TEXT: The World of Aden originAlly creATed by ShAne lAcy henSley
  The nation of Yzeem is a peaceful place, comparatively speaking, and 
  one where the people work together toward the common goal of survival. 
  The few settlements in the largely desert environment of Yzeem are 
  centered almost exclusively around the River of Life, which is in a very 
  real way the lifeblood of the entire nation. The capital city of Balaquim, 
  the busiest port in the Known Lands, houses nearly fifty percent of all 
  the nation’s populace, with almost no other settlements large enough to 
  qualify as true cities. There is, however, one glaring exception, and one 
  that is as different from all other Yzeem settlements as is possible to be: 
  Rook’s Roost.
  The common citizens of Yzeem know the story of Rook’s Roost inso-
  much that it is commonly believed it was constructed as a secondary port 
  to separate the trade at Balaquim into eastern and western ports, allevi-
  ating the crushing traffic and often-overwhelmed docks of that great city. 
  Within a decade of its construction, however, criminal elements seized 
  control of it and eventually compromised it entirely, causing it to succumb 
  utterly to corruption. The story is often repeated as a cautionary tale to 
  encourage Yzeemites to take ownership of their creations and guide them 
  carefully to ensure that they are not co-opted by outside forces. However, 
  the story is largely false, despite being based in part on true events. The 
  origin of these stories is unknown, although some historians believe 
  that they were started deliberately by Balaquim’s leadership in order to 
  diminish the memory of the man responsible for the creation of Rook’s 
  Roost and the impact he had on the rule of an entire nation.
  Located on the westernmost stretch of shoreline in Yzeem, Rook’s 
  Roost is effectively a city-state that has severed all ties with the Veiled 
  Council of Balaquim and the other settlements along the River of Life. 
  Its independence was initially a matter of indifference, but later became 
  one of necessity, and finally something that could not be altered without 
  resources that the government of Yzeem is unwilling to commit due to the 
  Credits
  Written by: Shawn Carman
  Editing: Shawn Carman
  Interior Artwork: Enmanuel “Lema” 
  Martinez
  For Kyoudai Games
  Shawn Carman, Creative Department
  Rich Wulf, Mechanical Design
  Ryan Carman, Logistics & Development
   
  Butch Carman, Chief Financial Officer
  Mike Brodu, Graphic Design & Branding
  Original Graphic Design: Robert Denton
  1
  
  circumstances following the Darkfall. Its beginning, however, is very 
  much the story of one man, a wealthy Yzeemite merchant patron named 
  Ensef Narook.
  Centuries ago, the structure of power in Balaquim was very different. 
  The Veiled Council had not yet been created, with a more traditional 
  ruling council still in place. The politics in the city were a constantly 
  shifting balance of trade, negotiation, alliances, and betrayal. Ensef 
  Narook, while a ruthless businessman, was nevertheless not corrupt and 
  would not embrace the backstabbing and bribery that was required for 
  him to advance to new levels of influence. Disgusted by the state of 
  affairs in the capital, Narook used a portion of his vast wealth to create 
  an estate far away from the capital so that he could conduct his affairs 
  without the interference or spying eyes of his business rivals. It took 
  him the better part of a decade, but as a half-elf, Narook was a man with 
  great patience to match his long life. In time, his estate was complete 
  nearly six hundred miles from the port of Balaquim, and he immedi-
  ately began expanding it to include a small port where he could dock 
  his various merchant and personal vessels in order to conduct business 
  more thoroughly.
  Narook’s gambit paid off, and soon his merchants who dealt in the 
  western nations of Aden were showing dramatically increased profits 
  with their ability to restock and resupply at his new estate, avoiding 
  the endless fees, bribes, and price-gouging of the port at Balaquim. In 
  short order, several other like-minded merchants secured permission to 
  use his facilities as well, for a nominal, honest fee that was a dramatic 
  fraction of what the larger port to the southeast would charge them. 
  Slowly, Narook and his allies formed a merchant coalition that began 
  to change the economic balance of trade in the western Known Lands. 
