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{{Haven}} |
{{Haven}} |
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{{quote|''"For us pirates, the seas will always be our home. We spend most of our lives upon our ships, rarely ever taking the time to rest at a town. This is still true today, but all pirates around here know that there’s at least one place that’s always got its doors open to them.''"|Mikhor Futhiel, current Fleet Master of Fleet-Town}} |
{{quote|''"For us pirates, the seas will always be our home. We spend most of our lives upon our ships, rarely ever taking the time to rest at a town. This is still true today, but all pirates around here know that there’s at least one place that’s always got its doors open to them.''"|Mikhor Futhiel, current Fleet Master of Fleet-Town}} |
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{{Infobox Settlement|title1=Fleet-Town|caption1=The emblem of Fleet-Town|old_name(s)=|official_name=The Free Settlement of Fleet-Town|affiliation=Independent pirate settlement|region=Varies, often in the Cutthroat Sea|system=|planet=[[Haven]]|continent=Off the coast of Barquiel|area=|founder(s)=*Vangel Flint|established=23rd of Newlywed’s Star, 2701 YM| |
{{Infobox Settlement|title1=Fleet-Town|caption1=The emblem of Fleet-Town|old_name(s)=|official_name=The Free Settlement of Fleet-Town|affiliation=Independent pirate settlement|region=Varies, often in the Cutthroat Sea|system=|planet=[[Haven]]|continent=Off the coast of Barquiel|area=|founder(s)=*Vangel Flint|established=23rd of Newlywed’s Star, 2701 YM|demonym=Fleet-Towner|government=Democratic council|governor(s)_or_rulers(s)=*Fleet Master |
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*Fleet Council|famous_landmarks_and_attractions=*The Shark’s Bite |
*Fleet Council|famous_landmarks_and_attractions=*The Shark’s Bite |
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*Harald’s |
*Harald’s |
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*Information brokering|currency=No official currency, takes coins from multiple nations as long as they have value|corporations=|quality_of_life=Varies|image1=|Banner|seat_of=Fleet Council|known_for=}} |
*Information brokering|currency=No official currency, takes coins from multiple nations as long as they have value|corporations=|quality_of_life=Varies|image1=|Banner|seat_of=Fleet Council|known_for=}} |
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== Overview == |
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'''Fleet-Town''', also known as '''The Floating Den of Depravity''' and known formally among the locals as the '''Free Settlement of Fleet-Town''', is a floating pirate town made out of cobbled-together sailing ships that travels around the oceans of [[Haven]]. Located primarily within the [[Cutthroat Sea]], the town is home to some of the most notorious pirates on the western coast of [[Barquiel]], attracting scoundrels, ruffians, smugglers, and ne’er-do-wells from all walks of life. It is said that one cannot be a pirate without having visited Fleet-Town at least once in their lives, and many pirates see it as a rite of passage to visit at least once. |
'''Fleet-Town''', also known as '''The Floating Den of Depravity''' and known formally among the locals as the '''Free Settlement of Fleet-Town''', is a floating pirate town made out of cobbled-together sailing ships that travels around the oceans of [[Haven]]. Located primarily within the [[Cutthroat Sea]], the town is home to some of the most notorious pirates on the western coast of [[Barquiel]], attracting scoundrels, ruffians, smugglers, and ne’er-do-wells from all walks of life. It is said that one cannot be a pirate without having visited Fleet-Town at least once in their lives, and many pirates see it as a rite of passage to visit at least once. |
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Unlike many pirate dens, Fleet-Town is unique in that it has the ability to sail around the ocean, providing a mobile home that’s always one step ahead of the law. Countless vessels have been thrown on a wild goose chase in their relentless pursuit of the town, the pirates always managing to outrun their pursuers. Even the [[Westland Empire’s]] admirals have been scratching their heads for centuries trying to find a way to trap and destroy Fleet-Town, though any efforts come up short. |
Unlike many pirate dens, Fleet-Town is unique in that it has the ability to sail around the ocean, providing a mobile home that’s always one step ahead of the law. Countless vessels have been thrown on a wild goose chase in their relentless pursuit of the town, the pirates always managing to outrun their pursuers. Even the [[Westland Empire|Westland Empire’s]] admirals have been scratching their heads for centuries trying to find a way to trap and destroy Fleet-Town, though any efforts come up short. |
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== History == |
== History == |
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Latest revision as of 01:01, July 10, 2025
"For us pirates, the seas will always be our home. We spend most of our lives upon our ships, rarely ever taking the time to rest at a town. This is still true today, but all pirates around here know that there’s at least one place that’s always got its doors open to them."—Mikhor Futhiel, current Fleet Master of Fleet-Town
Fleet-Town
The Free Settlement of Fleet-Town
Fleet-Towner
Independent pirate settlement
Varies, often in the Cutthroat Sea
Off the coast of Barquiel
Fleet Council
No official currency, takes coins from multiple nations as long as they have value
- Piracy
- Smuggling
- Trade
- Mercenary work
- Information brokering
Overview
Fleet-Town, also known as The Floating Den of Depravity and known formally among the locals as the Free Settlement of Fleet-Town, is a floating pirate town made out of cobbled-together sailing ships that travels around the oceans of Haven. Located primarily within the Cutthroat Sea, the town is home to some of the most notorious pirates on the western coast of Barquiel, attracting scoundrels, ruffians, smugglers, and ne’er-do-wells from all walks of life. It is said that one cannot be a pirate without having visited Fleet-Town at least once in their lives, and many pirates see it as a rite of passage to visit at least once.
