Isles of Debauchery

## The Isles of Debauchery

### ***General History***

The Isles of Debauchery are a series of tropical swampland islands existing around 15 days away from the Forgotten Realms. The air is humid, thick, and stale, and much of the wildlife is hostile or poisonous. Only the hardy can survive in this island chain, and very few even want to try. The natural resources are hardly worth the risk as well, stone and steel are here but are hardly abundant. And the land is unstable and wet, making building unsustainable and needing constant upkeep. However keeping all that in mind, people have still flocked to the isles.

Around 200 years ago a tribe of Orcs would flee persecution to the island of **Vidir**, meaning "Sanctuary" in their language. They would find themselves landing at the mountain range where they would find a series of natural cave formations, fit to be renovated into a deep underground city. This would later become the well protected *Kingdom of Bog Darhal*, home to the *Darhal Tribe*. The orcs have managed to hold down Vidir as their home, keeping it safe from Outsiders.

Meanwhile around 150 years ago the legendary **Pirate Nivermouth** would arrive at the now *Sapphire Shore* with a large bounty, and enough treasure to set him and 30 men up for 10 lifetimes. He and his crew would beach Nivermouth's ship ***'The Golden Damned'*** on the shore and use the ships parts and the nearby forest to establish the port city of *Ship's Haven*.

After the formation of *Ship's Haven*, many other thieves, deviants, misfits, and everything in between would begin to flood to the Isles to seek sanctuary from the oppressive lives they once lived. First came **Drusport** around 100 years ago, and **Oar's Rest** around the same time. And as things became developed in the isles, the dwarves of **Kharn Darim** would reveal themselves to the others on the island, looking for new avenues for wealth and found their fortune in crime. Life was good on the isles, well as good as it could be in a land like that. But 25 years prior to the events Season One, **Prince Daven of Neverwinter** would arrive attempting to bring order to the isles using his wealth and the Neverwinter Army. This would spawn backlash from every city including the Kingdom of Bog Darhal, uniting them under a common goal. This has resulted in a stalemate, and Prince Daven fighting an uphill battle for his Kingdom.

### ***Ship's Haven***

Ship's Haven is the largest port city in the Isles of Debauchery founded by the legendary Pirate Nivermouth. Looking for a place to retire, and hoard his wealth he and his crew would beach their ship *'The Golden Damned'*. They would then use the nearby forest and parts of the ship to build the beginnings of Ship's Haven'. Over the next 150 years thieves, pirates, deviants, misfits, and everything in between would find themselves flocking to Ship's Haven. Now not only is it a safe haven for those on the other side of the law, it is also the gateway to the criminal paradise of the Isles.

### ***Davenport***

Davenport formed around 25 years ago when Prince Daven of Neverwinter would arrive in the isle with the sole goal of annexing the isles to bring order and to claim his own kingdom. However since his arrival in the isles he has faced constant hardship from the cities and orcs of the isles not making any sort of annexing possible.

### ***Kharn Darim***

Long ago a group of dwarves living in the *Kharn Mountains* would develop separately from the rest of the isles after leaving **The Forgotten Realms** and opting for a life of solitude. They would mine iron and limestone deep in the mountains for many years, but it quickly became clear that the ore was running dry, and that they would soon need to find a new avenue for wealth and passion. That's when they took notice of the criminals forming cities in the isles they called home. And instead of avoiding these newcomers **Forgemaster Ferros Reganol** would instead opt to change their profession. They would instead form an underground black market where they can fence goods, arrange deals, gather intel, broker jobs, so on and so fourth. This would pave the way to the modern *Kharn Darim* Thieves Guild, where **Guild Master Ferros** resides, monitoring the other guilds in the isles, and having very deep and thorough connections.

### ***Drusport***

Drusport would form around 100 years ago and was founded by the *Drusulton crime family* while avoiding execution in a far off land. They would use their wealth and connections to build a large city in 20 years, and even begin to rival that of Ship's Haven. But cracks would eventually begin to show around 30 years ago. The family would face a series of assassinations, causing the people of the city who were once oppressed to rise against them. Meanwhile the thieves guild here would join the chaos, splintering and withering away. And as the dust would settle a few years back only **Tusk Drusulton** would remain with no competition in his family or with the now nonexistent guild. Now the city is nothing more than a haven for addicts and people looking to forget their problems.

### ***Oar's Rest***

While Drusport was forming, the *Kingdom of Oar's Rest* was in the process of being built as well. Formed by a large Thieves Guild with the intent of making the true safe haven for thieves, Oar's Rest would be the 3rd largest city in the isles, and the second unofficial nation. The idea came to the high elven **Guild Master Vicenzo Perugus**, who was known as a legendary thief by many in his prime. However as he reached the middle of his life he wanted more, something more sustainable. And after visiting Ship's Haven in the isles the inspiration to form his own *Thieves Kingdom* would form. He would spend a year scouting the isles, and would land on an island he would call *Arnorra* after his late wife.

