Paruga Organization in Venya | World Anvil

Paruga

All of sun and sea are born free, and die free

Written by Yerran

The sound of violence is as common as the drunks I step over in the street. If a place was to be free it would be here, though that freedom is at the expense of security and safety, words that do not exist in the rowdy chatter of this city.  

The City

Paruga is considered a cesspool of chaos by other nations, but boasts itself as one of the last, truly free places upon Lenwir. Some go about their lives in this colourful city with relative normality, so long as their skills are valuable. Any lacking these skills, or fortune usually align with one of the three families fighting for power over the island chain. Each has deep pockets, their own fleets and a small armies of pirates at their beck and call. The family’s underhanded trade, assassinations and constant brawling only cease when their livelihood and freedoms come under threat from invading monsters, nations or other pirates foolish enough to enter their seas.

Each family has their own landholdings and bases across the island, and Paruga generally has a no combat between crews rule, though one that is regularly broken. This is meant to keep the status quo of the island and is managed by Captain Gorkog Armbreaker, a half-orc who wished to run his own crew, but struggled to get over his crippling sea-sickness. Instead opting to run his crew upon the island, taking over 'Keep Kannon' and tasking himself with keeping the peace as well as the island safe. His appointment was confirmed by the 'Captain's Council' and he regularly journeys out to split the skulls of those stupid enough to break that peace.  

Recent Developments

Recently the 'White Cutlass' family has risen to prominence, though their sudden domination has left the other families shocked. 'The Red Scarf' and 'Black Powder' families are on the back foot, but are determined to find out where this sudden fortune and power have come from. Either to thwart it or gain it for themselves. In hushed tones in the markets and dens of Paruga, the everyday person speak of a day of reckoning approaching, where the White Cutlass makes a play for the pirate throne, removing the other families in the process.  

The Families

White Cutlass

Leader: Demelza 'Cutlass' Salvator
Calling the south of the islands home, they have set up their own town there to manage their assets and keep their secrets from the others. They have named the island and their respective base 'Cutlass Pinnacle', though have further holdings across their island, the Celean Isles and the Sunset Isles. The family has the most ships and though they typically pilot smaller and faster craft they possess several frigates of their own. Currently the largest family, having ramped up their recruiting in recent years. They are mainly responsible for the drug dens on the Sunset Isles as well as the wealth accrued there and have taken to recruiting Celeans into their crews. The waterborne nymphs have proven invaluable in trafficking and smuggling across the isles as well as espionage. The family has been experimenting with drug infusion for stronger and better soldiers, though hasn't quite perfected the recipe, leaving scenes of horrifying experimentation for the seagulls to pick at.  

The Red Scarf

Leader: Ware Lynk, 'The Debonair'
Calling the north west of the islands home, they have set up a base in Redmoon Bay. The Red Scarf boast the best trackers, blockade runners, smugglers and agents of all the other pirate crews. The closest crew to an actual nation's navy, but with far more specialists. This is not a coincidence as agents often contact The Red Scarf for contracts, information and other illicit goings on. Eventually those agents use up their usefulness or learn one thing too many and must flee. Those that manage to escape their eventual bout of usefulness end up making their way to Paruga and into the open arms of 'Ware Lynk' a man as sharp as a blade and as quick as one too. Once a minor noble of Rednan and one of their top agents, he disappeared after a mission in which he was the only survivor, only to appear in Paruga a few years later. He quickly worked his way to captain status, becoming the favourite to the last of the Red Scarf's dying family and was declared the heir, a thorn in the side of the 'White Cutlass' who wished to see the family crumble. Since then they have become a formidble fighting force as well as skilled agents, though they number almost half that of the 'White Cutlass'.

Black Powder

Leader: Gorgin Firebeard, The Slayer of Salmela
Calling the north-east of the islands home, they have set up their own town there, afar from the prying eyes of their competitors and named it 'Kegboot'. The Black Powder family is the only non-human family in Paruga having descended from a tribe of dwarves and iron gnomes that sought freedom from the Dwarven Enclave several hundred years ago. They foreswore their oaths of kinhood and remade new oaths, sealed with the burning of black powder across their forearms. These become intricate tattoos that burn like dull embers in darkness, and are impossible to replicate through other means, allowing them to clearly identify those within their family from potential imposters. All who are inducted must undergo this ritual scarring. The Black Powder family is known for its explosive and inventive ordinance and though it is the smallest of families, they make up for it with their technology, renowned marksmanship and ferocity.
Not signatories of the Unitum Pact. Believing a pact of this kind would tie them to obligations they care nothing for and impact their ideals of a 'freedom'.

Type: City State


Population

97, 000 (60% human, 6% dwarf, 5% gnome, 29% any races)  

Government

Ruled over by 'The Captain's Council' any man, woman or creature with a ship can attend the monthly meeting and vote. Some votes weigh more than others, depending on the captain's renown. The three founding families have permanent seats upon the council and will break any tied issues.  

Defense

Three main factions each with a dozen or so ships flying under their flag and twenty or so 'privateer' captains, who owe allegiance to none of the families but are sworn to defend Paruga should it come under attack. Though whether their word can be depended on varies from crew to crew. Each ship has between 50-200 pirates aboard, and Paruga itself has an ancient keep atop the city's cliffs.
 

Commerce

Most commerce that comes through Paruga is from those that seek to circumvent the laws of nations. Nobels of Sabal, Nemir, Rednan and Alenia sometimes fund crews for expeditions they would prefer to keep secret, though most of their wealth comes from raiding, stealing and looting vessels, lands and ruins of other nations. Some food and wealth is manufactured within Paruga, but it is mostly industry, turning stolen materials and items into weapons and tools for the families.
Type
Illicit, Pirate Crew

Area

  Paruga

Freedom of Life

All you desire can be found in Paruga, whether it be the coaching houses of the docklands, the drug tents of the sunset isles or the empty sandy beaches. If something cannot be found, or your tastes are particularly selective, usually a crew or agent of sorts can be commissioned, for the right price, to fulfil your desire, whether it be carnal, wealth or vengeance. It is truly a place of uninhibited desire and violence, though be careful you yourself do not fall upon the wrong end of another's commission.

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