In order to fund the small state, Olbar lays a rather hefty tax on it's people of about 3 coin a year for high income earners. This is mostly due to the fact pirates do not pay tax, and due to the fact many high income earners on the island are few (and excessively rich). Olbar also lays claim to about 10% of pirate hauls whom come to trade on the island wether they be slaves or looted silk, and also lays claim on refugees whom come with a hoard of gold from the mainland.
Olbar Free Trade
Olbar is a free trade city whom will trade with virtually anyone and anything, enemy or not. Traders come and go from their island daily, and thanks to their pirate allies, they may not have much choice but to stop on the island. Olbar's traders have free range to trade with whom they wish, rivals or not. Olbar does not harm to enemy traders in their lands, and encourages trade amongst them. Many of the Council families have their own trades and merchant companies which give them access to new options and funds, and thus it is important to keep good trade relations with other nations.
Olbar is based on Isle Minos, which has always universally had few resources to begin with and overextended by colonization of the island since the first age. The empire in the first age designed the ports of the island to be self-sustaining and imported a Black and White tree to the island to keep it's resources infinite in case supplies could not reach it. Without the empire however, the resources have been forced down into crafted resources, sea based resources, and the uncommon food which is grown on the island itself.
Olbar Pirate Toll
The Olbar Pirate Toll is a unique toll paid to the island by traders whom roam the north sea. Nations or free merchants must pay Olbar a large sum of money for unique flags and passes which allow them to roam the sea freely without fear of being attacked by Olbar's pirates. Pirates of Olbar patrol the northern waters often from the island. Olbar gets a good deal of it's income from merchants and nations paying them to use the sea routes of the north sea. Pirates often avoid ships whom bear Olbar's flag and often know through their informed captain on which allied and Olbar friendly merchants to avoid.
Olbar requires a massive deal of resources to sustain itself and thus needs more and more trade partners. Many resources are imported from friendly nations to the island in return for much lower tolls. In order for the nation to survive, there needs to always be a healthy amount of imports. Olbar often gets a good deal of it's resources from looted lands by the pirates whom visit hostile nations, but this pales in comparison to coastal nations whom supply Olbar with it's much needed resources for special trade deals.
Olbar's slave trade is a massive boon to the island, as nations whom trade in slaves or need slaves will visit the island regularly for them. Isle Minos is a massive haven for slaves, specifically the Beastfolk, but realistically i made up of any number of races whom were taken captive. Olbar's slave markets are massive and often sell large mass quantities of slaves all around the north. Many slaves themselves, if not sold right away, are forced into hovel communities and simply picked off the street by guild overseers to be sold at will.
The Olbarian Docks are famous for their shipbuilding capacity. Lumber is imported regularly and the shipping guilds on Olbar often build fleet for foreign entities for a price. Talented shipping had made such professions and healthier alternative to slaving or piracy, and is often more preferred by the local people. The Olbar Shipyard are said to build a ship per day.
Rui Asog (Capital)
Rui Asog is a large fortress city-state based on the northern part of the isle, the most interesting and sizable city in Olbar. Rui Asog has thick sea walls which surrounds it's port and remains the capital of Olbar. It's great Council Quarter is a palace district of old mainlander culture surrounded by many pirate infested taverns and winding city streets going up and down to accommodate it's massive size. It is ruled by the Council, but the city's ownership belongs to Orman Family.
A smaller city based in the south, sister city to Rui Asog. It is the largest farming city and is populated mostly by the Ratik. It is ruled by the Ismark Family.
Rui Nalbor is a small city ruled by the Felmar Family.
A large port town which is nicknamed 'The Iron Gate', a place where most slaves are marked before entering the island. It is ruled by the Yulbor Family.
A Inland town, which is apart of Rui Keldbon. It is a shanty community mostly populated by slaves.
A coastal town which is apart of Rui Asog.
A rich port which is apart of Rui Asog.
Council of Olbar
House of Ulmolt (Merchant's Guild)(Leading Member)
The most powerful house an guild in Olbar, the members of the Ulmolt family are ambitious and cold hearted whom have kept usual dominance in politics for over 100 years. Ulmolts rarely go into public life and handle guild affairs in secretive ways.
House of Felgart (Slaver's Guild)
A excessive and hedonistic family who's members often go on pirating ventures and are the most hostile toward other nations, envious of others. The Felgarts are dramatic and cruel, and their ownership of the slaving guilds on Olbar shows for this.
House of Dreshmor (Shipping Guild)
The Dreshmor clan is a Privvy tribe whom had grown into politics over time from old bloodlines as merchants and are the oldest and most prestigious house in Olbar. The Dreshmor themselves are traditionalists and staunch defenders against progressive ideals.
House of Zarkot (Stamping Guild)
The Zarkots are a easily divided family whom has always had issues with their bloodline, often having deformed kin. The Zarkots care little more then money and often avoid politics whenever possible. The Zarkots are very spiteful of pirates and often speak against them.
Captainship of Nordmar
The largest pirate family and 3rd most powerful member of the Council, but comes in at a close second. The Nordmar come from the northlands and have always pirated and looted more then enslaved. In fact, the pirate family often despise slavery and free slaves they buy in order to bring them into their crew. They hold the biggest pirate fleet in the north seas.
