</strong> <strong>Ierendi</strong>. He is veryfriendly and kind, but prone topreach at the drop <strong>of</strong> a hat. Hehires lots <strong>of</strong> adventurers to gostudy aspects <strong>of</strong> the climate forhim, <strong>of</strong>ten camping in dangerousplaces for weeks with specialinstrumentation which recordsnatural and magical fluxes. He ison good terms with the currenthead <strong>of</strong> the church in the Isles,but goes his own way.


<strong>Pirate</strong>s and Raiders <strong>of</strong>RenownBlack Adder (<strong>Ierendi</strong> HumanFighter 10/Rogue 5, Str 17, Int15), captain <strong>of</strong> the Serpent'sFang, has chocolate colored skinand blond hair; his ancestors are amix <strong>of</strong> Makai and Anatalians. Heis covered with tattoos <strong>of</strong> variouskinds <strong>of</strong> serpents, though youcan't see most <strong>of</strong> them as heusually wears armor or at least adignified captain's outfit. He is adeeply nasty pirate, regarding allnon-<strong>Ierendi</strong> (and some non-<strong>Pirate</strong><strong>Ierendi</strong>) as basically fodder forhis ballistas. He holdsscrupulously to the HonorableCode with other <strong>Ierendi</strong> pirates,and will come to the rescue <strong>of</strong>other pirates in trouble, askingnothing but future favors <strong>of</strong> them.He grumbles about the truce withthe Shires, but holds to it.Everyone else can be enslaved,robbed, tortured, killed, raped,etc, as he desires. And he usuallydesires. Any boat which falls intohis hands is doomed. He does alot <strong>of</strong> slave raiding, especiallyagainst the Atruaghin Clans, asthe Turtle and Tiger clans usuallyfind it hard to fight back againsthis raids. He has ambitions tobecome King <strong>of</strong> the <strong>Pirate</strong>s.Drunk Old Captain Marlboro(<strong>Ierendi</strong> Halfling Fighter 17,Con: 20), captain <strong>of</strong> the Happy<strong>Pirate</strong>, is the bitter old enemy <strong>of</strong>King Mungo, with whom he hasbeen rivals since childhood. Heis determined to win the nextTournament <strong>of</strong> Piracy at any cost,even if it means assassinatingother pirate captains. He spends afair amount <strong>of</strong> his time stirring uptrouble for the king, whether bymaking his attacks on othercountries' shipping look likeMungo's command or by causingriots between <strong>Pirate</strong>s andtownsfolk. He is getting old andno longer worries about the future<strong>of</strong> <strong>Ierendi</strong>; he just wants to getone-up on Mungo before he dies.Ironically, if he became King,he'd actually largely continueMungo's policies. Marlboro nolonger drinks much, ironically,but he can hold his liquor betterthan even dwarves, having oncedrunk the previous Rockhomeambassador under the table.Marlboro has only one eye, onehand, and one foot, thanks to pastincidents, but has replaced allthree with magical items.Big Fat Keoni (Makai Fighter9/Rogue 5, Con: 18), captain <strong>of</strong>the Harbinger, is the most notedpirate captain <strong>of</strong> Roister Island,weighing as much as two, maybethree average pirates, but easilyable to outfight several times hisweight worth <strong>of</strong> pirates. He has as<strong>of</strong>t spot for any Makai and attimes has helped rescue Makaislaves when he thought he couldget away with it. However, hehas a grudge against Hin piratesever since one mocked him asbeing fatter than an ogre. Despitethe <strong>of</strong>ficial friendship with theShires, he will happily attack Hinpirates if he thinks he can getaway with it.Lali Surf-Rider (<strong>Ierendi</strong> ElfFighter 3/Wizard 13, Str 14, Int16), captain <strong>of</strong> the Revenge, isone <strong>of</strong> the rare Elven <strong>Pirate</strong>s <strong>of</strong><strong>Ierendi</strong>. Her ancestors came fromMinrothad and were enslaved bythe Thyatians and brought to<strong>Ierendi</strong>. Her family is still gettingeven. She focuses her effort andthose <strong>of</strong> her crew on attackingThyatian shipping wheneverpossible, and tries to avoidfighting any elves fromMinrothad. Her left eye was lostyears ago and it's been replacedwith a magical gem which allowsher to Detect Magic, SeeInvisible, and Know Alignment atwill. She can Dispel Magic withit 3 times a day, using her levelsas a wizard for effectiveness. Sheis a stern Captain, and doesn'tmind losing a few people to killmore Thyatians. She has areputation for victory whichalways attracts more crew.Nakana Attleby (<strong>Ierendi</strong>Human Rogue 13, Cha 16),captain <strong>of</strong> the Bright Runner, isunusually young for a Captain,only 25. She was part <strong>of</strong> anadventuring party and returnedafter many successful adventuresto <strong>Ierendi</strong>, where she bought aship and formed her own piratecrew. She's still actuallydeveloping her skills as a sailor,but has pretty much charmed hercrew into overlooking theocassional bad decision. Sheviews herself as a defender <strong>of</strong><strong>Ierendi</strong> more than a bandit, andsticks to attacking militaryvessels. Except for Thyatianswho are clearly all totally evil andthus deserve being robbed.Unlike most crews, she has no


plantation because slaverydisturbs her, and her crew islikewise made up <strong>of</strong> <strong>Pirate</strong>s whodon't approve <strong>of</strong> slavery. Thishas already led her into one pastclash with Black Adder, and islikely to lead to other trouble forher as well. She very, verycovertly provides some support tothe People's Temple, which willlikely be her doom if it evercomes out.Redbeard (Minrothad HumanFighter 10/Barbarian 6, Int:17), captain <strong>of</strong> the Fire Opal, isnot an <strong>Ierendi</strong> <strong>Pirate</strong>; rather, he isthe bane <strong>of</strong> many <strong>Ierendi</strong> <strong>Pirate</strong>s,conducting brilliant raids against<strong>Ierendi</strong> towns and ships,especially <strong>Pirate</strong> ships. He is ahuge man with copious red hairon his head, face, chest, etc. Healso wears all red, except for asilken white undershirt; if it getsstained, he tends to go crazy. (Hehas the Barbarian levels to reflecthis tendency to go totally berserkwhen angry and his wild fightingstyle.) Redbeard treats his owncrew very well and is quitegenerous to his friends. Hegenerally avoids killing civilians,but makes <strong>Ierendi</strong> pirates walkthe plank in shark-infestedwaters. King Mungo has put avery substantial price onRedbeard's head.Zachariah the Far Wanderer(<strong>Ierendi</strong> Human Cleric 13, Dex:16), captain <strong>of</strong> the HorizonSeeker, is more an explorer andadventurer than a pirate,travelling about with his friendsin an enchanted ship and seekingdistant lands and adventure. Heis a priest <strong>of</strong> the <strong>Pirate</strong>'s Temple.Zachariah <strong>of</strong>ten vanishes from<strong>Ierendi</strong> for months at a time, thenshows up from nowhere to savepirates in trouble. Despitecompletely differenttemperments, he and Black Adderhave a strange friendship based inthe time he came to BlackAdder's aid against a trap bySindhi ships. Zachariah hasstudied some <strong>of</strong> the writings <strong>of</strong>the People's Temple and is ratherinterested in learning whatexactly did happen to Tomia, butisn't sure <strong>of</strong> the best way toapproach this.An <strong>Ierendi</strong> MiscellanyAraheru Shadowglint (<strong>Ierendi</strong>Elf Diviner 11, Int: 17), PrivateInvestigator, is also known as the'Parlor Detective', because heprefers to sit in his parlor and usedivination magic to get to the core<strong>of</strong> your problem, avoiding anyfield action if he can help it. Heenjoys detection as an intellectualpuzzle. If he has to go into thefield, he's usually joined by hisclosest friend, Jade (see below).Unlike most <strong>Ierendi</strong>, he usuallywears fancy wizard robes, notbecause <strong>of</strong> prudery but becausehe wants to show <strong>of</strong>f and toradiate 'I am Wizard, fear me'everywhere he goes. He prefersto take the cases <strong>of</strong> the wealthywho can enable him to live highon the hog, but periodically letsJade chivvy him into takingcharity cases. He tends to spendlavishly in order to impresspeople.<strong>The</strong> Captain <strong>of</strong> the BlackCurrent (? Cleric 15, Wis: 18),Leader <strong>of</strong> the Black Current, is atremendous mystery. He or sheseems able to appear as anyone oranything, and seems to be theleader <strong>of</strong> a group <strong>of</strong> slavesaffiliated with the People'sTemple, the Black Current, whosmuggle slaves out <strong>of</strong> <strong>Ierendi</strong> t<strong>of</strong>reedom. Doing this covertly isextremely difficult, and so thegroup can only smuggle a fairlysmall number <strong>of</strong> slaves per year.Those chosen for help are usuallythose who can do the mostdamage to <strong>Ierendi</strong> once they areturned loose or who mostdesperately need freedom tosurvive.<strong>The</strong> Gaius Gang (<strong>Ierendi</strong>Human Fighter 3/Rogue 3, Strand Dex 14—3 leaders, Fighter3 or Rogue 3—averagemember), <strong>Ierendi</strong> CriminalGang, are a collection <strong>of</strong> formerpirates led by the Gaiustriplets—Antonius, Brutus, andCletus. <strong>The</strong>ir ship was sunk byMinrothad pirates and nowthey're trying to raise funds byrobbing the non-pirate residents<strong>of</strong> <strong>Ierendi</strong> City. Unfortunately,it's harder to vanish into a cityonly as large as <strong>Ierendi</strong> City thanit is to vanish into the entire Sea<strong>of</strong> Dread, and they've beenidentified. Sooner or later, there'sgoing to be a reckoning. KingMungo himself has heard <strong>of</strong> themand wishes them dealt with, as hedoesn't want more ratcheting up<strong>of</strong> tensions between pirate andtownsman.


Jade (Dwarven Monk 8/Bard 3,Cha: 16), Private Investigatorand Entertainer, is AraheruShadowglint's investigationpartner (and some people whisperthey're lovers, though this is agood way to get them both to beatyou up). She's originally fromRockhome, but went native andeventually took up being anentertainer as a hobby. She'sactually got a talent for it. Shetends to be the muscle toAraheru's brains. She also is theconscience <strong>of</strong> the group, alwaystrying to help people out.Kukana (Makai Cleric 6, Wis:15), Priestess <strong>of</strong> the People'sTemple, lives a double life as acraft-slave and cleric <strong>of</strong> thePeople's Temple. She is verytrusted by her owner, who largelyleaves her to work on her own.She avoids causing trouble for herown master so as to keep up thistrust that enables her to make lifehell for as many slave-owners aspossible. She prefers to workbehind the scenes rather thanwave the People's Temple flag inthe air. Rather, everyone otherthan her master's family hasterrible luck—animals constantlyescape, crops go bad, the finechina breaks itself, etc. In public,she seems like an extremelyservile slave but in secret, she isvery cunning and very determinedto undermine the system <strong>of</strong>slavery.Little Tom (Halfling Rogue 5,Dex: 15, Cha: 15), piraterecruiter, is an experiencedhalfing pirate whose captain (leftto the DM to decide) uses him torecruit fresh meat to replacecausalties. Little Tom is good atentertaining people with stories <strong>of</strong>pirate life (Perform 10) and willgenerally go to local bars andstart regaling everyone with theadventures <strong>of</strong> his crew, thencasually mention they'rerecruiting. Little Tom is astaunch <strong>Ierendi</strong> patriot and holdsfirmly to the Honorable Code andhas a good reputation for such inthe larger <strong>Ierendi</strong> towns.Matthias Vorloi (<strong>Ierendi</strong>Human Expert 9, Int: 15, Cha:16), Head <strong>of</strong> the <strong>Ierendi</strong> FruitExport Guild, is a short, skinnyman who is looking for bigchanges. He is hoping to find a<strong>Pirate</strong> captain amenable for hisideas for the reform <strong>of</strong> <strong>Ierendi</strong> inmore lawful directions. Or onehe can control somehow. He istired <strong>of</strong> all the violence and chaosthat disrupts his operations andhe'll do almost anything to try andmake the nation friendly tomerchants like him.Salana the Siren (Siren Bard15, Cha: 20), Siren Supreme, isthe most powerful known siren inthe waters <strong>of</strong> <strong>Ierendi</strong>. She isrumored to be working towardseventually becoming Immortal,though no one is sure howcollecting a giant harem <strong>of</strong> sailorswill advance this. Salana is darkhaired and virtually supernaturalin terms <strong>of</strong> pure charm, beforemagic even comes into it. Somewhisper Salana plans to seduceenough men to fill her own fleetand conquer the Isles; others sayshe is laying plans to trap the<strong>Pirate</strong> King himself.Stefan Machetos (<strong>Ierendi</strong>Human Cleric 8, Wis: 16),Priest <strong>of</strong> the <strong>Pirate</strong>'s Temple,claims to be distantly related toGrand Duke Stefan Karameikos.<strong>The</strong>re is a certain physicalresemblance, but since his familyhas been in <strong>Ierendi</strong> for centuries,it's a distant conection at best.Having done a stint as Ship'spriest, Stefan wants to get marriedand have some kids before he'stoo old, so he's now a priest at atown temple (<strong>of</strong> the DM'schoice). His romantic skills,however, aren't so hot (too muchtime spent in brothels), so hecould use some help finding awife.Tobacco Tom Saw (<strong>Ierendi</strong>Halfling Rogue 8, Int: 16),Private Investigator, is a cigarchompingprivate investigator,adept at finding and recoveringstolen goods (by stealing themback), finding out if your wife ischeating on you (possibly byseducing her), and finding outwho attacked or killed you or afriend (by listening toconversations not meant for him).He always does the job he's hiredto do, but sometimes the falloutcan be large, especially as he is anotorious woman-chaser. Size isnot an obstacle—that's why theHigh Heroes gave us magicalpotions.Yumana (Atruaghin HumanExpert 5, Wis: 15, Int: 14),pirate ship's doctor and exile,


was taken as a slave from thelands <strong>of</strong> the Turtle Clans, but astorm sank the pirate ship andonly she survived. Cast adrift onthe shores <strong>of</strong> Elegy Island, shehad the good fortune to be rescuedby a group <strong>of</strong> pirates who weretrying to go tomb raiding. Hermedical skills saved several <strong>of</strong>them from diseases picked upfrom the tombs and they adoptedher into their crew. She findsherself torn, wanting to go homebut fearing that if her clan knew<strong>of</strong> her healing pirates, they wouldprobably kill her, or at best, exileher again. She is adept at healing(Heal 10), fishing (Pr<strong>of</strong>ession:Fisherman 10), and boat repair(Craft: Boatmaking 10).An <strong>Ierendi</strong> Atlas