Unlike many pirate dens, Fleet-Town is unique in that it has the ability to sail around the ocean, providing a mobile home that’s always one step ahead of the law. Countless vessels have been thrown on a wild goose chase in their relentless pursuit of the town, the pirates always managing to outrun their pursuers. Even the Westland Empire’s admirals have been scratching their heads for centuries trying to find a way to trap and destroy Fleet-Town, though any efforts come up short.
History
Driven from the Shores (Pre 2700 YM)
It is a common understanding on Haven that wherever there are coastal settlements, there will always be pirates dwelling there. Pirates have been a constant of maritime life ever since the first sailors set out onto the open waters, particularly in places like the Cutthroat Sea. Go into any tavern or bar at a port town, and one would likely find a band of buccaneers making merry and gambling while regaling an audience with their stories of swashbuckling. Of course, these tales have led many to become pirates themselves, with even naval personnel deserting to pursue a life of adventure.
But a town can only have pirates for so long before they start bringing trouble. Drunken brawls, thieving and looting, and outright murder are all too common in places where pirates congregate. As such, it falls to the lawmen to drive the pirates away, forcing them back out to sea or killing them to save the trouble of any future issues. Bounty hunters also present another serious problem, as the bounties on many pirates’ heads are enough to allow someone to live comfortably for the rest of their lives. The fights between hunters and hunted often end up causing mass damages to both property and unfortunate bystanders.
Between ruthless law enforcement and relentless bounty hunters, pirates were finding themselves being forced out of coastal settlements at an ever increasing rate. The lack of places to go meant that those few towns friendly to pirates found themselves becoming quickly overcrowded, their docks packed to the brim with dozens or even hundreds of vessels trying to find a place to moor at. Some impatient pirates simply fired on others in order to claim a spot, often causing a chain reaction that resulted in an all out massacre that saw whatever settlement they docked at burning to the ground.
An Enterprising Idea (2700 YM)
In response to this crisis, many pirate captains of the Cutthroat Sea came together in order to come up with a solution to the lack of available ports. Some suggested conquering existing port towns for themselves, though that would undoubtedly draw even more attention from the Westland Empire, so the idea was shot down. In the midst of the argument, an enterprising captain by the name of Vangel Flint proposed an idea so ludicrous, it just might work. They would build a new home, but not one on land. Instead, they would use their own ships to build a floating settlement that they would run on their own.
Most of the other captains laughed down Flint’s proposal, though some saw the potential in his idea. However, while Flint was able to secure himself a loyal band of followers, they had one small issue: they lacked the numbers and materials to actually make Flint’s idea a reality. Even with their own ships they couldn’t build anything large enough to count as a proper town. For months they tried to convince other pirate crews to join them and donate their ships to the cause, but they were either heckled at best or threatened with violence at worst. Just when it seemed all hope was lost, one of Flint’s men received information that was just too good to ignore.
According to the rumor, the Westland Empire had decided to hold a naval recruitment drive at the port city of Squid Row, with several powerful warships docked there. With that information in mind, Flint and his fellow captains immediately began planning what would go down as one of the most infamous heists in pirate history.
