Yulmor RP: Republic of Olbar

  • (OOC: This is kind of a setup example for those interested, and a beginning nation for me)
    Republic of Olbar
    "Freedom on sea and land"

    =-=General Information=-=

    • Pronounced Ol-ba-ar, plural: Olbarian

    • It is a nation of pirates and tribal bandits of various beastfolk and humans

    • It is based on Isle Minos, and controls most if not all of the island

    • They follow the Celmorian Faith

    • They write and speak in Guttural Ulkart

    • They are a noble republic, where rich families vote on the nation's issues

    • Olbarians are a tolerant and prideful people

    • They are commonly made up of raiders and corsairs whom pillage and enslave the mainland for supplies

    • Olbarians are well known for their skill in shipbuilding and naval combat

    • They are often lacking in friends and allies

    • Population - 900,000

    • Manpower - 45,000 with 4,500 professional soldiers

    • Ships - 205

    • Wealth - Moderate

    Privvy (Human)
    The Privvy men are a short human people with common black hair and blue eyes, native to Isle Minos. The Privvy are a raiding people, but their main calling has always been ship building and sailing. The Privvy name comes from the mockery of the island people lacking proper hygiene and thus lived where they shat. Privvy men are short tempered, but not very prideful, and are in fact very thrallish.
    Black Ulmarians (Human)
    Black Ulmarians is more of a nickname then a ethnicity, a people whom come from the western parts of Yulsol whom were rogues and bandits whom joined with Olbar. Black Ulmarians are commonly very strong and also very intelligent, but their time spent on Olbar has also made them sickly and inbred. Black Ulmarians suffer from various diseases and disfiguring issues which has earned them the title of 'black' to make them less like their mainland kin.
    Sea Ratik (Beastfolk)
    The Ratik are a rat humanoid people whom descend from the Beast Isle. Sea Ratik, unlike other breeds, have a very grayish fur color and shorter snout, but also a very large and have larger limbs. Sea Ratik are natural swimmers and thus crucial to any crew in Olbar. Sea Ratik are born to Olbar itself, but are not considered citizens, but more as valued allies and customers to the island.
    Fearus (Beastfolk)
    The Fearus are a ferret humanoid people, and are very common in Olbar. Olbarian Fearus were originally slaves themselves before integrating more officially into Olbarian society. Olberian Fearus enjoy the privileges of citizenship, and often spot a much lighter color in their fur then others.
    Beastfolk Slaves (Beastfolk)
    The republic of Olbar holds many slaves, but more specifically many Beastfolk slaves then human or other races. Beastfolk slaves captured in raids or kidnapped from their homes find their way into Olbar's markets and slums, making up a vast part of nation itself.

