Free Flags

Structure

The Free Flags operate under a loosely unified structure with two major factions: The Legitimate Free Flags and The Rogue Free Flags (The Iron Tide). Each faction has its own hierarchy and operational goals:   Legitimate Free Flags (Privateers):
  • High Admiral: The elected leader of the Legitimate Free Flags, responsible for negotiating contracts with nations such as Varanthia and Eryndor, and maintaining discipline among captains.
  • Fleet Captains: Commanders of significant fleets, entrusted with multiple ships and coordinating large-scale operations.
  • Ship Captains: Leaders of individual vessels, responsible for the crew and the ship's mission.
  • First Mates: Second-in-command aboard each ship, ensuring orders are executed and discipline maintained.
  • Crew Members: Sailors, gunners, navigators, and other essential roles, forming the backbone of the fleet.
  Rogue Free Flags (The Iron Tide):
  • Iron Admiral: The feared leader of the rogue faction, commanding through dominance and instilling terror.
  • Black Captains: Ruthless ship captains loyal to the Iron Admiral, known for their cutthroat tactics.
  • Quartermasters: Enforcers of loyalty and discipline, often through intimidation or violence.
  • Pressganged Crew: Individuals forced into service, forming the bulk of the rogue crews.

Culture

The culture of the Free Flags is one of contradiction, embodying both the disciplined traditions of legitimate privateers and the chaotic freedoms of unbridled piracy. For the legitimate Free Flags, loyalty to one’s crew and adherence to maritime law are core tenets. The sea is regarded as a force to be respected and appeased, with many captains invoking blessings from deities of the tide and storm. Camaraderie and trust form the backbone of ship life, with songs, shared meals, and tales of daring adventures knitting the crew together.   In stark contrast, the rogue Free Flags foster a culture of fear and opportunism. Life aboard an Iron Tide ship is brutal and unpredictable, where failure or insubordination often leads to death. While the Iron Tide glorifies violence and conquest, it also celebrates individual ambition, encouraging even the lowest deckhand to seize power through force or cunning. Among the rogue crews, survival is a personal affair, and trust is a rare luxury.   Despite these differences, both factions share a fierce independence that rejects the rigid hierarchies of land-bound societies. For all their flaws, the Free Flags are united by a love of the open sea and a shared disdain for those who would control it.

Public Agenda

The public agenda of the Free Flags is as varied as its captains. The legitimate Free Flags often present themselves as defenders of trade and freedom, offering their services to Varanthia, Eryndor, and other coastal powers as privateers. They claim to uphold the principles of fair commerce and mutual benefit, framing their actions as a necessary counterbalance to the tyranny of imperial navies and unscrupulous merchants. In this light, the Free Flags are champions of the underdog, defending coastal towns from raiders and ensuring safe passage for allied ships.   The rogue Free Flags, however, make no pretense of nobility. Their agenda is profit and power, achieved through plunder, extortion, and conquest. The Iron Tide revels in its infamy, seeking to amass wealth and resources to build a navy capable of challenging even the most fortified fleets. They thrive on fear, using their reputation to cow resistance and spread their influence across the seas.

Assets

The Free Flags command a wealth of assets, much of it concentrated in their fleets. Legitimate Free Flags boast well-maintained ships, equipped with advanced navigational tools, enchanted weaponry, and skilled crews. Many ships are built with speed and maneuverability in mind, allowing them to outpace naval vessels and avoid entanglement when necessary. Hidden harbors and fortified islands serve as safe havens, where ships can resupply and repair without fear of interference.   The Iron Tide wields an equally formidable armada, though their ships are often cobbled together from captured vessels. What they lack in uniformity, they make up for in sheer numbers and ferocity. The rogue faction maintains secret strongholds scattered across the seas, fortified with stolen cannons and garrisoned by fanatically loyal crews.   Both factions possess vast stores of plundered goods, ranging from gold and jewels to food and supplies. The Free Flags’ greatest intangible asset, however, is their knowledge of the seas. Their navigators are unparalleled in their craft, capable of charting courses through treacherous waters and predicting the movements of enemy fleets with uncanny precision.