The Squid Row Heist (16th Day of Silver Ash, 2700 YM)
Squid Row, named as such for its numerous docks that curve and bend like the tentacles of a squid, is one of the Westland Empire’s most important port cities on its western coast. The sprawling docks provide ample space for its warships along with a largely able-bodied populace who just need a little push to become sailors. As such, the Empire occasionally hosts naval recruitment drives at ports like Squid Row as a means to acquire more manpower and boost morale. During these times, only a few of the crews remain behind to keep watch over the ships, an opportunity that Flint and his gang couldn’t afford to miss.
If their dream of a new home were to come to fruition, they would need to steal several of the docked vessels and somehow escape with them. To achieve this, Flint dispatched undercover agents to pose as civilians and fraternize with naval personnel, feigning an interest in joining the navy and getting them to unintentionally drop details about their ships and how many guards would be stationed aboard them. Flint’s agents managed to swindle numerous seamen into giving up valuable intel, one that he and the other captains would use to plot for the coming heist.
On the biggest day of the recruitment drive, a parade was held that saw thousands of sailors marching down the streets of Squid Row as the people cheered them on. The port’s reigning admiral, Maria “Mighty Marie” Bruselli, gave a speech praising the values of the Westland Empire to the crowd and unveiled numerous new warships for the Empire’s fleet. However, the excitement quickly turned to confusion when half the ships started pulling away, sailing out to sea. Maria’s blood boiled when she realized what was going on.
Indeed, Flint and his merry men had snuck themselves aboard the ships the previous night, killing the few guards stationed to protect them. When the signal was given, they rushed for the sails and dropped them as fast as they could, making for open waters as an enraged Maria ordered her men to give chase, boarding the other half as they pursued the thieves.
The chase lasted for hours, the experienced Imperial crews firing skillfully-placed shots into the pirates’ sails. When they were slowed enough, Maria ordered her ships to encircle the pirates in a pincer maneuver, trapping them as cannon fire pounded them from all sides. Just when it seemed like it was over for Flint, the other pirate captains with their ships came to reinforce the beleaguered pirates, distracting them by blasting apart their sails and rudders.
With the navy ships slowed to a crawl, Flint and his men could safely evacuate. However, Maria was not about to let Flint and his sea rats escape so easily, closing in to ram Flint’s ship. As the reinforced bow of Maria’s galleon drew closer and closer, one of the pirate captains, Sofia Whitley, bravely closed the gap between Flint’s ship and Maria’s. As Maria’s ship crashed into Sofia’s, it practically split her vessel in two, splintering it as it sank to the bottom of the sea, Sofia along with it. Though Flint and the other pirates were devastated, Sofia’s sacrifice allowed them to escape, fleeing to an isolated island far from Squid Row.
Building the Town (17th of Silver Ash 2700 YM – 23rd of Newlywed’s Star 2701 YM)
The island, now known in the modern day as Flint’s Rest, provided an excellent place for the pirates to lie low, making sure that the Westland Empire hadn’t decided to pursue them any further. Once they were sure that they were in the clear, Flint called upon his men to dismantle the ships, both the ones they stole as well as their own. He took it upon himself to have his ship scuttled first, turning it into the center of their new home. Weeks later, the pirate ships and Westland Empire galleons had been reduced to massive piles of wood, metal, and other components that practically covered half the island. The construction could begin.
Day and night, Flint and the pirates worked tirelessly to construct the town, raising shops, houses, and taverns alike with all the charm and care for organization to be expected of pirates. However, the loss of Whitley still hung heavy on Flint’s mind. She was one of the few captains who saw the potential in his dream, along with one of his most loyal followers. He needed to come up with a way to honor her, and he knew just the way to do it.
On the last day of Mavimyst’s End, as the pirates were drinking, making merry, and otherwise celebrating the coming of the new year, Flint gathered their attention as he gave a speech. He praised his crew for all their help in making his dream come true, along with expressing his sorrow at the loss of Whitley. As such, he hereby declared Sofia Whitely as Sofia the Savior, their new guardian angel. The pirates cheered, Flint joining in the festivities until the first sunrise of the new year shone down on the island.
