Court of the Sovereign Isles Organization in Akratia | World Anvil
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Court of the Sovereign Isles

Assets

Word Travels Quickly

The Sovereign Isles are a tight knit community, despite being spread across innumerable islands. While there are formal methods of communication, word also spreads quickly from one end of the Isles to the other.

Network of Informants

Composed of Court spies and Pentarchy priests, there is a wide network of people on the Court's coin keeping an ear open for matters of influence.

Culture of Shame

Due to its rocky history and founding, the non-Spark population of the Isles has a strong streak of self-righteousness running through it, and shames those who transgress those most important rules.
+2 bonus when making Might+Sovereignty rolls to apprehend enemy infiltrators after the fact.

Pleasant Copses

The Sovereign Isles is a place of hard work and paradise. In addition to bountiful fruit, timber, and shade, the Isles' numerous copses produce excellent lumber for naval practicalities.

Shipshape Navy

Numbers are a major factor in a military conflict – but only if they can be safely delivered to the critical space where the battle occurs. A small army may have a decisive advantage if it’s experienced with amphibious assault and has swift, reliable boats to drop it at vulnerable points along the enemy’s coast. For ship to ship engagements, the benefits of better boats are too obvious to belabor.
+2d bonus to all Might rolls made when your Company is fighting aboard ships or boats.

Broad Appreciation for Tactics

The citizens of the Sovereign Isles love games, particularly strategic wargames and thus are better able to act in tactical military situations.

Rules of Plunder

Your military forces have some sort of discipline that controls their looting and pillaging. A code of honor, or rigidly enforced laws, or an officer corps that gets the goodies first – all plausible options. Whatever it is, it means that your Company is good at making defeated enemies pay for the costs of their own defeat.
On the first Might+Treasure roll made to attack in a single month, change one regular die to an ED.

High Quality Smithing

The mountains of the Sovereign Isles are a prime location for high quality iron, making the equipment and weaponry of the Isles high quality as well.

Foundries, Smiths, and Armorers

Getting manpower is one element of military strength, but giving those soldiers something to stab with and something to hide behind is also important. Your Company has the means to equip its troops with the tools of war, and to repair or replace such equipment as gets broken by the stresses of conflict.
+2d bonus to Sovereignty+Territory rolls to increase Might.

Expectation of Piety

The Court of the Sovereign Isles follows the tenets of the Pentarchy, and believes in them wholesale. As if mirroring this faith, the people of the Sovereign Isles are similarly religious and upstanding.

Classic Enemy

The Court of the Sovereign Isles hates Sparks, of any race or nationality.
If the Court or the Isles is attacked by Sparks, they have a +3d bonus to the first Might +Territory roll they make in defense.

Murderous Thugs with No Moral Center

The Court has a secretive hit squad to perform what 'evil' deeds need doing

Epic History

The Court has a history of impressive deeds. Perhaps their ancestors were great heroes ages ago, or perhaps they did something mighty just last year. However it went, the people in the Company know they have something to be proud of, and it shows. Your neighbors and rivals may know and respect (or fear) your heritage as well.
You get a +2d bonus every time you roll Sovereignty+Treasure to temporarily increase your Influence.

Just Courts

The people adjudicating disputes are fair, impartial and unbiased. They can’t be bent, bought, or bullied. How’d you manage that?

History

Founded by the fleeing men, elves, dwarves and halflings of the collapsing Akran Imperium, they arrived in 0 upon the lightly settled Isles, claiming it for their own. The only settlers prior to their arrival was a particular religious cult - the Pentarchy.

Territories

The Court claims the entirety of the Sovereign Isles as its territory, and has strong reason to do so. The seas are patrolled by the Sovereign Fleet, keeping piracy at bay, while the land is kept safe through both Royal Militias and Church forces.

Stats

Might: 1
Influence: 2
Territory: 3
Treasure: 1
Sovereignty: 3
Founding Date
0
Type
Geopolitical, State
Alternative Names
Sovereign Court, Court of those Royal Representatives of the Sovereign Isles
Government System
Oligarchy
Power Structure
Federation
Economic System
Market economy
Official State Religion

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Cover image: by Vertixico

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