Government
When the Changing Tide first occurred, there were changes to be made to government structure. Without land, there could be no feudal system, no knights and serfs, so there was a measure of equality. Without agriculture, seafaring and trade were its only options, so they had to be merchants and sailors. They were literally all in the same boat.
Its three centers of power, the Arbiters’ Palace, the House of Trade and the Tide Speaker’s Harbour – the seats of government, trade and shipping – are situated so close together they are almost within shouting distance. They work in partnership – a system free from tyranny where people are bound together in a spirit of cooperation. These figureheads are rarely, if ever, able to leave Portavas, and their presence in Haven would only occur in dire emergencies.
They are led by an Arbiter who represents the will and desires of the people. They are elected through a complex voting system designed to prevent vote rigging, then shackled with social and political restraints. The Arbiter is forbidden to leave Portavas territory or to receive gifts more substantial than a pot of herbs. The aim is political stability for a common end: the pursuit of business and growth. The Arbiter serves a ten year term, but in the event of their death or if a charge of corruption is brought against them and they are found guilty, they are removed from office and an election is called. There is no limit to how long an Arbiter can serve, but no Arbiter has the right to associate any member of their family with themselves in their office, nor to name their successor. This is in part to avoid false monarchies from taking hold.
The second seat of power is the House of Trade, which is made up of the recognised and sponsored Merchant Houses of the Republic. The most influential business owners are the investors and the deal makers, the moguls and the treasury – but also the savvy statisticians and strategists. They keep the nation rich, and powerful. The Speaker of the House is the elected official who guides the future trade interests and international trade policies. One can lose political standing in the House of Trade if one has a bad year, so business can become quite cutthroat. The Speaker of the House is elected in a similar fashion to the Arbiter, and while it is the members of the House who vote, any business owner within the capital’s walls can also vote. Hard fought elections are often won or lost by the will of the small business owners.
The third seat, known as The Tide Speaker is similarly voted for by those who own ships. They oversee the naval organization, and exploration interests of the people. Part military might, part master navigator, the Tide Speaker directs the fighting power of the The Republic of Portavas’ flotillas, and keeps record of any new discoveries or locations found by members. Should one of your ships run afoul of bad weather or pirates, you could lose political power.
While it is the Captains of the Tide Harbour who vote, anyone who owns a ship can cast a vote. Hard fought elections are often won or lost by the will of the gondola captains union.
Because everything is imported and exported, bookkeeping is a highly regarded job. The fastidious scholars of Portavas can find immense wealth in record keeping. The head official is known as the “The Keeper of the Books”, and they hold a great deal of sway over the nation’s politicians and the direction of commerce. Because maritime supply is critical to survival, the nation is obsessively attentive to detail and management techniques.
Keeping strict track of all resources at its disposal has led Portavas to develop assembly-line construction. Galleys can be built in kit form by craftsmen who specialize in the individual components, so that in times of crisis ships can be put together at lightning speed.
To impress a traveling dignitary from Kairos during a time of political instability between their nations, the then Arbiter Telio de House Costrian, had a complete galley assembled during the length of a lunchtime banquet. The point was made, and a peaceful trade treaty signed shortly after.
Theft is dealt with harshly when in the cities or on the islands, but at sea the rules of land are not as ridgid. Instead of theft, the biggest issue is exploratory crews bringing back contraband or outlawed goods. This doesn’t stop them from entering the city, it rather means a lucrative Under Market has formed to aid in the transport and sale of these goods. In truth not much is done to stop them, but it is considered bad form to do business with these traders, and some Merchant Houses refuse to trade with people who have a history of doing so.
OC Note – Nothing in the Under market is sold that breaks our conduct policy and references to such will be viewed as a breach of that policy.


Politics
While one would assume a nation focused on trade and exploration would have few scruples about who they traded with, this is not entirely the case. The Republic of Portavas is very proud. They are aware of their power and what they can offer those who have wares they can not offload anywhere else. This does not mean they will blindly accept anything through their ports.
The nation, while known to have made deals historically with Corrupted in the early years before the Pact of Nine, has made such agreements treason alongside the other nations.
Portavas also does not morally agree with the use of Athria’s corpse animation magic, and struggles to reconcile this practice with its neighbor and Commonwealth ally Hammerstadt. On a religious level, the Republic’s people believe in the changing of tides and the constant flow of sands. Change is a natural part of life, and to try to hold on to something without the willingness to risk losing it is anathema. Visitors from other Realms or nations who rely heavily on this type of magic, may find the price of salt has gone up, or there are no more pearl merchants open on a midweek afternoon.
