Abaro (AH-bar-oh)
Abaro is a chaotic, lawless city known as a haven for pirates, mercenaries, slavers, and criminals of all kinds. Situated on the edge of an expansive coast, it thrives as a hub for illicit trade and under-the-table dealings. The city is a sprawling mess of buildings, constructed haphazardly with little to no urban planning. Abaro is defined by its chaotic blend of businesses and residential areas, with seemingly no distinction between the wealthy and the destitute. It’s a city where danger lurks in every corner, yet opportunity is ripe for those brave (or foolish) enough to seize it.
Geography and Layout:
The city sprawls across a jagged coastal region with steep cliffs overlooking a tumultuous sea, providing natural defenses to its chaotic nature. Streets in Abaro seem to grow organically, lacking any sense of order. Broad avenues quickly narrow into twisting alleyways, some dark and cramped, leading into neighborhoods of dilapidated shacks, black markets, and secret hideouts. In contrast, just a few blocks away, extravagant mansions and shady establishments line the waterfront, offering a stark juxtaposition of wealth and poverty. The city’s waterfront is dominated by docks, ships, and warehouses, all busy with goods coming in and out — much of it smuggled or stolen.
Demographics
Humans:
Humans are by far the most numerous species in Abaro, hailing from a variety of backgrounds and walks of life. They are highly adaptable and enduring, traits that serve them well in the chaotic and lawless nature of the city. Many humans have embraced the pirate lifestyle that is deeply rooted in Abaro's culture, becoming sailors, mercenaries, and raiders. However, a large portion of the population lives quieter, more ordinary lives—working in the various trades, running shops, and raising families. Despite their numbers, humans often find themselves caught between the thriving pirate life and the few glimmers of normalcy they can carve out in the city.
Tieflings:
Tieflings find Abaro to be a place where they can shed the stigma of their infernal heritage. Here, they are valued for their fiery nature and adaptability, rather than feared or shunned. Many tieflings have settled in a neighborhood known as Hell's Laundry, where they have found safety and a sense of community. Despite this, prejudice still runs deep, and honest work is often elusive. Still, many tieflings take up the life of piracy, aligning themselves with Pirate Lords or joining crew rosters. Abaro offers them the freedom to live their lives as they see fit, making it a sanctuary for those who once felt out of place elsewhere.
Goliaths:
Goliaths, towering and strong, are often seen as imposing figures in Abaro, but they are deeply respected for their physical prowess. Many Goliaths come to Abaro seeking fortune in the pirate fleets or as mercenaries. Their great strength and skill in combat make them formidable opponents and valuable allies on the sea. While their size makes them stand out, the Goliaths are known for their stoic and grounded nature, often taking up positions as enforcers or bodyguards in the chaotic, lawless districts of the city.
Sea Elves:
Sea Elves have a long history of living in coastal regions, and their presence in Abaro is no different. These highly skilled navigators and shipwrights have found a place within the pirate fleets, using their intimate knowledge of the seas to guide ships and direct expeditions. Sea Elves are highly respected for their expertise, often holding key positions within the fleets of the Pirate Lords. Despite their ethereal beauty, they can be fierce fighters when protecting their ships or their people. Their calm demeanor makes them excellent diplomats in the ever-shifting world of pirate politics.
Dragonborn:
Dragonborn in Abaro are both revered and feared, their draconic bloodlines making them larger-than-life figures among the populace. They often rise to positions of power within the city, sometimes serving as Pirate Lords or high-ranking mercenary captains. Their breath weapons and innate strength make them formidable opponents in battle, and their fierce loyalty to their fellow dragonborn and allies is legendary. While not as numerous as humans, Dragonborn are respected throughout the city for their martial prowess and leadership.
Tortles:
Tortles are known for their wisdom and patient nature, making them valuable members of Abaro’s society. Many Tortles find their way to the city in search of knowledge, either as scholars or advisors to the Pirate Lords. While their tendency to stay out of the chaos of daily life means they don't participate directly in the city's lawless ways, their presence is still vital. They are often seen running shops dealing in herbs, potions, and alchemical goods, offering their skills as healers or consultants to the pirate fleet’s captains and crews.