  The merchant princes of Balaquim, who had previously taken note of 
  Narook and dismissed his efforts, began to pay closer attention. When 
  the situation continued to escalate, the most powerful people in Yzeem 
  began to feel the difference in the one place that made them pay the 
  most attention: in their profit margins.
  It is perhaps one of history’s greatest ironies that Narook’s estate, 
  which by this point had grown into a true settlement and bustling 
  center of commerce, became a force for reform within the political and 
  economic landscape of Balaquim and the entirety of Yzeem. The poli-
  cies in effect at Narook’s port forced the vastly larger port at the capital 
  to become more honest and straightforward, because if they hoped to 
  compete, they had no choice. In time, the two ports established an equi-
  librium, where the larger was slightly more expensive but had a vastly 
  larger marketplace, thus ensuring slightly greater return on an invest-
  ment. Essentially, the two offered slightly different services, allowing 
  captains of different vessels to choose based on their specific needs, and 
  ensuring that neither was undercut by the other. When Ensef Narook 
  passed away of old age, he had seen his private estate, now known 
  as Rook’s Roost, to become a major economic power throughout the 
  Known Lands.
  Narook’s passing left a power vacuum that was, for a short time, 
  hotly contested among his surviving partners. Eventually a ruling 
  council of major merchant captains was established to oversee affairs in 
  the port. Initially, this was beneficial for all involved, but unfortunately, 
  the men and women who replaced their founder did not possess the 
  strength of character he had. Within a decade, they began to exercise 
  their power to manipulate economic decisions in Balaquim, reversing 
  what had become a relatively benevolent trend among the leader-
  ship and cause it to begin sliding back toward corruption. It became 
  more profitable for the captains of Rook’s Roost to abandon trade in 
  exchange for significant kickbacks from the port at Balaquim, which 
  soon recovered all the trade that was no longer taking place at the Roost 
  and drive their fees back up. The capital became more corrupt than ever 
  and, over the years, the ruling council of Yzeem became mere puppets 
  for the captain’s council at Rook’s Roost, most of whom had descended 
  into piracy to slake their endless avarice and desire for adventure. 
  Years later, it would be the appearance of the Green Councilor and 
  his advocacy for all members of the ruling council to abdicate their 
  position and allow a new, anonymous council to take their place, 
  immune to threats against their privacy and attempted assassination 
  outside the council chambers. When no one knew who the councilors 
  were, no one could attempt to use outside pressure to force them to 
  capitulate to the pirates of Rook’s Roost. It was not a perfect process, 
  and it was very gradual, but in time, the newly named Veiled Council 
  became all but immune to the manipulation by the Roost, much to the 
  pirates’ chagrin. This was not to say that the Council was completely 
  benevolent, because politicians and power-brokers are always suscep-
  tible to vice and power struggles, but the situation was such an improve-
  ment over the past levels of corruption that had choked the city.
  For their part, the pirates of Rook’s Roost saw the loss of influence 
  in Balaquim as an insult, and even the most even tempered, reserved 
  among their numbers, those who had chosen to act as privateers or 
  even eschew piracy altogether, rapidly descended to the same levels 
  of barbarity as their comrades. Those who did not survived only a very 
  short while. The last vestiges of civility disappeared, and Rook’s Roost 
  became the den of thieves, pirates, murderers and brigands that it is 
  known to be today.
  After the Darkfall
  The Darkfall was a largely beneficial event for the pirates who make 
  their home in Rook’s Roost. It was only a matter of time before Yzeem 
  or one of the other nations marshalled their forces and took the city by 
  land. Attacking by sea was not safe for anyone purely due to the sheer 
  number of pirate vessels who would protect their safe harbor, and the 
  few attempts the forces in Balaquim made to do so ended poorly for 
  the People’s Navy. Recognizing that this would eventually happen, the 
  captain’s council fortified the Roost extensively, which in turn led to the 
  city being completely safe from nocturnals when the Darkfall occurred. 
  What’s more, the chaos happening all across the Known Lands ensured 
  that no nation would ever risk committing their naval forces to some-
  thing so insignificant as pirates. 