Once the fun was over, the pirates continued the labor until at long last, on the 23rd day of Newlywed’s Star, their new home had been completed. The pirates rejoiced as Flint unveiled the town’s crowning jewel, a statue of Sofia the Savior made of finely-polished bronze right at the entrance. Flint’s dream of a pirate haven had finally been realized. Fleet-Town was born.
Early Years and Growth (2701 YM – 2812 YM)
With the completion of Fleet-Town, Flint and the other captains immediately began setting up the new rules. The Fleet Council was formed, with Flint himself becoming the first Fleet Master. His first order was to leave the island and find more pirates in need of a reprieve, becoming well liked by many of the crews he encountered. Some of them even offered up their ships in exchange for being allowed to live there, which greatly helped with the town’s expansion. Vangel Flint continued his rule until he died of an illness 2726 YM, becoming one of the most well-known pirates in the Cutthroat Sea.
Following Flint’s death, the captains would eventually hold a vote among the populace to see which one would become the new Fleet Master. However, some of the captains decided to resort to more unscrupulous ways in order to build support. Bribes, blackmail, and open threats became all too common over the course of the election, a tradition that has carried on into the present day. While Fleet-Town’s populace might be more organized than other bands of buccaneers, they are still pirates, after all.
Following the chaos of the first election, things eventually calmed down as the new Fleet Master took office. Things had gone well for the town in the first hundred years of its existence. Trade deals were being made, alliances with other pirate crews had been formed, and the town slowly but steadily expanded more and more. However, the town has seen its fair share of hardships over the years. Perhaps the most infamous example would be in 2812 YM when a large naval force of Westland Empire ships surrounded the town, intent on sinking it for the slight dealt against them a century prior.
The Burning of Fleet Town (2812 YM)
The Imperial galleons bombarded the town with incendiary shells, with one of these shells striking a gunpowder stash. The resulting chain reaction led to half the town catching fire, becoming known in pirate history as the Burning of Fleet Town. Satisfied with the destruction, the Imperial Navy withdrew, confident that the blaze would kill any remaining pirates. However, some survived and managed to save the town by intentionally severing the burning districts, using their cannons to blast them apart before the fire got too out of control. By the time it was all over, Fleet-Town had been reduced to a smoking husk, barely staying afloat as it limped towards the closest shore.
In the weeks following the attack, as the remaining Fleet-Towners rebuilt their ravaged home, the Fleet Council discussed their next course of action. Most wanted to immediately seek revenge against the Westland Empire, but they lacked the ships and Fleet-Town was in no position to fight. The possibility of luring the navy into a trap was also suggested, but they lacked the element of surprise and the means to execute it. The Council was stumped until one of the captains suggested building an enormous wall around the whole town. The Council, having run out of ideas, decided to run with this plan, undertaking an immense effort to gather the materials for the wall.
Repairs and Revenge (2812 YM – 2870 YM)
Crews were dispatched and favors sent out all over the Cutthroat Sea, with pirates undertaking dangerous missions to raid Westland Empire trade routes, making off with ships full of materials and goods. Every shipment stolen led to more and more progress on the wall being completed. Finally, several months later, Fleet-Town resembled a floating fortress rather than a simple settlement. The Fleet Council was proud of their achievement, and they knew just how to test their new defenses.
Leaflets were printed en masse and sent to Westland Empire ports, boasting that Fleet-Town still lived and would live on eternally. In response, the Empire sent out the same force that had burned the town before, eager to once again incinerate the pirates for their transgressions. However, instead of finding the same rickety shanty-town from before, they instead came across the equivalent of an entire squadron of warships contained within a massive wall, one that opened up with hundreds of hidden guns that immediately capsized one of the Imperial ships.
Enraged, the Imperial Navy retaliated with their incendiary bombardment, but their shots merely bounced off of Fleet-Town’s wall. Hundreds upon hundreds of shells were wasted by the Imperials, who slowly found their forces depleting thanks to the skilled pirate gunners manning the walls. As such, the Imperial Navy retreated, with the Fleet-Towners celebrating their well-earned revenge. This battle would set a “no-attack” policy on Fleet-Town by the navy for the next several decades, ending with the coming of the Alls-Rule War.