History

The Free Flags trace their origins to the early days of Varanthia and Eryndor’s naval conflicts, when independent captains banded together to protect their interests against imperial overreach. Initially, the Free Flags were a loose coalition of privateers, sanctioned by the crowns to raid enemy ships in times of war. Their exploits quickly gained them fame and fortune, but as peace returned to the land, many found themselves unwilling to return to obscurity.   Over time, the Free Flags grew into a distinct maritime culture, with its own traditions, laws, and hierarchies. Legitimate privateers continued to work closely with coastal nations, while rogue elements splintered off to pursue lives of unrestrained piracy. The schism between the two factions deepened as the Iron Tide emerged, led by a cadre of ruthless captains who sought to dominate the seas through fear and force.   Throughout their history, the Free Flags have been both celebrated and reviled. For every tale of a captain who saved a coastal village from raiders, there is another of a rogue ship that razed one to the ground. The rise of the Iron Tide has only added to this duality, forcing the legitimate Free Flags to distance themselves from their lawless brethren while struggling to maintain their reputation.   Today, the Free Flags remain a force to be reckoned with, their sails a symbol of both freedom and danger. Their legacy is etched into the tides, a testament to the enduring allure of the open sea and the countless lives shaped by its call.

Demography and Population

The population of the Free Flags is as diverse as the oceans they traverse, drawn from nearly every corner of the known world. Aboard their ships and within their Drift Havens, sailors of all races, creeds, and origins coexist under the unifying identity of the Free Flags. The population can be roughly categorized as follows:
  • Mariners (70%): The backbone of the Free Flags, mariners include deckhands, navigators, and artillery operators. They are predominantly working-class individuals seeking fortune or freedom at sea.
  • Specialists (20%): Craftsmen, healers, cooks, and other essential roles that keep the ships operational. This group includes experienced engineers who maintain ships and weaponry.
  • Leaders (10%): Captains, first mates, and officers who command ships or hold influence within the Free Flags. These individuals often rise through merit, though inheritance and nepotism are not uncommon.
Drift Havens, the Free Flags' semi-permanent settlements, boast a shifting population of thousands, fluctuating with the seasons and the fortunes of the fleet. These havens are melting pots of culture and language, with communities forming based on shared origin, trade, or allegiance to a specific captain. Despite their volatile lifestyle, the Free Flags' population demonstrates remarkable resilience and adaptability, thriving in a world of constant uncertainty.