    The Privvy Tribes (1st Age)
    The Privvy tribes, also known as the Minos Tribes, were savage people whom lived on Isle Minos. The tribesmen had come to the island escaping larger threats from the north, building small tribes along the interior island. The tribes were separated into small villages which warred often with one another over few resources, which resulted in most of the tribes taking to the sea. The island was rather very void of wood, so ships had to be crafted with excellent care and most building were made from dirt mounds. The tribes did take to sea raiding and piracy, beginning Isle Minos's long history with piracy. However, the effectiveness of the raids are disputed due to the Privvy tribes having done very little on the region itself.
    The Privvy Imperial War (1st Age)
    Elgomarian traders first discovered the island and had thought of it as a perfect area to launch their trades into distant parts of the empire from, building a port upon it. The Privvy tribes, angry at the traders for building their port on their lands, attacked the Elgomarian traders and destroyed the port. Angry at the loss of trade and life, General Celasbrem launched a invasion of the island with 600 men, subjugating the Privvy tribes. The war was not short however, as the general had to deal with larger navies and fierce armies in his wake, but had beaten the Privvy people with his tactics and by allying with a less loved tribe whom had remained neutral in the conflict. The war ended with Celabrem burning a holy shrine on Isle Minos and killed it's defenders.
    Port of Rui Asog (1st Age)
    By Imperial order, the island of Isle Minos was turned into a massive port to house the northern fleet to help expand the empire of Elgomarian to Kalkomor and the far northern territories of Selgarmor. The infamous port of Ruin Asog was forged with aid from Privvy laborers whom built the port fortress out of wood and rock which housed many ports, but soon grew over time to support many traders. As slaves from conquests begin to fill the ports, the port switched hands from minor magistrates to a Privvy nobleman named Rezzar Olgos whom had been adopted by a imperial family from the mainland. Under his rule, the port's income became a beacon of trade in the north, but also cursed as it became a gateway for slaves for the empire.
    Fall of the Empire (1st Age)
    Rui Asog was not safe from the northern war with the necromancers and fought off four vast navies from the north. Rui Asog fell once to it's invaders and much of the Olgos family line had perished, but the port was retaken only three years later by Quelmar Olgos whom returned to the island with mercenaries to reclaim the island for the empire. The island was safe for awhile from future invasions, but soon the taxation of the port had also increased. As the empire fell from civil wars, rebellions, and new wars with more advanced peoples, a merchant uprising had happened on the island with aid from the Olgos family which gained them higher autonomy and trade rights which separated them more effectively from the empire.
    Duchy of Rui Asog (2nd Age, 34)
    The territory of Isle Minos remained in imperial hands until it's bitter end, and during the early parts of the 2nd age, the territory was declared a minor duchy by Fabian II Olgos. Fabian II was a good ruler and masterful diplomat, gaining respect and aid from larger nations in return for trading rights and lower tolls to use his rich ports. Isle Minos continued to be a beacon of trade under his rule, and would rarely need to use his armies. His greatest accomplishment was to bring in many surviving members of the empire into his duchy as civilians and advisers, whom integrated into the Privvy peoples. Fabian II's reign was however marked by tensions with local merchant guilds and his advisers, eventually leading up to his death in 67 by poison.
    The Plague (2nd Age, 77)
    The Duchy of Rui Asog was his by a sudden and devastating plague in 77, a disease only known to the islanders as the Witch's Curse, or better known as smallpox. The plague has spread quickly through the entire island, killing off entire populations in days and leaving large parts of the island dead or dying. Fabian's son, Mayul Olgos, did little about the plague and was in fact terrified of it. Mayul ignored his people until it was far to late, where more then 80% of the island's inhabitants laid dead. Without much help, and receiving threats from ambitious nobles from across the sea, the island became forgotten and desolate and would never regain much control as it once did, but thwarted invasion due to many believing the island to be covered in plague.
    Ratik Colonies (2nd Age 233)
    As the Island slowly began to regain control of it's population, more tragedies began to take place. The Olgos family line died in these times from plague and much of the island was always seemingly in the midst of civil war, and low populations made the island laughable and a shadow of it's former self. Ratik from the Beast Isles eventually found their way to the island and invaded it suddenly around 215, but this invasion for the island switched to support very shortly. The local lord at the time was Duke Belmpar Hulgos whom paid the Ratik as mercenaries to cement his rule of the island. The Ratik would dominate the island's politics, building their colonies and adding to the population of the island. Despite being universally distrusted, the Ratik were often relied on for the nation's army and labor.
    The Pirate King (2nd Age, 411)
    For over 200 years, the island was kept safe from invasion, not from a lack of trying. Thwarting invasions from the mainland with a superior navy and ground force, the kingship of the island had passed to a young boy named Kabian Hulgos whom grew up amongst a group of Ratik whom took him on pirate raids and slave raids. Returning to the throne more as a pirate then a lord, Kabian began to act more friendly to pirates and corsairs alike, allying himself with more infamous pirates and passing laws which favored them. Becoming known as the 'Pirate King', Kabian launched vast wars against Beastfolk kingdoms to claim slaves. Kabian forced merchants to pay large tolls and to trade in his ports to be protected from his pirate allies, becoming a hated scourge of the sea. Unlike other nobles, Kabian often encouraged democratic reforms and merchant families to run his kingdom for him.
    Republican Revolts (2nd Age, 445)
    Kabian's death saw his son, Curl Hulgos, rise to power whom was a near opposite of his father whom despised piracy and slaving, and tried to ban both practices. The Merchants of Isle Minos revolted against his reforms and encouraged both mercenaries and pirates to aid him. Curl's reign did not last very long, and a 20 year civil war broke out, resulting in the end of his rule violently when the merchants dragged him out and had him hanged. Nobles resisted the changes in government and the merchants would continue to place weaker and weaker lords on the throne till it became rather meaningless.
    Republic of Olbar (2nd Age, 448)
    The final coup came in 448 when the Merchants had decided to disband the monarchy and instead took over all aspects of the government, promoting both themselves and powerful pirate captains to the roles of a council. Renaming themselves the Republic of Olbar, the country was ruled by a council of merchants and pirates since. Olbar became a haven for pirates, but it also became a powerful trading nation which brought in traders whom were protected by the pirates, so long as they paid their tolls to them. The Republic also became a massive market for slaves, and earned it's nickname 'Island of Slaves' as well as 'Island of Pirates'.
    Pirate Decadence (2nd Age, 678-Current)
    As time drove on, it wasn't until 678 when problems began to emerge. Failures in diplomacy and administration caused the island to become highly decadent and lacking in experience, and it's once invulnerable trade power diminished. The council has been attempting since to centralize it's power. With piracy becoming less relevant, many pirates have been desperately trying to hold onto their power. However, this time also the rise of colonists coming from the mainland, seeking glory and gold, known as the Black Ulmarians.