  In addition to allowing them peace of mind regarding their secu-
  rity, the Darkfall has increased profits for the various pirate crews that 
  operate from the Roost. Supplies are more valuable than ever, and very 
  few merchants or settlements ask a great deal of questions about where 
  goods they are offered come from; most simply purchase them without 
  inquiring at all. Pirate crews can now sell their looted cargo for signifi-
  cantly more than it was worth prior to the cataclysm, and have to work 
  far less to find a market for their goods before doing so.
  2
  
  Politics of Piracy
  As might be expected, the “society” of Rook’s Roost is chaotic at 
  the best of times, and violent almost without exception. Brawls are 
  commonplace, even expected, and serious injuries are not uncommon. 
  Murders are not unheard of, but the captain’s council discourages it 
  because it robs ships of needed crew. Individual crew members view 
  the Roost as a safe haven to indulge in their various vices, including 
  primarily liquor, gambling, violence, companionship, or some strange 
  combination of those things. Taverns, gambling dens, and brothels are 
  the most common establishments in the settlement around the Roost 
  itself, and a few pit fighting arenas are present as well, albeit more 
  strictly supervised than anything else in the city. There are merchant 
  houses, established by the few merchants who do enough business with 
  the pirate crews that it has proven cost effective to maintain a trading 
  house on site. These are typically the most well-protected locations in 
  the city, and attempting to rob one is an offense punishable by death by 
  even the most lenient and forgiving of the various captains who make 
  their home at the Roost.
  The politics of the Roost’s ruling council is somewhat more complex 
  than one might expect, and ironically much more closely resembles the 
  ruling council of Yzeem as it existed in the old days. Only the most 
  powerful and influential pirate captains find themselves on the council, 
  and their position there lasts only as long as they can maintain the level 
  of influence that granted them the seat in the first place. Power struggles 
  are very common, and membership is fluid, with the average length of 
  one’s position on the council no more than six months at the outmost, 
  although outliers obviously exist. Methods up to and including assassi-
  nation have often been used to create vacancies in the council for ambi-
  tious captains to gain an opportunity to take their place.
  In the years since the Darkfall, a divide of sorts has manifested 
  within the ranks of the pirates at Rook’s Roost, beginning with the 
  captain’s council and running all the way down to the lowliest swabs 
  and deckmates on the most decrepit vessels in port. There are some 
  who see the world after the Darkfall as an entirely new place, with new 
  opportunities. The united pirate fleet, if it were ever gathered in one 
  place at one time, would be one of the most daunting naval forces in 
  existence, and the wealth that travels through the vessels coming and 
  going at the Roost is such that they command mercantile power equal 
  to any other major city in the Known Lands save for the national capi-
  tals like Balaquim, Mekanus, or Sea Reach. These captains and their 
  followers believe that this is an opportunity for Rook’s Roost to seize 
  greater influence than ever before, not merely in the form of holding the 
  seas hostage, but economic power, military power, even political power. 
  They crave to be recognized by the nations of the Known Lands as an 
  equal, and are eager to stand shoulder to shoulder with others as, if not 
  kings, then at least rulers like the so-called Dust King of the Rhanate or 
  the Grand Kazan of the High Steppes, two others who would never have 
  been recognized prior to the Darkfall.
  The pirates tend to fall into two distinct camps in regard to this issue, 
  and can be roughly described as follows:
  The Plunderers
  The name “pirates” tends to conjure a certain image, and that image 
  is the archetype of those who have come to call themselves the Plun-
  derers. The Plunderers revel in every part of their lifestyle, from the 
  wealth that they glean from their efforts to the violence necessary to 
  secure that wealth, and the hard-drinking celebrations that follow suit 
  as their hard-fought riches quickly evaporate in a raucous, days-long 
  indulgence that leaves them hungry once again for prey on the open 
  seas. Anything else, anything less than the chaos and violence of the life 
  to which they are accustomed, is tantamount to the mundane non-exis-
  tence that they believe all others live, and they want no part of it. Those 
  who even suggest such a thing are, to the Plunderers, less for it and 
  privately, they agree that such individuals are weak and will one day be 
  ripe for conquest themselves, but only after other available targets have 
  been exhausted.