Captainship of Velsharmot
The Only Ratik family apart of the main council and the least respected. The Velsharmot family are a reclusive folk whom prefer to pirate then talk, often known for voicing their opinions late.
Captainship of Carpol
The Carpol family have always been staunch loyalists of the republic since their ancestor captain was rescued by Olbarian raiders. The Carpol family have also been expert slavers despite holding the weakest fleet in the council. The Carpol family often keep a large amount of personal slaves in their family home and often promote them to higher duties in their organization.
House of Jelgaol (Old Brand Mercenary Company)
The Jelgaol family is a Privvy clan whom owned a number of slaves whom they trained up as soldiers, selling their services as mercenaries. Over time however, the Jelgaol family have since become a highly respected and powerful military arm of the council, as one of the family often is involved in military ventures of Olbar. The Old Brand Company, their personal mercenary company, are made up now of former slaves whom serve the mercenary company.
House of Crentar (Fisher's Guild)
The Crentar family, the weakest in the council, have always been a peaceful and ambitious family whom have expanded their power rather recently in the last 10 years. The Crentars use enslaved Otur (Otter) Beastfolk for fishing and clamming, making them superior to their rivals and formed a guild to control the trade on the island. The Crentars are the youngest in the council and their votes are often easily swayed by more powerful forces.
Noble House of Orman
In spite of holding ownership of the capital city, the Ormans have always been a weak willed family of minor barons whom hold very little power in the council. In spite of this, the Ormans often live lavishly and often give free reign to the Council to abuse the capital city so long as they get their expenses paid for. The Ormans themselves are naive and foolish, and often give the care to their young over to incompetent maids.
Noble House of Ismark
House Ismark is ruled by a human dynasty in a city ruled by the Ratik. In spite of this, Ismark often few quarrels with the Ratik, but only because they do not bother the nobleman often. The Ismarks are shrewd and cold people, and whom prefer to live away from the sight of others.
Noble House of Felmar
The Felmars are a skittish and easily frightened family whom overreact often to even simple things. Felmars have since been cursed as cowards and being overcautious.
Noble House of Yulbor
In spite of owning a massive slave city and slave port, the Yulbors are nobles with a heart and often pity slaves more then being cruel to them. Often, the Yulbors will take in young slaves as personal servants if they see them abused and often seek to pass laws which prohibit others from abusing them further, but they themselves often come into conflict with many other councilors.
The Guilds of Olbar are rich and powerful members of the council. Their care for the nation is secondary to their love for money and bringing as much into their pockets as much as they can find. The Guilds compose of a major power base in Olbar and often change and rewrite the country's laws at will to fit their own ends, but infighting amongst them often causes issues and conflicts. The Guilds use all kinds of means to get the upper hand in the deadly games of politics, with assassination and inviting invasions never being out of the question.
Corsairs of Olbar
While apart of the nation unofficially, the corsairs of Olbar are fleets of pirate ships and their many galleys whom fight for Olbar. Many of Olbar's greatest pirates have been apart of the corsair fleets. The Corsair captains have little love for Olbar, but do not challenge them unless seeking to be paid more. The Corsairs, using advanced galleys and powerful crews, have become a bane of merchant ships in the north sea for many years.
Olbar Thieves Guild
The poverty on Olbar can be sometimes very great and the poor get easily sucked into large non-professional guilds such as the Olbar Thieves Guild, a large guild of pickpockets and thieves whom take in both slaves and freemen to steal from the wealthy to divide amongst themselves. While very successful in some cities, the guild is often very weak to defend themselves. The thieves often act as a deterrent against traders trying to explore new markets on the island, as unofficial markets have become their unofficial dens of crime.
The Dragonflies have been a ancient group of slaves whom seek their freedom and to overthrow their masters on the island, spiteful and hateful. Bearing the banner of the red Dragonfly and Mayfly, symbols of freedom and humility, the slaves attempt to organize under this secretive organization to free themselves. However, unknown to many, their organization is often bribed by slavers the council to snuff out troublemakers. While not totally corrupt, the council does keep a eye on their activities and acknowledges their existence.
Agron is the chief councilor of Olbar, a diplomatic minded man. He cares deeply for his family more then others of the Ulmolts.
Markarius is a excessive and hedonistic young man and patriarch to the Felgarts. In spite of his age, he is a masterful swordsman and talented commander.
Crump is a fat and stupid man, earning his name from being born large and slothful.
A noble and proud warrior, who's own slaves are respected as family to him. Born with incredible strength, but a dull mind for politics, he has been named 'The White and Black Ulmarian of Olbar'.
A young Otur (Otter) Beastfolk whom as a young lad was taken from his home and made a personal slave of Agron. Having once tried to escape, he had since been broken brutally and his tongue cut out, making him mute. In spite of this, the creature that many have come to call 'Dirt' has in fact been a leader of the Dragonflies whom uses his unique 'broken' position inside the council to counter-spy against his former master.
Captain Angalis Trou
A Fearus (Ferret) corsair and captain of a ship whom had brought many slaves to Olbar. Captain Trou has sought a exclusive landed title from Olbar for over twenty years and his legendary naval expertise has made him come ever closer to his goals.