The Alls-Rule War (2870 YM – 2970 YM)
TBA
Modern Day (2970 YM – Present)
TBA
Organization
Government
Fleet-Town is ruled by an individual known as the Fleet Master (fem. Fleet Mistress). The Fleet Master’s authority is absolute, though Fleet-Town is far too large for a single person to successfully run on their own. As such, the Fleet Master’s will is carried out through a number of captains who each govern specific sections of Fleet-Town. Together, the Fleet Master and the captains form the Fleet Council, the closest thing to an actual governing body in Fleet-Town. The Council’s nature is often fickle, making alliances and going to war on a whim due to some rivalry with an outside force.
Despite this, the law in Fleet-Town is often carried out much more swiftly than on land, given the general lack of any restrictive bureaucracy. Criminals are often shot or stabbed to death on sight by either the town’s guards or those they have wronged, often in front of a large crowd. However, crime still runs rampant within the town, and many guards or even captains will happily turn a blind eye if the purse is large enough. Indeed, the law in Fleet-Town is fickle and easily-swayed like the waves of the ocean.
Should the Fleet Master die or otherwise resign, the town’s populace will come together to vote for one of the captains to become the new one. These periods without a Fleet Master are often marked by widespread anarchy and infighting among the pirates, only stopping once a new Fleet Master is elected. Even the captains themselves aren’t immune to this as they often conspire against one another.
The Fleetman’s Code
Being a haven for pirates, one might expect a place like Fleet-Town to be an anarchic mess. While this might seem true at a first glance, there actually is a system of laws in place known as the Fleetman’s Code. However, the Code is far more relaxed compared to actual laws, and many of the town’s denizens are more than happy to exploit loopholes or find workarounds whenever they can. Even the captains are known to do this if it suits their own ends. However, there are certain laws that all on Fleet-Town follow to the letter. Below is a list of some of the laws contained within the Fleetman’s Code:
- Everyone shall obey the orders from the Fleet Master and their captains.
- Everyone has the right to defend themselves.
- If the town is attacked, all able-bodied persons must rally in its defense.
- Any and all disputes shall be settled in the fighting pits.
- Any ships sunk shall be added to the town. Any treasures taken shall be distributed on how the captains see fit.
- Everyone has the right to cast their vote on important decisions.
- Anyone caught fraternizing with naval personnel shall be killed.
Military
Fleet-Town technically does not possess any form of military or standing army. However, the town is far from defenseless. Just about everyone in Fleet-Town is armed and capable of fighting, and they will gladly lay down their lives in defense of their floating home. Befitting of pirates, they are typically armed with weapons such as cutlasses, boarding axes, serrated long knives, and flintlock guns. However, the many ships the town has scuttled over the years have provided the pirates with a bounty of exotic weapons to use, meaning that to fight Fleet-Towners means fighting against every type of weapon under the sun.
In the realm of naval combat, the settlement itself becomes a weapon. Fleet-Town’s outer walls are lined with hundreds of hidden gun ports where cannons lie in wait to unleash a fusillade so tremendous it causes the entire town to buckle. Many arrogant naval captains have fallen after rushing for the town, assuming it to be harmless, only to have their vessels turned to splinters after getting too close.
Industry
Fleet-Town’s primary industry is, to nobody’s surprise, piracy and smuggling. Stolen goods are far more common than legitimately-purchased merchandise, with items’ origins ranging from Barquiel and Rahmiel to lands even further beyond. Indeed, one may find a veritable bounty of exotic goods within Fleet-Town’s expansive markets, which are often sold at a high markup. Arguing for a lower price with the shopkeepers is considered very unwise as they are likely to shoot those bothering them rather than waste time with hagglers.
Given the town’s seafaring nature, it also partakes heavily in fishing. Whenever the town’s food stores run low, enormous nets are laid out to catch as many fish and other sea creatures as possible. These nets are capable of catching thousands of fish at once, which are swiftly cut up and salted for sale. A peculiar smell often hangs in the air during these periods, which often makes many visitors to the town nauseous. The locals are more than used to this scent, many of them welcoming it as it means a feast is soon to come.
Information brokering is also a profitable business in Fleet-Town. The town’s taverns are abuzz with rumors and hearsay on sea monsters, hidden treasures and the like, but also valuable intel on naval operations and trade routes. As such, Fleet-Town’s brokers have become quite wealthy on selling this information to interested parties, though much of the information they sell ends up being false. This tends to put a target on their backs as the ones they sold this false information to sometimes come back seeking revenge.