Foreign Relations

The Free Flags' relationships with other nations and factions are as varied and complex as their own internal structure, ranging from hostile animosity to cautious neutrality. These relations are shaped by the nature of the Free Flags' activities, their captains' choices, and the broader geopolitical landscape.  
Abyssalith The Free Flags’ interactions with the Abyssalith are fraught with tension and mistrust. Generally, the Free Flags view the Abyssalith as dangerous and unpredictable, with their powerful psionic abilities and alien appearance fostering fear among sailors. However, individual captains and crews occasionally forge alliances with certain Abyssalith clans or tribes, often for mutual defense or trade. These alliances are rare and precarious, as trust is difficult to maintain. The Voiceless Voice, a faction of the Abyssalith known for their violent hostility toward all outsiders, remains a constant threat, attacking Free Flags ships on sight without warning or mercy.  
Eryndor Eryndor maintains a complex relationship with the Free Flags. Many Eryndorian captains commission Free Flags ships as privateers, using them to disrupt rival trade routes and protect their own shipping lanes. While these arrangements are profitable, they are also delicate; Eryndorian authorities are quick to revoke their support if the Free Flags overstep or attack Eryndorian interests. Despite this transactional partnership, some Eryndorian nobles and Beastkin openly distrust the Free Flags, viewing them as opportunistic mercenaries who could turn against Eryndor at any time.  
Ithrians The Ithrians and the Free Flags share a relationship defined by cautious neutrality. As master traders and navigators, the Ithrians recognize the Free Flags' maritime prowess but are wary of their unpredictable nature. Free Flags ships are often welcome in Ithrian ports, provided they adhere to local laws and avoid causing trouble. However, any captain who violates these agreements faces swift retribution, as Ithrian harbor masters are known for their strict enforcement of trade codes. The Free Flags generally respect Ithrian territories, knowing that the Ithrians’ influence over key trade routes makes them valuable allies—or dangerous enemies.  
Kalevalians Relations between the Free Flags and the Kalevalians are openly hostile. The Kalevalians, known for their fierce raiding culture and warrior ethos, frequently attack Free Flags vessels, viewing them as easy prey or competition for spoils. This antagonism is mutual; Free Flags captains often retaliate in kind, raiding Kalevalian coastal settlements and clashing with their ships on the open seas. The hostility is exacerbated by the Kalevalians’ deep-seated disdain for the Free Flags’ mercenary nature, which they see as dishonorable compared to their own code of conquest.  
Varanthia Varanthia’s relationship with the Free Flags is marked by both reliance and resentment. Much like Eryndor, Varanthia employs Free Flags ships as privateers, using them to disrupt Eryndorian trade and bolster their own naval efforts. However, Varanthian leaders are deeply suspicious of the Free Flags’ loyalty, viewing their mercenary tendencies as a liability. This tension is further complicated by the Free Flags’ occasional raids on Varanthian merchant vessels, a practice that has led to strained negotiations and intermittent conflicts. Despite these challenges, the two factions maintain a fragile alliance, united by shared enemies and mutual economic interests.

Laws

The Free Flags operate under a decentralized system of governance, yet their shared culture necessitates a set of rules to maintain order among their ranks. These laws, known collectively as The Banner Code, are universally respected across Free Flags fleets, regardless of a captain's allegiance. While interpretations may vary, these laws serve as the backbone of Free Flags society, ensuring a degree of unity amid their chaotic existence.   The Banner Code
  1. Sovereignty of the Captain:The captain is the ultimate authority aboard their ship. Their word is law, and any dissent must be resolved either through official challenge or abandonment of the crew. However, mutiny is considered the gravest offense, punishable by death or marooning, depending on the ship’s traditions.
  2. The Sanctity of Neutral Ports: Neutral ports, designated as safe havens for the Free Flags, must be respected at all times. Violence, theft, and disputes are strictly forbidden in these locations. Any crew violating this law faces collective retribution from the Free Flags as a whole, including banishment or execution.
  3. Division of Spoils: Loot acquired during raids or missions must be divided fairly among the crew. Each sailor is entitled to an agreed-upon share, with additional portions allocated to officers and the captain. Misappropriation of wealth or refusal to share earnings is grounds for expulsion or worse.
  4. The Law of the Banner: A ship's banner signifies its allegiance. Ships under the same banner are considered allies and must come to each other’s aid in times of need. Betrayal of one’s banner through deceit or sabotage is met with immediate exile and is considered a dishonorable death sentence among the Free Flags.
  5. Honor Among Captains: Captains are bound by a code of mutual respect, even when acting in opposition. Duels, negotiations, and disputes between captains must adhere to agreed protocols, typically involving a neutral arbiter. Failure to abide by these rules risks incurring the wrath of the broader Free Flags community.
  6. Freedom of the Flags:Every crew member retains the right to leave their captain’s service at the end of a voyage, provided they fulfill their contractual obligations. Attempts to coerce or enslave crew members are considered violations of this freedom and are punished harshly.
  7. Justice at Sea: Crimes committed aboard a ship—such as murder, theft, or treason—are judged and sentenced by the captain and officers. Sentences range from flogging to marooning, with execution reserved for the most severe offenses. A captain’s decision is final, though disputes over rulings may be escalated to neutral Free Flags councils.
  Enforcing the Banner Code The enforcement of these laws varies across ships and regions, reflecting the diverse cultures within the Free Flags. While captains maintain absolute authority aboard their vessels, larger disputes or violations of the code are often brought before The Flag Councils, gatherings of influential captains who act as arbiters of justice. These councils convene in neutral ports and wield the collective power to excommunicate ships or fleets from the Free Flags entirely.   Consequences of Breaking the Code Punishments for breaking The Banner Code are severe, designed to deter misconduct and maintain order:
  • Banishment: Offenders are stripped of their banner and marked as enemies of the Free Flags. These individuals are hunted relentlessly and shunned by all Free Flags crews and ports.
  • Marooning: Particularly egregious crimes may result in the offender being left on a desolate island or remote outpost with minimal supplies, leaving their fate to the elements.
  • Execution: Reserved for traitors, mutineers, or those who endanger the entire fleet. Executions are often carried out publicly as a warning to others.
  • Blacklisting: Ships or captains who violate the code may find themselves blacklisted from neutral ports, effectively cutting off their access to vital supplies and trade.
  Flexibility and Loopholes Despite their severity, the laws of the Free Flags allow for significant interpretation and flexibility. Captains often bend the rules to suit their needs, relying on cunning and diplomacy to justify their actions. This fluidity reflects the Free Flags' pragmatic ethos, where survival and profit often take precedence over rigid adherence to the code.