    Olbarians have mixed dress, often depending on their class in life. Islanders would wear a commoner's dress with colorful belt sashes and equally colorful headbands. Olbarian sailors however will wear white or deep orange cloths, often made from cotton or linen. Richer nobles would wear togas made from silk dyed purple, mostly in honor of their imperial origins, and a round boyar's hat with golden or silver insignias of their household. Most commoners and nobles alike, because the are allowed, will carry their weapons only such as swords or daggers. Slaves on the island will often wear the rags they came to the island with, but most would be outfitted with iron collars which would bear their names and owner's name and branded with the seal of one of Olbar's merchant guilds.
    Most buildings on the island are not unique, sharing a very distinct mix between West Yulsol designs with Pirvvy craftsmanship. Most buildings are made from imported wood and stone. Most cities and ports are made from man-made mounds which rise city quarters, with many uphill and downhill quarters. The unviersal rule is that the lower the city quarter, the less important it is. Most castles on Isle Minos are large and support a barracks and armory, and often have many fortifications themselves. Weapons and armor are made often made for being light, since many fear that their armor will drag them to their deaths into the sea. The most common weapon made is known as the Olbarian Saber, a rather large flat sword with a curved edge. Olbarians are masterful ship builders.
    Olbarians have always been masterful sailors and such traditions go back to the Privvy tribes. In order to further these traditions, most young teens join pirates on their ventures or go with merchants on their adventures. Olbarians value seamanship more then warriors or great noble families, and thus honor anyone with great sea experience. Olbarians value the sea and it's resources, and thus both marry and bury their dead as sea. Olbarians also have taken on many Privvy traditions, such as honoring the dead by burning their names into their skin.
    Law and Rights
    Despite it being considered a lawless place, there is a charter of rights in Olbar. While the rights of the common man is about as common for the medieval times, Olbar enjoys considerable rights such as freedom of religion. While men may inherit a majority of the property, woman are allowed to challenge this in courts of law. Pirates whom challenge Olbar are punished viciously. Most laws are guarded by a unique force of the towns guard known as the Ulbartic Guard, slaves whom were bought from young ages or those whom sold themselves pay off debt and trained as common guard loyal to the state. Most punishments include debt slavery or hanging.
    Slavery is the lifeblood of Olbar, as many pirates and corsairs bring back captives to be sold on Olbar's markets and many slaves flow through the city. This resource is used in mass, as slaves make up a large part of Olbar's population and laborers. Slaves are forced to wear iron collars once they reach adulthood and are branded young with a seal of those whom sell them. Slaves commonly come from the Beastfolk or from captive sailors unlucky enough to pass through Olbar waters. Most slaves live miserable and broken lives, but other will live in certain luxury as guardsmen or even as personal servants whom are well treated. Olbarians themselves can become slaves if they fall into debt or remain imprisoned.
    Olbarians are a proud and freedom loving people, but freedom loving as in they dislike the idea their nation will be a vassal or they themselves captives. Olbarians are a prideful people, and consider all others to be lesser then themselves. Many consider their riches, their way of life, and their piracy to be better then the mainland nations. They thus hold very little respect for foreigners and envoys, but do not openly attack them. Olbarians also hold very little opinion of the Beastfolk, since many there view them as little more then slaves.
    Olbarians enjoy the life in the pubs and taverns, a tradition brought over by drunken Ratik. Olbarians once held a odd love of bloodsport, but much of that practice has been laid aside in favor of theater and carnivals, where the freaks and entertainers s of the nations entertain the crowds. Olbarians, when on their ships, have made new games and often dance and sing to waste their time. Olbarian music is common, as many have taken to drumming and string instruments.
    Seafood is very common on the island, and thus the main diet of Olbar. However, the rich and nobles think of such food only worthy of peasants and slaves, and thus import greens, surgery treats, and breads from the mainland and markets. Such things are considered delicacies of the rich in Olbar, not matter how simple or dull it may be. The most common food is known as the Corsair's Patty, a Ratik dish, which is crushed fish and crab and cooked inside bread for a quick snack.

  • Military
    Recruitment and Training
    Unlike other nations, Olbar does not conscript their soldiers from the lower castes or forces them into their service, but rather 'hires' them out as mercenary soldiers under the guise that they will be paid in the loot of their enemies during war times. In order to get poorer farmers to join the armies of Olbar, local nobles will convince their family patriarchs to borrow them for a campaign and in return the nobles would pay the families later. Most levies come from bandit clans whom make the island their home and have retreated there to escape the law in their own countries, and thus serve as soldiers for Olbar's armies. Olbar nobles often enforce ordinances which encourage a weekly training session of swimming, axe throwing, and spear throwing due to many soldiers most likely being used to rush ships during boarding runs.
    Olbar Blackguard
    The Olbar Blackguard are the main armed forces of the nation itself, a group made up of poor farmers and bandits from various clans and rogue tribes whom make their home on the island. The Blackguard of Olbar are trained weekly in axe throwing and spear throwing, and often are known to be excellent swimmers due to either Olbar traditions or from training near the sea. The Olbar Blackguard are lightly armored and often armed with axes and a number of thrown weapons, and lack helms. Olbar Blackguard are commanded by their own bandit chieftains and are vicious in naval combat.
    Corsairs of Isle Minos (Mercenaries)
    The Corsairs of Isle Minos are a group of pirates whom in a unique sense swear loyalty and are owned by the state of Olbar. The Corsairs, unlike common pirates, pilot powerful galleys with iron rams and large crews. The Corsairs have a permanent contract with the state which gives them free reign to raid any land except Olbar or Olbar's allies, and in return the corsairs aid the state as free mercenaries whom are paid by loot shares from a campaign. The Corsairs, while mostly a impressive naval power, also remain a impressive siege and defensive power whom have been known to build forts and build siege equipment, holding an large number of siege workshops and minor forts in foreign lands in Olbar's name.
    Olbar Legion (Professional Army)
    The Olbar Legion is the great professional army of Olbar who's origins go back to the Imperial times of the first age. The Olbar legion was formed as the island's personal defense, but has since transformed into a impressive offensive army. The Olbar legion carry with them spears and tower shields with plate armor, their armor painted black and bearing Olbar's sigil on their shields. Olbarian's legion is well trained and supplied, coming from minor nobles and families. The Legion is only ever used in offensive wars where they are more needed. Most of the legion's members are well off and hedonistic, having distinctive spine helms and having more then two personal slaves each to tend their needs in peace time.
    Olbarian has a impressive navy, often called the 'Storm of Olbar'. Olbarian ships are made to be large but also very speedy, capable of outgunning and ramming enemy ships. Olbar uses galleys to certain degrees, but also rely heavily on a large fleet of privateers. With such large naval powers at their command, Olbar often uses their navy to conduct large scale blockades or to entrap enemy fleets rather swiftly. Their navy can also raid up and down coast lines with general ease, and can retreat just as easily.

