Duskreef - Politics

INTERNAL:

The Pirate King is the nominal ruler of Duskreef, though the title holds as much power as the current holder's ability to enforce it through cunning, threats, or sheer force. Duskreef's society thrives on independence and opportunism, so no Pirate King has ever commanded absolute loyalty—alliances shift like the tides, and betrayals are as common as storms.

Pirate lords, each commanding their own fleets or crews, form the backbone of Duskreef's loose hierarchy. These lords are typically the most ruthless or resourceful captains who have amassed wealth through raids, smuggling, or relic dives. The Pirate King is selected through a chaotic "vote" among the lords, often held in Tidewrack's taverns or aboard flagship vessels, where ballots can be swayed by bribes, duels, or outright assassinations. Tenure is unpredictable; a weak king might last mere months before a coup, while a clever one could rule for years by distributing loot and promises.

A loose council of influential lords advises the Pirate King, but it's more a gathering of rivals than a unified body. Positions on this council are fluid, claimed by those who can intimidate or outmaneuver others, and members are frequently replaced through challenges or disappearances at sea.

EXTERNAL:

Duskreef deals with other nations through a lens of pure self-interest—raiding where profitable, trading when convenient, and feigning alliances only to break them later. They have little regard for diplomacy, viewing the Veilsea Accords as a suggestion rather than law, and often test its limits with minor infractions that Thaloryn overlooks to avoid escalation.

With regard to individual nations:

Kragvost: Duskreef sees the Kragvostians as kindred spirits in chaos but fierce competitors for raid targets. Alliances form for joint assaults on richer nations, with Duskreef providing ship and Kragvost bodies, but these dissolve quickly over loot disputes, leading to frequent skirmishes.

Ironcrag: Duskreef maintains a wary trade relationship, smuggling relics or slaves in exchange for Ironcrag's sturdy weapons and armor. They respect the dwarves' resilience but raid their convoys when vulnerabilities appear, prompting retaliatory sanctions from Thaloryn. In general, the two have limited interactions due to Ironcrag convoy's being difficult for Duskreef to crack, and Duskreef's ships being much swifter and more maneuverable.

Sylvara: Duskreef views Sylvara as a prime slaving ground due to its dispersed elven population and valuable magical bloodlines. Raids are opportunistic and hit-and-run to avoid druidic defenses, but failed attempts like the infamous Sylvaran village assault serve as cautionary tales.

Nyxumbra: Duskreef supplies unique slaves to Nyxumbra's necromancers for high profits, fostering a mutually beneficial but distrustful trade. They avoid direct conflict, knowing the undead hordes could overwhelm their fleets, but pilfer Nyxumbrian shipments when possible.

Korathis: Duskreef engages in black-market dealings for gladiatorial slaves and Veilbreak artifacts suited for arena combat, often raiding Korathian outposts for "fodder" captives. Relations are tense, as Korathians view Duskreefers as unworthy cowards who strike from the shadows, leading to naval chases and retaliatory strikes on pirate vessels.

Lumivale: Duskreef preys on Lumivale's arcane-focused society by targeting isolated mages or second-class citizens for enslavement, valuing their magical potential in the slave markets. Trade is minimal and covert, as Lumivale's elite disdain the pirates' crudeness, resulting in occasional magical blockades or illusions to deter raids.

Thaloryn: Duskreef resents Thaloryn's enforcement of the Accords but exploits its neutrality for safe harbors during storms or to fence goods through back channels. They push boundaries with small-scale violations, knowing Thaloryn prefers trade sanctions over war, but a major infraction could unite the Accords against them.

Valthorne: Duskreef competes directly with Valthorne in the slave trade, often undercutting prices or hijacking shipments to dominate markets. A fragile partnership exists for joint ventures in high-risk relic hunts, but betrayals are rampant, with each side viewing the other as a temporary tool for profit.

Zephyris: Duskreef targets Zephyris's nomadic, freedom-loving people for quick slave grabs, drawn by their smaller remote populations and value as airship crews. Raids are challenging due to air support and evasive tactics, leading to hit-or-miss operations where captured airships are prized trophies, though most attempts end in crashes or escapes.