The Isles of Al'Kehtal
The Island City of Pirates
Built from the remains of ships torn asunder by waves or combat, The Isles of Al’Kehtal is a haven for the pirates of The Three Corners. It is a city where all ships and crews must set aside rivalries, lay down their arms to do trade, resupply, and have a drink. There is no King, or Queen of The Isles of Al’Kehtal. However there is a ruling body known as The Furled Sail Council, made up of the most influential captains amongst the community, lead by the Lord Captain. This group operates under a very flexible, but important ruleset. No one has a record of when it started, or who wrote the original rules but The Code binds all pirates.
The city is broken up into three main islands:
# Port Keep
The North East Island. Port Keep is the central hub for the island, and the meeting place for The Furled Sail Council. It is the smallest island of the city, and few have any real reason to go here.
# Flotsam
The South East Island. The largest of the islands. Flotsam is a place of trade, and has the most permanent homes. Its island also has a great deal of natural jungle on it, providing resources for the city.
# Jetsam
The West Island. The busiest part of the city. Jetsam is the place all pirates think of when looking for a place to plan, plot, repair, rest, fight, fuck, dine, and drink. It is an ugly, dirty, and crowded place. It is impossible for a pirate not to love. Many of its districts are heavily associated with some groups of pirates, and it is important to know where you are going. Lest you find yourself in an place where you are not welcome.
# Overview
| Aspect | Description |
|---|---|
| Main Opportunity | The Isles of Al’Kehtal are a lawless, exciting, and strange place. Here, pirates can conduct any and all business they wish without the laws of Kingdoms or the threat of getting stabbed in the back thanks to The Code. |
| Main Challenge | The Code serves as a bare minimum legal structure for the city, and it is indeed that. There is no policing force, all laws are upheld by the people of the city. Any enforcement is done by hired muscle, or loyal crew members. Crime is a constant in its streets, but its in its consistency the pirates find order. |
| Climate | Tropical |
| Cuisine | Fish, Wild game, imported food |
| Export | Black Market Trade |
| Size | Medium |
| Outer Villages | None |
| City Leader | Lord Captain Kaskoe Kollik |
| Primary Language(s) | None |
| Majority Racial Group(s) | None |
| Majority Religion(s) | Followers of Ohlit, Ellyon and Aradon, Agon and Ra’Queen, Cadence |
# Major Features
| Feature | Description |
|---|---|
| Distinguishing Features | Island |
| Architecture | Ramshackle structures formed of local materials and pieces of shipwrecks |
| Color(s) | None |
| Symbolism | Skull and Crossbones |
| Defenses | Extremely high concentration of pirates |
# People Groups
| Group | Type | Description |
|---|---|---|
| Furled Sail Council | Rank | The captains of the most influential crews. One can only be brought into the council by invitation from more than half of the council, or by inheriting the spot from a superior that noted you as their successor. Overseeing this group is the Lord Captain. A title given by popular vote amongst council members. This rank gives an individual 2 votes, and ties go in favor of the Lord Captain. This seems like a small thing, but votes frequently reach an even split. This makes having the Lord Captains favor an extremely important thing. The trickle down effect from this paves the way for the whole power struggle amongst pirates. |
| Gilded | Rank | Those recognized as important enough by the council to receive a gilded crest. These crests come with a whole cast of benefits such as better deals for repairs on ships, supplies, and taxes on trades. They also mark you and an influential person amongst pirates. This status means actions you take may have more sever consequences by The Code. Rivalries you make, battles you partake in, and treasure you hunt will likely have an effect on the greater community of pirates. If you do things that could damage the way of life for pirates, there are severe consequences. |
| Goons | Rank | The average pirate. Low ranking captains, or general crew members will have this rank by default. This group makes up more than 90% of pirates. |
| Locals | Social Class | Those who reside in the city year round, and are not pirates by trade. These people have lives similar to that of other common folk across The Three Corners, however they have to deal with the ongoings of pirates on a daily basis. |
| Binds | Profession | Those who work in the markets as tax collectors. Binds help facilitate trade amongst pirates and merchants, and take a percentage for the city. |
# Goods and Services
| Name | Type | Island | Description |
|---|---|---|---|
| Port Keep | Keep | Port Keep | The city’s main keep, has an island of its own |
| Al’Kehtal Convergence | Port Keep | Teleportation Circle | The city’s main teleportation circle. Located within the keep. |
| Beer Village | Tavern District | Jetsam | Neutral territory within the city where anyone can come drink or lodge. |
| Bastard Rock | Market | Flotsam | The city’s largest market. Here trade is conducted through Binds, where the city takes a maximum of 5% of your profits. Many brave foreign merchants will come here in hopes to find some rare goods to trade elsewhere. |
| The Temple of the Lost | Church | Flotsam | A church dedicated to the worship of The Wandering Gods |
# Authority
The city is overseen by the Lord Captain Kaskoe Kollik, a clever Tiefling man. As well as his Furled Sail Council. This group makes decisions on how best business should be conducted in relation to external threats like the military of kingdoms, or sea monsters. They are also responsible for making decisions on punishments relating to pirates breaking The Code. These things are all done by vote, the Lord Captain gets 2 votes, and ties go in favor of the Lord Captain.
# Laws
The city subscribes to The Code. A set of flexible, but very important laws to the pirates of the city.
| Rule | Description |
|---|---|
| The Rule of Stashed Swords | Within The Isles of Al’Kehtal, no one is allowed to bring their weapons around with them in a way where they can be readily available for combat. Fighting is allowed, but if you aim to kill you will be seen as a traitor. This goes for Casters as well, you can use magic in a fight, but if you seek to do permanent damage or kill The Code will not see you favorably. |
| The Rule of Locked Chests | Within The Isles of Al’Kehtal, no one can steal from each other. Things can be bought, traded, or wagered. |
| The Rule of Kept Council | The pirates of The Three Corners will respect the rule of The Furled Sail Council. The Council will appoint a Lord Captain who will hold greater voting power. Council members must be invited by more than half of current council members, or inherit the role from their superior. |
| The Rule of Fair Trade | To dock at The Isles of Al’Kehtal, one must conduct trade. The city will take a maximum of 5% of trade value to maintain the city. |
| The Rule of Gilded Crest | Pirates of great influence will be given a gilded crest. This crest symbolizes their influence, and gives them more favorable taxes, but more stringent rules when it comes to The Code. One cannot deny a crest. |
# Modern Importance
In modern day, The Isles of Al’Kehtal are a vital organ in the criminal world all across The Three Corners. It is the beating heart for all pirates, and has an important place in myth and legend because of it.
# Historical Importance
The islands have little historical influence, but were a notable safe haven during the Beast Ire plague.
# Other Things of Note
- The city is known to regularly break out into large brawls in the tavern districts
- Many will tie complex sailors knots to keep their blades sheathed, or their guns holstered to adhere to The Rule of Stashed Swords