Alcove IslandPopulation: 12,410 people(8,410 Hin, 3,000 Humans, 500Elves, 500 Dwarves)Capital: Kurutiba (1,200)Area: 1,241 square milesAlcove Island was settled by theHin during the colonizationperiod and despite constantchanges in <strong>Pirate</strong> Kings, itremains dominated by the Hin.It is now the personal desmene<strong>of</strong> the <strong>Pirate</strong> Kings <strong>of</strong> <strong>Ierendi</strong>and is the place where any sort<strong>of</strong> secret projects or researchtakes place, as well as beinghome to bustling Hin farms,plantations, and mines.Angel Cove is very shallow andfull <strong>of</strong> sandbars; without localhelp, any would-be invaders willget stuck and be robbed; on thenorthern coast there are manyjagged rocks which protect theisland. Mount Aneeroa is proneto eruptions, but the locals don'tmind, as the magma cools tovolcanic rock which they thenmine and break up into afertilizer, allowing better cropproduction.Many bands <strong>of</strong> pirates havehidden coves and caverns aroundthe coast; those who operatefrom this island all form the<strong>Pirate</strong> King's fleet. <strong>The</strong>y'reassigned plantations from themain body <strong>of</strong> the island to helpsupport them.<strong>The</strong> current <strong>Pirate</strong> King haspeople working in a hidden basenear the mouth <strong>of</strong> the NorthAlcove River developing shipsable to operate underwater; hehas always had a fascinationwith the underwater civilizationsand the ruins to be found on thebottom <strong>of</strong> the Northern Sea <strong>of</strong>Dread (in those areas once on thesurface until 1750 BC).Kurutiba is a ship-buildingcenter and a center for the resale<strong>of</strong> the pirated goods brought inby the <strong>Pirate</strong> King's fleet. It'salso the <strong>Pirate</strong> King's vacationhome. Only very trustedforeigners are allowed to comehere, and there's not a lot <strong>of</strong>facilities for guests.Aloysius IslandPopulation: 40,000 people(1,000 Hin, 31,000 Humans,6000 Elves, 2,000 Dwarves)Capital: Jortan (5,000)Area: 2,100 square milesThis was once home to Thyatianplantations and prison camps.Now the plantations are <strong>Ierendi</strong>controlled and full <strong>of</strong> enslavedThyatians. <strong>The</strong> inhabitants areextremely bitter against Thyatis.Livingsworth Tower is kept inpristine condition as it was in thedays <strong>of</strong> slavery and used to holdThyatian prisoners before they'resold to a plantation or craftshop.Thyatian slaves are treatedespecially brutally and many diefairly quickly; but it's alwayseasy to get more. It is also to benoted that some plantations heregrow zzonga fruit and makehuge amounts <strong>of</strong> moneysmuggling it into Alphatia.Jortan, the capital, is a fairlytraditional <strong>Ierendi</strong> community,other than increased brutality toThyatians. It does not havemuch <strong>of</strong> a cultural life, thoughAloysius Island is home toseveral high quality brewerieswho produce very high qualityalcohol and <strong>Ierendi</strong>ans canalways find an excuse to party.<strong>The</strong>re are ongoing rumors theThyatians buried something <strong>of</strong>great value here during theuprising which overthrew them.Maps and rumors are alwaysfloating about, but if anyone'sfound the giant haul, they haveyet to say where it is. <strong>The</strong>re isalso an ancient complex <strong>of</strong>unknown origin, guarded bypowerful fire and earthelementals built into MountUmbaroa. Many have tried toexplore it and died; the HonorIslanders are known to havemounted an expedition whichcared <strong>of</strong>f some ancient artifacts<strong>of</strong> unknown origin from it, butinsistent rumor asserts they wereunable to bypass the morepowerful inner guardians. [<strong>The</strong>site is either Blackmoorian orNithian in origin as the DMdesires. Whatever it hides is leftto his discretion.]About once every thirty years,the two volcanos erupt in unison.Mixed in with normal volcanicrock are deposits <strong>of</strong> a blue-blackrock, known to the locals asAloysian Obsidian. It containsvery potent magical energies; anounce <strong>of</strong> it can take the place <strong>of</strong>1,000 GP worth <strong>of</strong> components


for making magical items.Every time the volcanos erupt,there is an economic boom aspeople scramble madly to claimas much <strong>of</strong> it as they can and sellit. <strong>The</strong> next eruption is comingsoon, and a large number <strong>of</strong>dwarves have flocked here at thebehest <strong>of</strong> various landownerswho hope for deposits on theirlands. [Scholars <strong>of</strong> Blackmoormay recognize this substance asUtherite, used as a magical fuelin the times <strong>of</strong> Blackmoor. Most<strong>of</strong> the easily reached surfacedeposits converted themselvesinto explosive force during theRain <strong>of</strong> Colorless Fire,contributing to the destruction.Blackmoorian devices can run along time on even a smallamount <strong>of</strong> Utherite.] <strong>The</strong>relatively normal volcanic rockis slightly infused with magicand is used to make fertilizerswhich can double an area's yield.<strong>The</strong> whole area is also full <strong>of</strong>precious metals and gemsunderground; it's likely thedwarves coming for the ObsidianRush will stay to set up miningcolonies.Strange lizardmen artifacts aresometimes found in the swamps<strong>of</strong> this island; there's an entirelizardman city buried under theswamp, though it would be hardfor anyone to find this out.Elegy IslandPopulation: 800 Humans(mostly Makai), 200 Hin,Countless UndeadCapital: Nula (1,000)Area: 924 square milesIn theory, <strong>Ierendi</strong> rules ElegyIsland. In practice, the undeadrule by night and the humanssort <strong>of</strong> rule by day, which is tosay only crazy people andadventurers leave Nula and enterthe interior if they can help it.<strong>The</strong> island is home to Nithianand lizardman ruins and isoverrun with crazed andconfused undead at night. (Inthe day, the dead skulk in theirtombs.)<strong>The</strong> Lizardmen and the Nithiansand the Makai all once used thisplace to bury the dead; duringthe revolt against the Nithians,all the buried dead were turnedinto undead and most <strong>of</strong> theisland cursed (or blessed witheasy Necromancy, depending onyour point <strong>of</strong> view). Anyonewho dies more than a mile fromNula (or any corpse brought ontothe island more than a mile fromNula) becomes an undead <strong>of</strong>some kind, regardless <strong>of</strong> thecause <strong>of</strong> death. Most <strong>of</strong> theseundead sleep most <strong>of</strong> the timedue to rites performed by theDeath Kahuna and theNecromancers. But there'salways a fair amount roamingabout. So long as the ritescontinue, the dead are content toprowl the island. But in sometimes past, they have formedgiant death fleets to ravage theland when the rites were notperformed for some reason.Nula is a fortified fishing townand haven for necromancers andDeath Kahuna which sits at thetag end <strong>of</strong> a short peninsulajutting out into the ocean. Most<strong>of</strong> the natives are Makai whowork as pirates or fishermen tosupport the Death Kahuna andnecromancers whose job it is toappease the dead. This, alongwith Roister Island, is one <strong>of</strong> themajor havens for those Makaiwho are not slaves. <strong>The</strong> <strong>Ierendi</strong>government helps to fund thetown so as to allow the Kahunaand necromancers to focus onthe rites and raids which keepthe dead in check.Mahipa Tower was built by theLizardmen long ago and it stillstands, home to hordes <strong>of</strong> nowdead lizardmen; very powerfulones sleep in the catacombsbeneath it. Should theysomehow be awakened, theyhave the necromantic talents totake control <strong>of</strong> the other undeadand begin building an undeadempire.Nyx's Post is rather unusual;long ago lava flows combinedwith the erosive effects <strong>of</strong> watercreated dozens <strong>of</strong> huge stonepillars here, which the Nithianshollowed out and connected withbridges to form one <strong>of</strong> theircities. It is now home toThanatos cultists, who are tryingto unravel its mysteries withoutmuch success. (<strong>The</strong>y have tomake a DC 25 will save everymonth or forget everything theyhave learned about Nithia fromthis location, an effect producedby a minor artifact deep in thecatacombs under it.) <strong>The</strong> <strong>Ierendi</strong>government knows that crazydeath cults like this place and


periodically send adventurers towipe out such groups. Nyx andThanatos cultists have beenknown to kill each other first dueto rivalries before any outsiderscan finish the job, though.<strong>The</strong> Island is dotted with tombs<strong>of</strong> a wide variety <strong>of</strong> styles.Some contain ancient treasures.Others contain lots <strong>of</strong> undeadwho are VERY happy to seeyou. Dinner time.Fletcher IslandPopulation: 24,000 people(12,000 Hin, 11,000 Humans(Mostly Slaves), 1000 Elves)Capital: Vlaad (2500)Area: 802 square milesIntensely cultivated, this washome to the first Hin coloniesand they still dominate theisland. <strong>The</strong>re are no Hin slaveson Fletcher, only human ones, amix <strong>of</strong> Sindhi, Atruaghin,Thyatians, and Makai.Architecture is in Hin styles,scaled according to who lives init. <strong>The</strong> island is also noted forits colorful birds, many <strong>of</strong> whosefeathers are used to make'traditional Makai art' to be soldto those with too much moneyon their hands in other lands. Orvisitors.<strong>The</strong> Hin pirates <strong>of</strong> FletcherIsland operate from many littlecoastal bases and communitiesand have a special rivalry withthe pirates <strong>of</strong> the Shires. <strong>The</strong>yalso raid the Atruaghin clansfrequently. <strong>The</strong>y continue topractice many traditional Hincustoms, though they have nocrucibles <strong>of</strong> blackflame. (Whenbrought to the isles, the brazierssimply went out; the Hin neverquite figured out why. This ledto the collapse <strong>of</strong> clan structuresin the colonies.)Vlaad is the place to go if youwant 'traditional Makai art' orother kinds <strong>of</strong> art; the local Hinand their slaves pump outpaintings, sculpture, clothing,headdresses, etc., using localmaterials for sale to tourists(rare) and merchants who willsell it in other nations (muchmore common). It is thusriddled with workshops. <strong>The</strong>yare also noted for making supers<strong>of</strong>tmattresses stuffed with thefeathers <strong>of</strong> local birds; thesefetch a very high price.Mount Yuria is currentlyquiescent; it only goes <strong>of</strong>f aboutonce a century and usuallydumps its lava westwards,slowly growing the island.When the lava goes east orsouth, mass panic andcatastrophe tends to ensue.Honor IslandAs the canonical gazeteer (pp.60-4.)<strong>Ierendi</strong> IslandPopulation: 150,000 people(40,000 Hin (Mostly free but afew are slaves), 99,000 Humans(<strong>Pirate</strong>s, Townsmen, Makai andSlaves), 10,000 Elves, 1000Dwarves)Capital: <strong>Ierendi</strong> City (18,000)Area: 7,438 square milesThis is the heart <strong>of</strong> <strong>Ierendi</strong>civilization. More <strong>Ierendi</strong> livehere than anywhere else; moreslaves suffer here as well. It wasfrom the slopes <strong>of</strong> MountKikapua that the Hope vanishedinto the planes. It was here thatthe uprising against the Nithiansbegan. It was here that the first<strong>Pirate</strong> King was proclaimed andhere that <strong>Pirate</strong> Kings rule from.And it may well be here that itsfate is decided. <strong>The</strong> island isincreasingly torn between thepirates who operate from itsports and own many <strong>of</strong> itsplanations and the towns andvillages who owne the rest <strong>of</strong> theplantations. <strong>The</strong> former wish tomaintain traditional ways; thelatter increasingly want tobecome a respectable nation,free <strong>of</strong> the violence andproblems brought about by thepirates. And <strong>Ierendi</strong> City sits atthe heart <strong>of</strong> the conflict.<strong>Ierendi</strong> City is the wildest,most lawless port south <strong>of</strong>Landfall, though it's growingcalmer as time passes. It is herewhere pirate and city ethics andbehaviors are coming mostfiercely into conflict. <strong>The</strong>coastal regions <strong>of</strong> the city belong


to the pirates; except for the<strong>Pirate</strong> King's palace, this is awild and dangerous place wherewise men travel armed withfriends, just in case. <strong>Pirate</strong>sflock to the coastal sections t<strong>of</strong>ence their goods, then tocarouse wildly with their loot. Itis a maze <strong>of</strong> twisty bendy streetsall alike, since they are all linedwith fences, shops, theatres,bars, restaurants, and brothels, aswell as many businessescombining two or more <strong>of</strong> theabove. A few places <strong>of</strong> note willbe described below (<strong>The</strong> threeMarinas, Marny's Eats, SeaweedSupreme, and Nero's Fish can beused as per the canon, p. 20-1 <strong>of</strong>the <strong>Gazeteer</strong>):<strong>The</strong> Friendly Burrow isprobably the largest Hin brotheloutside <strong>of</strong> Alphatia and the FiveShires. It is mostlyunderground, done in Hinarchitectural style, but bigenough for any human to visit aswell. Publically, it is a 'teahouse', run by demurely clad hinwomen. But the ladies are forsale for reasonable rates. <strong>The</strong>house maintains a stock <strong>of</strong>potions for wealthy visitors, inorder to allow for growth andshrinking as desired. <strong>The</strong>re arerumors that the Thyatianambassador to the Shires, LordCaine, has been known todisguise himself and somehowcome here to patronize the place,but most people consider thisludicrous. Several pirate crewskeep a running tab here for theirmembership. Most, but not all<strong>of</strong> those crews are hindominated.Ganti's Flying Carpets is<strong>of</strong>ficially a flying carpet businessrun by a group <strong>of</strong> Glantrians, thefamily <strong>of</strong> Ganti himself, agraduate <strong>of</strong> the Great School <strong>of</strong>Magic in Glantri City. He alsosells a small selection <strong>of</strong> spellsas an <strong>of</strong>ficial sideline, mostlyrelated to flight, levitation, andmoving freight. (Ganti'sFreight Hauler, his signaturespell, creates a floating disk upto ten feet across which cancarry up to 500 pounds/level <strong>of</strong>the caster for one hour/level. Itcan move up to 100' per round.It is a third level spell.)Un<strong>of</strong>ficially, Ganti fencesmagical items and goods usefulfor magic users and sells avariety <strong>of</strong> magical items andother items <strong>of</strong> use for research,casting spells, spell research, etc.He also quietly purchases Hinslaves and smuggles them backto Glantri to sell to wizards forexperiments. If word <strong>of</strong> thisever gets out, he is a walkingdead man.<strong>The</strong> <strong>Ierendi</strong> Northshore<strong>The</strong>atre stands on a height onthe north side <strong>of</strong> the city, lookingdown at the coast. It controls asmall amount <strong>of</strong> beach, whichhas been walled <strong>of</strong>f, not so muchfor security as to simply blockanyone seeing it. It includes arestaurant, but its two mainpurposes are to serve as both abrothel and a theatre. Its publicperformances tend to behistorical and romantic playswith lots <strong>of</strong> illusions to augmentthe reality <strong>of</strong> it all. Once a year,on Stormreach / <strong>Ierendi</strong>Independence Day, the theatresponsors a ro<strong>of</strong>top festivalwhose guests can watch arecreation <strong>of</strong> one <strong>of</strong> the famousnaval battles from the war forIndependence, followed by aplay about the beginning <strong>of</strong> therevolt in the main theatre.Behind the scenes, its ladies andgentlemen <strong>of</strong> the eveningspecialize in playing out people'sromantic fantasies; it doesn'tcome cheap, but if you haveenough money, you could have athreesome with Empress Eriadnaand Emperor Thincol atop theGlantrian Parliament buildingand most people would swear ithad to be real. It's unclear whothe real boss <strong>of</strong> the placeis—'Lady Drama' seems to haverun the place for over a hundredyears. She always wears an oldMillenian drama mask whichchanges to reflect her emotions.Rumor claims it can force thoseemotions on others if she desires.She has appeared as everythingfrom a well-dressed femalekobold to a lady ogre.<strong>The</strong> Southside PlantationOutlet Store is, in theory, aplace where the goods producedby the Southside Plantation,south <strong>of</strong> the city, are sold. Thisincludes a restaurant which islargely vegetarian and focusesespecially on fruit. In actualfact, however, it also serves as aplace for buying various plantbaseddrugs and plants <strong>of</strong> manykinds from many places (all


