The Mutiny Organization in Corexus | World Anvil

The Mutiny

The chaotic country founded and ruled by Pirates

Map of The Mutiny

The Mutiny(Country Map)
A map of The Mutiny and the surrounding area, colloquially known as "The Tumultuous Drift".

Structure

The Mutiny has an incredibly simple structure, with a single creature sitting at the top of the country as its ruler, holding the title of "Anchor King/Queen" and ruling from the capital of Lockanchor. This Anchor King or Queen rules The Mutiny and all its constituent members absolutely, and has absolute authority within the country. This figure generally attains this position through strength and cunning political savvy, and holds their seat through a mixture of fear, respect, power, and awe...they uphold and maintain the laws and rules of The Mutiny, have the authority to decide upon new ones, and maintain as many advisers or confidants as they deem neccesary. They also gain a percentage of all plunder and coin earned within the country. They also rule over all disputes and matters of law within The Mutiny, though most minor affairs and scuffles never make their way to their ears for judgement.   Beneath the Anchor King or Queen are the Seven Sea Emperors, which are the Seven strongest Pirate Crews in The Mutiny and The World's End Ocean in general that serve as The Anchor King or Queen's enforcers and chief lieutenants who both enforce their will and vie for their position. They war and skirmish against each other constantly to become the strongest and challenge The Anchor King or Queen, but never outright war against one another and maintain a loose unity.   Outside of The Anchor King or Queen and the Seven Emperors, all other members of The Mutiny are as equals, holding equal standing in the country as they each pursue their own goals and agendas.   The current Anchor Queen is listed below.  

Captain Aimée Leclair

  Crew Name: The Bloodsmoke Pirates   Flagship: The Ladykiller
  The current Seven Sea Emperors are listed below.  

Captain Mizukami the Tsunami

  Crew Name: The Waverider Pirates   Flagship: The Strifebreaker  

Captain Stormbolt

  Crew Name: The Stormbolt Pirates   Flagship: The Iron Behemoth  

Captain Korrza Blackmane

  Crew Name: The Blackmane Pirates   Flagship: Muzaka's Ambition  

Captain Mahkahnu Deepclaw

  Crew Name: The Mossback Pirates   Flagship: The Deepwater Derelict  

Captain Rotbones

  Crew Name: The Rotbone Pirates   Flagship: The Screaming Sepulchre  

Captain Jang Ordus

  Crew Name: The Crimson Cache Pirates   Flagship: The Roaring Racketeer  

Captain Remy Ochre

  Crew Name: The Daikaiju Pirates   Flagship: Remy's Ruination

Public Agenda

The Mutiny's one and only agenda is to provide a safe haven for all pirates, smugglers, and similar criminals upon the High Seas, free of a restrictive government where they are free to dock and sell their illicit wares free of concern for arrest or attack.

Assets

The Mutiny's assets are mostly comprised of those that belong to the innumerable pirate and sailor crews that align themselves beneath its Flag, though the country has many central assets tied up in its one and only city, its capital of Lockanchor. many of its assets there are used to repair, resupply, and outfit ships that come and make port there, and to defend it against attack.

History

The Mutiny was formed a scant 75-80 years ago when, during the peak of the numerous great pirate wars that raged all across the oceans of the time, the eight strongest pirate captains and their armadas declared a cease-fire between themselves and came to an agreement: Lay down their arms against each other, and unite long enough to resist the navies of the countries of Ea who constantly sought to destroy them. Swearing oaths of non-violence and a nonaggression pact between themselves and their armadas, these infamously powerful eight pirate lords went to war against the navies of The Venau Necrocracy, The Empire of Draconia, and more...and successfully managed to conquer an old naval fortress-island belonging to The Venau Necrocracy. With their newly conquered fortress-island, the allied pirates decreed that their alliance would become permanent, and after signing The Mutiny Code into being, they formed The Mutiny.

Demography and Population

A majority of The Mutiny's population is pirates, sailors, and other seagoers that are often found spread out through The Mutiny's territory in Razorblade Reef and on the High Seas at large. However, there is a small number of the population that were native islanders or citizens of the islands that make up the reef the country is based in, as well as some native citizens of the reef's old cities and population centers which were formerly outposts of The Venau Necrocracy.