War is something this nation does its best to avoid. History has shown that while profits from war may be vast at first, the repercussions are long lasting, and often not worth the price. A long history of internal cooperation is the foundation of The Republic.
That being said, when the time comes, they are not easily sunk. Years of purchasing magical artifacts and developing great mechanical marvels has given The Republic some truly terrifying advantages in war. Some have tried to lay siege to the Floating Capital city, only to find themselves without the resources to continue, or worse, paid mercenaries laying waste to their home kingdoms while they march in distant lands.
Pirating happens, but only in times of war or political conflict. If The Republic is not at active war with you, your ships will not be targeted. If it is found that a ship of The Republic has committed an act of Piracy against a friendly or neutral nation, their assets will be stripped and they will be sent to the nation they Pirated to face trial.
The nation of Portavas was born from the civil war of Hammerstadt. Originally the Anchor Syndicate of Naval and Dock workers, the people who would become known as Portavas chose to leave rather than continue the constant fighting. Portavas and Hammerstadt share a sibling-like bond; trade between the two nations is constant, with Portavas being hired in as support during times of conflict. Almost all of Portavas’ food comes from Hammerstadt, apart from the seafood. Portavas is also used as a method of moving goods to distant places for Hammerstadt merchants. The Xenomagus of Portavas are especially renowned here, as they have rumoured connections to the “Zweiburg Castle Incident”. They often trade research and more “exotic” items with the Weavers of The Westwyk and Hammerplatz. Portavian ships often make port in the estuary of the river Waden.
Portavas and Urdrevan are strange neighbours, but a shared love of exploration and constant movement brings with it a comfortable friendship. It was the Star Seers of Urdevan that taught the Navigators of Portavas about the stars, which allowed them to sail farther and longer than any previous people. Navigators then turned this into a profession, pairing this practical knowledge with rite casting. Portavas and Urdevan form long combined trade routes across both land and sea – Urdrevan buys Portavian salt in vast quantities to help them preserve their food, and Portavas buys a lot of their felts, leathers, and furs, as well as hiring them as a sort of postal service.
Things were not always peaceful between Portavas and Kairos. Two nations vying for the same space with no lines and no borders meant there were clashes, some of them very bloody. With Kairos hugging the shores and Portavas controlling the open waters, it all came to a head around a century ago when a group of opportunistic Portavians attacked and raided a Kairos merchant convoy. Kairos responded swiftly and without mercy. The Portavas Arbiter Telio de House Costrian seeing that this could erupt into a full on war, extended a hand to Kairos and a envoy was sent to negotiate a peace treaty. It was from this lunch-time banquet the Portavian system of extraditing criminals to the nations they have wronged came into law. The two nations have a strong respect for eachother. Kairos kept to their shores, and Portavas controlled the deep waters.
Major trade allies The Wonder is where Portavas gets most of the wood for its ships. If anything happens to the woodlands of The Wonder it has a direct effect on Portavas and their ability to sail. The Wonder is only accessible via a mangrove river, so logs are floated out to the sea, collected onto flat bottom skiffs, and taken back to Port Ravesso. This is much safer than trying to haul the wood through the unpredictable forests of The Wonder. In return Portavas brings items otherwise inaccessible to the people of The Wonder, and also trades in exotic fruits, plants, and herbs to further grow their weave gardens.
While there is no ill will towards their distant cousins in Morvalis, there is a deep philosophical and moral disagreement between these 2 nations. “Your Map is your life, your story” is a common phrase in Portavas, and watching those who have passed on be marched around is not in keeping with this ethos. Portavas views Morvalis as misguided about what it means to live and give of your own will to your nation. It is not the service itself, but the willingness to give of your time that makes it worthwhile. No Portavian would willingly give their body to the Morvalis resurrection merchants. That being said, Portavas will trade with just about anyone, and Morvalis has some amazing parties… if you can get past your waiter being dead that is.
Regarding Syradonia, there is a saying in Portavas when losing an argument – “Dig deep enough and you’ll hit an Apostle”. Portavians just don’t get their way of life. Generally speaking, there is very little cross-over between these two nations, the exception to this would be the Tyrian traders. Their fine metals, and gems, as well as the rock they bring with them are highly sought after additions to the portfolio of any Trade House.