generally stolen by pirates) andfor fencing any sort <strong>of</strong> piratedgoods which are plant based.This is a Makai-operatedbusiness and it is covertlycontrolled by a group <strong>of</strong> druidswho have fallen under the sway<strong>of</strong> a giant plant located in thetunnels hidden under the store.It demands periodic humansacrifices, which they obtain bybuying slaves. It is unclear whatthe plant's goals are, though itsometimes claims to be a Titanimprisoned under the currentlocation <strong>of</strong> the city, seeking tobuild its power so it can bereleased. By who or whenremains a mystery and it maysimply be lying. (Depending onthe DM's desires.) It resembles agiant tobacco plant.<strong>The</strong> Teamster's Union controlsthe loading and unloading <strong>of</strong>goods and their bulk transportinside the city. Those who failto employ the union had bettereither be powerful enough tomow angry mobs <strong>of</strong> teamsterslike wheat or else be ready t<strong>of</strong>lee the city. This union has alsoacted in the past to wipe outbandits in the city who got tooout <strong>of</strong> control. <strong>The</strong>re is nothieves' guild because the lastone was wiped out by theTeamsters on the excuse it failedto pay them to haul its stolengoods.<strong>The</strong> inland region <strong>of</strong> the city,however, is much more cleanand coherently organized, full <strong>of</strong>craft guilds and the homes <strong>of</strong>plantation owners, merchants,and artisans. It is patrolled bymercenary guards and militiaand divided into districts withfences and gates. It is in aperpetual state <strong>of</strong> feud andskirmishing with the pirate zone,but since the pirates rule thedocks, it has to come to termswith them. Increasingly, though,its inhabitants are growing inwealth and challenging thefreedom <strong>of</strong> the pirate district.<strong>The</strong> <strong>Pirate</strong> King's Palace is aramshackle accumulation <strong>of</strong>buildings and extensions aroundan old Thyatian fort which wasitself built around a Hinstronghold. It stands above theharbor on a height, its weaponryposed to attack anyonethreatening it. Some parts <strong>of</strong> itare dangerous to enter, and thereis a maze <strong>of</strong> tunnels and minicomplexesunder it, built forreasons now forgotten by past<strong>Pirate</strong> Kings. Some have beensealed <strong>of</strong>f and may containdangerous traps, monsters, andtreasures. One set <strong>of</strong> tunnelsruns a very long way to a covertcave harbor down the coastwhere emergency escape vesselsare kept. <strong>The</strong> current King keepsparts <strong>of</strong> the old Hin stronghold,where he dwells with his familyand friends and closest servants,in good repair along with someother parts <strong>of</strong> it for hisgovernment <strong>of</strong>ficials, such asthey are. <strong>The</strong>re is a system forrelaying hanging coaches whichcan hold up to 20 people downor up a system <strong>of</strong> ropes andpullies to and from the harbor,used for the King, his retainers,and guests; it used to requireslave labor but now it isenchanted, an innovation <strong>of</strong> thecurrent king, who felt it a waste<strong>of</strong> slave labor.<strong>The</strong> arable regions <strong>of</strong> the Islandare heavily exploited to growfood and especially cash crops,divided into many plantationsand craft communities.However, the mineral wealth hasonly lightly been tapped andnegotiations are continuing withdwarves to form colonies tobetter exploit it. Many <strong>of</strong> thecommunities are too similar toeach other to be worthdescribing, but a few places havefeatures <strong>of</strong> note. (Manycommunities are a mix <strong>of</strong> Hinand Humans living together,ruling over slaves.)Maona Kea is home to one <strong>of</strong>the proudest <strong>of</strong> <strong>Pirate</strong> Temples;this largely non-Makai humanand Hin community possesses asword in its temple said to haveonce belonged to Sinbad. Manyfailed attempts to steal theSword <strong>of</strong> Sinbad have takenplace over the years, but italways ends up here. It is notclear if this is a true relic <strong>of</strong>Sinbad, but the blade is known togrow stronger when used on aboat or at sea and can radiatecold and acid at its user'scommand. <strong>The</strong> priests areVERY paranoid about theft.Especially since the time fiftyyears ago when the People'sTemple replaced it with awooden replica and somehow no


one noticed until it broke duringa worship ceremony. (Leadingto many People's Temple priestsbeing killed by thugs hired bythe temple.)Mount Kikapua is the tallestvolcano in <strong>Ierendi</strong>. <strong>The</strong> Hope issaid to have passed into theplanes from here, and thetravelling priests <strong>of</strong> the People'sTemple make pilgrimages hereto worship once a year whenpossible. It is especially favoredfor staging ceremonies to mockthe <strong>Pirate</strong>'s Temple's <strong>of</strong>ficialholy days. A few People'sTemple priests have found thegates to the Elemental Planes <strong>of</strong>Earth, Air, and Fire to be foundhere. Many theorize there mustbe a gate to Water also, but if itexists, it has eluded detection.Mount Makai is home to amajor Makai druidic community;this group was instrumental inthe eventual amalgamation <strong>of</strong> theAzcan and Tanagoro inhabitants<strong>of</strong> the islands fusing into onepeople. <strong>The</strong>ir current focus,however, is rites to keep the sunfrom going out; many <strong>of</strong> themfear the Honor Islanders aresomehow draining the sun'spower, but they are too weak tochallenge them directly. Instead,they spend a lot <strong>of</strong> timerecruiting their own fireelemental allies and trying tostrengthen the element'sinfluence on the isles.Port Siers (6,000) sits on top <strong>of</strong>a Nithian ruin, buried under dirtand volcanic rock. PersistentMakai legend claims there wasonce a volcano near it in themountains. If this is the case, noone knows what happened to it,though SOMETHING producedthe layer <strong>of</strong> volcanic rockbetween the ruins and the cityatop it. <strong>The</strong> <strong>Pirate</strong>'s Temple herehas a small collection <strong>of</strong> Nithianboats on display, all taken fromthe ruins. Fire creatures andundead seem to be fighting it outfutilely for control <strong>of</strong> the ruins,in the accessible areas.Tooraka is another community<strong>of</strong> Makai pirates. <strong>The</strong>y follow amix <strong>of</strong> Druidic and <strong>Pirate</strong> faith,with temples to each. RunawayMakai slaves head for here inhopes <strong>of</strong> joining a Makai piratecrew. If more slaves escaped,this would likely overstretchresources, but as it stands, ithelps the town have morepirates.Roister IslandPopulation: 5,000 people (300Hin, 4,300 Humans (Makai andSlaves), 400 Dwarves)Capital: Ronowac (1000)Area: 322 square milesRoister Island is home to Makaiwho have adapted to <strong>Pirate</strong>Culture and to their slaves and asmall dwarven colony. <strong>The</strong>slaves dredge their swamps andbuild islands on which cashcrops are grown to buy food(<strong>The</strong> dwarves dig up gold andgems to buy food.). Insects areespecially bad here and manynatives and slaves wear outfitssimilar to beekeeper uniforms ifthey have to go far from thecoast. Some also raise bees forthe honey.Ronowac and other smallcoastal towns are home to piratebands and trader ships which aresupported by the slave labor andby selling needed goods to thedwarves. Prone to flooding,homes here are built on stiltswith netting covering thewindows to keep out annoyinginsects. Indeed, a visitor, havingclimbed a ladder or gone up aramp can use the aerial streets(wooden mostly) to go aroundthe town without ever touchingthe ground.Roister Islanders tend to worshipin both the <strong>Pirate</strong>'s Temple andin the old Makai druidic faith.<strong>The</strong>y do their best to try and helpout other Makai, so far as theycan without risking enslavementthemselves. <strong>The</strong>y only take non-Makai as slaves.<strong>The</strong> great trench north <strong>of</strong> RoisterIsland has made this an area <strong>of</strong>major fish habitation; the localsfavor a mixture <strong>of</strong> drugs andboat-mounted crossbows whichfire harpoons for fishing thelarger fish and nets for thesmaller. Visitors are sometimesinvited to try their luck atshooting drugged fish.Safari IslandPopulation: 40,000 people(3,000 Hin, 22,000 Humans,5,000 Elves)Capital: Sindaba Tower (4000)Area: 3,360 square miles


Safari Island is so-namedbecause <strong>of</strong> the periodic safarissponsored by the localgovernment (a council <strong>of</strong>townsmen and pirate captainswho choose the Castellan <strong>of</strong>Sindaba Tower to direct themonster hunts and run defensesfor the communities) to sweepthe forests and hills <strong>of</strong> theislands to kill the unusually largenumber <strong>of</strong> monsters which roamthis island. Most baffling is theappearance <strong>of</strong> creatures(dinosaurs) normally only foundin the Isles <strong>of</strong> Dread, over 500miles to the south. Only thebrave or hapless slaves dwellhere, though the local elves aremostly safe due to living in treecommunities,dozens orhundreds <strong>of</strong> feet <strong>of</strong>f the ground.<strong>The</strong> elves indeed hunt themonsters and sell the useful bitsto merchants and adventurers.Unlike most <strong>of</strong> the islands, notmany pirates operate from here;too much risk <strong>of</strong> getting eaten.Unknown to the locals, anancient and powerful magicalitem, created by the Lizardmenwith the use <strong>of</strong> powerful divine,necromantic, and arcane magics,is now periodically summoningmonsters to the island andturning them loose. It cannot befound by magical means and isitself trapped in the lizardmenruins under the island's swamp.Anyone who is killed by themloses some <strong>of</strong> his life force to themachine, which stores it to betapped later, not that anyonealive now has any clue how touse the stored energies. Some <strong>of</strong>this life force leaks out slowly,making the island's undergrowthand brush especially dense.Dississlith's Engine is itselfguarded by a Black Dragon(named Deepdelver) distorted byits energies; the Black can movethrough the muck <strong>of</strong> the swampas fluidly as it flies or swimsthrough the waters, and buries itshoard around the muck-buriedEngine, where it is sure no onecan find it; anything in the horderesists magical detection also.Sindaba Tower is the center <strong>of</strong>government on the Island, astrong fortified town with aconnected keep (which was oncejust a tower to hide frommonsters in, long ago.) <strong>The</strong>town makes a steady trade inmonster parts to visitingmerchants. Adventurers bringlots <strong>of</strong> wealth here. <strong>The</strong>townsfolk are pretty tough fromhaving to periodicaly fend <strong>of</strong>fmonster assaults; everyone isrequired to serve in the militiafrom 18 to 22.Utter IslandPopulation: 32,000 (5,000Albino Humans, 15,000 Humanand Hin slaves, 8,000 FreeHumans, 1,000 Hin, 3,000Elves)Capital: Gaamo (4,000)Area: 1,642 square milesIn many ways, Utter Island isjust like the more occupied parts<strong>of</strong> the Isles, divided betweenland-dwelling townsfolk,plantation slaves and freebootingpirates. However, asubstantial chunk <strong>of</strong> the Island'spopulation are KagyarworshippingAlbinos brought bythe Thyatians to the Isles toexploit the building skills <strong>of</strong>their priests. A few Albinos areto be found all over <strong>Ierendi</strong>,engaged in construction work,but the majority live on UtterIsland, and refer to themselves aseither Utter Islanders or Kagyar'schildren. (This <strong>of</strong>ten irritatesdwarves.)It is unclear where the Albinoscame from, as they refer to theirold homeland as Gashtunk,which simply means 'Pale Home'in their old language, thoughthey seem to be originallyNeather in stock. <strong>The</strong>ir faithcommands them to buildincessantly; they will possess indeath the places they built in life.<strong>The</strong>y also believe that theirImmortal will come to them ifthey can only build him asufficiently grand home. Notthat anyone agrees on his tastes.Given they prefer to work withsand and coral and other thingsfound on beaches, these worksonly survive because the priests<strong>of</strong> Kagyar the Builder learnspells from their patron whichcan make them permanent (theSand-Builder domain, describedlater in this supplement). Thosewho leave the island are usuallyalso versed in other constructionarts, or else are clerics <strong>of</strong>sufficient power. Some becomepirates for a time to raise fundsin order to pull <strong>of</strong>f a reallyimpressive building project.


<strong>The</strong> island is littered with oldbuildings, some <strong>of</strong> which arenow home to slaves, other<strong>Ierendi</strong>, or in a few cases,animals or monsters. UtterIsland slaves are usually farbetter, though <strong>of</strong>ten oddlyhoused than those on otherislands. <strong>The</strong> <strong>Pirate</strong>'s Templehere and the Temple <strong>of</strong> Kagyarare both masterpieces <strong>of</strong> the art,though they would look strangeto outsiders.White IslandPopulation: 108 (Humans / ApeDruids)Capital: Whitenight AbbeyArea: 196 square milesAs the canon (<strong>Ierendi</strong> <strong>Gazeteer</strong>, p. 50-1)Bar BrawlAdventure Level: 1+Topic: Drunken Bar Riots,Honorable CodeInteresting Features: Whodoesn't love a good riot?Campaign Hook: A good placeto make friends and enemies andfor people to accidentally dropadventure hooks<strong>The</strong> Adventure: It's fairlytraditional to end most eveningsin <strong>Pirate</strong> bars by having a giantdrunken brawl. Such brawls arehandled under the HonorableCode, which requires one to stickto non-lethal and improvisedweaponry with no magic. Anyviolation <strong>of</strong> this may causeeveryone to turn on you inunison. This is intended as a funway to blow <strong>of</strong>f steam, notsomething leading to death.Looting unconscious bodies isfrowned on, though anythingdropped on the floor is FAIRGAME. Such items may welllead to other adventures—maps,magical items, pouches <strong>of</strong> goldwhich the owner will hunt you toAdventuresNorwold to recover, etc, etc.Helping out a pirate in a brawllike this will generally get you anew friend.<strong>Ierendi</strong> City Bandit GangAdventure Level: 1-4Topic: Lawlessness <strong>of</strong> <strong>Ierendi</strong>Cities, Anti-Makai prejudices,Low-Life DivesInteresting Features: How doyou enforce the law in a city withno police force?Campaign Hook: You maygain a patron and possibly futureenemies. Bandit treasures maylead to other adventures.<strong>The</strong> Adventure: Koma, son <strong>of</strong>Analu, was recently muggedwhile trying to bring somedocuments home from thewarehouse where his family'sgoods are usually stored forexport. His father Analu is aMakai merchant who lives in theFourth Ward, one <strong>of</strong> the fortifiedpeaceful inland districts <strong>of</strong> thecity; Koma had gone alonebecause he'd forgotten to bringthe documents earlier, so hesnuck out to get them before hecould get in trouble. He lost allhis money and the documents.He hires the PCs to track downthe bandit gang who robbed him;he can give physical descriptions<strong>of</strong> them, but has no names. <strong>The</strong>PCs will have to delve throughthe bars and brothels <strong>of</strong> thecoastal districts to find the group.<strong>The</strong> 'bandits' are in fact a group<strong>of</strong> people from the pirate ship'Spirit <strong>of</strong> <strong>Ierendi</strong>'. <strong>The</strong>y muggedKoma because he looked richand weak and was a Makai andthus probably only fit for slaveryin their minds. However hemanaged to escape them, sansgoods, which they kept. <strong>The</strong>y'veblown his money on hookers andbeer, but they still have thedocuments, which areincomprehensible to them.<strong>The</strong>y've convinced themselvesthe documents must be magicscrolls. <strong>The</strong>y should be set innumbers to pose a stiff but notinsurmountable fight. However,if the PCs kill them, the rest <strong>of</strong>the crew <strong>of</strong> the Spirit <strong>of</strong> <strong>Ierendi</strong>