Inhabitants
Although Fleet-Town is always bustling with people, only around half of those people actually live there. The rest are either sailors seeking a temporary reprieve from life on the sea, smugglers dropping off and selling their goods, foreign mercenaries looking for work, or numerous other scoundrels there for any number of reasons. Even “legitimate” businessmen sometimes visit, usually to negotiate deals with the pirates or other parties. These dealings typically involve the elimination of rival companies or protection from other pirate gangs.
While people from all walks of life are welcome at Fleet-Town, naval personnel are strictly forbidden. Anyone wearing a navy uniform will be stopped at the gates if they try to enter, turned away by several pirates pointing guns at them. However, the Westland Empire occasionally sends spies to Fleet-Town to give reports on the pirates and any of their activities. Should a spy be caught or exposed, they will be tied up, beaten relentlessly, and thrown into the ocean for the sharks.
Layout
The Council’s Quarters
At the heart of Fleet-Town sits the Council’s Quarters, the home of the Fleet Master and the captains along with the closest thing to a government office in the town. The Council’s Quarters, made from Vangel Flint’s old ship, is the oldest building in Fleet-Town, having been repaired numerous times and decorated with various trinkets and trophies by several Fleet Masters. Its primary purpose is to act as a meeting hall for the Fleet Council to discuss things such as where to travel, what targets to attack, and if any new laws should be implemented. It also serves a celebratory role, with events such as weddings and Fleet Master induction ceremonies being held there as well.
Savior’s Square
Located right in front of the front gate, Savior’s Square acts as a main plaza, branching off into numerous other paths that lead to other parts of Fleet-Town. Situated in the center of the square is a three meter tall statue of Sofia Whitley, often called Sofia the Savior by the locals. Fleet-Towners occasionally leave small offerings of gold or salted fish to the statue along with a prayer for good fortune. It is rumored that Sofia’s spirit still dwells among the pirates, acting as a guardian angel that keeps the town safe from harm.
Anyone caught stealing the offerings or vandalizing the statue are severely punished. Punishments for this crime typically range from public beatings to outright execution. One particularly heinous instance in 2843 YM involved a hapless sailor who vomited all over the statue and destroyed several offerings after one drink too many. He was personally flayed alive by the Fleet Master and slowly fed piece by piece to carnivorous fish, only expiring after losing all of his limbs and half of his torso. His skull can be found among the numerous trinkets on display in the Council’s Quarters.
The Net Bays
Located at the rear end of the town at the net bays, which house the enormous nets used to catch fish to feed the ever-hungry denizens of Fleet-Town. Whenever the town sails into an area rich in sea life, the nets are deployed to catch as many creatures as possible. Even large beasts such as sharks and young whales are fished up, though these creatures sometimes weigh down the nets to a point where the entire town is stopped dead in its tracks. Once the nets are full, they are dragged up and their contents laid out for the butchers, who hack apart their catches with cleavers and cutlasses. The stench of dead fish coming from the net bays is so potent that those with a weak constitution find themselves becoming nauseous within seconds.
The Fighting Pits
The fighting pits are a series of dingy, ramshackle arenas designed for the pirates to settle disputes without causing trouble elsewhere. Anything ranging from a minor disagreement about the price of an item to duels only ending when one lies dead can be found in the pits, with large crowds gathering to see a good show. Most matches typically end up being simple fist-fights, though the more bloodthirsty spectators sometimes toss weapons into the arena. The fights will only end if one of the pirates forfeits or dies, with the winners leaving feeling quite satisfied. Pre-fight bets are also very common, and fortunes are easily lost and won at the pits. Some pirates even willingly enter the arena for the thrill of battle alone.
The Docks
At a quick glance, Fleet-Town doesn’t appear to actually have any docks or places to moor a ship. However, this is only true when the town is in motion. Whenever the town stops somewhere, several large gates open up in the walls as huge folding docks unfurl, stretching out like the branches of a tree. The town only unfurls these docks when it stops near a port town or trading post, letting its inhabitants get a taste of dry land while also conducting deals. When the town leaves, the docks are folded back up, closing behind the gates as the town once again sets sail.