    Noble Republic
    Olbar has been ruled by a long standing republic ruled by a assembly of merchant families and pirate lords. Each of these families are incredibly rich and also in control of Olbar's political powers. Each member has one vote in the general assembly as any member can propose new laws which must have over 50% of the general assembly's vote to pass and can be revoked at any time. Assembly members are chosen amongst the patriarchs of each family, guild, and other members. While not official, many guilds often have a say in Olbar's politics and have large family connections to the main assembly. If a family dies out, so does the vote. There can never be less then 7 members of the vote at a time.
    Chief Councilor - The Chief Councilor is a representative of the whole of Olbar, a chief of envoys and it's military whom can be the only one whom can declare war for the nation as well as set foreign deals. The Chief Councilor's vote counts as three votes and can only be claimed by the most powerful member amongst the councilors politically, militarily, and economically.
    Councilor - A Councilor is a member of the council whom votes in the assembly, a patriarch or most powerful member of a voting guild or family.
    Lord Captain - Lord Captain is the official title granted to generals of the army, often chosen amongst the councilors to lead Olbar's armies.
    Baron - Barons are minor nobles given charges of ports, cities, and smaller communities not given to the direct rule of the Councilors.
    Lord - Lords are the sons, heirs, and family members of the barons. They are nobles.
    El'vite - El'vites are elite caste of warriors, corsairs, pirates, and other types of rogues whom are given higher rights then the common people. They are unofficial members of Olbar whom have shown loyalty to Olbar and are gifted with higher prestige.
    Commoner - A commoner with common rights.
    Slave - A person owned by another either captured as a captive or forced into debt slavery.
    Olbar Minor Titles
    There are smaller titles granted to administrative roles passed down by barons and councilors such as; Corsair Hunter (A state inquisitor whom tracks down hostile pirates), Taskmaster (A overseer of slaves), Black Knight (Prestigious title of those loyal to a household, passed down often to rogues and pirates), Scourge (A prestigious title granted to those whom showed viciousness in combat or have slain many), Blood Companion (A slave title only made for loyal slaves and a title of becoming the master of slaves in a household), Coin Master (Deals in book keeping).
    Bandit Chiefs
    Various bandit chiefs live and work in Olbar, often invited to the island or brought over from campaigns. These bandits integrate into the society of Olbar and in turn are thus recruited as part of the Blackguard armies. The chieftains of these bandits often are given factional minor titles at best which is to make them feel important and sound meaningful, but in reality they hold very few powers. Bandit Chiefs are often kept in line easily with bribery and also crushing them with debts they could never repay.
    Privateer Autonomy
    Privateers whom swear fealty to Olbar are given unique rights and powers in order to keep their loyalty. These rights often over cede the rights of rights of most common peoples on the island themselves and thus are given free reign to do as they please. Pirates can, and often will, raid ships whom do not pay the tolls of Olbar freely and take their sailors captive and can seek safe haven inside Olbar. The pirates, while they can do pretty much anything they want, cannot outright attack or steal openly but can avoid the law of Olbar in return for continued loyalty.
    Slaver Refugees (Policy)
    Olbar is a safe haven for slavers and their cargo, and lands which have no longer allowed slavery often have many free lance slavers whom seek to continue their dark trade or may become targets by recently freed slaves. Olbar opens it's doors to such people and often allow them free access on the island or even outright imports them from foreign prisons.
    Pirate Refugees (Policy)
    Piracy is considered a crime in many countries, but Olbar has always avoided this issue by giving pirates free reign to use their island in return for friendly services. Pirates whom may find their native waters more hostile to them are encouraged to move to and swear to the Republic of Olbar. By becoming a refuge for such sea rogues, they often spill the secrets to raid and pillage their native countries and provide more valuable information.
    Beastfolk Enslavement (Policy)
    By law, many Beastfolk are kept as slaves with some few obvious exceptions. As such, Olbar does not recogonize the existence of nations whom are ruled by the Beastfolk and consider them nothing more then savage nations whom need to be put in chains. Olbar's spite of the Beastfolk is infamous and the council is never friendly towards them, and have been known to send insult after insult their way to show their hostility. Beastfolk nations become prime targets for Olbar campaigns and piracy.

