
It is Lysdas, 7th of the Month of Rain, in the year 96

Azul & Port Calavera

Pirates of Calavera

Basilisk Tribe


Earning its name from its striking blue waters, the mountainous archipelago sits to the east of south-central Awenasa. With an isolated native population, the islands had remained unfound for centuries until Asturian ships came across it. Discovered with it were rich sulphur deposits and a silent volcano - as well as a gorgeous coral reef that supported all kinds of sea life, and the perfect plants and minerals for the creation of many sought-after dye colours.
Its recent history has been turbulent at best, rife with war, oppression, and criminal activity. In the current day it exists with a fragile peace and prosperity, which could yet be taken away at any moment.
"I can see it in there eyes... They're all lecherous."
- A member of the Basilisk tribe, saying scandalous but true things about the Calavera Pirates


Play As...
Azulan

General Characteristics
Race
Human
Elf
Language
Common, & Based on Origin, Lokyoan (Natives)
Height
162cm - 195cm (5'3 - 6'4)
Hair Colours
Lokyoan - Dark Brown, Black
Pirate - Varies by Origin
Eye Colours
Lokyoan - Dark or Light Brown, Green, Hazel
Pirate - Varies by Origin
Skin Tone
Lokyoan- Tanned
Pirates - Varies by Origin
Ethos
Port Calavera - Bellicose
Lokyoan - Communal
Naming Convention
Port Calavera - Based on Origin
Lokyoan - Hawaii & Polynesian


Azul Rundown
Themes
Port Calavera - Pirates! Port in Paradise, Rebellion against the Asturian King
Lokyoan - Native Islanders, co-existence with Pirates
Aesthetics
Port Calavera - Pirates!
Lokyoan - Hawaiian islanders, tropical tribal.
Unique Aspects
Port Valavera - Pirates, Rebellious in nature, Adventurers & Swashbucklers
Lokyoan - Liberated, New to exploration, Animism, Entangled with Pirates

General Attitudes Towards

Attitude Scale:
Allied
Friendly
Cordial
Neutral
Unfavourable
Antagonistic
War

Gallia:
Are Pirates

Dumanon:
Are Pirates

Great Houses:
Neutral

Custodes:
Neutral

Daurans:
Neutral

Asturias:
Are Pirates

Komanali:
Neutral

Banen’Rhûn:
Neutral

Dynasty:
Neutral

Sasanshahr:
Are Pirates

Ancient Dwarves:
Neutral

Amu-Tep:
Neutral

Turak:
Neutral

Lokyoa and Aether Users:
In general, aether is distrusted yet barely remarked upon or studied in this culture. Due to the small native population of the islands, it has always been very rare to these people, and even rarer that it would be honed into greatness. The terrifying extent of aetheric abilities is largely unknown; when witnessed in the hands of others, it inspires fear.
Lokyoa and Demons:
There is a lack of understanding for demons as much as there is for aether; however, in general, destructive forces and skin-changing into dark, horned figures would generally be seen as a manifestation of volcanic anger, and as such must be neutralised.

When Playing...
When making a Lokyoan, consider how recent history will have impacted their approach. From oppression to fragile liberation, to new opportunities to see the wide world - does your character wish to closely preserve their culture and bring it with them, or are they tempted by the relentless variety of the pirates on the island, and the opportunities on foreign ground?
How will they react to the differences among humans, how will they react to snake-folk and horned mountain-peoples, to monsters and magicks? Of all the origins, Lokyoan's come with the freshest view, yet you must always remember the harm done to them and their home by the Asturian colonisers!
When making a pirate based out of Port Calavera, keep close their relationship with rebellion, crime, greed and adventure. Consider that the actions maketh the man; creed matters very little compared to the ambition and achievements of others.
How does your character feel about authority? Will they maintian the rigid discipline necessary for running and living on a pirate ship? Are their reasons noble or criminal? Do they stick to their code, their flag, or do they hope for a simpler life aground in Nahas? And do they wish to shun Kalahti, or keep the Goddess close in order to keep the seas kind?
“Landing on this island was like jumping into a pile of bright, shining gold.”
- An Asturian merchant.