He would return to The Forgotten Realms and would convince half of the Neverwinter Guild to come with him, appointing his most trusted friend to lead the original guild in his stead. Perugus would spend the next 100 years building his kingdom, and in the modern day it is the second most successful guild in the isle, and has taken the title of the second largest port city in the isles from Drusport. But much work is yet to be done, especially with the construction of the amber palace.

### ***Bog Darhal***

The first people to step foot in the isles were the orcs of the Darhal Tribe. They were escaping persecution in The Forgotten Realms, and found Sanctuary on the island of Vidir. They would use the caverns and the tunnels in the mountains and over the decades form them into a vast system of cities under the surface. This would be the humble beginnings of the territorial Orcish Kingdom of Bog Darhal.

## Landmarks and Locations

### ***The Shattered Straights***

*"This area of the isles is home to jagged uneven terrain, with jagged rocks dotting the waters. This is why the area wasn't consider for colonization by the Orcs, Dwarves, or modern cities. Prince Daven has faced consequences attempting to build and farm here, and is having a hard time maintaining the city of Davenport."*

### ***The Limestone Tops***

*"This rough mountain range is home to a large Limestone deposit giving the range it's name. For some time the Kharn Darim dwarves have called this home, and recently thieves have called it their backbone."*

### ***Gravenstone Lake***

*"this lake sits in the center of a thick swamp and is home to a group of fisherman in the settlement of 'Gravenstone' they take advantage of the large fish in the area."*

### ***The Sapphire Shore***

*"This area earned it's name after Captain Nivermouth's favorite gemstone"*

### ***Drusulton Cove***

*"A large secluded cove acting as the gateway to Drusport and a good place to hide ships that are actively being hunted."*

### ***Kipmere Straight***

*"When the dwarves of Kharn Darim made themselves known to the cities (excluding the orcs), they told the legend of Captain Kipmere. The dwarf who navigated 'The Steele Tide' to their future home in the Limestone Tops, while being chased by a green dragon. To honor this legendary sailor Captain Nivermouth named the straight in his honor, as a sign of trust to the dwarves.*

### ***Barren Crags***

*"A series of crags painted white, which would be unassuming but it appears the crags are painted white by man and not manually. The Dwarves said the crags looked normal when they arrived, leading to the creation of the mystery."*

### ***Anything in Bog Darhal***

*"Due to the Orc's hatred towards outsiders those in the isles at most learn the names of these areas not the history behind them. A series of hills are called the **Zrazgun Hills**, the mountain range that is vastly uninhabited is called the **Grochen Mountains**. A river is called the **Vogruz**, with a swamp it pours into called the **Quaguard Bhog**. But like stated prior the history of these locations are yet to be learned.*

### ***Silent Whispers***

*"A series of mines and caves that have a strange naturally occurring effect where on the most silent days musical whispers are carried by the winds."*

### ***Launze River***

*"The Launze River is a crystal clear river leading into Lake Shallows. It is named after the bow Perugus used in his last heist."*

### ***Thieves Redoubt***

*"Rumors surround this small mountain range, they speak of a secret vault hidden in one of the many caves. Supposedly Perugus hid his fortune away in the mountains, and it sits waiting guarded by traps for a skilled thief to claim as their own."*

## Politics and territory

### ***General Overview***

No one person, city, or nation has claim to the Isles of Debauchery. Some have been bold enough to claim and enforce an island as their own nation or territory, but that doesn't matter unless you are respected or feared. In the case of Bog Darhal it is more trouble to disagree with the land claim then attempt to refute it. And in the case of Oar's Rest, Vicenzo Perugus is a highly respected thief, and has not done anything to make him hated by the surrounding cities and towns, which has resulted in people respecting the territory he claims he has. But for Davenport Neverwinter has claimed again and again that it is an extension of their territory, and have claimed much of the shattered straights. But no one in the isles respects this claim, which has made it a target for crimes, attacks, and vandalism.

### ***Bog Darhal (Orange)***

The kingdom of Bog Darhal is the first major *public* settlement in the isles, and predates nearly all of the cities. However on technicality, Kharn Darim is the oldest kingdom in the isles, but they do not claim this, nor acknowledge the fact. Bog Darhal is surrounded with many minor Orc tribes answering to the main kingdom. They are respected Orc Chiefs who were given land in exchange for their unending support for the kingdom. These tribes defend the territory and kill or capture any outsiders that aren't given permission to step foot on Orc land. This has resulted in Bog Darhal being more trouble than it's worth to dispute in any sense.