Territories

The Mutiny is based entirely within Razorblade Reef, with its capital of Lockanchor sitting upon Blackmark Isle as a former Fortress-Island of The Venau Necrocracy which was conquered by the original Anchor King and his Seven Sea Emperors in the founding battle of The Mutiny. Otherwise, The Mutiny is considered to hold a large amount of the High Seas around the Reef, which their seafaring crews patrol and pillage upon freely.

Military

Due to its very nature, The Mutiny has no organized military of its own in the true sense, and instead each of the myriad pirate crews simply ranges afield onto the High Seas pilfering and plundering from all other vessels they find, warring and sinking as they please. In the defense of Lockanchor and Razorblade Reef itself when it falls under attack, The Mutiny is a truly terrifying force. With dozens of carefully concealed and manned cannon emplacements placed all around the Reef, several pirate crews kept local and on staff in Lockanchor for the express purpose of defending in case of attack, and a myriad of traps along the dangerous and treacherous reef both natural and manmade, The Mutiny is well-equipped to deal with attack and invasion.

Religion

Pirates are not known to be a religious bunch, typically, and The Mutiny is no different. Those who dwell here are free to practice whatever religion they wish, but the pirates and sailors themselves typically either pay homage to no god or either pay homage specifically to Whitecoat, The Dread Pirate or rarely The Oceanic Pantheon as a whole. Even then, "faith" is typically shown by offerings and tributes made to their gods after each successful act of piracy, where a share of the treasure gained is thrown overboard into the water for the gods they worship. Though it is rare, some do become fervent clerics of their oceanic gods in the traditional sense and travel aboard ships doing cleric work.

Foreign Relations

The Mutiny, though it only recently was formed within the last century, has already garnered extremely hostile relations with several nations...chiefly, they are hostile with The Venau Necrocracy, from whom they conquered the reef in the first place and with whom they constantly war and skirmish against. As many of The Mutiny's pirate denizens have bounties on their heads, no civilized country has yet dared to form positive relations with them and instead constantly try to capture and conquer them and their territory for themselves. Likewise, the pirates who live within The Mutiny prefer things this way, and happily commit their unique brand of piracy and pillaging all across the world.

Agriculture & Industry

Fitting of a nation of pirates and sailors, the primary and only industry the country can boast is piracy. Stolen and pilfered goods flow from the pirate crews that serve The Anchor King or Queen constantly, and from The Mutiny's capital of Lockanchor ships sail into and out of its ports constantly, delivering and dropping off all manner of goods which are bought, sold, and traded to all manner of creatures. The more scrupulous members of The Mutiny often make a living fishing in the waters around the Reef where the country is located, but for the most part, The Mutiny's sole and biggest industry is that of piracy and stolen goods. It is not an exaggeration to say that The Mutiny's chief industry is pilfering the industries of others.

Trade & Transport

All transport and trade done within The Mutiny is done over the water due to the maritime nature of the country. Ships ferry goods and creatures to and from the country and its capital, Lockanchor, and thus does trade flow constantly within The Mutiny...though the goods that trade brings may often be illicit in nature.

A Freedom forged together as one.

Founding Date
1964 AF
Type
Geopolitical, Country
Alternative Names
The Hive, The Mute
Demonym
Mutineer
Head of State
Head of Government
Government System
Monarchy, Absolute
Power Structure
Confederation
Economic System
Market economy
Currency
The Mutiny uses the three-coin system prevalent throughout the world, using a combination of Copper, Silver, and Gold pieces as well as other plunder gained from piracy.
Major Exports
All manner of stolen, pilfered, and plundered goods.
Major Imports
No country officially imports anything into The Mutiny. Only smugglers and other ne'er do-wells dare to bring goods to The Mutiny, often in the form of stolen goods and other valuables, but nearly anything can be found being brought here.
Legislative Body
The Anchor King or Queen is the sole legislative body in The Mutiny, and decides upon all laws and rules that govern the country.
Judicial Body
The Anchor King or Queen is the sole judicial body in The Mutiny, and is responsible for arbitrating and deciding upon disputes and matters of law between members of The Mutiny. Those who have disputes or who commit crimes are hauled before them and have their fate decided...though often times, small matters fail to reach their ears such as bar brawls or minor skirmishes.
Controlled Territories

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