The History of Azul

It is not quite known how long the Archipelago has been inhabited, but presumably it is hundreds of years. The native population, composed of Elves clearly more related to the Komanali of the mainland than the House Elves, have no written history but an immense oral tradition. They have many wars to talk of and great moments to sing, but these were comparatively small-scale to the future of Azul. To them, it was simply known as ‘The Islands’ around the central Volcano, named Kayacoa. The area was divided into multiple clans, which occasionally battled or allied over different islands and areas, but when the Asturian’s arrived most of the archipelago was under the Basilisk Tribe.
The Asturian ship that first sighted the island was actually headed for the southern coast of Awenasa, but had blown off course in a storm. It didn’t dock, but did chart the islands - half a year later, expeditionist boots hit the sand. The native population was very quickly dealt with once humans had arrived, the threat of the Asturians too great for them to even consider war - and so came the name, El Archipiélago Azul, the Blue Archipelago. Over time the native people were increasingly banished to smaller and smaller islands whilst the rest were combed for valuable resources - many of their leaders had to learn the invader’s language to ensure their survival, and eventually that new tongue dominated the archipelago. By then, Port Esperanza had been built - a colonial town dedicated to the shipping of the islands’ native resources out to the old world and nearer colonies in Awenasa. It didn’t take long for it to be a thriving community for the invaders. Here the natives were not treated well, delegated to the worst kinds of work and paid a fraction of due wages. However, this would eventually change.



The Coup
With the impressive armada of Asturia extending its reach across the waters, it was inevitable that a force would rise up within and without to extort the business it made. The lucrative nature of Port Esperanza had already bred criminal activity, with smugglers abound skimming profits off of the gathered resources - one of the smaller islands nearby, known as Macuya Beach, was actively used by gun powder runners who had found a cave accessible only by water for their stash. So of course, the black flags of piracy soon turned their eyes that way.
Captain Serrano was a navy man who desired a great many riches, no different from your average swashbuckler aside from perhaps his strategic brilliance. He’d been rogue for many years at this point and had several ships to his budding flotilla - but not enough to push the Asturians off of an island by himself. He allied with the native Elves and several other pirate kings from all over the continent, eventually putting up enough of a fight and grand last stand that Esperanza was considered too much of a headache for Asturias to reclaim at the time. Many naval officers defected in the face of loss and strengthened the formidable defence of the archipelago.The alliance between the natives and the pirates was a surprisingly cohesive one - though having a starkly different culture, the island could be made to suit both needs. Serrano and the other corsairs had no need for the natural resources, just a base of operations; which could be as small as Esperanza itself, so it was agreed that unless they desired to live in the port, the natives were free to return to and try to preserve the rest of the islands and their culture along with it.
Captain Serrano organised with multiple ‘legitimate’ merchant companies, ones he had a long-standing relationship with, which created a reliable place for pirates from all over the world to come and fence their goods to the mainland. It is a place of churning gold, and ushered in an era of unprecedented profit for pirate vessels. Piracy was by no means new before Esperanza was renamed to Calavera, but it had now reached its Golden Age - and every exchange made, a cut of it all went straight to Serrano. It is said that an entire wall of his bedchamber is made out of stacked skulls of dead, loyal navy men; and each one is covered in real gold.
“Did you hear that Ruddy the Bloody strapped one of the Officers to the front of one of his guns,
and shot a cannon straight through the bloke’s belly?”
- An impressed pirate.


Azul:
Civilization & Politics

Port Calavera
With Serrano’s fleet now being used to ferry goods between the islands and the mercantile fences, other pirate lords dominated the hunting on the waves. The port town became a debaucherous, dangerous place full of debauchery and yet for many, it is their only safe harbour. Natives found fair enough wages and some joined ships to see more of the world, though most retreated back into the wilds to live their these years with their traditions. Brothels and taverns thrive but are not the only prospect for women here - with some pirate ships willing to take a lady or two aboard and lots of varied labour being left to them whilst the majority of men sailed away.
The actual ‘culture’ of the place is as varied as the people who make use of the island, but a persistent theme among these men and women is a strong respect for the sea and importance placed on superstition - and the near-fanatical worship of Kalahti.
The market became one of the most varied in the world for clothes, food and dyes. Fashion became increasingly popular and valued among pirates now that they had a means to get hold of and actually keep fine silks and leathers. Exotic animals also often found themselves in cages on these streets, sold to the sailors and madame’s in strange attempts to show off wealth. It became one of the few ways for rich men of the mainland to acquire some of these beasts too - illegally, of course.
Feuds and murder are not uncommon in these blue waters, but Port Calavera maintains a certain unbalanced balance to it all - and with the instability of the new world, the ambitious place turned its eyes there as well, with an increasing number of hunter ships being found off mainland shores. Undoubtedly, Serrano’s company will find a way to make profit from the turbulent politics of the west.