Genasi:
Genasi, born of the elements, find Abaro to be a place of power and freedom. Earth, Air, Water, and Fire Genasi are known to bring unique abilities to the pirate fleets, particularly in controlling the elements during a battle or when navigating the treacherous seas. Many Genasi are drawn to the city’s chaotic nature, where their abilities are both a commodity and a weapon. Whether they serve as elemental mages, navigators, or storm-bringers for the pirates, their presence adds a mystical and unpredictable element to Abaro's landscape.
Centaurs:
Centaurs in Abaro are typically seen as warriors or hunters, highly skilled in both ranged combat and tracking. They are less numerous than other races but hold considerable respect for their ability to move quickly and with grace across the uneven landscape. Many Centaurs join the pirate crews, becoming archers or scouts for those who prefer to make use of the natural terrain. Their large, imposing figures and incredible speed on land make them key assets to those who wish to engage in battles or raids.
Deep Gnomes:
Deep Gnomes are known for their cunning and engineering abilities, often found tinkering with mechanical devices or crafting ingenious tools and traps. In Abaro, they work as artisans, inventors, or thieves, with many contributing to the underworld's machinations. Their small size makes them invaluable for stealth operations, and their ability to blend into shadows makes them the perfect spies. While they remain a small presence in the city, their influence is felt strongly in the back alleys and hidden corners of Abaro.
Firbolgs:
Firbolgs in Abaro are relatively rare, but their connection to nature and their peaceful, wise demeanor sets them apart from the general chaos of the city. They often work as caretakers for the more serene parts of the city or serve as mediators between rival factions, bringing a calm presence to a place otherwise steeped in conflict. Despite their natural inclination toward peace, Firbolgs are not afraid to defend themselves and their people when needed. Many Firbolgs in Abaro serve as guardians of important areas or resources.
Goblins:
Goblins are a common sight in Abaro, often seen as lowly street scoundrels or conniving thieves. However, their sharp minds and quick hands often make them ideal workers in the pirate world. Many Goblins work as mechanics, shipwrights, or merchants, taking advantage of their agility and cleverness to gain a living. Though they are often seen as expendable, many Goblins have risen to power through their resourcefulness, leading their own pirate crews or smuggling operations.
Githyanki:
The Githyanki in Abaro are often isolated and enigmatic, rarely interacting with the other species unless necessary. They are skilled in both magic and combat, with many Githyanki arriving in Abaro seeking to engage in the city’s power struggles or to test their prowess in the pirate fleets. Often seen as cold and calculating, they are rarely trusted but are respected for their immense magical and martial abilities.
Yuan-Ti:
The Yuan-Ti in Abaro are often secretive and hidden from the public eye. They are known to run covert operations, smuggling illegal goods, and controlling aspects of the city’s darker, more dangerous underworld. Despite their snake-like appearance and rumored ability to charm their enemies, the Yuan-Ti are highly intelligent and calculating. They manipulate the pirate politics from the shadows, often working as spies or spies within the courts of the Pirate Lords.
Lizardfolk:
The Lizardfolk of Abaro have found a comfortable home in the city’s waterways, wetlands, and docks. Known for their ruthless pragmatism and formidable strength, many Lizardfolk work as mercenaries, bounty hunters, or laborers. Some of them serve in the pirate fleets, while others run criminal enterprises on the fringes of society. Despite their warrior culture, they are often viewed as reliable in combat but distant and aloof when it comes to matters of social interaction.
Minotaurs:
Minotaurs in Abaro are known for their great strength and intimidating presence. Many Minotaurs join the pirate fleets or mercenary groups, where their physical power is highly valued. They are often employed as enforcers, bodyguards, or warriors for hire, and their prowess in battle makes them a dangerous presence. Despite their appearance, Minotaurs are not necessarily barbaric; many are intelligent and capable of deep, strategic thinking. They are valued members of Abaro's pirate society, offering unmatched physical prowess to the pirate fleets.