With regards to the rest of the Crownlands, Avereaux only has one major port on Moon Vigil Bay which is a small crescent island off the coast linked to the mainland by chain ferries. Portavas ships are mostly too large for this small port, but they are often chartered by Avereauxians to take them “Adventuring”. Avereaux Entertainers and Chroniclers frequent the bay to gather new stories of the sea from Portavian traders and sailors, and trade in stories is just as lucrative as trade of goods.
Not much interaction happens with Valdraeth, as they don’t have a coastline. They do have some beautiful fabrics which are often highly sought after in Portavas, but they do tend to be a little dark in colour. When the lighter colours can be acquired they sell for a high price, and the trouble to get them to the ship is worth it. Portavans find people from Valdraeth a little intense; they drive a hard bargain and their sense of style and flair for the dramatic are admirable, even if they sometimes take things all too seriously.

Economic Interests
Everything that people buy, sell, build, eat, or make comes in a ship: the fish and the salt, the fabric, the weapons, the oak palings, the looted relics and the old coin; ceramics and paint; the ore to be forged into anchors and nails, the stone for building, the fruit, the wheat, the meat, the timber for oars and the hemp for rope. Ships bring people too: visiting merchants, pilgrims, tourists, politicians and royalty.
Little to no native forests has meant that the boats which the nation depends on and prize above all other possessions, must be made and bought from neighboring nations. Repairs are made from outsourced suppliers, and wood is one of the highest priced items in The Republic of Portavas. This nation is the largest buyer of lumber on their side of the world. Most of the lumber used comes from the weave growth woods of The Wonder. This means Portavas is widely invested in the health of the forest.
Fish and Seafood are the most common exports; it makes sense for a people married to the sea to take advantage of its bounty. The fishing fleets of The Republic are renowned for the quality and variety of its catch. Salt is also the nation’s most dependable export – It’s everywhere, and everyone needs it. It’s often said the citizens of Portavas have salt for blood. The white salt fields are harvested 365 days a year, and salt farming is the most common profession among the less well off families.
The city’s advantage was its access to raw material in the form of sand. Its genius was to master technical skills and exploit its economic potential. Glass manufacture on the islands is one of the most celebrated artisanal skills. Production began with window glass and everyday utensils; in time, through skillful innovation, the glassmakers developed a high-end business. Portavas became famous for enameled and exotic colored ware and glass beads. The glassmakers revolutionized the mirror industry with the introduction of crystalline glass, and they produced eyeglasses and fine chandeliers. State management and monopoly were the keys to industrial development. Glassmaking is tightly regulated and trade secrets jealously guarded.
Freshwater and saltwater pearls, both wild and farmed, are harvested and displayed like trophies. The people of the Portavas adorn themselves in pearls of all hues, and the pearl is considered a representation of the Nation itself; a treasure escaping the cage of the oyster. Pearls of different colours adorn every citizen, and it is customary for children to be gifted a fine pearl on the day of their birth. Pearls are collected for major life events, gifted on holidays, and offered as tokens of favor. When asking someone for their hand in marriage, it is customary for the asker to free dive for a pearl. It is believed that the finer the quality of the pearl the more advantageous and lucky the pairing, should the one being asked accept. This has led to an industry of professional “pearl placers” who are pearl merchants you can hire to assist you in your dive.
Roaming the seas brings treasure from all places. Open ports means many of these treasures pass through The Republic. Some are legal, some not, while others are a mystery waiting to be unraveled. Since taking to the seas, the Capital city has become a hive of antiquity trading, many ship owners will travel to distant areas close to the edges of the Corrupted fog to dredge for ancient treasures and explore forgotten corners of the map. What they come back with can be of interest to those with magic, those with money, and those with ambition…
A lot can be said for just getting out there and being a menace. Wanderlust is a part of growing up in Portavas. Many young people will take up jobs on merchant vessels traveling across the sea to far flung Realms in search of fortune and adventure. Map making, navel charts, and navigation are all taught early in life, and everyone has at least a basic knowledge of the current world map. People can be hired to aid in exploration in other Realms, to find specific things, or transport goods. Others are hired to sneak past enemy flotillas, or spy on neighboring lands. Trading or working with other nations lines people up well to spend time away from home.