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Orbin | Soulshards: Broken Alliance ECG

ORBIN GAMBLER'S HAVEN
POPULATION: 40,000


The Gambler’s Haven is the den of sin, the island of delights, land of poverty and abundance, people of wonton frivolity. Heights and depths of the soul are found in tandem in Orbin.

In the southern isles, piracy reigned supreme long before Keridwyn was a name placed on a map. The prominence of piracy waxed and waned through the ages. During the reign of Keridwyn, many famous pirates defied the crown. Redclaw, Pete the Swiftfoot, and Windblade Johny to name a few. Besting them all was an enterprising pirate queen named Shaneela. A Troll of shrewd management of ships and ruthless naval tactics, Shaneela grew her fleet with each pirate bested until she had a force large enough to threaten even the Keridwyn crown. Instead of war, Shaneela leveraged her power to be recognized as a governess of the island that housed the bulk of her fleet, along with a letter of marque against any ships from outside Keridwyn’s influence. Orbin, named after her first ship, became a major port city within the islands.

A city of indulgence, Orbin is a place where all vices are catered and money flows like wine. The wealthy and desperate alike traveled to Orbin to gamble and be entertained. Morals don’t hinder a good time and there is no limit to the stakes. Even resurrection can be gambled for. All against the backdrop of palm trees, golden sand, clear water, and perfect sunsets.

There is no written law in Orbin. The closest thing resembling a law is the well understood Golden Rule of Orbin: No violence on the docks. On the waters, all is fair. But the docks are the avenue for which the money flows, making it nearly sacred ground. Outside of the docks, protection is provided by belonging to either a guild or a crew. Members of these groups watch each other’s backs. Crews and guilds treat their members as investments. Immigrants who show promise are snatched up by a group to be trained, housed, and protected. With this comes a sense of brotherhood and responsibility. Only a fool betrays his guild or crew.

Even with the anarchic society of pirates, Orbin has an oddly high reputation of conduct, at least within the city itself. The dock administration guild is run by Trolls, the second incarnation of Shaneela’s crew, and are the strongest authority on the island city. They work tirelessly to ensure the dock runs smoothly and the money flows. Even the most ruthless crews know not to endanger the flow of money, or else all other groups will turn against them.

The people of Orbin, with their piratic ways, saw opportunity in the fall of the alliance. Raiding the merchants and envoys of other cities almost immediately. But when Enviro ceased to be the protectors of the old ways, Orbin saw opportunity as a harbor for mediation. Reputation for their odd sense of honor and neutral ground was appealing for many to seek refuge or for peace talks. Orbin, seeing money in it, was eager to meet that demand.

Trolls and Aquatic species are the most numerous on the island, followed by the Nature born species. Ancient and non-Troll Fae blood is scarce among the islanders, but all species are welcomed. After all, the exotic is a delicacy when nothing is taboo.


HEROES OF ORBIN
Seline was a pixie of enthusiastic carousing in her youth. She was a party girl, living for the highs of life. She drank to excess, gambled for thrills, and partied like there was no tomorrow.

Until the incident.

After a night of playing at high-risk tables, Seline woke next to a magically formed clone of herself. With only a fuzzy memory of the night before, she looked at her copy. Its eyes lacked adult comprehension, behaving like a child. It was a wake-up call.

The maladjusted creature who wore her features was her responsibility in her assessment. She raised it, teaching it how to speak and act. In caring for the copy, she matured. She trained her skills away from frivolous things into practical, protective magic. She still spends time in the same taverns, gambling dens, and dancing halls, but now she keeps her mind sober and nudges those around her toward better decisions. She uses her magic as well as her social grace to nullify spiked drinks, reckless mage craft, and excessive behavior.

Her new life has earned her many enemies among those who prey on the isolated, intoxicated, and desperate. Illusions and instincts have kept her alive through more than one assassination attempt. Not all hate her though. Her protective actions have been shown on the battlefield as well. Those saved by her, her ‘crew’, show their gratitude by protecting her from retribution from the gambler’s guild and petty criminals where they can.


Lotar is a tall, lithe Moon Elf who sailed under the Keridwyn flag before the gates closed. He worked upon a merchant vessel until the day he enraged his captain and was abandoned at Orbin. According to the captain, Lotar sold him out. According to Lotar, he answered a question honestly. Since then, honesty has been his reputation in Orbin.

He sailed with other ships for a time as a guard. Only merchant ships were able to hire his services, as he refused to assist pirates. Once, Lotar found himself aboard a ship whose captain tried to press him into assisting a raid upon a slower ship. Lotar refused despite the captain’s threats, choosing instead to swing onto the deck of the assaulted ship and repelled his previous employer’s corsairs.

Leveraging his reputation for honesty and defensive skills gained from repelling boarders for years, he now holds and defends stakes of bets. None have been able to bribe him or take the bets under his care by stealth or force. A staunch friend and supporter of Seline, he views the city of Orbin not as a place of indulgence but as a place to lead by example. The two have founded the defender’s guild. Although very small and feeble among the guilds, it is steadily gaining clout.

He defends the city, the people inside, and his source of income from invaders aboard his small but agile ship, the Shield.



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