Tritons:
The Tritons of Abaro are known to be the protectors of the city’s surrounding waters, ensuring that the seas around Abaro remain safe from dangerous sea creatures or invading forces. They are often hired as mercenaries or sailors in the pirate fleets, serving as navigators and combatants. Tritons are deeply connected to the ocean and its creatures, often using their abilities to control water and communicate with sea life. Their loyalty to the sea and their keen sense of duty make them a valuable asset to any pirate Lord’s fleet.
Warforged:
Warforged, in Abaro, are seen as a rarity, but their strength and mechanical precision make them valuable soldiers and laborers. Many warforged in Abaro have been brought to the city after their creation in distant lands, either by pirate crews in need of muscle or by mercenary bands looking for effective warriors. Their stoic, unemotional demeanor makes them perfect for the violence and chaos of Abaro, where emotions often run high. Their loyalty and mechanical efficiency make them prized companions in battle, though many wonder how much autonomy they truly have.
Government
While many claim that Abaro is in a state of constant anarchy, this is a misconception. The city, though chaotic and dangerous, is overseen by a structured, albeit loose, governance system known as the United Southern Pirate Succession. This system is primarily composed of the Pirate Lords who control specific sections or wards of Abaro. Each Pirate Lord acts as a ruler within their designated domain, managing the affairs of their territory and overseeing day-to-day operations. Their decisions are often harsh but rarely questioned, as the very survival of the city's economy and infrastructure relies on their control.
Pirate Lords are not elected or appointed; instead, they ascend through power, wealth, and ruthlessness. Once they acquire enough resources, influence, and support from various factions—such as mercenaries, gang leaders, or wealthy merchants—they claim control over a district. This is often solidified with the backing of their fleet, with each lord ensuring that they are able to maintain their hold on the district's valuable resources, whether that's the docklands, slaver pits, or lucrative gambling dens.
Dispute Resolution & Law Enforcement
Conflicts between the wards are settled by a panel of Pirate Captains, a group of experienced and influential pirate leaders who serve as judges in matters of territorial disputes, business conflicts, and sometimes personal vendettas. The Pirate Captains are selected by mutual agreement or show of strength from the various Pirate Lords, and once a ruling is made, it is swift and final. The ruling is typically carried out immediately, with no room for appeal. Punishments tend to be harsh and are designed to serve as deterrents. The Shore Patrol, a group of heavily armed and often brutal enforcers, is tasked with keeping order within Abaro. Comprised of both sailors and mercenaries, the Shore Patrol answers to the Pirate Lords and maintains the city’s fragile peace. While they are supposed to keep the peace among the citizens and sailors alike, they are also often hired muscle for the Pirate Lords, enforcing their will without question. The patrol is notorious for dealing with disputes through violence, often serving as an extension of the Pirate Lords' power rather than true enforcers of justice.Business and Taxation
All businesses operating within the city must pay a tax to the Pirate Lords. In exchange for this protection, businesses are supposed to be shielded from theft, violent crime, or the reckless crews that often roam the streets. In theory, the Pirate Lords provide "protection" to the business owners and their goods, ensuring that their establishments aren't looted by pirates or thugs from rival districts. In practice, however, businesses often pay this tax and still experience the same level of theft, extortion, or harm. A quick shanking in the dark alleyways is just as common as a business owner coming to blows with another. Bribes, threats, and favors are often exchanged behind closed doors. Many of the more notable merchants and influential individuals of Abaro find themselves paying double taxes, as they navigate the treacherous political landscape of pirate-infested streets. The "protection" provided is inconsistent, and many find that it’s more profitable to simply offer extra payments to the Shore Patrol to handle unwanted business.Universal Law: The Flame Ban
The one universal law that is imposed across the city is a ban on any form of revelry, sport, conflict, or magic that could potentially start a fire and cause the city to burn down again. This law exists in the shadow of a horrific past—the city was once engulfed in flames due to reckless fighting, an unchecked magical explosion, and poor management of flammable materials. Abaro is built on wooden docks, old warehouses, and rickety housing, all of which are highly susceptible to fire. The law is clear and universally enforced: any individual caught producing a flame—whether through fire-starting devices, spells, or careless behavior—is dealt with swiftly and severely. The punishment for such crimes is the removal of their tongue and eyes, followed by being hung from the city walls, left as a grim reminder to others. The bodies are left for the crows to pick at, ensuring that no one dares to challenge the rule. While this law might seem draconian to outsiders, it is one of the few ways that Abaro's leadership maintains any form of control over the sprawling city. Without the constant threat of fire and destruction, Abaro would have burned itself to the ground centuries ago. The law is, paradoxically, a measure that keeps the city’s anarchy from completely consuming it.Infrastructure
Abaro is a ramshackle mishmash of industrial forges, gold refineries, weapon craftmen, brothels and woodworkers.
