Garnath

Garnath is the hottest frontier on the map. It’s dense forests, unpredictable terrain, and infamous native population has chewed up and spit out settlers for centuries. However, the few adventurers who survived a journey to Garnath speak of a land rich in natural resources and wild game. Cascadian residents discovered gold in the Cascadian shores of the estuary flowing from the Twisting Branch river. The draw of gold was greater than the fear of the wilds of Garnath and brought a rush of Cascadian, Amarokian, and even Vikings leaving their homes to prospect east Garnath. A pair of larger, more cosmopolitan boomtowns sprung up along the Twisting Branch; one at the source called Golden River, and the other Coyote Bank provided a foothold for civilization on the large landmass. Idealist from Amarok and Cascadia see the potential for a new, independent nation birthed from the communities established and the frontier spirit of those who lived there. That’s when the Free Republic of Garnath was born. This fledgling Republic has had to fight since birth, whether it be attempted raids from Amarokian, Cascadian, Viking forces, hostile natives, or even pirates. Militias and privateers are raised by the local communities, however, funding is often and issue and militias/privateers may decide that being a bandit or pirate could be a more lucrative trade. Privateers turned into pirate gangs and infested the waters. But a few good sailors stand for law and order against the overwhelming odds.


🌲 Landmarks of Garnath

1. Coyote Bank 

The first major city on the east bank of the Golden River, starting as a boom town as the settlement of Garnath began, Coyote Bank has become the largest and most prominent settlement in Garnath. While Coyote Bank has some of the latest technologies, luxuries, and cosmopolitan tastes, however the wild frontier spirit provides opportunity for natives and bandits to threaten the city’s progress.


 

2. Libertalia 


The southeastern island off the coast of Garnath is a haven for the Pirates. Only the seediest merchants and shrewdest entrepreneurs dare call the raucous island their home. Curly Will Worthless, Bingo Scarr, the Blantons, and Rushwaters use this island as a base of operation, due to the ability to quickly rush out to sea or move supplies to other ships, serving as the chief laundering capital in the western hemisphere. The town guard is corrupt, as well as the privateers (Pirates) that guard the island.


 

3. The Golden River

Named after the gold rush spawned on its banks, the Golden River is a vital lifeline for Garnath. Merchants can float their wares from Coyote Bank all the way to Deadend at the end of the river. Traversing this river is not for the faint of heart though. Treacherous rapids make the river difficult to navigate and wild branches of the river can lead to water falls or stagnant swamplands. Also, natives and bandits alike see this as a highway stocked with treasure. Some of the bravest and quick-witted sailors guide small barges and luggers down the ferocious river. 

 

4. Deadend


The end of the Golden River, Deadend is the second-largest city in Garnath, but is quickly catching up to Coyote Bank. Due to its location relative to Cascadia, Amarok, and Garnathian cities/settlements further south (ex. Timberline South), Deadend has a robust economy and has a cosmopolitan culture with a blend of pioneer boomtown and big city feel. This flow of money, along with its proximity to Libertalia, ensures the Pirates are a plague to Deadend. For that reason, Amarok partnered with Garnath to develop a standing navy to help defend southern Garnath and keep shipping lanes open. With better funding and support, the Federal Navy serves as an adequate adversary to The Pirates.

 

5. Graybeard’s Hideout


The southernmost island of the northern Garnathian island chain is the island that Wright Van Erp calls home. The hideout is situated on the private and peaceful island serves as the home port for the Van Erp clan. While it may not warrant the protection afforded to the rest of Garnath, the Pirates have not been foolish enough to attack it… except for that one time.

 


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⚓ Culture of Garnath


1. The Pirates


Though unoriginal, these unsavory characters make up a vicious band of pirates that plague the eastern coasts of Garnath, Cascadia, and Amarok. This band of pirates are former crooked merchants, bandits, and privateers who determined that piracy was a more lucrative trade. Lead by Curly Will Worthless and Bingo Scarr and bolstered by the shady merchant families of Blanton and Rushwater these scourge of the seas pick off the unfortunate merchant vessel or the occasional navy or privateer vessel. The Pirates, when not our marauding, can be found conspiring in the ports and bars of Libertalia.



2. Garnath’s Navy


Fred Black is the admiral of Garnath’s small navy. Only composed of a trio of ships, Garnath’s navy faces the impossible task of taming the waters surrounding Garnath. Due to the decentralized nature of Garnath, the navy is typically underfunded and understaffed when facing the much better supplied and manned Pirates, however, the task must be undertaken. If the Pirates get too out of control, Cascadia and Amarokian forces may be compelled to intervene, providing cause for either nation to takeover Garnath. With such high stakes, Fred Black heavily relies on community privateer fleets to supplement when possible.


3. Privateers 


Privateer Fleets are both vital but are occasionally detrimental to the law and order on the waves around Garnath. Privateers are volunteer sailors (like militias) sailing old gun ships or converted merchant on behest of various communities in Garnath. Privateering isn’t a prosperous vocation, but noble as privateers are the first and often only line of defense against the Pirates. Sometimes privateers cannot resist the allure of riches obtained by the Pirates. This results in desertion and joining up with the Pirates.


