Pirates of Mystara Interactive Map
Ierendi
To some, it is a vacationer’s paradise. Tropical islands, set in sapphire seas. Fringed with shell-covered beaches: The perfect spot to “get away from it all.” To others, it is a place to be feared. Pirates’ hideaways, disease-ridden jungles, psychotic natives: the perfect spot to avoid.
The Kingdom of Ierendi comprises ten island. The native population includes the Makai, the original tribe to inhabit the islands, and various settlers who have chosen these exotic locales as their home.
About 1000 BC, Nithian seafarers discovered these islands. They found two races scattered about the islands, aboriginal humans and primitive lizardmen. The Nithians easily dominated the coastal tribes of these Makai, but never penetrated into the interior, where the ancestral lizardman clans dwelled. As the Nithian Empire collapsed, it withdrew from its far-flung outposts, and the Nithians and lizardmen disappeared mysteriously. When the islands were rediscovered centuries later by the Thyatians and Alphatians, there was no sign of the Nithian settlements or people. Few evidences of the lizardman culture remain, other than in the legends of the Makai, in strange artifacts and cave paintings discovered in sea caverns along the rocky western coast of the main island, and in the enigmatic ruins on the highest peaks of Ierendi Island's rugged northwestern coast.
Thyatian explorers discovered the Ierendi islands around 771AC and maintained military rule using them as a prison colony. This was until in 600AC when Mad Creeg, an ambitious and brutal pirate with a charismatic personality and a clever tactical mind, inspired a rebellion among all the prisoners.
Exploiting the corrupt colonial bureaucracy and enlisting natives made desperate by Thyatian cruelty, the pirate leader also effectively bribed many guards to leave the islands. The native faction was also convinced to help overthrow the Thyatians because of poor treatment by the foreigners.
Mad Creeg claimed the island and then set out to make sure the others would soon be under his control. Within a year, his forces controlled the islands. With the enthusiastic support of his ragged soldiers and sailors and the island natives, Creeg established himself as the first monarch of the Kingdom of Ierendi.
Thyatis soon thereafter signed a treaty with Mad Creeg, abandoning its claims in the islands . Though militarily greatly superior to the islanders' rag-tag army of natives and former prisoners, Thyatis was faced with more urgent threats from the Alphatian Empire.
Mad Creeg's bastard son by a native woman was the next to assume rulership. Black Toes married a foreigner, Kerhy Matrongle, and assumed her surname. Thus began a long line of Matrongle rulers.
Three years after Black Toes assumed the throne, he established the Council of Lords, a deceptively formal designation for a rough inner council of henchmen and captains chosen to "advise" the king .
Gradually the islands became more civilized and as they became so, they more frequently became the unwilling hosts for warships sent by various countries, most notably Thyatis and the Five Shires.
In the early days of Black Toes' reign, attacks were successfully fended off by a group of magic-users who had settled on Honor Island . The magic users simply wanted to be left alone to study their magics, but if the rest of the islands were in an uproar , it became impossible for them to study. So, they would lend a hand when the islands needed defending. The navy of Ierendi was in its initial stages of development and thus unable to dispatch enough ships to thwart attacks.
The Ierendi navy worked up to full force by about 680 AC. A school was established on the main island of Ierendi to train sailors to defend the kingdom. The magical war fleets of the Honor Islanders continue to lend their support when Ierendi is threatened by foreign invasion.
The Kingdom of Ierendi is ruled by a king and queen and an administrative body called the Tribunal. The king and queen are technically monarchs and their proclamations theoretically have the force of law. However, since the administration and execution of the law is in the hands of the Tribunal and its subordinate ministries, nothing can be accomplished without the consent and cooperation of the Tribunal.
The Tribunal consists of a cabinet of noble advisers that head the smaller divisions of government. The cabinet has traditionally been formed of a representative of each of several influential aristocratic families in Ierendi . When a family is unable or unwilling to offer a representative to serve in the Tribunal, candidates are nominated by the monarchs and Tribunal and elected by the people of the Kingdom in a general election.
The Department of Customs and Assessment is responsible for collecting the import and export duties and luxury taxes which provide the bulk of Ierendi's government funding. Though this agency employs many inspectors and agents, and maintains its own small flotilla of swift caravels to pursue smuggling vessels, the Department needs outside help to control this potentially lucrative criminal trade . Letters of Margue (locally referred to as "piracy licenses") are issued to private contractors, empowering their vessels and crews to stop and search suspected smugglers, to check for evidence of duty payments, and to seize contraband and prohibited cargoes. " Privateers," as holders of Letters of Marque are called, are rewarded for their efforts by receiving 50% of any delinquent duties collected, and 75 % of assessed value of contraband cargo. Vessels identified by the Department as repeat offenders may be seized, along with their captain, officers, and crew, and the privateer may receive 2 5 % of the value of the smuggler's ship.
