Caraway Harbor, or simply Caraway, is a Kul Tiran colony nestled on the South Sea island of Katherina. Originally a Trade Post built by the Ashvane Trading Company to get a foothold in the spice trade, the warm climate and autonomous governance attracted colonists and individuals of questionable morality. Having blossomed from such humble beginnings to a settlement in its own right to rival cities like Freehold or Corlain back home in Kul Tiras. Part to the success of Caraway are the very limited regulations on trade and what ships are allowed to dock. This has allowed many private enterprises to blossom, but has also resulted in the port becoming a cesspool of pirates.
Indeed, in Caraway, any private person with a ship and company that has not offended Kul Tiras or her maritime activities is allowed to dock and spend their gains there. Treasure Hunters and Privateers have become a major stake in the local economy, aside from the free trade.
While the Proudmoore Admirality would detest a Tirassian colony falling to such a moral low, House Ashvane saw a benefit in the pirate activity. Lady Priscilla would still be responsible for appointing Governors loyal to her interests, and the Company would maintain its major stakes in the spice production of the island, while the Privateers would act as a military force for the island. Their fleets, and the militia garrison occupying Fort Caraway overlooking the harbor enough to repel any attacks most likely to come from Bloodsail Hold or Zandalar.
Caraway is my pitch into the whole settlement roleplay gig. I've built a neat settlement of custom houses, heavily themed around Age of Sail architecture and a slight Kul Tiras theme. While its original intention was simply to be another location for The Golden Age members to visit, I figured it would be more interesting if it had actual people to populate its infrastructure and local politics.
I imagine the Roleplay revolving around various locals vying for power or seeking to fulfill their interests in the town. Perhaps someone who wishes to climb the social ladder into the echelons of the local elite, mostly secluded in the Governor's mansion? Perhaps someone wishing to take control over one of the local businesses, like the very profitable tavern.
This style of Roleplay requires initiative on the individual level and from members participating. Since most of my focus still lies with the events of The Golden Age, I am willing to hand over a lot of power to those willing to oversee the roleplay and intrigues of Caraway.
The more activivity and initiative you're willing to put in, the more important roles you're able to roleplay. I'm not going to let some once-a-month alt become the Governor.
The Ashvane Trading Company controls Caraway through its morally bankrupt and economically corrupt Governor. Their ships and merchants come and go from the port, continuously filling the coffers of the namesake Household and funding their ambitious schemes. With her focus currently being seizing power at home, Priscilla is content with the current state of Caraway as an economical plus. Thus, any individuals employed by the Company will want to maintain the status quo in the town. But when things get heated in Kul Tiras, perhaps they will start to demand more as resources increase in demand: fleet support from the Privateers above all. Most optimal would be if a seam of Azerite would be found on the island...
The fancily named Adventurer's Salon is the guild of Privateer Captains bound to Caraway. It was found by the ambitious Privateer Captains who swore to protect the island and her people, so that they may continously have a place to spend their gains in. Being part of the Salon is considered a title of great honor and prestige, and many Captains, from treasure hunters, privateers to even pirates, vye to gain a seat in the club.
They value the autonomous nature of Caraway, and their own power in it. As long as they get to spend their plunder on wenches, rum and hats for good prices will they be content.
They are closely tied to the Caraway Militia, local volunteers who have sworn their muskets to protect their home. Captains from the Salon often act as militia officers and drill them in combat tactics.
Not all colonists who moved to Caraway were of dubious morals. Many of them were the hardy, brave Tirassians that the Nation is known for. While many, if not most in Caraway are tolerant towards more alien races, the patriots are not. They also look down on the degenerate elements of Caraway's culture: pirates dancing with bare-breasted women in the streets, inviting all passer-byes to drink from their public gallons of wine, etc.
Perhaps these moralists will eventually band together to form an initiative of their own, and try to influence the other factions? Maybe seek outside support, from the Admirality itself or perhaps even Stormwind. As things start to get heated in Kul Tiras, soon they may have their chance to see their home brought to redemption...
The fourth faction isn't one at all. It is a grouping of private individuals with their own unique, usually selfish, interests. This may be a merchant or craftsman seeking to expand his business, either by honorable or less honorable means. Maybe a citizen seeking to climb the social ladder or a Horde agent who wants to see the town ceded under the control of the Warchief. Perhaps something as simple as someone wishing revenge upon another who did them ill, or the opposite: a love interest.