Districts
Garrigan's Ward
Overview: Garrigan's Ward is a bustling, grimy, and industrial area, notorious for its pungent odors. The area is dominated by tanneries, soap makers, slaughterhouses, and several Lizardfolk collectives that conduct business in the shadows. The ward smells strongly of leather, blood, and salt from the sea, making it one of the least welcoming areas in the city. Yet, for all its discomfort, it is also one of the most vibrant and active districts in Abaro, with its labyrinthine streets full of traders, artisans, and workers from all walks of life. Pirate Lord Kivvrott Garrigan: Kivvrott Garrigan, a Teifling pirate lord, maintains a curious level of hands-on involvement in her ward. Known for her gregarious nature, she can often be seen walking the district, checking in on the welfare of her residents. She enjoys carousing with her crew at "The Dead Paladin," an alehouse known for its rough patrons and the occasional brawl. Garrigan is notorious for her disdain of clerics and any organized religion, having banned public worship outside the personal space of the worshippers. Despite her hatred for religion, she holds great reverence for Talos and Umberlee, often seeking guidance from their acolytes in matters of fortune, fate, and weather.First Ward
Overview: First Ward is a sharp contrast to the other districts in Abaro, with its wide streets, relatively clean conditions, and thriving academic and religious centers. This ward is home to several libraries, schools, and places of worship that cater to the more elite and academic classes of Abaro. The streets are lined with well-kept boardwalks, and there is a sense of quiet order here, a stark contrast to the usual chaos elsewhere. The Waterworks building, located at the heart of the ward, is a marvel of engineering, converting seawater into potable water for residents and selling it to the other wards at high prices. Pirate Lord Rohilio Socorro Mercadiza Philipo Traegaza IV: Pirate Lord Rohilio is a red Dragonborn, imposing and regal in his manner. He is known for his generous patronage of libraries, schools, and places of worship, often using his own wealth to fund these institutions. Under his rule, First Ward has become a cultural and educational center for Abaro's upper crust. Traegaza has introduced tax incentives to encourage other wealthy residents to donate to these causes, though his primary goal is to maintain the intellectual and cultural integrity of his domain. His obsession with order and cleanliness is reflected in the cleanliness of the streets and his control over the distribution of water in the ward.Jaquero's Ward
Overview: Jaquero’s Ward is one of the rougher and more lawless areas of Abaro, where crime is rampant, and danger lurks in every shadow. Overseen by the infamous Pirate Lord Jaquero, this district is a breeding ground for illicit trade, smuggling, and the darker underworld of Abaro. The streets are chaotic and often dangerous, but for those who know the right people, it offers wealth, opportunity, and an entrance into the city's most secretive and dangerous dealings. Pirate Lord "One Eye" Jaquero: "One Eye" Jaquero is a Half-Orc pirate lord with a reputation for ruthlessness and cunning. He is known for his intelligence and ability to make money through smuggling, selling illegal goods, and running gambling rings. His eye patch is a symbol of his survival through countless battles, and his street-smart demeanor has earned him respect among his peers. Jaquero is often seen on the lookout for fresh talent to join his crew or take part in his under-the-table business deals. His ward is often a haven for criminals and those looking to escape the law's eye. Background: A seasoned pirate who lost his eye in a violent skirmish against a rival crew. He is a cunning tactician and a ruthless businessman. Known for his ability to deal in smuggling, Jaquero’s Ward is a haven for pirates looking to hide their loot or sell illegal goods. The ward is a chaotic, dangerous place, constantly on the edge of violence. Jaquero is both feared and respected in Abaro, holding sway over many of the city’s underworld operations.Oldest Ward