will put the PCs on theirvengeance list. If the PCs justbeat them up and reclaim thestolen goods and whateverwealth they can scrounge <strong>of</strong>f thepirates, the rest <strong>of</strong> the crew willsimply mock them for beingidiots and hold no particular illwill;Captain Corwin prefers hismen not cause trouble in <strong>Ierendi</strong>City. Should the PCs choose toread the documents, they willfind out it is a collection <strong>of</strong>accounting records, bills <strong>of</strong> sale,etc. Valuable to this merchantfamily, but otherwise <strong>of</strong> littleinterest to them. Unless youwant to make it more interesting,anyway...<strong>The</strong> <strong>Pirate</strong> Life for MeAdventure Level: 1-8, possiblyhigherTopic: Life as a <strong>Pirate</strong>Interesting Features: PCs getto live the pirate lifeCampaign Hook: Thisfunctions as a campaignframework.<strong>The</strong> Adventure: <strong>The</strong> PCs signon to a pirate ship. Level 1-4PCs will be hired on as commoncrewmen if they have at leastsome sailing skills or as cabinboys if they need to learn some.Level 5-8 are likely to take<strong>of</strong>ficer positions. Level 9 orhigher, they're probably ready toactually buy their own ship andform their own crew, unless theydon't actually know anythingabout sailing. Low level PCs getto spend a lot <strong>of</strong> time on pettychores with bursts <strong>of</strong> excitementas they raid other ships, explorelost islands, seek buried treasure,etc. Higher level PCs will get totake on higher responsiblities andhelp direct ship policy. At level9 or higher, they're probablyready to start their own ship anddirect things completely. Thisbasically functions as aframework to add otheradventures to.Polly Wants a RescueAdventure Level: 1-4Topic: 'Authentic Makai Art',Fletcher IslandInteresting Features: <strong>The</strong> Pcshave to find ONE parrot on anisland FULL <strong>of</strong> them.Campaign Hook: Who elsewants that chest?<strong>The</strong> Adventure: <strong>The</strong> PCs areapproached by Crewman Jones,one <strong>of</strong> only two survivors <strong>of</strong> thenow wrecked ship <strong>The</strong> Bastion.He possesses a magical chestwhich belonged to the captain; he<strong>of</strong>fers to split it with the PCs ifthey will help him find the parrotwhich belonged to the Captain <strong>of</strong>the Bastion. He believes theparrot knows the password andwill eventually say it, given someencouragement. <strong>The</strong> PCs musttrack down the parrot (whichwears a magically locatablecollar with silver trimming),which was released by Jonesbefore he realized he needed it.However, the parrot is in danger<strong>of</strong> being taken by hunters and itsfeathers taken to make 'authenticMakai art'. If the PCs save theparrot, it will eventually babblethe password. <strong>The</strong> chest has afair amount <strong>of</strong> treasure; it alsohas letters <strong>of</strong> credit from a majorDarokinian merchant house.Which is likely to want its stolentreasure back and come lookingfor those who have it... (If theparrot dies, don't forget Speakwith Dead...the idea <strong>of</strong> trying toget a parrot to yield up thepassword from beyond the gravemakes me laugh and laugh.)Rare Plant HuntAdventure Level: 1-4Topic: Low Key WildernessAdventure, Escort DutyInteresting Features: PCs havethe chance to befriend a sage andcollect rare plantsCampaign Hook: <strong>The</strong> Sage mayhire the PCs in the future for thistrip he's been planning to theIsles <strong>of</strong> Dread.<strong>The</strong> Adventure: HoratioMuncumbe, a scholar <strong>of</strong> botany,is looking for some bodyguardson a trip into the interior <strong>of</strong><strong>Ierendi</strong> Island to collect rareplants. <strong>The</strong> PCs must escort himup into the mountains and back,keeping the wildlife from eatinghim (conversely, he knowsenough <strong>of</strong> the plant life to steerthe PCs away from anydangerous plants.) Most <strong>of</strong> thewildlife is pretty lowkey—scorpions, spiders, snakes,etc. When the PCs reach thevicinity <strong>of</strong> Mount Makai,however, they'll have to dealwith some minor earthelementals who have a liking forthe last plant they wish to collect.PCs may do some harvesting <strong>of</strong>additional plants themselves ifthey think to do so, to increasetheir pr<strong>of</strong>its. If Horatio isimpressed, he will later (whenthe PCs hit the 5-8 range) wish to


hire them to help him go to theIsles <strong>of</strong> Dread. (Horatio can alsobe used as a hook to get PCs ontoSafari Island).Safari Island Monster HuntAdventure Level: 1+Topic: Safari IslandInteresting Features: Time tobust out all those home-brewedmonsters and vicious flumphs.PCs must face question <strong>of</strong> whatfrost or desert monsters are doingin a jungle.Campaign Hook: Successeshere can lead to patrons <strong>of</strong>feringjobs; high enough level PCs maybe able to permanently solve theproblem, likely leading to the<strong>Pirate</strong> King wanting to retainthem, artifact in question may beuseful for Quests for Immortality<strong>The</strong> Adventure: Periodically,the Castellan <strong>of</strong> Sindaba Towerdeclares a monster hunt,sweeping up the militia and anynearby adventurers to go out andslaughter as many monsters aspossible. <strong>The</strong> PCs mayencounter anything the DMwants, as the artifact summoningthese creatures has little regardfor things like 'terrain type'.Rewards are given for everysevered monster head broughtback to base. Sometimes bandsambush each other to steal theheads so as to claim a biggerreward. Sufficiently high levelPCs may well be able to find andconfront the source <strong>of</strong> thetrouble. (See the Safari Islandentry.) This can also be used tospice up adventures taking placeon Safari Island for otherreasons, as a hunt is called in themiddle <strong>of</strong> the adventure and nowthe PCs must fend <strong>of</strong>f thewildlife and other groups whichthink the PCs are there to collectmonster heads.Street Heretical <strong>The</strong>atreAdventure Level: 1-4Topic: <strong>The</strong> People's TempleInteresting Features: PCs mustdecide whether to help severalold men who are deliberatelychallenging <strong>Ierendi</strong> societyCampaign Hook: PCs maybefriend or alienate the People'sTemple by their actions.<strong>The</strong> Adventure: <strong>The</strong> PCs,passing the local <strong>Pirate</strong>'s Temple,find a group <strong>of</strong> old men in theprocess <strong>of</strong> conducting a parody<strong>of</strong> the <strong>Pirate</strong>'s Temple worshipceremonies. This results in acrowd gathering, followed by thelocal clerics administering abeating to the old men, whichleaves them unconscious andhelpless, not a good state foranyone in public in <strong>Ierendi</strong>. <strong>The</strong>PCs may intervene on either sideor possibly just move on. If theydo get involved, they will makeallies with whichever group theyassisted. <strong>The</strong> old men areactually low level clerics <strong>of</strong> thePeople's Temple. With imminentdeath by old age staring them inthe face, they decided to take therisk <strong>of</strong> another public act <strong>of</strong>defiance, hoping to inspire otherslaves to resist. If the PCs donothing, the old men will berobbed (not that they have muchto rob) and tossed in the ocean todrown (assuming there is anocean or river or somethingnearby.)Bring <strong>The</strong>m Back AliveAdventure Level: 5-8Topic: Non-Deadly MonsterHunting, Safari IslandInteresting Features: <strong>The</strong> PCshave to try and capturesomething nasty and dangerouswithout killing itCampaign Hook: CompetentPCs may get hired repeatedly bythis patron and he will spreadword <strong>of</strong> their skills to others,who will want to hire them. Mayalso lead to PCs being tapped bythe Castellan <strong>of</strong> Sindaba Towerfor special missions on SafariIsland<strong>The</strong> Adventure: Mandalos, aGlantrian Wizard, has come to<strong>Ierendi</strong> in search <strong>of</strong> a specificmonster. He hires the PCs tocapture it for him on SafariIsland, where there have beensightings <strong>of</strong> it. <strong>The</strong> monstershould be selected to bedangerous but notapocalyptically so for the PCs.He will supply them with thingsto help them take italive—knockout poisons,magically reinforced netting, etc.Should they succeed, he willlikely have future similar workfor them.Advanced <strong>Pirate</strong>s and ProphetsAdventure Level: 5-8Topic: Escort Duty, YlariReligion and other <strong>Ierendi</strong>ReligionsInteresting Features: <strong>The</strong> PCsmust try to both escort andrestrain a Ylari cleric.Campaign Hook: Manychances to make friends or


enemies<strong>The</strong> Adventure: Inspired by avision, the Ylari religious scholarRashid has come to <strong>Ierendi</strong> tostudy its other religions and themissionary work here. However,he knows little <strong>of</strong> <strong>Ierendi</strong> troubleand has a bit <strong>of</strong> a reputation forletting his mouth fly <strong>of</strong>f thehandle, so the PCs are hired byHalla to 'show him around' andprivately, to keep him fromcausing too much damage.Rashid is too used to booksinstead <strong>of</strong> people and makesinflammatory comments in aneffort to understand thingswithout thinking about howpeople might take <strong>of</strong>fense.Along the way, he will try todebate Druids, <strong>Pirate</strong> Templepriests and People's Templepriests alike (the last after theytry and mock him). He has firmcontrol <strong>of</strong> his temper and willnever resort to violence, but hemay provoke it in others if notkept in check. Should the PCsmanage to prevent all riots andkeep him in check, he will begrateful and will eventually sendthem some luxuries from hishomeland as a thank you present,in addition to the PCs gettingpaid.<strong>The</strong> Great Black WhaleAdventure Level: 5-8 (orhigher)Topic: An Entropic Whale,Obsessive Sea Captains, SeaHuntInteresting Features: This isyour chance to re-enact MobyDick, as written by Steven KingCampaign Hook: <strong>The</strong> GreatBlack Whale may containadventure hooks; if CaptainAnalu survives, he will be astrong if crazy ally to the PCs.<strong>The</strong> Adventure: Captain Analu(Fighter 4/Rogue 5, Armed witha Returning Keen Harpoon +3) isa pirate <strong>of</strong> great fame. He wasonce much higher level and closeto becoming King <strong>of</strong> the <strong>Pirate</strong>s20 years ago, when he and hiscrew were defeated by the GreatBlack Whale. Only he survived,drained down to first level. Hehas clawed his way back up fromthe bottom three times, each timeending up beaten by the Whaleagain and knocked down to lowlevel. This time, he's decided heneeds a better crew. This iswhere the PCs come in. He willpromise anything whatsoever toget them out there to help fightthe Great Black Whale. All hewants out <strong>of</strong> this venture is itsdeath. He'll even give them hisnew ship afterwards if they ask.Assuming they sign on, they'llhead south into the sea <strong>of</strong> Dread,into a giant maze <strong>of</strong> seaweedwhich must be navigated to itscenter, a graveyard <strong>of</strong> ships. It ishere that the Whale will show up.<strong>The</strong> Whale is basically a wraithwhich has the size, hit points,and attack damage <strong>of</strong> a whale. Ifthe PCs are <strong>of</strong> sufficient level,give it the power to animate thedead and have it supported byundead ship crews, some <strong>of</strong>whom once followed Analu.Analu doesn't know the fullextent <strong>of</strong> the Whale's abilities buthe does know only magicweapons will hurt it, andsometimes even those seem t<strong>of</strong>ail. Once the whale dies andany minions are slain, the PCscan explore the area andscavenge a lot <strong>of</strong> treasure.Among other things, they find anold Nithian ship with a cache <strong>of</strong>bottles. <strong>The</strong>re is one brokenbottle and six intact, each <strong>of</strong>which contains a wraith with theform <strong>of</strong> some sort <strong>of</strong> smallanimal or vermin (created by awraith energy draining theoriginal creature to death). <strong>The</strong>PCs can kill these, or sell them ifthey are sufficientlyunscrupulous.<strong>The</strong> Holy Ship <strong>of</strong> AlenaAdventure Level: 5-8Topic: International Intrigue,Naval CombatInteresting Features: <strong>The</strong> PCsget to chase and recover a stolenship and get into someinternational intrigueCampaign Hook: This can leadto further conflicts withMinrothad and other missions forthe <strong>Pirate</strong>'s Temple<strong>The</strong> Adventure: Agents <strong>of</strong> thePeople's Temple have stolen theholy boat <strong>of</strong> the local <strong>Pirate</strong>'sTemple, who hires the PCs toassist one <strong>of</strong> their priests inrecovering it. However, it'sactually been stolen byMinrothad Privateers (posing asPeople's Temple members) whoare taking it back home. <strong>The</strong>PCs must catch up before thestolen ship falls into the hands <strong>of</strong>a much harder to deal withPrivateer Fleet.Love and HarpoonsAdventure Level: 5-8


