Seahaven is one of two sprawling cities that inhabit the Dark Isles, and the unofficial seat of power for the region. Founded over the ruins of ancient Human civilizations from ages past, the city has a strong but unusual structural foundation that allows for complicated tunnel networks beneath the streets, often running alongside or through the sewers.

The 'kingdom' of Seahaven stretches to the Darkness in every direction, on Heas, and some nobles would tell you that it includes Tarkas, too, but the Skrel'eth certainly haven't heard anything of this. The heaviest population centres are Seahaven proper, the village of Milford, and the Sayaki fortress of Kizuni Odawi.

As the city imports a great deal of goods from Balinand and Tarkas, and exports just as much, the docks are one of the key features of the city. The White pier is older than the city itself, built by the last group to live on the spot, and much of the stone used in that construction was moved to build more modern structures such as the wall to Seahaven's west.

The people of Seahaven live in a carefully constructed debt slavery, for the most part: The prices of sailing away from Seahaven can be steep for someone already in the trap, and in order to continue living, one must borrow money from the nobles, often-times, which they pay back by working where that noble requests them to. These people are typically called serfs, indentured slaves or even peasants, though by law they're no different than any other commoner with a debt to be paid.

Obviously, some manage to push out of this trap by the aristocracy. As a commoner, one can expect a life of decent comfortability, able to purchase a wide variety of goods from all over the region, and even look into starting their own business venture, or joining another's. The aristocracy is constantly arguing over what to do about true commoners, ranging from such extremes as forcing them into actual slavery, to encouraging them to spend their money rashly in an effort to become a lesser noble themselves.

When one finally comes to the nobles, everything gets a bit murky due to the deception, misleading and confusion in general presented by such an interwoven system. However, most of Seahaven, and the law, divides nobility into two categories: Petty Lords and Merchant Lords.

Petty Lords, often simply referred to as "Lord" or "Lady" at risk of insulting them directly, are the lowest of the nobility. They either barely retain their right to a title by providing constant bribes in addition to taxes, or they are the closest friend or family member to someone higher up on the list that can afford to pay it for them. Despite this unimportance as far as the upper class goes, they make up a lot of the important people in Seahaven. Petty Lords are often put in charge of a small part of the city, particular service, task or project, and maintain their title by taking care of their charge as requested by those above them. They also serve as intermediaries for the Merchant Lords, and fill the less profitable noble positions, such as Herald to the King.

Merchant Lords, however, are the true powers of Seahaven. These nobles possess enough money to effect great change on the city, and only a balance of infighting and bribery amongst themselves keeps them from doing just that. Being a Merchant Lord requires a massive power base, and as such, there are very few such Lords. Each one tends to run a powerful organization such as the Merchant Guild itself, the Seahaven Watch, or the Tranquil Tide church. There are some Merchant Lords who likely get their power from less reputable groups, but they rely on lack of evidence to maintain their status.

There are four individuals with a large amount of power, mainly because they truly own land. These nobles are simply called the four Marquis' of Seahaven, and make up the most determined, wealthy, and skilled nobles. These four are in charge of truly defending the kingdom, through their vassals or through their own strength, and their charge is the land itself.

The Four Marquis', as well as other highly influential individuals within the Seahaven borders, can be read about in "Important People of Seahaven", located at the top.

Perran:

A traders village on the coast nearest Heas. This village has a large Tir population. Just under 300 years ago a Tyen slave ship with a cargo of over 1000 Tir was wrecked on the island in a winter storm. All the Tyen perishing in the wreck or... uh... shortly thereafter. The Tir were allowed to remain and settle, establishing a new home for themselves. Several times Tyen ships came to try and claim their 'property' back but the ownership of the Tir was not recognized by the Skrel'eth. The last ship was a warship, bearing over two thousand Tyen warriors to take the Tir back by force. The timbers and beams of that ship were used for the construction of several buildings in Perran.

 

Pha'kat (Pa, not f )

A village for Skrell refugees who made it to the island after the Cataclysm and are clan-less, for the most part. Typically a clan-less Skrell is an outcast, disgraced, but the cataclysm has made for strange times. Though some stigmata remains, the people of this place do their best to go about their life without the security of a clan. Stronger individuals are often accepted into the islands clans, often by marriage.

 

And three villages of the dominant clans of the island:

Kharn'at

A coastal village on the Southern edge of the habitable area.

Cav'tlan

A village inland and on the islands Northern half. These two raid each other regularly, meeting in the middle for arranged battles often. For the most part they ignore Pha'kat and the third Skrell village...

Tana'asht

The last was once the largest of clans on the island and the largest of villages but it is -just- inside the habitable area and now faces a nearly daily fight to keep the demons from their gates. They will not retreat, they will not surrender. No clans have offered assistance, nor will they ask for any.

Kizuni Odawi is the central location for all Sayaki people, whether they wander nearby in the various clan holdings, are out at sea, stationed in Seahaven or even its far eastern border. It is located very far northwest of Seahaven, approximately three day's walk on foot, the only real available transportation to any but the wealthiest, and the castle itself serves as the primary buffer line between the demons and Seahaven's fair walls. The Sayaki reached an agreement with the rulers of the coastal city years ago, and a team of expert architects (and the pseudo-slaves Seahaven has plenty of,) soon erected this fortification from which the Sayaki people would live prosperously, manage their land, hold fast to their traditions, and ultimately cut down the demons with their amazing combat prowess.

A mighty stone wall surrounds the keep and nearby village, three stories tall and a third of that wide. Barricades of all manner face north, where defences are primarily concentrated, but all edges of Sayaki land enjoy the best in protection. Tightly packed housing and buildings fill the streets, mostly made of shoji, a thicker parchment-like substance, combined with lighter woods, stray, and occasionally stone. It has a single market square, where one can find nearly every merchant in the fortress city, as well as several stations for Seahaven and Perran goods.

The Sayaki are very distrustful of unwanted guests, needing neither the trade nor the attention from those who aren't in the aptly named settlement by invitation. Also, as Kizuni Odawi bears no dock of its own, one can only reach it by passing through the wilderness.

History, what they have been doing over the last couple of centuries:

The Sayaki are actually, believe it or not, refugees from the overthrow of a human Kingdom. The leaders no longer followed the 'proper path' and the Four, Two and One saw them smote for it. The traditionalist nobility led whom they could to the seas, and by fate, they ended up on Heas.
In light of this failure, their true nature has come out: Those in charge now are the most skilled combatants and leaders. They will settle for nothing less than everyone else submitting to their superior way of life, by sword or otherwise. The Darkness only proves to them that these infidels are letting their inner darkness prevail, which means the Sayaki must show them the righteous path soon, or never.