Unfortunately, this legalized form of piracy, as effective as it is in filling Ierendi's government coffers, is subject to frequent abuses by overzealous and unscrupulous privateer captains and crews. It does little to dispel Ierendi's historical reputation as a nation which supports and protects pirates and buccaneers.
Native Makai in upland and rain forest regions , and on smaller, isolated islands, continue to live a self-sufficient tribal existence, trading occasionally for metal weapons or other civilized luxuries. Coins are of little value here ; barter is still the standard of exchange.
Lowland and coastal islanders generally earn very good wages in the agricultural or tourist trades . A sizable minority own their own family farms or businesses. A small elite controls most the islands' wealth, the source of their wealth being agricultural, tourist , and shipping enterprises, or, in some cases, criminal activities like smuggling or piracy.
Unfortunately, because of Ierendi 's traditionally careless distinctions between legal and illegal enterprises, Ierendi's upper classes are exceptionally ruthless and corrupt, even by continental standards.
However, since food is abundant and Ierendi 's economy is booming, the life of the islander is generally comfortable and pleasant. More adventurous youths of Makai and continental backgrounds seek employment as expedition laborers or guards, or in smuggling, privateering, or swindling tourists. Many who survive injury, death , or imprisonment in their initial experiences return thankfully to farming or tourist services. Others go on to become professional adventurers.
IERENDI ROYAL NAVY
The
Ierendi navy is a respected force among the nations of the Known
World . Through years of development, the navy has become the best in
the world , even though it may not be the largest. The Ierendi Naval
Academy lies on the north side of the city of Ierendi. The academy is
partially protected by the breakwater in the Port of Siers, but ships
are easily dispatched from outside the walls. The academy grounds
consist of several buildings for study for housing
students,instructors, marines , officers, and administrative
barracks.
The main dock at the academy has 5-25 ships ready at all
times docked in the water. Access and departure of these ships is
controlled by an underwater gate that closes off the area when
needed. Half of the available ships are owned by privateers who will
cake on some marines if hired for duty . They are responsible for the
maintenance of their own ships. The academy accepts and welcomes
students from other countries. Ierendi has a reputation for producing
fine seamen such that students are often sent from' other countries
to study there.
The normal number of cadets accepted each year is
120 men and women. Cadets enlist for two-years in the Royal Navy.
After a six-month period of intensive study, most cadets are ready to
handle the task of being a navy crewman.
Cadets must pay their own
way the first six months (25gp per month). If they prove to be worthy
seamen , they are promoted to the rank of ensign at the end of these
first six months . The others remain regular crewmen with no further
training at the academy.
After two years of service, the cadets
may end their naval career and be released to civilian life, with an
official diploma from the academy. They may otherwise reenlist in
the navy for five more years. At this point, foreign students cannot
reenlist unless they decide to become legal Ierendi citizens.
During
these years, ensigns continue their training to become higher ranking
officers and eventually obtain the command of a vessel (10% chance
per year for characters level 8 or more), starting with smaller
vessels. After five years of service, they may retire to civilian
life and earn a comfortable living commanding merchant vessels.
Academy trained officers hold quite a bit of credibility among the
Known World 's fleets.
The top secret naval battle tactics are
carefully protected by officers of the navy and it is unlikely that
ensigns ever have access to the information.
The navy is
responsible for policing the seas around all the islands. New ships
and fresh crews are sent out every two to three days to replace those
ships and crews who guard the islands. The main island of Ierendi is
constantly guarded by over a dozen vessels. Other ships patrol the
coast of the remaining islands , usually in groups of 2-6 for each
island.
The Royal Navy is under Admiral Jarren Kindle 's command.
He oversees activities of more than 36 ships. The Royal Navy includes
twenty sail ships of various sizes, not including the twelve
fireships on Honor Island. The rest of the navy is made up
essentially of Privateers.
This represents about 2,000 sailors,
marines, and officers on board ships, 260 cadets and instructors, and
another 50 administrative officers at the government. Usually glossed
over are the 2,400 rowers in the Royal Navy and privateers' galleys
(mostly convicts with a one- or two-year sentence) and hundreds of
civilians in the ports.