  For the time being, the Plunderers hold a majority over the popula-
  tion and leadership of Rook’s Roost, although it is much closer to being 
  even than any of them would care to admit (those few of them who 
  bother to follow such things in between bouts of trying to kill them-
  selves with rum, that is). 
  The Opportunists
  The vocal minority of the captain’s council, as well as those who 
  support them, fell into a life of piracy by happenstance or necessity, if 
  you were to hear their version of events. They took to the life as part 
  of their economic opportunity, and take no particular joy in the chaos 
  and violence that it involves. The world since the Darkfall fascinates 
  them, and they see opportunity where others simply see madness. The 
  bandits of the Rhanate have united under the banner of the Dust King, 
  for the most part, and the same could be said of the various tribes of 
  raiders that call the High Steppes home, though no one would accuse 
  the Grand Kazan of being a particularly wise or even stable ruler. The 
  Opportunists have money, and they have power. What they do not have, 
  what they desperately crave, is legitimacy. The motivations for this 
  vary wildly. Some seek to return to a life they knew before the seas 
  called them, while others are simply strategic thinkers who envision a 
  much larger picture than their more violent comrades-in-arms among 
  the Plunderers. They view the Plunderers as a barely controlled weapon 
  that would be best put to use turned against their enemies, but cannot 
  currently see a way through to harnessing them properly. They recog-
  nize that the Plunderers view them as weak and ineffectual, not truly 
  pirates but pretenders who will one day be weeded out of their number. 
  What the Plunderers do not yet recognize is that the Opportunists are 
  aware of their disdain and are taking steps to ensure that their chaotic 
  nature will not be a problem for much longer. If the Opportunists have 
  their way, the streets of Rook’s Roost will soon run red with the blood of 
  those who have no place in the future they are making for themselves.
  Firebeard,  
  Captain of the Bloodied Fang
  [Male jurak barbarian 13]
  Without question, the most powerful and fearsome pirate currently 
  calling Rook’s Roost his home is Firebeard, called by some the Scourge 
  of the Southern Sea. In addition to being incredibly dangerous on a 
  personal level due to his lethal combat prowess, Firebeard is excep-
  tionally cunning in his use of tactics against merchant vessels and has 
  claimed more conquests on the ocean than any other captain in Rook’s 
  Roost. His reputation, while completely earned, is carefully managed to 
  create even more of a psychological advantage in battle. He has a habit 
  of tying matches into his beard and setting them aflame during boarding 
  actions, hence his name. Most of those who have crossed blades with 
  him have not survived, but a few that have given him what he considers 
  to be an acceptable challenge have been spared if they survive long 
  enough for his battle rage to abate; otherwise, he scarcely remembers 
  the fight itself, much less his opponents.
  Firebeard is currently the longest-serving member of the captain’s 
  council, having been on the council for almost three years. He has 
  brutally rebuffed no less than six attempts to unseat him, and no one who 
  has attempted such a feat has survived. The most recent one was a year 
  ago and resulted in the offender’s entire crew being sunk in the harbor 
  aboard the captain’s ship. There were no survivors. Unsurprisingly, 
  3
  
  Firebeard is the most vocal advocate of the Plunderers faction within 
  the Roost, and the one around whom most other advocates rally when 
  their opponents attempt some new gambit to advance their agenda. It 
  is very likely that Firebeard’s presence alone is what ensures that the 
  Plunderers continue to hold sway over both the council and the Roost as 
  a whole, which has painted a bigger target on the jurak than any of his 
  previous activities in the past, and that is no small feat.