Overview: The oldest district in Abaro, the Oldest Ward is a relic of the city’s early days. The streets are narrow, and the buildings are made from old stone, with many of them crumbling from centuries of neglect. Despite its dilapidated state, this ward is still populated, as it houses many old families and historical figures who cling to their heritage. The ward is also home to numerous underground taverns, secret societies, and the remnants of old noble families who never quite left Abaro's decadent past behind. Pirate Lord: Tazkar Redmane Race: Minotaur Background: The daughter of a long-forgotten noble pirate family, Tazkar inherited the rights to the Oldest Ward through a combination of family ties and his own strategic cunning. Takar is known for being intelligent and calculating, with a reputation for running a well-organized operation. Though the ward is falling into disrepair, Tazkar has used his influence to maintain some level of control. He deals in antiquities, stolen treasures, and covert dealings with powerful figures. Despite the dismal state of his district, Tazkar has managed to maintain a respected presence among the other Pirate Lords. History: The Oldest Ward is often seen as a place of mystery and intrigue. Some say that ancient treasures lie buried beneath its cobbled streets, while others believe that the ghosts of long-dead nobles haunt its alleyways. This ward is mostly run by the descendants of long-dead pirate lords, who hold on to their legacy and maintain a strong presence, though it’s clear that the times have passed them by.Wayside Ward
Overview: Wayside Ward is known for its constant movement—ships and travelers pass through this area constantly, with the streets often crowded and loud. Located between the bustling docks and the quieter residential districts, this ward sees both newcomers and regulars. Many businesses operate here, including warehouses, shops, and markets that deal in goods both legal and illegal. It is one of the more chaotic wards in Abaro, with its labyrinthine roads and throngs of people always on the move. Pirate Lord: Captain Eldra "Iron Fist" Darkwind Race: Drow Elf Background: Known as "Iron Fist" for her ironclad resolve and ruthless nature, Captain Darkwind controls Wayside Ward with an iron grip. Having built her fortune from mercenary work, Eldra is a master of logistics, organization, and negotiation. She runs the ward like a well-oiled machine, ensuring that all mercenary groups, adventurers, and thieves that pass through the area pay their due. Under her rule, the district has become a major hub for those seeking work, with adventurers and pirates alike seeking out her services. Eldra is both feared and admired, known for making deals that always seem to favor her. Activities: Wayside Ward is a place of commerce, trade, and opportunity, where fortunes can be made or lost with a single transaction. It is a hub for adventurers, mercenaries, and pirates looking for work, as the ward has an ever-changing population. The constant influx of goods, people, and coin makes it a fast-paced environment, with various criminal elements constantly attempting to exploit it for personal gain.Thunder Ward
Overview: Thunder Ward is a district that feels perpetually under siege. Home to the most notorious gangs and mercenary groups, the streets are filled with armed and dangerous individuals. The ward is notorious for its violent confrontations and constant struggle for dominance between the various factions that call it home. It is a place of battle, where political power is often gained or lost through force. Pirate Lord: Vargan “Stormrage” Thorne Race: Orc Background: Vargan "Stormrage" Thorne earned his nickname after a vicious battle in which he single-handedly took down a rival pirate fleet during a violent storm. He has an air of unpredictability and danger about him, often making deals under duress and resorting to violence to settle conflicts. Vargan controls Thunder Ward with an iron fist, dealing in weapons, mercenary work, and extortion. The district is a hotbed for gang wars, with various factions vying for control. Vargan thrives in the chaos, manipulating the rival groups to work for his benefit. His brutal tactics make him a force to be reckoned with in Abaro. Nature: Thunder Ward earns its name from the constant sounds of brawls, confrontations, and the occasional gunfire that echo through its streets. For many, it’s a dangerous place to be, but for those looking to prove themselves or make a quick buck, it can also be an opportunity. Weapons markets are widespread here, and mercenary groups are constantly recruiting.Lundaffinshpreckin Ward (Weird Ward)