The Natives
The natives to these islands simply referred to themselves as “The People,” with tribe and clan names taking precedence. In their language, this would be Lokyoan, and Lokyoa is the name of the largest central island which now supports Port Calavera. Lording over Lokyoa, containing the volcano, was the Basilisk Tribe - with a considerably higher population than the other communities. When it was found, these clans were in a period of hardwon peace, and that sentiment strengthened between them with the introduction of outsiders.
Overall, they are warm-skinned people with large, almond shaped eyes and broad, flat noses. Their stylings were tribal, but very colourful due to the abundance of dye sources on the islands - tattoos were incredibly important to the Lokyoans, and in each tribe the gaining of certain lines and symbols on their bodies would indicate things like achievements, skills and reference members of their families.
Their faith is animistic, though in recent years has grown to include Kalahti as a named God. They have lots of myth around the spirits of the island, and some have blamed the arrival of Asturias on an imbalance between the Basilisk tribe and nature - though it had been a time of safety beforehand, so this is likely just a method of coping and finding something to blame. The Volcano, Kayacoa, is almost a God by itself, seen as a sentient and sleeping giant of nature, who judges them with fierce rumbles and an ever-present threat of end times. It erupted once in the far past, and the Lokyoa believe it was subdued by the spirits of nature, who grew fierce and green upon its cliffs and heights in order to soothe Kayacoa’s rage; the blanket of foliage and the songs of their ancestors lulled Kayacoa back into a deep sleep. The reason for its eruption is most often credited as being a result of a great hurricane, a word which comes from the Lokyoan people, that threatened to tear the islands into the sky - Kayacoa opened to swallow the hurricane, but battled the furious energy within until soothed by the forces of the island.
"The in-landers have a certain bit of savagery about them... Perfect to scare the merchants with. Ask the chief if you can borrow his paint."
- Pirates, plotting to use fear as a tool to make large gains without a fight


Azul:
Faith

Due to the fact that pirates hail from all over, just about every faith can be found on Azul. Even Elves have set sail with human crews, meaning everything from the Divine Court, to the God Cards, to Sasanshahr’s Wisdom are around in decent measure. It isn’t where you’ll find the most devout worshippers of these faiths, however, with one exception. A separate God, sometimes considered an additional Outsider God to the humans, has risen drastically in popularity - because without Her favour, odds of survival are far, far worse.
A force of nature personified, Kalahti is a name echoed by worldly sailors all over the seas. No matter a man’s heritage, when he steps upon a boat, he must put his faith in Her; within and without all pantheons. Though many may squabble over their Gods, Kalahti is a common ground on the waves and in most significant port towns. She is as much a Goddess that you would worship as you would appease, with Her great and terrible abilities to mould the ocean into a dangerous or fortuitous place. Her domain ends at the shore, but for those who must rely on the waters for their lives, She cannot be forgotten.
Though widely worshipped, the way She is depicted is very varied. Sometimes, She is a monstrous figure, scaled and finned - with large tentacles that could scuttle a boat with one swing. Other times She is calm, or made of the water itself, or even a woman physically bound to the depths. The consistent element is femininity - breasts, the shapes of long hair and gowns (even if portrayed as veils, tentacles or fins) and this has influenced the way women are regarded on the waters. There are two chief superstitions; the first, that a woman on a boat is bad luck, inviting Kalahti’s jealousy. The second is that naked female figures and carvings are good luck, as they represent Her. Hence, many ships have mermaids and maidens as their figureheads.

Worship
Without much presence of priests or scholars out at sea, most of Her worship is primitive lip service and simple artistic renditions. It is very common practice for boatswain’s and their mates to carve and cast totems into the waves for Her favour - especially figurines carved from jetsam or old pier wood. Wine is poured over the side of boats before their maiden voyage, and songs are sung to quell the first buds of violent waves. Sometimes these actions work, and of course, sometimes they do not; for Kalahti is as unpredictable as She is majestic.
However, a few seaside cults have risen in coastal caves, where the denizens commit to a life half-severed from the land, only venturing out when the tide is low and living off of Kalahti’s bounty. Some of these dedicated souls have learned that She does answer ritual asks, though to call upon Her is frightening and risky.