Topic: Ballista Hunting <strong>of</strong> SeaCreatures, Cross-Species Love,Rescue MissionInteresting Features: <strong>The</strong> PCsget to go fishing with Ballistas,have some undersea adventures,and try to disentangle an aquaticlove triangle or three.Campaign Hook: <strong>The</strong> PCs mayeither make some serious aquaticenemies or allies and befriend awealthy family.<strong>The</strong> Adventure: JoannaKanloon is the head <strong>of</strong> a wealthymerchant family in <strong>Ierendi</strong> City.Her son Maleko joined a piratecrew about a year ago, and she'sbeen fretful ever since. Now hisship, the Ivory Queen, hasreturned to town without him,and the <strong>Pirate</strong>s won't tell her whyhe's not with them. <strong>The</strong> PCsmust investigate; the trail leadsthem to Roister Island, wherethey can learn the crew rented aboat to go harpoon fishing andreturned without Maleko. <strong>The</strong>boat's owner will tell them heoverheard the pirates talkingabout Maleko jumping overboardand swimming <strong>of</strong>f with amermaid.If the PCs go out and search thearea, they'll meet a mer-mannamed Ishiki who can tell themthat one <strong>of</strong> their mermaids,Yuiki, had a messy breakup withher old boyfriend Hasshiki andnow has taken up with somesurfaceworlder. He will happilytake the PCs to the community,though they'll need their ownsource <strong>of</strong> waterbreathing. Thiscommunity lives in cliffdwellingsat the edge <strong>of</strong> theRoyster Trench and herd variouskinds <strong>of</strong> fish for a living. Furtherinvestigation will show thatYuiki has Charmed Maleko andis basically using him to makeher old boyfriend jealous. (She'salso supplied him with a ring <strong>of</strong>waterbreathing) It's up to thePCs to decide how to handle this.Handled well, the PCs may makesome allies.March <strong>of</strong> the TurtlesAdventure Level: 5-8Topic: Angry Druids andShamans, <strong>The</strong> Turtle ClanInteresting Features: PCs getto have an unusual sea battle,may gain unusual items if theysurvive.Campaign Hook: May lead toadventures or revenge on theAtruaghin clans.<strong>The</strong> Adventure: This should beused when the PCs are in thenorthwestern waters <strong>of</strong> <strong>Ierendi</strong>.<strong>The</strong>y become mired in greatsheets <strong>of</strong> seaweed after a stormblows them further northwest,then swarms <strong>of</strong> Turtle Clanmembers in shallow-draft boatscross the seaweed and attack theship. It should be a difficultfight; some <strong>of</strong> the clansmenshould be druids and shamans. Ifthe PCs win, they can loot theTurtle Clan members, who don'thave much wealth, but should begiven some items <strong>of</strong> interest,such as magical seeds to generatehuge mats <strong>of</strong> seaweed. If theylose, the Turtle Clansmen haulthem back and dump them nakedand tied up where the Tiger Clanwill find them and then you cando an 'escape from slavery'adventure.Raise the BismarAdventure Level: 5-8Topic: <strong>Pirate</strong> Rivalry, Raising aSunken Ship, UnderwaterAdventureInteresting Features: A race toa sunken ship full <strong>of</strong> treasure andfighting <strong>of</strong>f rivals, while merfolkalso go for itCampaign Hook: Could createrivalries with other pirates ormer-folk; could contain plothooks<strong>The</strong> Adventure: <strong>The</strong> oncemighty Bismar, a legendarypirate ship, has sunk in a stormand the Pcs happen to be in a barwhen the last survivor comes into wail over its sinking and theloss <strong>of</strong> his friends in the crew,etc, etc and how the hugetreasures they had simply madethe ship sink better. This leadsthe PCs and several other groups<strong>of</strong> pirates who overheard this tostart a 'gold rush' to find and lootthe wreck. Local mer-folk havefound the treasure, though, andwon't easily give it up. For afurther complication, the wholething is a setup by pirate-hunters(Thyatian, Minrothadi, orwhatever) who swoop in onceeveryone finishes killing eachother and discovers it's all copperpainted gold...<strong>The</strong> Talking SerpentAdventure Level: 5-8Topic: <strong>The</strong> People's Temple vsthe <strong>Pirate</strong>'s TempleInteresting Features: <strong>The</strong> PCsget to pull a massive practicaljoke.


Campaign Hook: If the PCs pullthis <strong>of</strong>f without being caught, thePeople's Temple will view themvery benevolently, but the<strong>Pirate</strong>'s Temple won't be happyat all.<strong>The</strong> Adventure: Depending onthe PCs general reputation,agents <strong>of</strong> the People's Templewill attempt to either recruit,hire, or trick the PCs intosneaking into the local <strong>Pirate</strong>'sTemple and replacing aprominently displayed SeaSerpent trophy with a similarlooking one which has beenrigged with clerical magics tobegin speaking blasphemy duringthe next worship ceremony there.(Hiring is the last resort, as thePeople's Temple cannot <strong>of</strong>fermuch in the way <strong>of</strong> payment.)<strong>The</strong> PCs must bypass thedefenses and make the swap.Unknown to the PCs or thePeople's Temple, the trophy willcome to life and attack when it isdelivered to the People's Temple,having been trapped by itsowners. <strong>The</strong> PCs may, <strong>of</strong> course,choose to sell out their erstwhileemployers; the <strong>Pirate</strong>'s Templewill reward them for that.Tiger, Tiger Burning BrightAdventure Level: 5-8Topic: Buried Treasure,Dragons, Foreign Raids, People'sTempleInteresting Features: <strong>The</strong> PCsface hordes <strong>of</strong> screaming TigerClan members, DarokinianSoldiers, Lizardmen, andpossibly rival <strong>Pirate</strong>s in theMalpheggi Swamp.Campaign Hook: Lots <strong>of</strong>chances to make enemies;possible plot hooks in loot.<strong>The</strong> Adventure: <strong>The</strong> PCs areapproached by an escaped slave,Three Axe (Warrior 6), who is aformer Tiger Clan member. Ifthey are friendly to the People'sTemple, he introduces himself asa member. If hostile to it, heapproaches without mentioninghis connections to it. Heexplains how he once came fromthe Tiger Clan lands and was part<strong>of</strong> a war party which had toabandon a large pile <strong>of</strong> loot byburying it because they had tosplit up to avoid being caught bythe lizardmen. Things went badlyfor him and he ended up in thehands <strong>of</strong> a pirate crew, who soldhim into slavery here. But hefinally escaped and he wants torecover the treasure, <strong>of</strong>fering tosplit it with the PCs. (If they arefriends <strong>of</strong> the People's Temple,he will try to convince them totake a reduced share that the bulk<strong>of</strong> it might go to help the slaves).<strong>The</strong> PCs must reach the swamp,evading Darokinian militarypatrols, lizardmen and Tiger clanraiders to find the treasure.Which is now the hoard <strong>of</strong> ayoung black dragon. If the Pcsare friendly to the People'sTemple, Three Axe does his bestto help them. Otherwise, he willsell them out to one <strong>of</strong> the manygroups roaming the areas andabscond with the loot if possible.If not, he sets them up for aPeople's Temple ambush onreturning to <strong>Ierendi</strong>.International SkirmishAdventure Level: 9-12Topic: Chance to TakeCommand, InternationalConflict, SahuaginInteresting Features: <strong>The</strong> Pcsget a chance to get their ownpirate ship and to intervene ininternational politics.Campaign Hook: <strong>The</strong> PCs maynow become the leaders <strong>of</strong> aship, opening a political future in<strong>Ierendi</strong> to them, if they want it.<strong>The</strong> Adventure: <strong>The</strong> PCs areeither passengers or crew on an<strong>Ierendi</strong> pirate ship. <strong>The</strong> shipcomes under attack by Sahuagin,only to have a trusted crewmember assassinate the captain,then fly <strong>of</strong>f east. <strong>The</strong> PCs musttake command as the <strong>of</strong>ficerssuspiciously fall out with eachother. <strong>The</strong>n the Minrothadi showup to finish <strong>of</strong>f the survivors andthe PCs must lead the crew todefeat them. Should they win,they may find out from prisonersthat this Minrothad ship wasactually a Minrothad naval vesselposing as a pirate; CaptainThoma was trying to redeemhimself for poor pastperformance by destroying thefamous ship the PCs rode on.<strong>The</strong>y can take this info to the<strong>Pirate</strong> King and greatlyembarrass Minrothad with it.<strong>The</strong> Hunt for Red SviftmontAdventure Level: 9-12Topic: Black Eagle Baron,International Politics, Recoveringa lost Honor Island CraftInteresting Features: <strong>The</strong> PCsmust recover a lost Honor Islandship before it falls into the hands<strong>of</strong> the Black Eagle Baron or


Stefan Karameikos or evenworse—the Minrothaddi or theThyatians!Campaign Hook: Earn creditwith Honor Island and KingMungo<strong>The</strong> Adventure: After beingambushed by Minrothadi ships,an Honor Island ship driftednorth in a storm and crashed onthe coast <strong>of</strong> Karameikos. Noweveryone's out to get it, and thePCs have to get there first andeither enable it to get back toHonor Island or blow it up. Orboth (as PCs are prone to do).Everyone else in the universe,however, is out to get it too, andmust be fended <strong>of</strong>f.<strong>Pirate</strong> Team-Up BluesAdventure Level: 9-12Topic: International Politics,<strong>Pirate</strong> Politics and InterpersonalConflict, Fleet level piracyoperationsInteresting Features: <strong>The</strong> Pcshave to try to build and holdtogether a pirate fleet for a hugeraid.Campaign Hook: <strong>The</strong> PCs maymake some big allies and foes<strong>The</strong> Adventure: This adventurepresumes the PCs control a shipor are at least the trusted allies <strong>of</strong>a captain. <strong>The</strong>ir ship isapproached by several othercaptains hoping to attack amassive shipment <strong>of</strong> goods fromMinrothad to Sind (by way <strong>of</strong>Karameikan, Shires, andAtruaghin clan waters).However, all the captains havevarious past feuds/loveaffairs/messy old adventureshanging over them and the PCsmust mediate to hold thingstogether. <strong>The</strong>n the PCs musthelp stage the attack on the wellguardedtreasure fleet. <strong>The</strong>n theyhave to survive the Thyatianpirates who are waiting to pick<strong>of</strong>f the survivors. If the PCstriumph over all this, thesurviving crews and captains willbecome strong allies, especiallyuseful if you have politicalambitions.<strong>The</strong> Utter Island CrisisAdventure Level: 9-12Topic: Relations with Thyatis,Utter Island AlbinosInteresting Features: <strong>The</strong> PCsmust defuse an internationalincidentCampaign Hook: A chance forthe Pcs to make names forthemselves at an internationallevel<strong>The</strong> Adventure: This adventurepresumes the PCs are on goodterms with the <strong>Pirate</strong> King,though they may just choose tomeddle. A group <strong>of</strong> Thyatianagents tried to kidnap several <strong>of</strong>the priests <strong>of</strong> Kagyar the Builderfrom Utter Island and are now injail. <strong>The</strong> leading captains <strong>of</strong> theIsland are fighting over how topunish them and the local Albinocommunity demands DEATH.Thyatis is insisting the men areinnocent and demanding a propertrial. Some <strong>of</strong> the townsfolk <strong>of</strong>Gaamo are also asking for a trial,hoping to set precedents for aless violent and arbitrary lawsystem. <strong>The</strong> PCs must wade intothis and find a solution whicheveryone can accept.High HopesAdventure Level: 13-16 (orpossibly a lot higher)Topic: People's Temple,Tomia's Quest for ImmortalityInteresting Features: PlanarAdventure, Religious ConflictCampaign Hook: Could providea huge boost for a faith; couldmake the PCs subject <strong>of</strong> a mortalor Immortal manhunt.<strong>The</strong> Adventure: <strong>The</strong> PCs arehired to retrace Tomia'sfootsteps. Depending on who thePCs are allied to, it could bePeople's Temple members <strong>of</strong> one<strong>of</strong> the esoteric sects looking forclues as to what exactlyhappened or how soon he iscoming back, or <strong>Pirate</strong>'s Templeor Eternal Way priests looking todiscredit Tomia to a curiousscholar. <strong>The</strong> PCs must explorethe mountain, find the gates, dealwith the elemental beings beyondthem, and discover none <strong>of</strong> thegates seem to have been used byTomia. However, Tomia's finalwritings, passed to a disciple andhistorical records <strong>of</strong> the timeindicate there were howlingmonsoon storms when Tomiapassed into the heavens;investigation finds a place on themountain where water gatherswhen it rains heavily enough,and for a time, a water gate willopen there. From there, the PCscan follow Tomia's trail acrossthe planes to where he isimprisoned (DM's choice <strong>of</strong>where) and then decide what, ifanything, to do about that. Thiscould easily lead to huge changesin <strong>Ierendi</strong>, depending on what thePCs decide, especially once they


ealize that though long-liveddue to various magics, Tomia isno true Immortal yet...<strong>The</strong> Reef-KeeperAdventure Level: 13-16 (ormaybe even higher)Topic: Questing forImmortality Candidates, SunkenDungeon Complex, UnderwaterAdventureInteresting Features: <strong>The</strong> PCsmust enter a reef which has beenturned into an underwaterdungeon.Campaign Hook: Defeating theReef-Keeper may help PCs withfuture plans for immortality andmay saddle them with Entropicitems needing destruction<strong>The</strong> Adventure: <strong>The</strong>re arerumors <strong>of</strong> sunken pirate treasuresgathered into a the depths <strong>of</strong>Buccaneer reef in chamberscarved out by underwaterdenizens (aquatic elves, merfolk,sahuagin, or whatever elseworks for your campaign). Sure,you'd need a lot <strong>of</strong> waterbreathing magic, but there'streasure and adventure to be haddown below.What's actually going on is thatthe underwater complex in thereef is a death trap set up by awould-be future immortal who iscurrently a cleric <strong>of</strong> (choosewhatever underwater intelligentrace you like best). He is tryingto follow the path <strong>of</strong> theDungeon-Keeper and hasselected the PCs as the nextgroup <strong>of</strong> adventurers to kill,setting whatever kind <strong>of</strong> bait infront <strong>of</strong> them which will getthem to come down and die. Orso he hopes.Unfortunately for him, he's ratheroverestimated himself andunderestimated them. Fill theplace with lots <strong>of</strong> traps and nastyaquatic creatures before the finalconfrontation with the priest.Having slain him, the PCs willnow face the problem <strong>of</strong> how todeal with his collection <strong>of</strong>Entropic magical items. Thismay well lead to new adventures.Revolution Number ThreeAdventure Level: 13-16(possibly higher)Topic: People's Temple vs.<strong>Pirate</strong>'s Temple, Slave RebellionInteresting Features: <strong>The</strong> PCsmust decide which side to helpand how to do so.Campaign Hook: This is likelyto be a major campaign segmentin and <strong>of</strong> itself, leading to majorchanges.<strong>The</strong> Adventure: <strong>The</strong> time hascome. <strong>The</strong> slaves aren't going totake it any more. When aneclipse <strong>of</strong> the Sun drags out foran unusually long period <strong>of</strong> time(due to the machinations <strong>of</strong> Nyxcultists, though it ultimatelyfails), many begin to panic thatthe end <strong>of</strong> the Third Age hascome and now the Death <strong>of</strong> Fireis upon us. <strong>The</strong> People's Templenow leads the slaves to rise upand all out war begins. Evenwhen the eclipse ends finally, it'stoo late for the slaves to backdown and the PCs must choosesides in this battle. Futher,foreign intervention is quitelikely, and whoever the PCs aid,they will have to deal withThyatians, Minrothadi and otherstrying to meddle.<strong>The</strong> Tournament <strong>of</strong> PiracyAdventure Level: 13-16 (ormaybe even higher)Topic: Becoming KING OFTHE PIRATESInteresting Features: IT IS ATOURNAMENT OF PIRATES._PIRATES_.Campaign Hook: BecomingKing <strong>of</strong> the <strong>Pirate</strong>s opens up newposibilities for being a player ininternational politics, a grandadventurer, or even reforming<strong>Ierendi</strong>. Trying and failingmeans the winner will watch yoususpiciously as a threat to him infive years when it comes aroundagain...<strong>The</strong> Adventure: <strong>The</strong> King <strong>of</strong> the<strong>Pirate</strong>s is dead! Or else five years areup. And now the Conclave <strong>of</strong> <strong>Pirate</strong>smust meet and a new King be chosen inthe TOURNAMENT OF PIRACY.<strong>The</strong> Tournament involves severalcontests: Finding a buried treasurefrom an enigmatic map before the othercrews can, defeating rival ships incombat, staging a raid onMinrothad or Thyatis, settling anold feud between pirate crews(sometimes real, sometimes staged) anda raid to Davania (or Norwold or theSavage Coast) and back. Other eventsmay be added by the DM as desired.<strong>The</strong>winner <strong>of</strong> a majority <strong>of</strong> events becomes<strong>Pirate</strong> King. <strong>The</strong> Conclave will addmore events if needed to breakdeadlocks.