Navy Size
Total
ships: 48
Battleship: 1 (1st Rate Man 0' War)
Warships:
14 (2nd Rate Man 0' War)
Galleys: 5 (3rd Rate Man 0' War)
Privateers: 16 (varies )
Fireships: 12 (4th Rate Man 0' War)
IERENDI PIRATES
PIRATE LORD:
Captain Clegg
So whilst the islands became more civil there still remained many outlaw pirates and soon they spread to the many uncharted and isolated smaller islands regarding them quite suitable for their bases, as well as the larger Alcove Island.
Pirate crews govern themselves like an elected monarchy, setting their own laws and electing a captain; the captains form the Conclave which rules the nation under the Pirate Lord, who is chosen by a tournament every five years from the ranks of the Captains.
To some Ierendi, the Pirate life is the ideal life. Bands of free men join together, picking a leader who can be removed if the crew turns against his decisions, sharing danger and reward alike, proving their strength by their strong right arms and cunning minds. Crews collectively own their ships and the captain divides all loot from ventures among the men. Most crews also own some land on which slaves grow crops which provides revenue to the ship for magical improvements, entertainment, and other uses. Some even own businesses of various kinds, or other ships. Each crew sets its own rules and laws within the bounds of the Code of Honorable Piracy. (Or sometimes outside it. For Pirates, rules are often more guideline than law...) And a pirate crew answers only to its Captain and to the Pirate Lord.
New recruits start according to their level of skill; the average young man who joins the pirates at age 12 to 14 ends up as a cabin boy, then works his way up until he becomes a full pirate, or even an officer. A full pirate can only be kicked out of the crew by the captain or by a difficult process of ostracism. Or by informal social pressures or occasionally by falling overboard on nightwatch due to infamous dolphin slavers.
Wizards and Priests can be found at sea as well, but tend to be rare specialists, with only one or two of each per ship. A handful of pirate crews have converted to the Ylari faith...sort of...and tend to have more prayer leaders than other crews, who have been known to treat religion as a comedy routine. Member priests are seen as equals; wizards are treated like your nerdy younger brother; he's not as good as you and you may bully him a bit, but he's better than any outsider.
Piracy is not simply banditry at sea for the Ierendi. It includes raiding enemy shipping, but also includes sea exploration, trading, espionage missions for the Pirate Lord, and general adventure on the High Seas. The Code of Honorable Piracy sets limits and rules for the conduct of high sea raiding and banditry, rules which Ierendi pirates consider set themselves off from the murderous rabble of Minrothad and Thyatian pirates. (Shire Pirates are treated honorably these days, and competition between them is often more like brothers roughhousing than war and banditry. At least sometimes. It's not like the Shires has much shipping of its own to raid, anyway.)
Honorable Pirates accept flags of truce, don't kill prisoners, and keep their promises (to anyone else bound by the code or who the Captain believes is honorable.) They never sneak attack other Honorable Pirates and are expected to avoid Ierendi shipping and that of friendly nations. They obey their captains, but get to choose him and challenge him if necessary. (They also must obey the rightfully chosen Lord of the Pirates.) Some crews add further restrictions to the code to show their own worth off. They believe they are the equal or superior in worth of any man, from a King to a peasant. Any challenge to their honor will be met with violence.
Honorable Pirates generally keep the code well with each other, with some exceptions. Foreigners are dependent on the personality of the Captain as to whether they have any rights at all beyond the most basic.
The Honorable Code is the main law code of the Pirates of the Isles, even Ierendi doesn't have a lot of laws, though individual towns can make their own regulations. Most towns have local tribunals to settle disputes related to business and property. But it's perfectly legal to kill people as long as you do it honorably. Or to loot their corpse. Smart people form groups for mutual self-protection—guilds, pirate crews, unions, etc. Thus, most people aren't messed with too much because their allies will bring retribution.
This is increasingly unacceptable to Ierendi merchants and city folk, who want a better law code and more protection, but so far, they haven't been able to get it. Depending on how the next Tournament of Pirates goes, things may be about to change.
Alcove Island is now used as a customary resting place for pirates. The clear shallow waters of the natural alcove soon made it a favorite "vacation " escape to rest, heal , and plan future endeavors.
The sandy, shallow basin of the alcove extends many hundreds of feet into the ocean- much further than what is normal for a sand bar. Many pirate ships passing through the waters ran aground on the sand bars a great distance from the shores of the island.
It did not take long for pirates to use the unexpected sand bars to their advantage. The pirates on the island would place lanterns in the trees along the coast of the island to make it appear as if ships were safely anchored on the island. When the ships became stuck, they were attacked and looted by pirates setting the trap. If the pirates wanted to destroy enemy ships, they merely set the trap on the rocky northern shores of the island and waited for the jagged rocks to tear the ships apart.
The swamps of Roister Island also make for an attractive base of operations for pirates, mainly due to the island 's isolation and small population.