  Ariana Darkfeather,  
  Captain of the Black Dawn
  [Female elf fighter 11]
  Although no one outside the ranks of the Opportunists recognizes 
  it, Ariana Darkfeather is the power behind the throne, so to speak. The 
  movement is pushed forward largely by her will, and it is her keen intel-
  lect that has grown its ranks from a handful of like-minded captains 
  to a minority of the captain’s council and a dozen more captains from 
  the lower ranks as well. Darkfeather presents her theories and actions 
  as perfectly logical and reasonable, and they are. There is, however, 
  something deep within her past that she does not share with others, 
  no matter how much she may trust them. Darkfeather’s father was a 
  disgraced noble cast out from Sylfanus in Arasteen, and died almost 
  penniless after decades of back-breaking labor to take care of his family 
  in a mining town in southern Columbey. Darkfeather turned to piracy 
  to strike back at the self-righteous bastards in her homeland who had 
  dared slight her father so, and her life has never diverged from that 
  vengeful path.
  Darkfeather knows that the Plunderers have more numbers, and that 
  their followers are more violent and experienced warriors. She knows 
  that their leaders, Firebeard in particular, are incredibly dangerous and 
  cunning, albeit not as cunning as she. She recognizes that if she were 
  able to cut the head off the snake and eliminate the leaders, the crews 
  would run amok. Likewise if she eliminated the crews, the captains 
  would pose a threat that she and her allies might not be able to defeat. 
  So, she has concocted a plan that will allow her to do both simultane-
  ously, then pick up the pieces and make something completely new.
  Zardis,  
  Captain of the Chum Giblet
  [Male human summoner 7]
  Although no one questions the idea that Firebeard is the most fear-
  some and successful pirate on the southern seas, no one disputes the 
  fact that the arcanist-pirate known as Zardis is the most bloodthirsty. 
  Firebeard has spared opponents on occasion if they have impressed him 
  with their courage and their skill in battle; Zardis is never known to have 
  willingly spared anyone in his brutal rampages on the water, although a 
  few shipwrecked survivors have washed upon the beaches now and then 
  to tell stories of the nightmares visited upon their vessels by Zardis and 
  his crew of cutthroats. Zardis’s ship is one of the smaller sizes commonly 
  used by pirates to prey upon other ships, and attacks ships almost exclu-
  sively larger than itself. This is due to Zardis’s almost legendarily anti-
  social nature; he can tolerate the presence of very few other beings, and 
  prefers a much smaller crew. Likewise, very few are able to deal with 
  the stress of being around such an obviously murderous and sociopathic 
  individual, so even with his limited needs for crewmen there are few 
  applicants. The other reason that Zardis keeps a smaller ship is that he 
  has no need of a larger one due to his arcane abilities as a summoner.
  Zardis is a powerful arcanist who can summon a powerful ally from 
  one of the adjacent planes, believed to be the elemental plane of water. 
  His ally takes the form of a truly massive shark, a spirit that resembles 
  the aquatic predator but is vastly more powerful and possessed of a 
  deadly intelligence. The shark has done more damage to Zardis’s oppo-
  nents than his ship’s meager armament has ever inflicted, and the vast 
  majority of those who perish at the hands of the captain and his crew 
  end up consumed by the perpetually-hungry beast, who also periodi-
  cally feeds on any crew whom Zardis considers disloyal or mutinous in 
  any way. Needless to say, Zardis’s crew tends to be loyal. 
  The heinous nature of his crimes against enemy ships goes well 
  beyond piracy, in the eyes of most, and as a result Zardis has a sizeable 
  bounty posted on his head in Yzeem, Vanora, and of late, Urbana as 
  well. Although the pirate captain himself appears to be incapable of fear 
  or concern, even for his own self-preservation, members of his crew are 
  becoming noticeably anxious about their growing notoriety.
  4
  
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  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by  
  E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Inc.; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, 
  Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.Pathfinder Roleplaying Game Bestiary. © 
  2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, 
  Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Combat.  © 2011, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, 
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  Jason Nelson, Tork Shaw, Owen KC Stephens, and Russ Taylor.
  Thunderscape: The World of Aden. © 2013 Kyoudai Games, LLC; Authors: Shawn Carman and Rich Wulf.
  Thunderscape The Aden Gazette #8, The Pirates of Rook’s Roost. © 2018 Kyoudai Games, LLC; Author: Shawn Carman.
  5
  
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