Player's Guide to <strong>Ierendi</strong>What Everyone Knows About the <strong>Pirate</strong> <strong>Kingdom</strong> <strong>of</strong> <strong>Ierendi</strong>


Tavern Talk From OtherLands<strong>Ierendi</strong>: Hardly a real country atall; it's tyranically ruled bymarauding pirate bands who justkill anyone who looks at themfunny. It's a collection <strong>of</strong> verywet and hot volcanic islands. <strong>The</strong>islands are full <strong>of</strong> slaves, insects,diseases, and lots <strong>of</strong> valuablecrops and dangerous monsters.Everyone runs around half naked,plundering and robbing anyonefoolish enough to visit. On theother hand, you can make a hugepile <strong>of</strong> wealth pretty quickly beinga pirate. And buried treasure doessound exciting. But I'd probablyjust get bitten by an insect anddrop dead.<strong>Pirate</strong>s: I've heard they havespecial <strong>Pirate</strong> Law, but it doesn'tsound to me like it really hasmuch effect—they're still robbingpeople and sometimes killingthem. If you want to visit, thebest way to do it is to hire a pirateship to escort yours; you'll getthrough safe then, as they don'tfight each other. Hmm, maybethat's what <strong>Pirate</strong> Lawregulates—<strong>Pirate</strong> vs <strong>Pirate</strong>conflict. That makes sense. <strong>The</strong><strong>Ierendi</strong> will pretty much robanyone who isn't <strong>Ierendi</strong> (andsome who are, I expect.) <strong>The</strong><strong>Pirate</strong>s generally don't look halfnakedlike I've heard everyone isin <strong>Ierendi</strong>, but I suppose it wouldbe dangerous to fight half-naked.Government: As I understand it,the <strong>Pirate</strong>s took over after a slaverevolt against Thyatis a fewcenturies ago, and now thetoughest <strong>Pirate</strong> beats up the othersand rules as King. <strong>The</strong>y prettymuch live by the rule <strong>of</strong>force—the strong rule and theweak serve. I wouldn't want tolive like that; I dunno how theycan call it 'freedom'.Slaves: I suppose it's notsurprising that former Thyatianslaves would turn around andenslave other people, but I thinkslavery's a terrible thing and it'srather hypocritical <strong>of</strong> them.Anyway, they work them to death,then go kidnap more.Abominable. It could be that it'sjust the slaves who are half-naked.Mark <strong>of</strong> slavery. That wouldmake sense.<strong>Ierendi</strong> Produce: Just becauseI'm drinking fruit juice andsmoking a pipe and wearingcotton clothing doesn't mean Iendorse the slavery that made allthis! A man needs his luxuries atthe end <strong>of</strong> a hard day's work.You'd think they'd wear moreclothing wiht all that cotton.<strong>The</strong> People's Temple: Aren'tthey some kind <strong>of</strong> crazy athiestswho are stupid enough to thinkthe Immortals don't exist, so theymake fun <strong>of</strong> the rest <strong>of</strong> us forbelieving in our ImmortalGuardians? Are they blind?Haven't they ever seen a clericperform a miracle? What iswrong with these people?<strong>The</strong> <strong>Pirate</strong>'s Temple: I thinkthey made up some pirateimmortal to worship. Who is thisSinbad character, anyway?Sounds fake to me. Hmm, maybethat's why the People's Temple aresuch skeptics and mockers if theother major religion just makesstuff up...<strong>Ierendi</strong> Towns: More likevillages, I hear, except for <strong>Ierendi</strong>City, the towns are all prettysmall. <strong>The</strong>n again, a lot <strong>of</strong> oursaren't very large either. Peopledon't run around without anyclothing in OUR cities, though.Some <strong>of</strong> the cities are up on stiltsso they don't wash awaywhenever it floods from all thatrain.<strong>Ierendi</strong> City: If you want theaction, this is it. Tons <strong>of</strong>entertainment, shops, warehouses,and every kind <strong>of</strong> good availableif you know where to look. Most<strong>of</strong> the city sits up on heightsoverlooking the harbor, so itdoesn't flood all the time. Exceptdown at the harbor, but that's whatstilts are for. <strong>The</strong> eastern city is agiant pit <strong>of</strong> vice and sin andpeople without shirts, but I hearthe west side is a lot more normalwith craftsmen and honestmerchants and so on. And slaves.So I guess it's not as good as ourcities.Safari Island: As I hear it, thewhole thing is totally riddled withmonsters, so people insaneenough to want a basilisk or adragon or a cockatrice can just gohunt themselves one. Or diehorribly. And the monsters arenaked too.Honor Island: I hear some cultworship the local volcanoImmortal or something. Or dothey make magic ships out <strong>of</strong>iron? Wouldn't it all rust?Doesn't sound sensible to me.Elegy Island: Ruled by undeadpirates, right? Man, I wouldn'twant to face that.How to Get Rich and Famous:Become a pirate, work your way


up to command a ship, then startraiding your neighbors andstealing their hard-earnedpossessions, then retire, buy aplantation and live <strong>of</strong>f the hardwork <strong>of</strong> your slaves. Sure, theFiends will devour your soulwhen you die, but you didn't askabout 'not burning in the Hells foreternity.' I expect sufficientlycrazy adventurers could makegood money looting the tombs onElegy Island or maybe raidingSafari Island to sell live monstersor dead monster bits to wizards.If you can find a map to buriedtreasure, you could be set for life.Hot Tips: Don't go to <strong>Ierendi</strong>unless you look good withoutmuch clothing on and can fight<strong>of</strong>f pirate hordes. Unless youARE a pirate, anyway. Don'tshortchange a halfling prostitute.(Ha ha ha! I'm so funny.) Ifyou're a cleric and encounter amember <strong>of</strong> the People's Temple,expect to be mocked. So showhim a miracle and watch hisfoolish brain explode. And neverlet them know you're Thyatian ifyou are Thyatian. Or Minrothadi.Of course, no one admits to beingThyatian anywhere if they canhelp it. Not even in Thyatis.From Conversations Witha Veteran Adventurer<strong>Ierendi</strong>: <strong>The</strong> peoples <strong>of</strong> <strong>Ierendi</strong>are pretty diverse; it's a seriousmelting pot <strong>of</strong> people from allover the Known World, even afew Norwolders, Alphatians, andSindhi. Humans dominate, butthere are elves, halflings, anddwarves too. Especially halflings.A lot <strong>of</strong> the original inhabitants,the Makai, are slaves now, butsome are free men. <strong>The</strong>re are afew Ylari missionaries here; Iexpect they all go mad after awhile, given most <strong>Ierendi</strong> doeverything the Nahmeh says youshouldn't do. It's a collection <strong>of</strong>volcanic islands, very hot and wetwith a yearly monsoon seasonwhich keeps the place very wethalf the year. And pretty wet therest. But there's a ton <strong>of</strong>opportunities in <strong>Ierendi</strong> for a manwith a good sword hand or lots <strong>of</strong>cunning. You'd better be used topeople who don't wear much,though. It's so bloody hot, I canappreciate why they don't, though.Oh yes, outsiders get sick easy, soBRING A CLERIC.<strong>Pirate</strong>s: <strong>Pirate</strong>s form the rulingclass <strong>of</strong> <strong>Ierendi</strong>, but it's a prettyporous ruling class. Any freemancan try to join a pirate crew if hewants to experience the privileges(and dangers) <strong>of</strong> being a pirate. Aspecial code, the Honorable Code<strong>of</strong> Piracy, binds the <strong>Pirate</strong>s to treateach other honorably, so they turntheir wrath on the enemies <strong>of</strong><strong>Ierendi</strong>. Which seems to includemost countries, but especiallyThyatis and Minrothad, who theyreally hate. I've heard they have atruce with the Shires' pirates, but Iwouldn't swear to that.Government: <strong>Pirate</strong> crewsgovern themselves like an electedmonarchy, setting their own lawsand electing a captain; thecaptains form the Conclave whichrules the nation under the <strong>Pirate</strong>King, who is chosen by atournament every five years fromthe ranks <strong>of</strong> the Captains. Andany man could one day rise to beKing <strong>of</strong> the <strong>Pirate</strong>s. Towns alsochoose their own leaders by a vote<strong>of</strong> the freemen. Though really,they tend to have minimal laws;you protect yourselves by allyingto others so no one can threatenyou. Rather like how adventuringparties protect each other.Slaves: I wouldn't want to be an<strong>Ierendi</strong> slave. <strong>The</strong> climate kills alot <strong>of</strong> them, and I expect there'sgoing to be a reckoning; you'dthink former slaves who revoltedwould know better than to keepslaves.<strong>Ierendi</strong> Produce: <strong>Ierendi</strong> tradershave lots <strong>of</strong> goods that few otherplaces around here can<strong>of</strong>fer—tobacco, citrus fruits,cotton, various dyes, etc. You canmake a lot <strong>of</strong> money that way, notthat I know much about trade. Ofcourse, it's all made by slaves, soyou might want to consider if youreally need it that much.<strong>The</strong> People's Temple: This isthe slave cult; it's supposed to beillegal, but when you're already aslave, it's kind <strong>of</strong> hard to punishyou more than you've alreadybeen punished. <strong>The</strong>y mock allother religions and given thecircumstances, I can't blame them.It's usually pretty funny, except


for the crazier ones who do thingslike poison all the pies at thebakery made from slave-grownproduce.<strong>The</strong> <strong>Pirate</strong>'s Temple: <strong>The</strong>yworship Sinbad and some otherimmortals. Good source <strong>of</strong>employment if you seem at leastvaguely piratical. <strong>The</strong>y urgeeveryone to, well, be pirates.<strong>Ierendi</strong> Towns: Mostly tiny, butgood enough to get fresh supplies.Some <strong>of</strong> them are up on stilts toavoid flooding. And if you needto fence goods, there's a plethora<strong>of</strong> shops which will buy them,more than you'd expect. PortSiers is the second largest city inthe country, I think; it's built overan old ruins. Good exploringthere.<strong>Ierendi</strong> City: A city clearly ruledby pirates; if you're an adventurer,you'll love it, as it has the gearyou need and tons <strong>of</strong> ways to havefun—shops, restaurants, brothels,theaters, etc. <strong>The</strong> west side <strong>of</strong> thecity is full <strong>of</strong> craftsmen andmerchants; the east side by theharbor is pirate land. Also, theKing <strong>of</strong> the <strong>Pirate</strong>s, currently ahalfling, lives here in his castle,which I think seriously needs tobe levelled and rebuilt to look lessramshackle.Safari Island: A great place foradventurers; it's overrun withmonsters, though no one is surewhere they all come from.Unfortunately, they tend to be lowon treasure, which isunderstandable. Still, there'salways work here.Honor Island: Stay away; firemages live here and they will killyou deader than Gabronius IV.Elegy Island: Endless hordes <strong>of</strong>undead. Endless tombs, most <strong>of</strong>which are long ago looted, but ifyou can find the right one...How to Get Rich and Famous:Become a pirate and rob theThyatians. Enter the Tournament<strong>of</strong> Piracy; even the losers becomefamous. Collect rare monsters onSafari Island for those crazyenough to buy them. Find theunlooted tombs on Elegy Islandand loot them. Search for ancientruins like the one under Port Siersand loot them. Organize anexploration expedition to distantlands. Go pearl diving andfishing <strong>of</strong>f Roister Island.Explore the Royster Trench. Ifyou feel crazy, Thyatis andMinrothad are always looking tohire spies to operate in <strong>Ierendi</strong>.Pay's good, but the <strong>Ierendi</strong> willmake you regret you were born ifyou get caught.Hot Tips: <strong>Ierendi</strong> has the bestprostitutes and it's always veryeasy to unload your gear in<strong>Ierendi</strong> City. If you're going tocollect monsters on Safari Island,wait for an <strong>of</strong>ficial hunt, so theywill pay you to do what you weregoing to do anyway. Stay out <strong>of</strong>the People's Temple / <strong>Pirate</strong>Temple conflict unless you reallyare sure you want to pick a side.Don't mess with the Teamsters'Union unless you're sure you'retough enough to take 20 or so <strong>of</strong>them at once. Ganti's FlyingCarpet Store is a good place to getuseful magics. <strong>The</strong> transportspells are really handy onceyou've looted a dungeon.A Karameikan Merchantin the Shires<strong>Ierendi</strong>: Dealing with foreignersand their strange customs issomething to get used toeverywhere you go. It's harder in<strong>Ierendi</strong> because they are such amelting pot that they have lots <strong>of</strong>customs from many differentlands. Fortunately, they'regenerally pretty accepting <strong>of</strong>outsider customs too, so long asthey aren't things viewed asinsults. <strong>The</strong> <strong>Ierendi</strong> tend to bepretty touchy and rely much moreon personal relationships andgroup solidarity than on contractsor law. You can rely on a man'spromise—so long as youunderstand what he thinks he'spromising. And vice versa. Ifyou do end up in a dispute, it'sprobably either going to end inviolence or remain unresolved,which is the hardest part, asviolence tends to waste money.Which is part <strong>of</strong> where that groupsolidarity comes in; in mostdisputes, the side with less alliesor weaker ones backs down toavoid putting things to the test.So it is crucial to build upalliances so you can point to howCaptain Jungo won't be happy tohear about how you've just beenshortchanged.<strong>Pirate</strong>s: If you are going to dealwith <strong>Ierendi</strong>, you have twochoices—hire a pirate escort orthrow a lot <strong>of</strong> money intomercenaries to defend yourselves.<strong>The</strong> <strong>Ierendi</strong> pirates only attack ifthey're pretty sure they'll win. It'sjust that they are usually prettysure, unless you have some