### ***Oar's Rest (Red)***

The thieves kingdom of Oar's Rest is the only other respected and acknowledged territory in the isles. King Vicenzo Perugus is proud of his growing kingdom and safe haven for thieves, and is regarded as a respectable and liked man. This combined with his status as a legendary thief has made Oar's Rests land claims respected and abided by.

### ***Davenport (Yellow)***

Davenport is a new settlement under the control of Prince Daven of Neverwinter. The city was founded to act as a base of operations in the annexing of the Isles of Debauchery. However with their hostile approach and behavior towards the inhabitants of the isles they have shot themselves in the foot, and made any hopes of claiming the isles nigh impossible. However Prince Daven is still trying to this day, no matter how hopeless it may seem.

## The Guilds

### ***General Overview***

*In the isles a series of thieves guilds exist inside the major cities. They primarily target the rich of the major cities, merchant caravans, and ruins to amass their wealth. However they are known to travel outside the isles for large scale heists. The guilds are also not above stealing from one another, however one rule that defines them is that no conflict is brought to, or started at Kharn Darim.* *Now that we have covered those bases, lets look at what we know about the Guilds.*

### ***Oar's Rest Guild***

Oar's Rest the city of thieves, early on in the cities formation a thieves guild was prioritized and Vicenzo Perugus was chosen to lead it, but he respectfully denied stating "My legacy in the guild is complete, it is time for me to create a place for all thieves to rest when their legacy ends". With this he passed the title on to his close friend **Asandra** who came from the Neverwinter Guild a few years after he had left to build Oar's Rest. She would go on to lead the formation of the first Thieves Guild in the isles.

### ***Ship's Haven Guild***

Shortly after the formation of the Oar's Rest Guild, **Borris O'Hare' *a pirate known for his shady and guerilla tactics on the waters would find sanctuary in the Isles. He would find himself outside Ship's Haven on nothing more than a rowboat, and a chest of a thousand gold and a few jewels. He fully intended on docking at the city and buying a home to hide in, but as he rowed closer to the docks he would find a small cove mouth, that at most could fit a decent sized sloop. Curiosity would peak his interest, so he rowed through the vines at the mouth of the cove, which continued some distance, before stopping at a large cavern home to a few small rodents, and a colony of* Glowcap Mushrooms**. This is when the best idea he would ever have came to mind. He would reach out to a few contacts and they would gather the last of their funds to build a thieves guild unique to any other. They would use blacked out sloops, and sail under the night sky to attack merchant and noble ships, while also sneaking aboard passenger vessels, and boats docked in port cities to gain their wealth.

### ***Drusport Guild (DEFUNCT)***

The Drusport Guild was a large guild of aggressive thieves. They were known for targeting anyone having anything of value, and were often regarded as "Thieves who would get any job done as long as good coin was involved". Another thing about this guild is that they lacked consistent leadership, and often fought, valuing their wealth over the guilds. Some of the members were good thieves, but some of them were piss poor. However they were respected for their ambition, and misplaced confidence. However during the fall of the **Drusultons**, the guild would also fall to chaos. Many in the guild would kill each other for wealth or hatred, while others would flee to other guilds to seek what they had lost or what they never had. Since then no one has attempted to reform the Drusport Guild.

### ***Kharn Darim***

Kharn Darim was once a city of isolated dwarves who would eventually run out their lifeblood, leading them to finally meet the others on the isles. This would lead to **Forgemaster Ferros Reganol** to shift and pivot to a life of crime around 60 years ago. They would turn their kingdom into a city of fences, information brokers, off the books banks, and so much more. Kharn Darim is so powerful that they have ears in every guild, meaning they have ears everywhere. However they are technically not a guild as they act more as brokers and merchants for the black market instead of outright going out and completing their own jobs. Which makes them reliant on other guilds, and other guilds reliant on them.

## Piracy and the Isles

### ***What is piracy like in the Isles?***

As everyone knows piracy runs rampant in the oceans, unless you pay off the pirates, or travel patrolled routes your likely going to encounter pirates. And if you encounter them your ship and wealth, and maybe even yourself might be likely to lose something. Pirates don't mess around, and you'd be wise to avoid them.

However you may encounter them in a more positive light while living or visiting the isles. They are the most frequent customers, and the the people who return the most. They treat the Isles as an area of peace. This is where they sell their bounty or hide it. This is where they recruit their crew, this is where they drink, and this just might well be where they settle down. Encountering pirates in the isles may be the only time you will see them in a positive light.