    Celmorism is a popular pagan religion spread by the Empire of Elgomar, a very passive religion which relies on rituals and specific priesthoods. Celmorists in recent times had reformed their faith, but remain unorganized, each state may having be champions of specific gods, making the religion separated and disorganized. The Celmor gods are considered rival with one another despite being in a general pantheon. Olbar specifically worships Foremoth, a god of slaves, contracts, and trade. His temple resembles a high place where any trader can trade, and his priests make sacrifices of ram and goats in his honor.
    Pirate Secularism
    Pirates in Olbar are not a religious people, which reflects the Olbarians themselves. Religion is not important in their lives, partially due to their faith itself as well as the general unneeded use of it. Priests do not hold power nor do they provide many uses. It is not to say Olbar is secular enough to be anti-religious, but Olbar cares very little for the faith of others. Many religions can make their home on the island itself, and temples of many faiths are build below others.
    Slave Religion
    Slaves brought to the island have kept their religions from their home countries, but are not allowed to openly practice them. Instead, Olbar encourages it's slaves to worship and give praise the Celmor God Foremoth, whom is a god of the slaves. In spite of these forced faiths, many slaves will often not be bothered to worship the gods of their masters and instead pray to the gods of their own nations or peoples for guidance. Slaves do not have their own priesthoods or religious services, and the only religious service they are allowed is to make short prayers in their own time.
    Olbar's Black and White Tree
    Olbar has one Black and White tree, albeit a small one brought over and planted in a Celmor temple. This tree, also known as Olbar's Tree, is not considered sacred and is held by the priests to aid in making magic. The Tree is well guarded by the council, but not as well as the council itself.
    Celmor Hydromancers
    Olbar had few mages, but the ones which they do have are all specifically Hydromancers whom study storms and the sea, for obvious practical uses for Olbar. Slaves whom show magical talent are often kept in slavery, but trained and tamed by the Hydromancers until ready to be sold to new masters. The Celmor Hydromancers often worship Isol, a goddess of water and healing, making them to be also grand healers in their spare time in life.

  • Economy
    Olbar Taxation
    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.
    Import Economy
    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.
    Slave Trade
    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.
    Ship Building
    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.
    Rui Morag
    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
    Rui Nalbor is a small city ruled by the Felmar Family.
    Rui Keldbon
    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.

    Olbar's Guilds
    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 Ulmolt
    Agron is the chief councilor of Olbar, a diplomatic minded man. He cares deeply for his family more then others of the Ulmolts.
    Markarius Felgart
    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 Orman
    Crump is a fat and stupid man, earning his name from being born large and slothful.
    Shearon Yulbor
    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.

  • =-=2nd Age 700, Spring=-=
    The trade in the north had gone southward, as more and more traditional northern merchants have become tired of increasing tolls in the trade center of Olbar, and instead have gone southward. With Olbar's chief councilor planning his moves against the southern nations, others in the council have been silent and cynical of expansion, especially the Dreshmors and Zarkot families. While the Zarkots dislike the loss of trade, they also believed starting conflicts in the south seas would be more devastating to their trade. The only ones seemingly in favor of expansion were the Ulmolts and Felgarts. The Felgarts, being hedonistic and outright bored wanted to venture southward to lay waste to Tremol for various silly reasons, but the patriarch of the Ulmolts wanted to expand his nation's influence and save their trade routes by conquering another.

    This shift in politics did not go unnoticed amongst other members of Olbar, especially the corsairs commissioned to go southward. When word reached Olbar of the Reformed Empire moving against their ships and loosing a naval battle with them, the corsairs seemed to lose heart until Captains Sigber and Cappius Nordmar began to gather a host, gathering another infamous pirate known as Captain Angalis Trou to their cause. The Nordmar brothers planned to raise a host of 70 ships or more to seek vengeance against the Reformed Empire in the late summer and to pillage Nafia itself, and many corsairs seemed to be up for the idea.

    Joining their forces in a Olbar tavern in Rui Morag, the group had drunkenly proclaimed they would pillage the entire empire. During festivities in the bar, Cappius had gotten sick of his beer and fell to the ground, coughing and gagging. Cappius was rushed outside where he vomited continuously until he was dead, having drunk himself to death. Burdened by the loss of his brother, Sigber Nordmar had left the charge of the host in the hands of Angalis, not knowing that Angalis had made offers of drink to the late Cappius in order to get the desired result. In charge of the Nordmar host in Sigber's stead as he went to bury his brother, the Fearus corsair had promoted his own captains and avoided suspicion. Once ready, Angalis Trou would make his move not on Nafia only, but also Isurmo as well.

    In the main rooms of the council, the Otur 'Dirt' was busy with paperwork and setting out the needed papers, reloading the ink for the pens, and setting the lamp fires as he has done for four miserable years. Agron Ulmolt had walked into the room in gown alongside the lesser man named Crump Orman whom waddled into the room beside him, the two arguing.

    "I am telling you, Chief Councilor, the Dragonflies are up to no good! My guards alone have found scrawling of their graffiti on the walls of not only my manor, but yours as well!"

    "Does art frighten you so much, Crump?"

    "It is Baron Crump, Chief Councilor."

    "No. It would be Baron Orman. Gods would damn us all if your family surname was Crump. I would die of laughter." Agron chuckled. 'Dirt' went about his business, the collared rag covered slave only had but to slow the swish of his tail and keep his head down as the two talked, not wishing to be noticed.

    "You don't take this seriously?"

    "No. The Dragonflies, like everyone else really on the island, are little more then puppets. I have been very close to removing them entirely, but only until I get a name of their leader, whom eludes me. Once he is in my grasp, then we can worry about them. Those two Higvar our raiders captured last year have been a great help of course."