defenders. I still don't quiteunderstand how their shipswork—who exactly owns theship? <strong>The</strong> whole crew? So whathappens when people leave ships?Some fascinating property issues,I think. Just remember, when thecaptaincy changes hands, it's timeto renegotiate deals.Government: Not much <strong>of</strong> agovernment. <strong>The</strong> <strong>Pirate</strong> Kingdeals with other countries andrestrains the worst excesses <strong>of</strong> thepirates and each ship governsitself. Personal relations andpromises grounded in the piratehonor code largely take the place<strong>of</strong> law. Which makes <strong>Ierendi</strong> arather dangerous place. If Icouldn't make so much money, Iwouldn't go there, for all that itcan be rather fun.Slaves: A repugnant practice ingeneral. Some <strong>Ierendi</strong> arerelatively kind, others are harshand cruel. However, as abusinessman, I can't afford to turnmy nose up at such things.<strong>Ierendi</strong> Produce: <strong>Ierendi</strong>produces many things myhomeland cannot but which myhomeland desires to possess--avariety <strong>of</strong> fruits and vegetables,cotton, indigo, sugar, c<strong>of</strong>fee, etc.If you can ally yourself to enoughpirates to travel unmolested, thenyou can make huge pr<strong>of</strong>its buyingand shipping these goods. Anddon't forget to stock up on lemonsto avoid scurvy.<strong>The</strong> People's Temple: More aform <strong>of</strong> slave street theatre than achurch, I think. I can't blamethem for protesting, but was itreally necessary to depict theImmortals...actually, best I nottalk about it.<strong>The</strong> <strong>Pirate</strong>'s Temple: Honorabletheives. More or less a religioustheives' guild. But one that staysbought, which is what merchantsneed. Paying bribes is part <strong>of</strong>business, so long as the recipientstays bought.<strong>Ierendi</strong> Towns: Not very manytowns <strong>of</strong> note, though Vlaad is avery good source for Makai-styleart, Port Siers has cheaper fruitthan <strong>Ierendi</strong> City, and thearchitecture on Utter Island isincredible.<strong>Ierendi</strong> City: This city has a splitpersonality. For merchants, thereal action is in the western part<strong>of</strong> the city where merchants andartisans live and where you canfind high-class entertainment. Bycontrast, the harbor side <strong>of</strong> thecity in the east is a giant dive <strong>of</strong>crime and depravity to entertainthe pirates. You will need tomake a few strategic visits thereto build alliances, but you're bestotherwise avoiding it, unless youlike random brawls and prostituteswith interesting diseases.Safari Island: You can makehuge amounts <strong>of</strong> moneytransporting dangerous creatures,but sooner or later, they WILLbreak free and kill you. So beaware <strong>of</strong> the risk.Honor Island: I expect anyonewho could get them to sell theirsecrets would be set for life, butI'm taking no chances.Elegy Island: You can makereally good money supplyingNula with goods; I can't imaginewhy these people are crazyenough to live there. <strong>The</strong>y makegood jumbo, though.How to Get Rich and Famous:Cut a deal with some pirates andmake regular runs from themainland to <strong>Ierendi</strong>, buying up<strong>Ierendi</strong> produce and selling it onthe mainland. Just make sure youpick the RIGHT pirates. Oneswho stay bought. If you areparticularly tough, the exoticanimal and monster trade canmake you a huge pile fast, butalso risks horrible, horrible death.King Mungo is buying upanything for operating underwaterhe can find, so there's an openingfor someone with access to magic.Hot Tips: Visitors to <strong>Ierendi</strong>spend a lot <strong>of</strong> time being sick. Sobring a cleric or at least a skilledhealer and don't drinkunboiled water. <strong>The</strong> fruit juice istastier, anyway. If you can gotopless without blinding others orlooking embarrassed, it's a goodway to show yourself a man <strong>of</strong> theworld and they will treat youbetter. Wearing a hat untypical <strong>of</strong>yourhomeland also helps. Stock up onjewelry for gifts; they love that. Ifyou can show some pr<strong>of</strong>iciencywith a boat, that'll also ease yournegotiations and raise your stockwith them. In other words, gonative as much as possible. Justremember to go un-native beforeyou go home, unless you want toend up like my nephew. Trustme,you don't.


History as the <strong>Ierendi</strong> Know itOnly the Makai know the origins<strong>of</strong> the <strong>Ierendi</strong> Isles. <strong>The</strong>irlegends assert that we live in theThird World <strong>of</strong> the Twenty-FirstAeon. In the First World <strong>of</strong> theTwenty-First Aeon, the Makailived in peace in lands far away,but the time came for the wheelto turn, and the First Worldunderwent the Death <strong>of</strong> Stone,destroying their homelands; theyfled across the rising waters andlanded in the <strong>Ierendi</strong> Isles whichthey made their own, though theyhad to fight local lizardfolksometimes. Life was hardernow, and sometimes tribesfought. And yet, things were stilllargely good in this bountifulland. <strong>The</strong> rains did not drownthe land so <strong>of</strong>ten then. But lifewas too good, and so the Makaifell into sin and the SecondWorld fell to a poison wind thatstole men's memories, the Death<strong>of</strong> Air. Worse yet, it slew all thepoor lizardmen, and while theMakai buried them, they sleepunquietly. We live now in theThird World, the Age <strong>of</strong> Fire. Itwill end when the sun goes out,and then the Fourth World, thelast <strong>of</strong> this Aeon, will begin.And many fear it comes soon.Very little is known by historians<strong>of</strong> the period before the Halflingscolonized some <strong>of</strong> the Islands,starting in the sixth century AC.<strong>The</strong> Death <strong>of</strong> Stone appears tohave been the massiveearthquakes which destroyed thesoutheastern corner <strong>of</strong> Brun,leaving behind <strong>Ierendi</strong> andMinrothad. <strong>The</strong> Death <strong>of</strong> Airmay be somehow connected tothe mystery-shrouded apocalypsethat engulfed now forgottencivilizations around 500 BC. Asfor the Death <strong>of</strong> Fire...let us hopethe Makai are just seeing patternswhere none exist.Looking for new lands forfarming, some Hin arrived onFletcher and <strong>Ierendi</strong> Islands inththe 6 century, avoiding ElegyIsland at the urging <strong>of</strong> thenatives. <strong>The</strong>y built Northkeepand Korsakov Tower andlighthouses to guide ships andbegan struggling to grow cropsunder hotter and wetterconditions than they were usedto, and trying to find ways tosurvive the hurricane season.For a long time, they struggled tomake a living, until the discoverythat tobacco and c<strong>of</strong>fee could begrown here much morepr<strong>of</strong>itably than in the Shires ledto a boom in their cultivation andin Hin immigration. (Many Hinalso died <strong>of</strong> the local diseases.)Hin flocked to the islands andrelations with the natives turnedugly. Brutal Hin vs. Makai warensued; the Hin largely took overFletcher and Alcove Island andheld substantial portions <strong>of</strong>Safari and <strong>Ierendi</strong> Islands whenthe Thyatians showed up. <strong>The</strong>ytook control <strong>of</strong> Utter andAloysius Islands, setting upprison camps and using prisonersto grow valuable crops for them.Three way warfare now ensued,with the Hin forced into slaveryand the Makai driven back intodeep forest and the less valuablefor agriculture areas. More andmore prisoners were imported tothe Isles to grow crops.In the late sixth century, Thyatisand the Hin went to war, and thisprovided the many prisoners <strong>of</strong>the prison colonies with anopening. <strong>The</strong>y now revoltedunder the leadership <strong>of</strong> MadCreeg, a man who claimed hehad been sent to the Isles for thecrime <strong>of</strong> 'Killing an Immortal <strong>of</strong>Thyatis'. This seems ratherunlikely to be true, but whetherhe believed it or not, he was aman <strong>of</strong> great cunning andstrength (and quirky humor),who swiftly led the <strong>Ierendi</strong>ans tovictory. Forming an alliancewith the mysterious HonorIslanders, he drove out theThyatians and declared himselfthe <strong>Pirate</strong> King <strong>of</strong> <strong>Ierendi</strong>,writing the Code <strong>of</strong> HonorablePiracy, by which the land wouldbe governed.For several centuries, this


schema worked. Many Makaicontinued to live in thetraditional manner, but someassimilated into <strong>Pirate</strong> societyand even rose to be <strong>Pirate</strong> Kingsand Queens. <strong>The</strong> Hin and theother humans <strong>of</strong> the Isles tendedto dominate <strong>Pirate</strong> society,however. <strong>The</strong> towns flourished,growing crops and providingcrafts and fencing stolen pirateloot to covert merchants. Adangerous land it was, where aman might have his throat slit fora few copper, but a land where abrave and cunning man facedfew limits on how high he couldrise or the freedom he couldknow.In 700 AC for reasons knownonly to the Immortals, severalvillages <strong>of</strong> Human and/or Hin<strong>Pirate</strong>s simply vanished withouta trace. This disaster led to aperiod <strong>of</strong> religious frenzy andpanic which culminated in therise <strong>of</strong> the <strong>Pirate</strong>'s Temple. Thisvanishing, however, wasrelatively small in scale, and didlittle to slow the growth <strong>of</strong> thepopulation.As the <strong>Pirate</strong>s and their townsflourished, the Makai and the<strong>Pirate</strong> towns increasinglycompeted for the same land toget food and the same waters forfish. <strong>The</strong> result, finally, was athbrutal war in the 9 century AC.<strong>The</strong> Makai were defeated,despite their necromantic skills,but the war was long and harsh,and <strong>Pirate</strong> King Konal imposedwhat he felt was the worstpossiblepunishment—slavery—on thesurviving Makai. <strong>The</strong>y wereturned into a labor force for thetowns, freeing up the elderly toenjoy their old age and enablingmore free men to become piratesor craftsmen (or even traders).This strengthened the <strong>Ierendi</strong>military, which was essentiallythe collection <strong>of</strong> town militiasand pirate ships, by enablingmore free men to enter thoseareas. This proved crucial in thelate 9th and early 10th century,the Minrothad Guilds andThyatis turned up the heat on<strong>Ierendi</strong>. Desperation led <strong>Pirate</strong>Queen Antonia to approve thegrowing <strong>of</strong> cash crops by Makaislaves in order to raise funds tobribe Thyatian commanders andto hire assistance and purchaseGlantrian magical items in orderto defeat a strong attempt byThyatis to conquer <strong>Ierendi</strong> inBelisarius' War in the early 10 thcentury.<strong>The</strong> precedent having been set,later <strong>Pirate</strong> Kings graduallyexpanded slavery, raiding theTurtle Clans <strong>of</strong> the Atruaghin,and many distant lands to captureslaves to grow crops whose salewould fund military effortscapable <strong>of</strong> fending <strong>of</strong>f <strong>Ierendi</strong>'swealthier enemies and free up yetmore free men to become piratesand soldiers and traders.However, it also shovedincreasing money into the hands<strong>of</strong> those who ran the plantationsfrom the towns, creating a class<strong>of</strong> men not dependent on piracyor craftsmanship for their wealthand freedom, but on slavery.Conservative pirates opposedthis, but though some <strong>Pirate</strong>Kings and Queens tried to reducedependence on slavery, nonewere able to afford to abolish it.Today, matters are movingtowards a crisis. <strong>The</strong>re's notmuch more room for theexpansion <strong>of</strong> slavery forproduction <strong>of</strong> cash crops, but thenumber <strong>of</strong> free men continues togrow and <strong>Ierendi</strong>'s enemies stillseem to grow stronger faster thanit does. Conflict betweenconservative pirates who despiseslavery, wealthy townsmen, andthose pirate crews who revel inthe wealth slavery brings themcontinues to heat up and now thecurrent King, a Hin namedCaptain Mungo Shipshearer, isclose to death and competition tosee who will replace him isstarting to heat up. Further, theslaves grow increasingly restless,and they study the secret Makaiarts <strong>of</strong> necromancy and plot theirrevenge.Whoever becomes King <strong>of</strong> the<strong>Pirate</strong>s next will likely determinethe future <strong>of</strong> <strong>Ierendi</strong> for decadesor maybe even centuries to come.Things cannot go on likethis—there are many routes thenation could sail, but it must setits course now, or likely fall intodiscord and be destroyed by itsfoes.And that, <strong>of</strong> course, is where youcome in.


On Being a <strong>Pirate</strong>To the <strong>Ierendi</strong>, the <strong>Pirate</strong> life isthe ideal life. Bands <strong>of</strong> free menjoin together, picking a leaderwho can be removed if the crewturns against his decisions,sharing danger and reward alike,proving their strength by theirstrong right arms and cunningminds. Crews collectively owntheir ships and the captaindivides all loot from venturesamong the men. Most crews alsoown some land on which slavesgrow crops which providesrevenue to the ship for magicalimprovements, entertainment,and other uses. Some even ownbusinesses <strong>of</strong> various kinds, orother ships. Each crew sets itsown rules and laws within thebounds <strong>of</strong> the Code <strong>of</strong> HonorablePiracy. (Or sometimes outside it.For <strong>Pirate</strong>s, rules are <strong>of</strong>ten moreguideline than law...) And apirate crew answers only to itsCaptain and to the King <strong>of</strong> the<strong>Pirate</strong>s.New recruits start according totheir level <strong>of</strong> skill; the averageyoung man who joins the piratesat age 12 to 14 ends up as a cabinboy, then works his way up untilhe becomes a full pirate, or evenan <strong>of</strong>ficer. A full pirate can onlybe kicked out <strong>of</strong> the crew by thecaptain or by a difficult processLife in <strong>Ierendi</strong><strong>of</strong> ostracism. Or by informalsocial pressures or occasionallyby falling overboard onnightwatch due to infamousdolphin slavers. Really.In 3E, pirates usually have a mix<strong>of</strong> Rogue and Fighter levels (OrSwashbuckler if you have theComplete Warrior), andgenerally have high ratings inPr<strong>of</strong>ession (<strong>Pirate</strong>). Set levels asappropriate to make themtougher than the average navyman <strong>of</strong> other countries, but nothugely so, as suitable to yourcampaign.Wizards and Priests can be foundat sea as well, but tend to be rarespecialists, with only one or two<strong>of</strong> each per ship. A handful <strong>of</strong>pirate crews have converted tothe Ylari faith...sort <strong>of</strong>...and tendto have more prayer leaders thanother crews, who have beenknown to treat religion as acomedy routine. Member priestsare seen as equals; wizards aretreated like your nerdy youngerbrother; he's not as good as youand you may bully him a bit, buthe's better than any outsider.Piracy is not simply banditry atsea for the <strong>Ierendi</strong>. It includesraiding enemy shipping, but alsoincludes sea exploration, trading,espionage missions for the <strong>Pirate</strong>King, and general adventure onthe High Seas. <strong>The</strong> Code <strong>of</strong>Honorable Piracy sets limits andrules for the conduct <strong>of</strong> high searaiding and banditry, rules which<strong>Ierendi</strong> pirates consider setthemselves <strong>of</strong>f from themurderous rabble <strong>of</strong> Minrothadand Thyatian pirates. (Shire<strong>Pirate</strong>s are treated honorablythese days, and competitionbetween them is <strong>of</strong>ten more likebrothers roughhousing than warand banditry. At leastsometimes. It's not like theShires has much shipping <strong>of</strong> itsown to raid, anyway.)Honorable <strong>Pirate</strong>s accept flags <strong>of</strong>truce, don't kill prisoners, andkeep their promises (to anyoneelse bound by the code or whothe Captain believes ishonorable.) <strong>The</strong>y never sneakattack other Honorable <strong>Pirate</strong>sand are expected to avoid <strong>Ierendi</strong>shipping and that <strong>of</strong> friendlynations. <strong>The</strong>y obey theircaptains, but get to choose himand challenge him if necessary.(<strong>The</strong>y also must obey therightfully chosen King <strong>of</strong> the<strong>Pirate</strong>s.) Some crews add furtherrestrictions to the code to showtheir own worth <strong>of</strong>f. <strong>The</strong>ybelieve they are the equal orsuperior in worth <strong>of</strong> any man,from a King to a peasant. Anychallenge to their honor will bemet with violence.