Overview: The Weird Ward is the most enigmatic district in Abaro. The district is full of oddities—strange shops, bizarre inhabitants, and a general atmosphere of peculiar happenings. Most people don’t fully understand what goes on in the Weird Ward, as it is home to more eccentric individuals, underground cults, and mysterious businesses. Those who venture into the district often find themselves questioning their sanity by the time they leave. Pirate Lord: Malia "The Black Serpent" Nocturne Race: Tiefling Background: Malia "The Black Serpent" Nocturne is known for her deep connection to the occult and dark magic. She controls the Weird Ward, a district steeped in mystery, with an iron grip. Malia is a shadowy figure, known for her secretive nature and dealings in forbidden knowledge. She commands a vast network of spies, informants, and followers who conduct business ranging from the illicit sale of arcane artifacts to dark rituals. Malia's influence stretches beyond Abaro, with whispers of her power reaching the ears of powerful entities in both the material and ethereal realms. Her ward is a place of unease, where anything could be bought or sold if the price is right. Features: The Weird Ward is known for being the place where strange artifacts are sold, unusual rituals are performed, and reality seems to bend in inexplicable ways. This district holds a powerful allure for adventurers, those seeking forbidden knowledge, or anyone with an interest in the occult. It is also home to the most influential and dangerous practitioners of dark magic in Abaro.Guilds and Factions
Pirate Captains
Captain Vargan “Stormrage” Thorne
Faction Name: Stormborn Raiders Race: Half-Elf Background: Vargan Thorne, a volatile and unpredictable leader, controls a pirate fleet that thrives on surprise attacks and raiding. Known for his ruthless nature and uncanny ability to navigate storms, Vargan has earned his nickname "Stormrage" after single-handedly leading his crew through several deadly squalls. The Stormborn Raiders specialize in high-risk, high-reward piracy, often ambushing rival crews during or after violent weather events. Vargan thrives on chaos, both at sea and within Abaro’s streets. Operations: Ambushing merchant ships, raiding coastal settlements, smuggling contraband.Captain Lucinda "The Iron Lady" Grimhollow
Faction Name: The Iron Claws Race: Human Background: Lucinda Grimhollow is known as “The Iron Lady” for her cold, unyielding demeanor and for the iron-plated armor she wears into battle. She controls one of the largest fleets in Abaro and has a reputation for maintaining strict discipline among her crew. Lucinda has a vision of turning Abaro into a well-oiled pirate-run machine, where order reigns supreme amidst the chaos. She also maintains a profitable black market for weaponry and mercenary services, often selling her crew to the highest bidder. Operations: Mercenary work, high-profile heists, black market weapons.Captain Thalor “Blackwave” Briarsteel
Faction Name: Blackwave Corsairs Race: Dwarf Background: Thalor Briarsteel is a seasoned pirate known for his ruthless and cunning tactics. His ship, The Blackwave, is a heavily fortified vessel that acts as a mobile base of operations. The Blackwave Corsairs are known for their highly effective sabotage tactics and their ability to disrupt merchant routes. Thalor has a reputation for being a master of strategy, striking at the heart of rival fleets and leaving them shattered. He often deals in illicit goods like slaves, rare minerals, and arcane relics. Operations: Sabotage, raiding rival fleets, smuggling rare goods.Captain Zaryn “Whispering Shadow” Duskwalker
Faction Name: The Midnight Ghosts Race: Tiefling Background: Known for her stealth and silent strikes, Zaryn Duskwalker commands The Midnight Ghosts, a pirate faction that specializes in stealth tactics and subterfuge. Zaryn’s crew is adept at slipping past enemy defenses and striking without warning. She is an expert in espionage and is often hired for high-stakes thefts and assassinations. Zaryn is also known for her ability to smuggle goods undetected into Abaro’s most secure locations. The Midnight Ghosts are as elusive as they are deadly. Operations: Espionage, assassination, high-stakes theft.Captain Yvanna “The Sea Witch” Callis