    Baron Orman looked surprised but in truth he shouldn't have been. Agron snapped his fingers and 'Dirt' stood at attention and was motioned over to his side. "You see Crump, like everyone other slave on the island, I control them perfectly. Like this stupid thing here, the one I call dirt. Dirt had the unfortunate thinking at a younger age to try to escape, and he paid the price. Why don't you show him what the price of disobedience is?"

    'Dirt' opened his mouth, revealing a lacking tongue, having been ripped out by a out knife a long time ago. When the Otur closed his mouth, he noticed Crump seeming a bit unnerved. Agron only looked at Crump the same way he often would look at 'Dirt'  and patted his shoulder.

    "Now Crump, you really shouldn't complain much about such insects. Now run off back to that hovel you call a castle and enjoy, and make sure the coin flows through this port like the water on the shores." The Baron waddled out and Agron went about his business, and the Otur simply stared off into the distance like a broken thing until he heard a door slam. It was after all still morning, as 'Dirt' crawled about and eventually found himself in Agron's empty office, peering over his notes until he found a paper which interested him, the names of Dragonfly traitors. Memorizing the names, the Otur went back to his business to set up for the next council meeting.

  • [Second Age, 700, Spring]

    _A unmarked Letter with only a dragonfly image on it sent to a dragonfly messanger

    I do not know whom this letter reaches, but it must reach the leader of the Dragonflies with upmost discretion,

    My good Sir/mam, We have heard of your struggles for freedom and my associates and I have decided to aid you in your battle. Soon after this letter arrives to you a ship will arrive. This ship will be impossible to separate from any other ship that reaches the Oblarian ports. Thankfully we have friends who study the arcane arts and a spell will be casted on this letter and the ship. Only those who have experienced the hardships of slavery holding this letter will see a image of a Dragonfly on the sails of the ship you seek. Within that ship will be what you will need to achieve freedom along with those who will teach you how to use it. I will not reveal who I am for now and I hope that one day you and I shall meet face to face both as equals.


    [Oblarian Waters]

    It was pitch black in the night was a ship equally as mystifying as the night and fog that covered the seas She was a small frigate named The Black Death.  It cut through the waters as if she was a knife, silently cutting through the waters.  Onboard this ship was a lapin Petty Officer named Shay Renio, a young lad with mind as sharp as a king's blade. He looked about from his post until he spotted the target a large corsair ship  bearing the Oblarian colors. Shay wave his hand in the air as every lantern and light source on the ship went out. Silently gliding until she was next to the enemy frigate. Brandishing his blade the Lapin  along with other sailors boarded their rowboat and made their way to the sleepy corsairs on the ship disappearing into the fog like demons ready to purge this ship clean. An hour had passed before there was sounds of bodies falling into the sea staining the water around the boat red with blood. Then there was silence as those row boats returned back to the darkened ship before she sailed away leaving the empty ship, leaving no trace of it's crew. The one of Ghost Fleet had claimed another victim, as its brother and sister ships are claiming their victims in the Oblarian waters leaving only mystery and death in it's wake.

  • =-=2nd Age 700, Spring=-=

    The messenger whom receive the letter is done through a spy network on the island, but the letter is not as easily given to proper hands, but rather falls directly into two leaders known as the Spikebelt Brothers. The two Higvar (Hedgehog Folk) brothers were craftsmen in the Confederation before being kidnapped and taken into slavery on the island and were quickly made into leaders of the Dragonflies, ruled by it's own council. The two read the letter openly to each other before swiftly informing the local guard in secret of it's content, and were rewarded with extra rations as was the usual. Taking a young slave from the market, twelve members of the Ulbartic Guard were sent to find this mysterious ship to attack those onboard and confiscate anything of value. Anyone whom was found on this ship were put in chains and would most likely end up in slavery themselves, or executed swiftly and publicly.

    While some raids against the Olbar ships did go well, the ghost fleet had made the critical mistake of attacking a ship bearing Olbarian colors, as most likely it was not a pirate ship, but rather a patrol ship which bore official members of Olbar rather then just allied pirates. The attacks on the Olbar ships only effected the ships not really associated with Olbar, as the ships would team up with one another to avoid similar fates or have extended night crews. When word reached Olbar of these attacks, the council decided to send out a investigative force of three rogue ships to be commanded by trusted legionaries and accompanied by a group of Hydromancers, but bore false colors on their flags to try to attract would be pirate hunters into thinking their were easy targets.

    On Olbar itself, members of the Dragonflies had gathered in a basement of a old but now destroyed tower, the main meeting grounds of the Dragonflies whom bore orange and black banners. In this room, many slaves had placed their collars in neat piles, and covered themselves more effectively, in order to hide the shame of their captivity. The Spikebelt brothers had come into the room and had looked about, ready to take mental notes as the meeting was called by the infamous 'Collared King of Olbar', the highest leader in the Dragonflies but also it's most mysterious. All that they knew of their leader was that he was brutal, having ordered the deaths of children and had personally executed traitors before with brutal efficiency in order to keep the group alive. In the room, the Beastfolk waited and talked, but were soon joined by enslaved Northmen and unlucky Reformist sailors. One of these men was Caryul Lubarn, a northman whom was recently captured but was also claiming to be a Huscarl.