Monsters and Beasts
The world has long since learned not to disregard the cries of a man who has seen a deadly creature at sea. All life under the water belongs to Kalahti; from dolphins and deep-sea lampfish who have been known to provide guidance and signs to lost sailors, to engorged sharks and basilisks that have wrought entire crew’s doom. To some, it is considered extremely bad luck to take sealife from the waters for non-vital purposes. Believing that overfishing, or catching fish for aesthetic water features, is a chief way to earn a visit from the more brutal and giant creatures from the depths.
There are very few survivors when Her greatest children attack - but great tentacles have been seen lashing into galleons on the horizon, and giant bladed fins have been spotted slicing through the surface over the deepest parts of the ocean.
These are a fact of life, a force to be reckoned with when someone chooses to make their fortune upon the sea. Kalahti invites many to Her waves, but should they sail where they are not wanted, these monsters will make Her displeasure very, very clear. However, there’s plenty of smaller critters in Her domain that bring death too - such as the aptly named Asturian Man o’ War, a jellyfish with envenoming tentacles.

The Kingdom of Asturias sports evidence that even the mightiest beasts of Kalahti are not immortal. Though man may never boast a win over a colossal basilisk, time certainly can. On a southern beach on the Asturian mainland, the bones of such a creature lay scattered - likely having died to old age or perhaps having been cast off by Kalahti Herself. Its ribs are as large and embracing as a cathedral, and its teeth twice the length of any two-handed blade. Some scholars have studied it and attempted to theorise what it once looked like flesh and all, but there’s never been a better specimen available to confirm their designs.
A few of its teeth were taken in order to try and create weapons from the material. It actually proved to be too easily blunted, and ultimately only a small piece was ever used. It was sculpted into a ceremonial dagger for King Rodrigo Diaz de Asturias II, believed to have some minor aetheric connection to the sea despite its uselessness in battle. The dagger itself was also adorned with an orange sapphire and trims that invoke the images of frilled-fin sea monsters. It’s both pretty and brutal, an ode to the Goddess herself. This remains a well-guarded treasure of the Kingdom to this day, and is the closest thing Kalahti has to a true relic.

"I ain't goin' to have teeth left with these..."
- A sailor complaining about Hardtac


Azul:
Norms & Culture

Native Culture
Lokyoans place an immense value upon family. Typically, couples will have numerous children, which are taken care of somewhat communally within the tribe. Though there has been periods of conflict between the various tribes, within each clan they are generally very trusting of each other, and this has bonded the entire archipelago together in recent years. They have a specific greeting between close friends and family that involves the gentle touching of their noses together, regardless of gender or difference in authority. It is seen as platonic.
The waters around the island hold a special place for the native elves; sailing for fishing, fun, and competition has been a core part of their identity for years. Their food reflects this, comprised largely of seafood and fish, and there are often challenges between fishermen to catch rarer or more resilient things for important feasts. Other island food often involves fruit like coconuts, papaya, bananas and breadfruit - and vegetables like taro and potatoes. Dinner tables of Lokyoa families are typically vibrant and there is an artform to the arrangements.
Though they live off of the water and the islands, they have a steadfast rule that what is of the island should not leave it. Some purists apply this to the natives themselves, but it is moreso intended as a reference to the food, sand, shells, and so on of the archipelago. With the Asturian abuse of the islands, reaping things and taking them all over the world for profit, this tradition is more alive than ever for some of the elves - and far less meaningful for others. Some bring trinkets to the New World but most will not.

