The Emerald Coast

Though not the youngest province, the Emerald Coast is far from refined. In its early days, it was known simply as the Southern Coast or the Shore, inhabited by those trying to make a living from the sea. Tiny fishing villages dotted the coast-line, slowly growing as more took the risk and ventured out into uncharted waters. They soon found their lives made difficult not only by the monsters of the void, but a few laying wait in the water itself, and sought help. Their “saviors” came in the form of the less than savory, bandits and troublemakers that knew how to kill. While they did keep the villages protected, they did so at a cost, taking what they liked from their protectorates, commandeering their boats, in some cases claiming settlements as their own.  They molded the Shore into a wild place with few laws to speak of.

Enter a man addressing himself as Taron Barosh, a human who had died on his own world and found himself washed ashore near what would become known as Forecastle. Seeing the villagers tired of their situation, Barosh began to assemble a fighting force and larger boats better equipped to fight against the ruffians. For years, each side grew in number and advanced in fighting capabilities, fishing boats morphing to frigates and galleons. The fleets of Barosh, more united than the pirates and raiders, became the dominant force on the water and took back the settlements, establishing new ones and building on those that existed. Untrusting of “civilians”, the Captain set strict rules in place, not only for his own sailors but for the towns as well; curfews, taxes to pay for the upkeep of his growing navy, a member of each family to be drafted into service and enrolled in the Academy at Forecastle.  In the later years of his career, he established trade with other territories for assembly and repair of air ships so that not only were the waters his, but the skies as well. Trade extended thanks to the multiplying airships centered in Ethirin, which quickly became a hub for not only the ships but goods from other provinces.

Dissent spread quietly through his captains until one took advantage. Elisabette Vitalie, known to her crew and comrades as Noir, rallied the captains under a promise of more lax conditions for crews and their families.  Reluctantly, an aging Barosh began to give in to Noir’s demands, eventually forced to relinquish control of the navy and Morlund itself to her. And while Barosh still lived, he resided in Ethirin as little more than a figurehead as Admiral Vitalie watched over the Coast and its Navy.

But in the old man's later days, his grip on the Coast tightened once more. Vitalie found herself faced with new threats on one side and more red tape and paperwork on the other, her requests to upgrade the Coast's technology and defenses ignored, excused, and in one last meeting denied outright, Barosh telling the woman to her face that she needed to relearn the chain of command.

The testimony of Taron Barosh's last day is contradictory. Officially, his death was ruled a stroke, and while no one has come forward with proof denying that, whispers tell a different tale.

## Militaristic Presence

Under Vitalie’s eye, the Emerald Coast has become less militaristic, rougher, more suspicious of its neighbors. The draft ended, her captains range from naval officers to privateers, charged with defending their shores. What they do outside of the Emerald Coast is their business, and as long as she has their loyalty at home and in battle, Vitalie does not interfere. At sea are the Fleet, a self-explanatory reserve of ships to protect towns and fight off monsters that should arise. On land, the Sabers walk the docks and city streets while the Condors watch over from the sky. Without the old man's restraints, new engines and means of transportation are encouraged to develop, new settlements and watch towers sprouting.

But Noir is not ignorant of the whispers and side-eye directed at her and those who stand beside her, now that she seems to sit at the top of the nation's food chain. Nor is she unaware of the potential affects of her latest proposition, that Abysmal, the haven for pirates and criminals, be granted autonomy from the Coast and labeled as officially outside of her jurisdiction.

### The Fleet

There are very few restrictions for becoming a member of the fleet. Anyone who cannot handle tasks set before them are quickly weeded out, whether before departure or out at sea. Officers dress in emerald green when on shore leave. Even the rougher captains have taken up that habit, as the emerald uniforms of the fleet provide perks on land.

### The Sabers

Requirements to join the Sabers are slightly more strict.  Those joining must be in good standing within the community and must remain thus, or run the risk of being reassigned. Being accepted as a Saber also requires a certain skill with some sort of weapon, and hand-to-hand proficiency is preferred. Unlike the Fleet, Sabers are required to wear a variation of the green uniform when on duty unless subtly is required.

### The Condors

Those who wish to be a Condor must be one of two things: a fighter or a fixer. Every airship is required to have at least one mechanic aboard, though at least two is encouraged. Every airship is armed standard with mounted bows, harpoon guns and cannons (dependent on the size of the ship). The Condor fighters are expected to be proficient in ranged weapons. Airships often have Sabers aboard, especially if ground skirmish is expected or monsters have been sighted in an area. Condor officers mimic those of the Fleet and their dress uniforms.

## Geography and Setting

Morlünd is a mostly rocky coast, a few beaches interrupting the cliffs and crags to meet the sea. The Western half takes on a more tropical climate that extends up into Ethirin, while the east is more barren and weather-beaten. Morlünd's capital, Forecastle, sits on a rocky peninsula, topped by a stone fortress, holding the old Academy and airship fields. The rest of the settlement's buildings perch on any ledge that can be used as support a shipyard and labyrinth of docks and warehouses rest at the base, protected from oncoming waves by a man made barrier of old stone. Most other towns in Morlünd are fishing towns and outposts used by the Navy.

Ethirin's capital, Ethis City, is nestled along the banks of the River of the Twelve. One of, if not the largest trade of the trade hubs, the city features an extensive dock and warehouse district, the largest market in the provinces, and what is known as the Spire of Eternity, a massive construct with little purpose other than stretching to the sky just because it can.

Ebenmere is a city built on the water, floating on its surface and barely connected to land thanks to a few clever inventors and architects. The community dwelling in the floating city is an eclectic and eccentric one, magic users that wish to avoid prying eyes or stricter rules, as the coast has little interference in magic or alchemic practice.

A few islands dot the sea, but settlements are rare. Abysmal Port sits on the largest island of a chain that rests near Greenglow Trench, and it and its neighbor islands are a safe haven for those that consider themselves not welcome ashore. The fleet has been ordered to stay clear of the area, as a higher concentration of sea beasts come from the trench and its surroundings than in most places, and “a handful of scum” wasn’t deemed worth the risk.

## Economy and Trade

The Coast is best known for two things: Seafood and alcohol. Both are chief exports, though the alcohol is as expensive as it is excellent. Smaller but note-worthy exports include feathers from rarer bird varieties that are exclusive to Ethirin and creatures some of Driegvale’s higher classes buy as pets.  More mysterious wares, such as sea-serpent fangs and mermaid scales are sold through more dubious means, along with creatures whose sales are more frowned upon.  While there have been rumors of slavers on the Coast, any of the military forces (and unofficially, civilians) are encouraged to kill slavers on discovery. Smugglers are a larger problem, as they can sell their wares without the provincial taxes. In Ethirin, a captured smuggler can plan to spend several years in prison, while in Morlünd, the sentence rarely extends over a year and can be worked off.

The exact value of the territory is unknown, though guessed at by many, letting various numbers float around on the winds. The nearest numbers are known to Noir and a select few members of his council.

### Taxes:

* Provincial Tax: 5%
* Ethirin Land Tax: 18%
* Morlund Land Tax: 12%

### Export Taxes:

* Central: 5%,
* Velltherea - None (alternate arrangements),
* Carpathia: 8-10%,
* Falthrom: 15-20%