The Buccaneer’s Bazaar
The Buccaneer’s Bazaar, often shortened to just the Bazaar, is Fleet-Town’s central marketplace. A hub of merchant activity, the Bazaar is the place to buy and sell just about anything with monetary value, regardless of how it was originally obtained. The town’s merchants almost always charge more than what their merchandise is worth, though any attempts to heckle them end up with a customer getting a loaded pistol or blade pointed at their heads. However, the merchants could be persuaded to give discounts in exchange for certain favors.
The Shark’s Bite
The Shark’s Bite is the closest thing resembling fine dining on Fleet-Town. Rare and exotic foods from faraway lands are prepared and served here, often for a hefty price. The chefs at the Shark’s Bite are always coming up with new and exciting ways to prepare their foods, though to the average gourmand, these dishes will often appear to be anything but appetizing. Sea snails and shrimp impaled on a swordfish’s bill, boiled urchins stuffed with still-living crabs, anything’s fair game at the Shark’s Bite. Most visitors tend to leave at this point, not wanting to figure out what the pirates have prepared for dessert. More normal meats like beef and venison are served as well, as they are in constant demand on Fleet-Town due to the lack of grazing land.
Harald’s
Harald’s is the the most popular tavern in Fleet-Town, mostly due to the strict “no-weapons” rule that its owner, Harald Emmerson, employs. As such, the tavern is largely considered to be neutral ground, with different crews meeting to form deals, trade information and the like. The tavern is also known for its famous “Seafood Surprise,” a dish consisting of numerous bits of random sea creatures stuffed inside of a chicken. Though fatalities are rare at Harald’s thanks to the no-weapons rule, drunken brawls are still a fairly common occurrence, which usually spill out into the streets as Harald doesn’t tolerate violence within his establishment.
Hyldrin’s Hellraisers
Though there are several arms dealers in Fleet-Town, Hyldrin’s Hellraisers is by far the largest and most successful. Its owner, a middle-aged Greshna woman by the name of Hyldrin Theldia, largely attributes this success to the large amounts of exotic weaponry that she buys and resells, though she does produce some of her own stock. Anything from blades, bows, guns, and other implements of harm can be found at Hyldrin’s, though the quality of these weapons varies wildly. The store is always guarded by a pair of hulking Giakos bodyguards, who are both armed to the teeth to discourage any fool who might try to steal from Hyldrin.
Tilda’s Cauldron
Tilda’s Cauldron is Fleet-Town’s resident shop for all things relating to alchemy and potion-brewing. The elderly Tilda Sorthal has been running the shop for decades, having started her business back when she first arrived at Fleet-Town as a young woman. Pirates often stop by Tilda’s to purchase potions to cure their near-constant hangovers, which Tilda happily provides as their business brings her considerable wealth. Tilda also dabbles in more sinister pursuits as well, brewing toxins and poisons for pirates who need something more subtle than a blade or a gun.
Dropper’s Decks
The dropper’s decks are where the anchors that let the town moor itself are stored. Because the town is so large, several heavy anchors are needed in order to keep the town in one place, attached to heavy chains each weighing a hundred times more than a person. When the order is given, teams of workers man the chains and drop the anchors all at once, taking great care to ensure the chains do not get caught on anything. Only the most physically strong Fleet-Towners take up the task of manning the chains, anyone else might get crushed!
The Sails
Located at the top of the town are the sails, which allow the town to travel around the world. These sails, taken from numerous ships, are a patchwork mess of naval insignias, trade company logos, and pirate emblems alike. A criss-cross network of rope bridges connects each of the masts together, allowing for easy access to the sails. However, these bridges are in constant need of repair, and seeing one break while people are still on it isn’t an uncommon occurrence. Every year, at least a few Fleet-Towners lose their lives falling from these bridges, often while heavily drunk.
The Wall
The Wall is the massive wood and metal barricade that encircles all of Fleet-Town. Dozens of feet high and several feet thick, the Wall has weathered numerous assaults from enemy ships, sea monsters, and storms alike. But the Wall isn't just some passive defense for the enemy to waste their shots on. Scattered all over the wall are hundreds of hidden gun ports ready to be opened and unleashed at a moment’s notice. The gunners manning the wall are considered to be the finest in all of Fleet-Town, said to be able to pick out an enemy ship’s captain from hundreds of meters away and decapitate them with a cannonball.