Faction Name: The Deep Tides Race: Sea Elf Background: Yvanna Callis is known for her mystical connection to the ocean, often using her powers to manipulate water and summon storms. The Deep Tides are a pirate faction that uses magic to overpower their foes, often overwhelming ships with powerful waves or ensnaring them in massive whirlpools. Yvanna herself is a skilled sorceress, and her crew is a mixture of elemental mages and sea-dwelling creatures who can navigate the waters with ease. She holds a cult-like following, and her crew is known to be both devout and loyal. Operations: Water-based magic, storm summoning, control of aquatic creatures, sabotage, and extortion.City Factions
The Shattered Crown
Faction Type: Criminal Organization Background: The Shattered Crown is a notorious underground criminal syndicate that operates in Abaro’s dark corners. They specialize in extortion, smuggling, and blackmail. The syndicate is a loose coalition of pirates, thieves, and even some corrupt officials. Their influence reaches across all sectors of the city, and they are rumored to control several illicit businesses that fund their operations. They are known for their cold-blooded approach to dealing with rivals and are behind many of the secret dealings within Abaro. Operations: Smuggling, blackmail, bribery, underground dealings.The Merchant’s Guild of Abaro
Faction Type: Economic Guild Background: The Merchant’s Guild of Abaro is the unofficial but heavily influential faction in the city, controlling trade and commerce across Abaro. The guild’s members include merchants, shopkeepers, and several wealthy families who have made their fortune from importing and exporting goods. The guild operates within the law, but many of its leaders have deep ties to pirates and criminal factions. Their power is vast, and many of the pirate fleets rely on them for selling looted goods or resupplying after raids. Operations: Trade, commerce, logistics, business dealings.The Shore Patrol
Faction Type: Law Enforcement Background: The Shore Patrol is the closest thing Abaro has to an official law enforcement agency, though their methods are far from conventional. The Shore Patrol is a loose association of mercenaries and former pirates who enforce the Pirate Lord’s will in the streets. They keep the public in check, ensuring that the pirate fleets and businesses can operate smoothly. While they are not known for their respect for the law, they do have a vested interest in maintaining order for the benefit of the Pirate Lords. Operations: Maintaining order, policing the streets, protection for businesses.The Brotherhood of the Black Sail
Faction Type: Pirate Brotherhood Background: The Brotherhood of the Black Sail is a pirate brotherhood that operates in direct competition with the Pirate Lords. They believe that Abaro’s future lies in overthrowing the traditional system of Pirate Lords and taking control of the city. They are anarchistic in nature and believe in total freedom from the control of the Pirate Lords, even if that means violently dismantling the established power structures. They are a ragtag group of pirates, mercenaries, and outcasts who are often seen as dangerous revolutionaries. Operations: Overthrowing Pirate Lords, anarchy, rebellions, piracy.The Guild of Blacksmiths and Shipwrights
Faction Type: Craftsmen Guild Background: This guild is made up of some of the best craftsmen in Abaro, skilled in the art of weapon and armor crafting, as well as shipbuilding. They are considered essential to the city’s survival, as the pirate fleets depend on their finely crafted ships and weapons. The guild holds a significant amount of power, as their products are in constant demand, and their members are often well-paid. Many of the Pirate Lords rely on the guild to maintain their fleets, and the guild members enjoy a privileged position in the city’s economy. Operations: Weapon crafting, shipbuilding, repair and maintenance of fleets.The Arcane Circle of Abaro