4. Natives


Garnath is home to several tribes of aggressive natives that live diverse lives and worship a litany of deities. For example, the Muzo tribe is a preeminent nomadic tribe that resides along Golden River, following the running of striped bass down the river, then the salmon back up. The Muzo sail smaller primitive lugger-like boats up and down the Golden River, powered by oar and enslaved natives from other tribes, attacking merchant and fishing river boats. The Miji Tribe dominate the eastern coastal cliffs, carefully piloting their primitive trawlers to ambush lone merchant ships that venture too close to the eastern shores.


5. The Timberline Logging, Mining, and Mercantile Co. (Timberline Company)


Drake Timberline is a logging mogul who maintains vast control of the world’s lumber supply. After making his fortune in logging, Timberline has branched his holdings out to mining and merchant businesses. This well-funded organization is very powerful, even rivaling the funding and logistical might of some developed nations. The Van Erp brothers often assist the Timberline Company, happy to make some coin providing their naval security expertise.


6. The Van Erp Clan


Graybeard

Wright Van Erp (aka Graybeard) is one of the many Amarokians that flowed over to Garnath with the rush of prospectors, lumberjacks, and entrepreneurs. Along with his brothers Argil, Marley, and Joseph, the Van Erps began putting down roots in the Garnathian soil and setting sail on the Garnathian waters. Graybeard’s past was dotted with indiscretions, the darkest being several instances of piracy. That was until he met the Amarokian Naval Captain Lawrence Deger. Bested on the high seas during a naval skirmish, a young Wright was sure that a watery grave was his only future, however, Captain Deger took Wright under his wing and showed him the importance of Law and Order and Good versus Evil. Wright spends several years serving as a sailor on Deger’s ship until he is able to buy his own ship. Wright served as a privateer protecting merchant vessels, as well as occasionally lending his assistance in various regional naval disputes. Wright was gifted at finding opportunity to serve law and order, while making a fair amount of coin at the same time, which garnered him a loyal following from those who crewed his Frigate, The Peacekeeper. After many years at sea, all spent with an oaken resolve, Wright earned the gritty nickname Graybeard. Graybeard works with the Garnathian navy to keep shipping lanes open and to prevent violence brought about by the Pirates, while also providing occasional support to the Timberline Logging and Mercantile Company.


Harry Halloway


Great friend of Graybeard, Harry Halloway owns an large opulent gambling barque on which he engages in high-stakes poker games with the highest rollers Amarok, Garnath, and Cascadia has to offer. Halloway’s luxury barque, The Hungarian Devil, is retrofitted with firepower that equals a sloop-of-war, with signature twin 50-lb cannons hidden in the forward bow. Halloway befriended Graybeard when the latter found himself in a Pirate ambush. Halloway rushed in, loosing his twin cannons, immediately sinking a Pirate sloop, and the pair scatter the other two attacking ships. Halloway is typically hot-headed, frequently drunk, and a dark moodiness, which keeps him from making many friends, but the stead-fast loyalty of Graybeard is more than enough.


Argil Van Erp


Eldest brother of the Van Erp clan, Argil sought his fortune with the Timberline Company, serving as a privateer for hire. When the Van Erp clan ventured to the Garnathian coasts, Argil regularly served the Timberline Company while also commanding several privateer parties seeking to defend various settlements or avenge fallen mercantile/privateer vessels. When Amarok offered to form a standing fleet of vessels to defend the waters between northern Amarok and southern Garnath, Argil was unanimously selected as the commandant. The Van Erp brothers were routinely deputized into the fleet, making the Van Erp name nearly synonymous with the group.

  

Trade and Coin

Garnath has its own dollar and coin system which is the official coin of the country, however, Cascadian coppers and the Amarok dollar command higher confidence for those travelling between the three. In major Garnathian cities, the Garnathian dollar is all that is taken at storefronts, but the other aforementioned currencies can be used in more casual hand-shake agreements, undertable deals, and purchases at smaller cities/camps.

 

4. Faiths and Fears

The beliefs of Garnath are as numerous as the people that call it home. Many from Amarok and Cascadia follow various denominations of Puritan-esque belief. Of course there are also numerous variations on native religions and nature worship. Some Cascadians bring strange folk superstition and magic along with Puritan belief, a blend of puritan, tribal, and nature worship.


5. Pirate Factions

The Pirates: Led by Curly Will Worthless and Bingo Scarr, and financed by the Blanton and Rushwater families, this band is a powerful collection of the worst pirate scum of the western hemisphere. Their lawless and rowdy ways put them in conflict with any law and order, especially with the Van Erp clan.

The Timberline Company: Not really pirates, but a wealthy mercantile company with a strong security arm. The Timberline Company has a lot of sway, even maybe more so than some countries.

The Garnath Navy: Led by Fred Black. Small, under supplied, and underpaid. Still, valiant naval officers who stand in the gap against The Pirates.

Natives: Various tribes who war with and against all the other factions in Garnath. Loyalty, friendship, hatred and betrayal weaves its way between the Garnathian native tribes and the other factions who seek to call this land home. Power moves in Garnath, those who are able to build a coalition with the Native tribes can hold onto it.

The Van Erp Clan: The Van Erp brothers and their allies moved to Garnath to seek freedom and fortune. While money and opportunity flow like milk and honey, thievery and murder threaten to destroy any progress a man could make. Safety and Security become a commodity. To build a life and fortune, the Van

Erps use their skills to carve out their place in the pioneering of Garnath.

⚓ Captain’s Orders ⚓

Don’t know what to choose? Let the Captain decide.