Dyl 2088 Share Posted December 2, 2020 “The sea knows no master, and all who sail, sail with Her permission.” Origin Founded in the First Year of the Second Age by Leopold de Helena and Theodore Mane, and built using the blueprints found in the study of Daniel Louis d’Arkent, the Cove of Freeport is a haven for all who seek to sail the sea without the shackles of any overlord. The cove is an independent entity, it holds no allegiance to anyone other than its inhabitants. However, the cove also acts as a base for many independent sailing groups or companies. Governance Freeport is governed by the council of the Captains and Crew who occupy the port. The council selects one Captain from among them who they believe should be responsible for looking after and protecting the cove from those who wish to disrupt its freedom. This Captain acts as the leader and representative of Freeport to other Nations and Settlements. The Judge sees all types of cases, no matter how strange There is no clear legal system in Freeport, but rather an independent resident of the cove is appointed as the Judge. The Judge presides over disagreements between crews that cannot be settled and various matters relating to the non sea-faring population of the settlement. They typically serve this duty till death, which for life in Freeport, is a lingering way of life. Life of its People Pirates, sailors, and privateers drinking in the tavern The Cove of Freeport is a natural trade hub. Merchants from all over the world congregate in the cove to sell their commodities. The cove is thought to have some of the cheapest prices around due to lesser restrictions being placed upon the merchants. There is a plethora of liquor to be found in the cove, from rum to whiskey, it can all be found here. As a result, the chief export and import of the cove is normally alcohol. Owing to the fact liquor is the chief export and import, it should be no surprise that drinking is a favorite pastime. After long voyages, sailors gather around fires or the tavern and tell their tales. Festivals and parties often get rowdy as the sailors continue to drink. Drinking contests are common as well as contests of who has the stronger alcohol. It is not strange for taverns to run out of alcohol by the end of the week, as sailors tend to drink large quantities of it. Liquor is one of the most valued things in the cove, but of course sailors value their ships above all. The appreciation for ships and the sea runs deep throughout the port. Captains often argue about who’s ship and crew is better. However, these debates often do not turn violent, as these spats are usually settled through comparing adventures and the treasure garnered from voyages. If a ship is damaged, the port’s shipwrights inspect and repair ships, only adding to the importance of ships as a centerfold of the port’s culture. The Cove Freeport is located on the eastern shores of the southern conteintnt of Almaris. For those not traveling by sea, one can find this cove leading out from the road of The Kharasi Oasis in the south and travel past the Druidic Grove. The Salty Dog Tavern Celebration is a common occurrence in Freeport. It takes very little to inspire them to party. Whether it be a long voyage or a small fishing trip, the people of Freeport will celebrate either way. The Salty Dog Tavern lays host to many of these parties, but oftentimes they will spill into the streets and leave both the tavern, and various parts of the town in a mess. Sailors returning from their voyages travel to the tavern for a drink and home-cooked meal, life on the seas in rough and rations can often run low, so the Salty Dog Tavern acts as a second home for many of these sailors. They can find comfort knowing a nice meal and some sort of alcohol awaits them. Stories are another attraction to the tavern, due to sailors and visitors coming to it, the tavern as a result is filled with storytellers. Musicians are also commonplace, as they too have a story to tell through their various songs. As a result, it is said the tavern is never quiet. It is one spot in the city said to never sleep, as songs and stories will always be told through the night. It is common to find some people slumped over their tables or resting on the floor of the tavern after a night of partying and storytelling. The Shipwright’s Guild The sea is a dangerous place, those who believe the sea will not challenge those that sail are foolish, and will find themselves resting in her graves. Ships will be damaged while sailing, so there must be a means to repair or make improvements. The Shipwright’s Guild repairs ships after a voyage. Henry d’Arkent, son of Daniel d’Arkent, has spent many hours improving his skill in building ships, something which the Shipwright’s Guild teaches. If one wants to learn how to design a ship, they may seek out a shipwright who will see if they are worthy to learn how to design ships. Be warned however, it is not guaranteed that the shipwrights will teach. Ships may also be purchased from them. They will do commissions for a fee and design a vessel from the contractor. The Ships from Freeport are some of the most reliable on the seas. Opportunities There are plenty of opportunities for those wishing to settle in Freeport, whether a sea-farer or not, the port has many ways to make a living. Currently, the Captain and Judge of Freeport are seeking out those wishing to take part in these areas of life: Joining the Shipwrights Guild Port Blacksmith Managers and Staff of The Salty Dog Sailors, Fisherman, Butchers and other Laborers Merchants of various wares. For all those seeking new wealth and opportunities, seek out Freeport and start your new life. ((Join the discord: https://discord.gg/4743E6aWqK to get set up and seek us out in RP)) OOC: This location is meant to help facilitate and bring about pirate, privateer, or just sailing rp. The purpose of the port is to create an anchor for which the people who wish to sail have a place to return to and to rp when they are not sailing or doing events. It is obvious that ship/sailing rp by itself cannot keep a crew alive as it would create a strain and be too stressful due to the fact events would be needed nearly 24/7 in order to keep interest. The cove exists to alleviate that necessity and allow for rp to be created on its own. For the most part the cove will act as any other town, but with pirates/privateers there, naval events can be held or fishing rp or whatever else may come to mind. There are a lot of possible events which can be ran with boats, while pvp is out of the question, crp is not. With the re-introductions of cannons, rp naval battles can be fought or ran as events. The other big thing which can be done are sea monster events or diving for treasure. All of these are things which plan to be brought into fruition with this settlement. The goal is to make something which is a new experience. This settlement, of course planned to be made primarily out of pirates, will owe its allegiance to no one but themselves. That being said, it is planned that as long as people follow the law of the land, they will be let in. There is always some desire for people to rp as a pirate, and with this settlement, that desire may become real, Link to post Share on other sites More sharing options...
Marquesa_ 298 Share Posted December 3, 2020 “Why does my halfwit of a son not use the surname his father and I lovingly gave unto him and his siblings,” Renée made pronounced in a displeased manner to a confidante. “Ah, I know why,” she began, wagging one of her supple fingers about, “He has made it abundantly clear that his sole purpose in this world is to be Anne’s mangy dog, complete with a dung-coated pirate costume.” the lady emitted with venomous disgust, jumping up from her seat and marching off. Link to post Share on other sites More sharing options...
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