    The Spikebelt brothers looked on as there was a tapping in the back doors of the tower's basement and a figure was helped in, a older Otur whom had looked almost blind and silent, and sat in his chair with some of the newer members looking surprised. One of the brothers whispered to the other "This is the 'Collared King'? Looks more like a blind one if ya ask me."

    'Dirt' never liked the fancy titles and sat in the chair in front of the audience, motioning through a code of paws and swiftly movements to his subservient other leaders. A Mould (Mouse Folk) spoke on his behalf.

    "We, the free peoples of the mainlands in Yulsol and Yuongol, have come to inform you that our operations to become free has been pushed back. A attempt to help us escape and perhaps gain allies has been thwarted by traitors in our ranks. The young boy has told us the names of these traitors."

    The brothers looked at one another and tried to move toward the back, but were cut off by the northman and shoved them forward. 'Dirt' looked on them with no remorse and made a movement of his paw to indicate death. Before either could resist, Caryul had taken out a sharpened stone and slit both of their throats before the audience. When their lifeless bodies had stopped their spasms, the Mould continued to speak.

    "This is the list of traitors amongst us, collected by the Collared King of Olbar. Jasor, Molder, Relma, Carput and his son Kent, Lovis–-"

    The list of names continued as each one was brought in front to receive the same fate, some screaming and begging as they did. Caryul was rather glad, perhaps even a bit excited, until the bodies began to form a mound. Once the meeting was over, Caryul and some others collected the bodies and hung them in the night near the council's stairs into the main chambers. Once the Dragonfly traitors had been dealt with, the group disbanded for a bit until a time was more acceptable to regroup and speak again, but this time with far less treason and the leader of the group again secure.

  • [2nd age 700,spring]

    Five hours had passed since the Drunken Swordsman docked in Oblar, only three hours had passed since the raid had on the ship happened. Three hours since the captian, crew and all the contents on the ship was taken away despite the confused cries coming from those taken away. Yet hidden in a secret room made practically impossible to find through magic hid three individuals .After waiting till night one of the individuals, A Sea Ratik named Aran Illiad peek through the enchanted peephole in the room making sure the lower level of area was clear before opening nodding to the other two to grab their pistols and gear. Of the other two was a dark haired Thylian that easily passes off as Oblarian trader named Quin Remus and a hooded Treme who bore a eyepatch to cover his right eye named  Hin'urmglock or more commonly called by his nickname Glock. The three began to sneak off the ship and using the darkness of the night vanished into Oblar without a trace with one mission in mind, find the Dragonflies.

  • =-=2nd Age 700, Summer=-=

    The three's luck is very limited when it comes to trying to locate the Dragonflies due to their secretive nature. The Black Ulmarians and Privvy seem not notice the odd group as often, which is good, but looking for the slave group seems to remain difficult. The slaves were never open to talk and those that did were deafly afraid of either being caught or being executed brutally by their masters. The unsettling treatment of the slaves also became more and more worrisome as the group continued on. One of the slaves, a former human sailor, mentioned that a number of Dragonflies had been hanged on the steps of the council chambers.

    There were clues to a possible leading member of the dragonflies, a Higvar elder named Campis whom lived unsold in the lower slums of Rul Asog. Campis was a older creature whom breathed very heavily, mostly due a improper fitting of his iron collar which pushed his back spiked into parts of his throat and was always seemingly close to death. Campis was believed by some of the slaves to have had a special heart for the young, having tried in his early years helping babes and their mothers escape by merchant ship, and was never caught.

  • There group looked about at the cruelty to the slaves as it began to unnerve the group.  There was even a time if it wasn't for Quinn manageing to calm Aran down there would had been a dead slave master and the whole operation blown. So now the group began to remember each plantation, farms and any other place with cruelty to the slaves along with the names of the owners. If the Dragonflies don't kill them, them they will make sure each of them is punished for their actions.

    After hearing of this Campis lead, the three decided to head towards the lower slums of Rul Asog in an effort to find leads on the Dragonflies. Hopefully they will be able to find the group before the real ship arrives.

  • When the group does find Campis, the elderly Higvar (Hedgehog) doesn't seem to give them much information and remains distrustful of them. Campis is given very little reason to trust the group, but more importantly he is obviously also distrustful due to their hidden appearence and directs them to false areas and avoids their questions.

    =-=2nd Age 700, Winter=-=

    Having prepared for a year, Captain Angalis Trou had been gathering a large host of fellow pirates and their ships to prepare a large exhibition into the south. Having gathered some allies amongst the pirates and corsairs on Olbar, Angalis left nothing to chance. Swapping out sickly galley slaves for younger and healthier ones, buying naval supplies, and gutting out smaller parts of the ships to store possible loot, Angalis left from Olbar with 14 ships and was joined by another 7. Angalis had no intention of attacking or raiding the highly defended waters of Ismuro, but instead went around the island swiftly and went into southern waters, using false flags and sinking patrol ships in order to hide his fleet's attention, making their way to the rich port of Lesser Nafia.