Honorable <strong>Pirate</strong>s generally keepthe code well with each other,with some exceptions.Foreigners are dependant on thepersonality <strong>of</strong> the Captain as towhether they have any rights atall beyond the most basic.<strong>The</strong> Honorable Code is the mainlaw code <strong>of</strong> the Isles; ie, <strong>Ierendi</strong>doesn't have a lot <strong>of</strong> laws, thoughindividual towns can make theirown regulations. Most townshave local tribunals to settledisputes related to business andproperty. But it's perfectly legalto kill people as long as you do ithonorably. Or to loot theircorpse. Smart people formgroups for mutual selfprotection—guilds, pirate crews,unions, etc. Thus, most peoplearen't messed with too muchbecause their allies will bringretribution.This is increasingly unacceptableto <strong>Ierendi</strong> merchants andcityfolk, who want a better lawcode and more protection, but s<strong>of</strong>ar, they haven't been able to getit. Depending on how the nextTournament <strong>of</strong> <strong>Pirate</strong>s goes,things may be about to change.<strong>The</strong> Peoples <strong>of</strong><strong>Ierendi</strong>Total Population: 294, 5183900 Dwarves25500 Elves65,910 Hin199,208 Humans (5,000are Albinos, 108 are Human /Ape Druids)<strong>Ierendi</strong> Elf<strong>The</strong> Elves <strong>of</strong> <strong>Ierendi</strong> are mostlyKarameikan or Minrothad indescent; their ancestors wereenslaved by the Thyatians andshipped to <strong>Ierendi</strong>. <strong>The</strong>y are notorganized into clans and have noTrees <strong>of</strong> Life, not even psuedosubstituteartifacts. Indeed,they've come to mock the wholeidea and have largely rejectedIlsundal and Mealidan andusually worship at the <strong>Pirate</strong>'sTemple or else follow one <strong>of</strong> theImmortals more commonlyworshipped by humans (Valerias,Diulanna, Asterius, Talitha, Loki,and the Karameikan Triad arefavorites), though some followCalitha Starbrow or Ordana.<strong>Ierendi</strong> Halfling<strong>Ierendi</strong> Halflings look physicallylike normal halflings, but areusually somewhat less chubby.<strong>Ierendi</strong> Halflings are always alittle hungry, unless they are rich.However, their clan structurescollapsed during the colonialperiod and they tend to be closerto humans in behavior than mosthalflings—more inquisitive, lessclannish, less conservative, andsadly, less trustworthy. This isnot to say they are sharks in thesocial sea, but <strong>Ierendi</strong> Halflingstend to have a rather moredevious streak.<strong>Ierendi</strong> Human<strong>Ierendi</strong> humans come fromanywhere that touches the Sea <strong>of</strong>Dawn or the Sea <strong>of</strong> Dread. Oranywhere else Thyatians foundslaves. Thus, they may look likeNorwolders, Thyatians,Karameikans, etc. <strong>The</strong> mostcommon type, however, is acombination <strong>of</strong> pale hair (white,silver, blonde, or red) with amediterranean complexion.Makai Human<strong>The</strong> Makai have reddish-browncomplexions and dark hair anddark eyes. Traditionally, theylived through a mix <strong>of</strong> huntingand fishing with somehorticulture. However, thetraditional Makai way <strong>of</strong> life haslargely ceased to exist. Today,the Makai are either slaves orelse have assimilated to the<strong>Ierendi</strong> way <strong>of</strong> life...keeping inmind that a fair amount <strong>of</strong> the<strong>Ierendi</strong> way <strong>of</strong> life is derivedfrom Makai customs.


NamingDue to the diversity <strong>of</strong> origin <strong>of</strong>both free men and slaves, thereare many kinds <strong>of</strong> names here.Thyatian and Darokinian namesare most common for non-MakaiFree Men, but a fair number <strong>of</strong>non-Makai have Makai stylenames (Similar to Hawaii'annames). Most Hin have eitherThyatian or Hin style names; fewuse Makai names. <strong>The</strong> Makaiuse mostly Makai names, butFree Makai <strong>of</strong>ten have Thyatianor Darokinian names. Otherslaves use whatever theirhomeland uses, though someadopt Makai names if they jointhe People's Temple.Children are not given a nameuntil they are two years old, atwhich time one can be sure theywill survive to adulthood, barringaccident. This is a fancy, formalaffair, so much as families canafford.Clothing and Food<strong>The</strong> <strong>Ierendi</strong> tend to wear muchless clothing than people <strong>of</strong> othernations; they picked this up fromthe Makai, who practiced it forsimple utilitarian reasons—it'svery hot and humid and if youwear much clothing, it gets veryuncomfortable. <strong>Ierendi</strong> <strong>Pirate</strong>stend to wear little to no armor,and most folk wear as little aspossible. <strong>The</strong> <strong>Ierendi</strong> have notaboos about showing <strong>of</strong>f awoman's bare breasts, so most<strong>Ierendi</strong> go naked to the waistexcept for jewelry (which theylove to wear in great quantities),then wear some sort <strong>of</strong> pantsmade <strong>of</strong> sturdy material. Skirtsare very rare in <strong>Ierendi</strong>; men andwomen alike generally just wearpants. Formal occassions simplymean you wear FANCY pants.If they have to operate in denseforest or if they head to colderclimates, they put on a short orlong-sleeved tunic to cover theirarms and torso. In <strong>Ierendi</strong>, theyusually don't bother toaccomodate other people'sclothing taboos, but those whotravel to foreign lands willusually conform to local moresso as to avoid endless trouble.(Those who have converted tothe Eternal Truth generally weara tunic all the time; this has ledto a lot <strong>of</strong> conflict between Ylarimissionaries and the natives. It'sto be noted that somemissionaries eventually go nativeand play down the issue <strong>of</strong>modesty in terms <strong>of</strong> shirtwearing. This gets them introuble with the next wave <strong>of</strong>missionaries...) <strong>The</strong>y also like towear hats; pirate crews arenoteworthy for wearing hats <strong>of</strong>many lands, taken from pastships plundered. Craftsfolk andmerchants are noted for wearingbelts and/or pants with manypouches on them for carryingtools, money, etc. Many <strong>Ierendi</strong>carry umbrellas and the <strong>Ierendi</strong>have turned this into an art form,creating highly decoratedumbrellas (enchanted umbrellasare a status symbol). Many<strong>Ierendi</strong> umbrellas containconcealed weapons—dart guns,sword blades, etc. Those wholive on islands most afflictedwith flying, biting/stinginginsects wear nets or bee-keeperoutfits over their body whenheading into infested areas.Regardless <strong>of</strong> wealth levels, theheart <strong>of</strong> the <strong>Ierendi</strong> diet isseafood, though the wealthieryou are, the more <strong>of</strong>ten you eatmutton, beef, or pork. Pork isthe second most common form <strong>of</strong>meat. A lot <strong>of</strong> pork is turned intosalt pork as a ration for theslaves. Slaves largely live on adiet <strong>of</strong> salt pork or fish, citrusfruit (to prevent scurvy),combined with greens they grewthemselves, and hard tack (a kind<strong>of</strong> grain cracker). Citrus fruit isgrown in large quantities andeaten by everyone (includingslaves) as the <strong>Ierendi</strong> areintimately aware <strong>of</strong> the menace<strong>of</strong> scurvy. <strong>The</strong> <strong>Ierendi</strong> are veryfond <strong>of</strong> noodles and rice, moresothan bread (which tends to endup soaking up too much humidityand getting nasty), though they


make grains into crackers forfeeding the slaves. <strong>The</strong> <strong>Ierendi</strong>drink a lot <strong>of</strong> fruit juices, thoughthey enjoy alcohol from beer towine as much as any nation inthe Known World.Tobacco is grown here in largequantities; many pirates smokelike chimneys until their supplyruns out. Slaves are not allowedto smoke, which is to say, theyhide the tobacco they sneak out<strong>of</strong> the fields, then smoke it atnight, out in the woods, wheretheir masters can't see them.<strong>The</strong> Calendar andHolidays<strong>The</strong> <strong>Ierendi</strong> use the ThyatianCalendar, but each King renamesthe months to suit his own whimsand to poke the Thyatians in theeye. Most <strong>Ierendi</strong> give up onkeeping up and simply refer toFirstmonth, Secondmonth, etc.<strong>Ierendi</strong> love a good excuse toparty; many <strong>of</strong> their holidays aresignificant events celebrated inthe same basicmanner—barbeque some beef,chicken, ham, or mutton, eat anddrink until you can hardly move,then either find someone to sleepwith or just pass out.A few events have specialcustoms:Thirdmonth the Fifteenth:Regatta Day. Doesn't every childdream <strong>of</strong> being a pirate?Preparing for this day, everychild who hopes to become apirate carves a miniature woodenboat and on this day goes to thecoast and releases it with otherchildren in a fleet while priestsfrom the <strong>Pirate</strong>'s Templepontificate and no one paysattention to them. Finding achild's wooden boat in deepwaters is considered good luck.Finding one on the shore <strong>of</strong> aforeign land is considered anomen that the <strong>Pirate</strong> Immortalsdefinitely want you to take aGOOD luck around where youfound it.Sixmonth the Eighth:Stormbirth/<strong>Ierendi</strong>Independence Day. <strong>The</strong> start <strong>of</strong>Hurricane Season and <strong>Ierendi</strong>Independence are celebrated onthe same day because the <strong>Ierendi</strong>Prison Colony revolt began onthe first day <strong>of</strong> Storm Season, inorder to exploit the disruptions itwould have on the Thyatiannavy. Sacrifices are made toappease the immortals and todirect the hurricanes at theenemies <strong>of</strong> <strong>Ierendi</strong>.Ninthmonth the Eighth: <strong>The</strong>Dragging. Stolen from theShires, this involves dragging a'Thyatian' (usually an effigystuffed with plunder oragricultural wealth) around theedge <strong>of</strong> the town / ship /planation, then burning him as asacrifice to Ixion as a scapegoatfor any <strong>of</strong>fense the communitymay have committed. Inwartime, particularly viciouscrews do it with live Thyatians asthe earliest, most bittergeneration <strong>of</strong> <strong>Ierendi</strong> did. Most<strong>Ierendi</strong> would be horrified by alive sacrifice these days, though.<strong>The</strong> Winter Solstice: Sun'sRebirth. This holiday wasadopted from the Makai, whohad come to conclude by thetime <strong>of</strong> <strong>Ierendi</strong> Independencethat the world had entered itsthird age, the Third World, whichwould end with the Death <strong>of</strong>Fire, in which the sun would goout, leaving only the sea as anunbroken element. <strong>The</strong>yconsidered it important to stavethis <strong>of</strong>f as long as possiblethrough traditional rites. <strong>The</strong>People's Temple celebrates thisday as a time <strong>of</strong> fasting andsacrifice, giving your strength tothe sun that it might be reborn.But all are aware this is the daythe Sun will one day die, endingthe Third World and ushering inthe night-shrouded FourthWorld, where the dead and theocean will rule under the silverymoon. For regular <strong>Ierendi</strong>ans,this is a time to solemnlycontemplate what was, what is,and what will be if one does notovercome one's flaws, a time forresolutions for change andapologies for past <strong>of</strong>fenses. Andfor getting drunk until you passout, just in case the Makai areright...


Government<strong>The</strong> national government <strong>of</strong><strong>Ierendi</strong> lays claim to all <strong>of</strong> theIsles in the name <strong>of</strong> the <strong>Ierendi</strong>pirates and thus expects everyoneto obey the King <strong>of</strong> the <strong>Pirate</strong>s,chosen from among the Captains<strong>of</strong> <strong>Ierendi</strong> (themselves chosen bythe crews <strong>of</strong> their ships). <strong>The</strong>King commands foreign relationsand arbitrates between ships. Hecan command any pirate to doanything in theory; in practice,he is limited by custom and hislack <strong>of</strong> a real police force. Healso commands in war.Each ship controls tracts <strong>of</strong> landfrom which they draw revenue,in addition to their piraticalearnings; some land belongspersonally to the King <strong>of</strong> the<strong>Pirate</strong>s, and other land to his<strong>of</strong>fice (Such as his palace andAlcove Island). Those who liveon the land (slaves, craftsmen,merchants, etc) either pay rent or,in the case <strong>of</strong> slaves, workdirectly for the crew which ownsthe land. Each ship sets its ownrules on who joins the crew andthe property rights they gain.<strong>The</strong> Honorable Code <strong>of</strong> Piracygoverns relations betweenpirates.In practice, <strong>Ierendi</strong> is mostlygoverned by personal agreementsand rental arrangements. <strong>The</strong>wise seek out strong patrons orally themselves to strong groupswhich band together for mutualsupport (pirate crews, guilds,unions, etc.) so that others won'tfeel free to use violence againstthem and will feel compelled toobey their promises. But there'sa lot <strong>of</strong> petty and sometimes evengroup violence. It's seen by thepirates as the price <strong>of</strong> freedom,but the non-pirate landdwellersincreasingly want a system withmore protection for them, moreorder and predictability, and lesskilling.This seems likely to become amajor issue soon.Private InvestigatorsBecause <strong>Ierendi</strong> law <strong>of</strong>fers littleprotection except the fear <strong>of</strong>retaliation by those youvictimize, private investigatorsflourish—everyone needssomeone to find out who theyneed to take vengeance on.Rogues can make very goodmoney recovering stolen goodsor at least finding them andidentifying who is to blame.<strong>The</strong>re is little in the way <strong>of</strong> lawsprotecting people from beingspied on...or to save the spy ifcaught. You have to be prettycunning to survive in thisbusiness, but a good PI can makemoney hand over fist.Mechanical and Fiddly Bits (For 3E)FeatsExpert Sailor: You are experienced at sailing. You never get sea sick and suffer no penalties to activities atsea caused by bad weather, the movement <strong>of</strong> the waves, and other environmental conditions. (This does notremove underwater combat penalties, though.)<strong>Ierendi</strong> Native: 1 level only. You were born in <strong>Ierendi</strong>, and survived many childhood diseases and learnedstto swim as a survival skill. +2 to Fortitude saves vs. Disease and +2 to Swim skill. Also, you need notmake the saves against disease which visitors must make.


Improved Nimble Dodge: Prereq: Nimble Dodge. BAB 4+. If you are wearing light armor or less, yougain the benefit <strong>of</strong> Nimble Dodge against a number <strong>of</strong> foes equal to your Dex bonus.Nimble Dodge: Prereq: Dodge. You may designate one foe per round against whom you gain a dodgebonus to your AC equal to your total character levels / 4 or +2, whichever is higher.Shipboard Acrobat: You know how ships move; on a ship, you gain +2 to Balance, Climb, and Tumbleskills.Talk Like a <strong>Pirate</strong>: You carry <strong>of</strong>f the pirate attitude and image very well. You get +2 to all use <strong>of</strong> socialskills against pirates and to pass as a pirate.

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