Pirate Culture
It is a common misconception that pirates live completely wild, lawless lives. Port Calavera may feel this way ashore, but the sailors that come and go are no strangers to discipline. These men and women live by strict schedules, codes, and lifestyles - as without these, their ships would sink without the help of a cannon.
They often refer to their way of living as 'four hour lives.' This is because things on a ship are generally done on four-hour rotation. Two four-hour sleep schedules with work in between, with most men having several jobs around the ship and belonging to varied 'departments' within. They stick rigidly to these plans, but do enjoy scheduled time off. Its very common for pirates to have an entire band of musicians aboard, who take at least one day a week off of their duties in order to play for the crew to keep up spirits. Music, either instrumental or shanties, are both of incredible importance to pirates.
Entertainment aboard is otherwise limited. Gambling is almost universally banned on ships, along with other things that can cause violent strife between crewmembers. Ashore in Port Calavera however, basically anything goes - so you better make the most of your time aground!
The main foods on board these ships are things like poundcake and hardtac, that would either last long or be edible even when rotten or soaking wet. Legumes, rice, fish, salted meat, cheese and alcohols tended to complete the diet; but some ships even kept live animals like chickens aboard, in order to get their hands on fresher food with better regularity. High temperatures and dampness at sea meant fruit and vegetables spoiled and decomposed quickly - so many sailors get sick with scurvy, and have become incredibly grateful of the exotic fruits in the archipelago.
Despite their rebellious history, pirates tend to take hierarchy very seriously. Every man gets a share, but the Boatswain, Carpenter-Surgeons, Quartermaster, Captain and of course their mates generally got one and a half or two shares of every bounty. There was a lot of room for promotion on these ships, as every job was tiered and sometimes lesser rewards like extra rations were given for the heavier lifting or more dangerous work. Everyone was expected to be capable of fighting, so that was not considered a unique role. All this said, mutiny is very real, and the idea of the 'Tyrant Captain' is reviled and invites rebellion from within a crew.
Democracy is a huge part of running both a hunter ship and Port Calavera. Pirates take their personal ability to vote very seriously; on all major matters, crewmembers get a say. This continues in port, though elections are sporadic and only those currently on the island when one takes place can take part. The only exception to the democratic approach is during active combat. Once a fight has begun between ships, the Captain assumes total control and is generally followed to the letter. This responsibility falls directly to Captain Serrano in the Port, and applies to all crews present beneath him should the archipelago be attacked again. However, if a Captain makes disastrous or abusive decisions during a battle, he may find himself overthrown afterward - but the matter is always settled after they have all gotten out alive.
The final important thing about pirate culture is their codes. Every ship has its own code, but they are often similar to eachother. Common laws include;
-
Every man gets a vote.
-
Every man gets a stake of any prize.
-
All provisions are shared equally or accordance to role. No preferential treatment is to be given by cooks or other such roles.
-
Disagreements are solved at shore (after the work is done) and if the accused doesn’t submit to trial, it comes to duel. First to draw blood wins - on most matters.
-
At trial, the Captain and the Quartermaster decide the punishment of the guilty party.
-
When meddling with a woman without her consent, the offender is put to death.
-
Stealing from one another, or falsely accusing another of theft, is punishable by death.
-
Once combat has begun, Captain’s orders are to be followed without discussion.
-
No gambling or wagering on the ship.
-
If a limb is lost on a hunt, the victim is given 50 gold in compensation, and is allowed out of his contract should he wish it.
Generally, these are only expected to be followed whilst on the ship in 'active duty', and there will always be rulebreakers in this hardened group of criminals, but due to the widespread nature of similar rules, they are also similarly followed in Port Calavera.


Marriage, Social Status & Sexuality
Due to the utter lack of professional infrastructure and cohesion in Azul and Port Calavera, most marriages are simply symbolic and there’s next to no judgement of people for their sexualities. It is a place of immense freedom. However, women are not treated entirely well; people fear making Kalahti jealous, so many pirate ships refuse women travelling abroad with them on hunts.
For the natives, similar to the Komanali, they believe in soulmates and kindred, and that often transcends gender and even traditional monogamy. Their marriage ceremony typically involves a great feast and an exchange of hand-woven circlets made of local flowers.
Marriage ceremonies where sailors marry Kalahti Herself are surprisingly common. It involves binding oneself with ties of seaweed about the wrists and ankles, and surviving laying on a beach with the tide coming in for a night. Afterwards, sailors believe they have much better fortune at sea.. Unless they are unfaithful, of course. Some describe the experience as euphoric.
"I do that quite a lot yet people are always surprised."
- Captain Richard Starling, after being accused of telling the truth.


Azul:
Reputation & Interactions

The reputation of both the natives and the pirates of Azul is generally negative, as they are simply far too embroiled in notions of criminality. However, there are no guarantees of negative feelings either toward or against most cultures, as overall those from Azul are an open-minded, or just gold-minded, bunch.Asturian loyalists however, will be a life-long enemy.
Komanali are known for accepting Lokyoans who find their way to the mainland, unless they are rejecting their culture in hopes of fitting in with pirates or more advanced settlements. The ignorant many, be them humans, Banen’Rhun or house elves, typically mistake them for Komanali on sight.
Author: Oakbug
Contributions by: Hokan
Page Created by: Hokan