    With the infamous captain gone, winter had come to the island, but the suffering of some of the slaves has resulted in some intense deaths and discontent. This only intensified as taskmasters had tried to force the slaves out of their pens in the winter to fix richer homes from winter's disrepairs. The combination of disease, injury, and cold resulted in death amongst the slaves at increasing rates, eventually resulting in attempted slave revolt in the dead of winter by discontent and fearful slaves. Rul Asog's poorer sections did not survive the revolt, many civilians were dragged from their homes and beaten or ripped apart, and as the city burned, it was late before the Olbar legions had stepped in and killed the revolting slaves, and many forced back to their work. This kept a constant and spiraling cycle of disrepair from winters and revolts turning to constant death turning into fresh revolts all across Isle Minos.

    Eventually, a revolt had happened in one of main slave ports of Rui Keldbon, in which Shearon Yulbor and his brother Simot Yulbor was injured, escaping to their keep in time. Both brothers, instead of trying to put down the revolt, had the leaders of the revolt captured and brought to their court where they explained their discontent. Realizing that the laborers were dying each time they went out, Shearon had decided to reduce the labor hours by half and had cloaks and blankets distributed to laborers, reducing the amount of death significantly. Called weak by other ruling members, the effects on Shearon's mercy had saved most of his realm from the cycle of death and revolt which effected other parts of Olbar, ironically enriching both the family and the Yulbor realm significantly while the capital itself suffered.

  • =-=2nd Age 711, Spring=-=

    With the mounting problems with war with the Reformed Imperium and failures to secure a alliance with the north, Angalis Trou returned to the island nation in dire problems. The majority of the island's council had returned to their fortresses to secure them against invasion or to train up several armies for defense. While Olbar's navy was impressive, it had not even a fraction of the defensive capabilities to defend the island against long term siege and invasion, and already the Reformists were prodding for weaknesses. Several Reformist ships had prodded the island and had secured their landing spots by sending priests to House Felmar who had already capsulated to the Reformists in fear of losing their title holdings, as well as swift promises of giving the island to them upon Reformist victory.

    In retaliation, Agron Ulmont gathered a host of other Olbar houses and council members to march on the Felmar's household, in which it's cowardly lord again surrendered. Having been annoyed with the siege and poor weather of the short campaign, had the Felmar lord imprisoned and his household placed under house arrest, giving their lands to the control of House Orman who sent sizable forces to secure the land. Olbar's chaos was barely in control as Agron had to now deal with yet another problem, anger amongst the council.

    Shearon Yulbor, a noble and highly liked Black Ulmarian, had gotten into a scuffle with Markarius Felgart, a rich and hedonistic man. Markarius had become angry with one of his slaves, a younger creature recently captured in the northern raids, and had decided to scourge him publicly. The circumstances of this scourging, in which the slave had accidentally poured a too much wine into Markarius's drink and spilled on his maps had deeply enraged the brooding Slaver's Guild Councilor. Shearon, who's pity toward Olbarian slaves was known, became deeply enraged and stopped the brutal torture. Both councilors fought bitterly, but Markarius, the better warrior, won out in the end and in his fit had sliced into Shearon's left ear. Yet, other lords separated the two and Shearon had escaped with the young slave during the bickering between the factions of the two councilors.

    Agron at first did not care for the matter till Markarius had called out Shearon as a thief for stealing his property. The proud Yulbor lord refused utterly and mocked Markarius openly which again led to tempered flairs. 'Dirt', the silent Otur slave of Agron watched from a safe distance as the councilors insulted one another. Agron demaded unity amongst his ranks, but was annoyed when he was ignored in favor of the two Black Ulmarians looking to fight amongst themselves. In the end, Agron sided with Markarius, demanding Shearon return Markarius's slave to him. Later in the night, the Yulbor forces marched away from the camp back to their home in Rui Keldbon.

    The incident at the Felbar campaign led to Markarius to demand in the council chambers that the Yulbors were traitors and called for war against them. Knowing that despite Markarius having been right to reclaim his slave, Agron rebuked him for wanting to war with a stronger ally who controlled much of southern Olbar. Markarius then did what to most in Olbar would have been unthinkable, and pulled out his guild's support and pens from Rui Keldbon, the Iron Gate. Rui Keldbon was where most if not all slaves came for being processed into Olbar's slave trade, and this continued divide between the two families had caused further instability and economic problems.

  • -2nd age 701, Spring-(think you messed up timeline. and nice to see this back alive)

    A several blasted months of searching for the elusive resistance group had started to unnerve the group as tempers came close to flaring between some of the rude locals for a time.  But at this point seeing the acts of slave revolts started to make the small group worry until Arian managed to spot figures moving to and from a abandoned tower. The Sea Ratik decided to relay the information to the group and they decided it was time investigate. Hidden away in some destroyed and long abandoned buildings the trio conducted a stakeout for several weeks mapping out and tracking the movement until they finally began to map out the patterns of the movement. They determined that if there was any group secretly meeting there it would be the Dragonflies.

    Now They prepared and made sure their pistols was prepared in case either as a deterrent from a hostile slaves until they can explain or if they need to bluff their way out of guards who could also possible be searching the group as well. regardless they watched from their hiding spot until they saw nobody entering the ruins. The group began their approach. The group can smell the scent of rotting bodies Regardless that didn't stop their approach. Quinn and Glock decided to remain at the top of the stairs leading to the entrance as they kept watch and just in case they needed to try and help Arian from attackers. The Sea Ratik started to walk down the stairs approaching the door  hand on that flintlock pistol strapped to his side and he reached out and began to knock on the door.

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