Faction Type: Magical Guild Background: The Arcane Circle of Abaro is a secretive and powerful guild of mages and sorcerers that controls much of the magical commerce and knowledge within the city. While not all members are pirates, many pirate captains seek the services of the Arcane Circle for magical assistance, whether it be enchanted weaponry, teleportation circles, or information gathering. The circle is highly selective about its members, often recruiting those with powerful magical bloodlines or rare talents. Though the group itself operates in the shadows, their influence is undeniable, and they play a large role in maintaining the city’s power balance. Operations: Magical research, enchanted artifacts, magical services, secret dealings.The Order of the Silver Tide
Faction Type: Secret Vigilante Order Background: The Order of the Silver Tide is a secretive group of knights, former nobles, and vigilantes who have come together with a singular purpose: to bring down the corrupt, lawless system that rules Abaro. Unlike the more traditional pirate factions, the Order operates with a sense of justice and honor, albeit through extremely covert and often violent means. They see Abaro as a city built on oppression, corruption, and the suffering of the innocent. Their ultimate goal is to dismantle the Pirate Lords' control and restore order to the city, though their methods are ruthless, and they are willing to use any means necessary to achieve their goal. The Order of the Silver Tide is well-hidden, with its members posing as commoners, merchants, and even mercenaries within the city. They have a deep network of spies, informants, and hidden operatives in every ward of Abaro, often using subterfuge and misdirection to keep their operations under the radar. Despite their noble aims, they are seen as an anarchistic, dangerous element by the ruling Pirate Lords, and they are hunted by the Shore Patrol and other pirate factions. Members of the Order are often marked by a silver medallion, shaped like a wave crashing against the shore, symbolizing their struggle against the tides of corruption that threaten to drown the city. Operations:- Infiltration: The Order uses spies and infiltrators to gather information on Pirate Lords, criminal activities, and power struggles within Abaro. They exploit weaknesses in the city’s underbelly, planting agents in key locations to further their cause.
- Assassinations: Targeted eliminations of key figures, including pirate captains, corrupt officials, and traitors. These assassinations are often planned meticulously, and the Order aims to send a message that Abaro’s tyranny will not go unchallenged.
- Espionage: Stealing documents, stealing magic artifacts, and gathering intel on the Pirate Lords' dealings to uncover their vulnerabilities and weaken their grip on the city.
- Underground Movements: The Order often forms alliances with the oppressed residents of Abaro—slaves, common folk, and other disenfranchised groups. They support uprisings, riots, and other movements meant to destabilize the current order.
- Propaganda: Through whispered rumors and secret writings, they sow dissent and encourage the people of Abaro to question the Pirate Lords' rule, spreading the ideals of freedom and justice where they can.
- The Silent Waves: Operatives skilled in stealth, sabotage, and assassination. They are tasked with eliminating the most dangerous and corrupt individuals in Abaro. Their methods are quiet, precise, and leave little evidence behind.
- The Ebbing Tide: A more peaceful faction of the Order, these members work in the shadows to spread dissent through subtle means—rumors, documents, and secret letters that fuel unrest. They work to inspire the people of Abaro to rise against their oppressors without direct violence.
- The Stormbringers: A militant faction within the Order, the Stormbringers believe that to overthrow the Pirate Lords, the city needs to be torn down completely. They plan armed assaults, riots, and other violent tactics to weaken the Pirate Lords’ control.
Alternative Name(s)
Crime City, Dark Town
Type
Large city
Population
30,000
Inhabitant Demonym
Albarans
Location under
Owning Organization
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