Infrastructure

The infrastructure of the Free Flags is a patchwork of necessity, innovation, and cultural identity, reflecting their dynamic and unconventional way of life. As an organization spanning countless ships and coastal outposts, their infrastructure is uniquely adapted to a seafaring existence and the challenges of maintaining order, communication, and resources across vast oceans.   At the heart of the Free Flags’ infrastructure lies their neutral ports, hubs of activity that serve as both sanctuaries and trading centers. These ports are often located in strategic locations, such as hidden coves, natural harbors, or abandoned islands, chosen for their defensibility and proximity to major trade routes. Each port is independently managed by a council of allied captains or influential figures who ensure that the sanctity of neutrality is maintained. These ports are bustling centers of commerce, where crews can restock supplies, repair their ships, trade goods, and gather intelligence about the political and economic landscapes of the regions they sail.   The physical structures of these ports are a mix of utilitarian design and eclectic flair. Wooden docks stretch out into the water, reinforced with stone or metal salvaged from wrecks or trades. The buildings are often constructed with a blend of driftwood, shipwreck debris, and materials traded from coastal settlements, giving the ports a rugged and patchwork aesthetic. Many structures are multi-functional, serving as inns, warehouses, and marketplaces under the same roof. The ports often feature hidden coves and tunnels, providing secure places for smuggling or evading unwanted attention from authorities.   Shipyards form a critical part of the Free Flags’ infrastructure. These facilities are designed for the rapid repair and construction of ships, often operated by skilled artisans and engineers who have earned the trust of the Free Flags. Unlike the grand naval shipyards of empires, these shipyards are compact and efficient, optimized for speed and secrecy. Many are hidden beneath cliffs or within secluded inlets, equipped with tools and materials sourced from salvaged vessels or clandestine trade deals. These shipyards are vital for maintaining the Free Flags’ mobility and ensuring that their fleets remain operational.   Communication across the vast oceans is achieved through a combination of traditional methods and innovative techniques. Signal fires, flags, and lantern codes are commonly used for short-distance communication, while messenger birds and fast courier ships carry messages over longer distances. Some captains, particularly those with magical or arcane knowledge, employ enchanted items or spells to relay information swiftly between ships or ports. This network of communication allows the Free Flags to respond quickly to threats, share intelligence, and coordinate large-scale operations.   Waterborne mobility is the backbone of the Free Flags' infrastructure, with their fleets consisting of a wide variety of vessels. From sleek sloops designed for speed to heavily armed frigates capable of holding their own in naval battles, the ships of the Free Flags are as diverse as the captains who command them. Each vessel is a microcosm of the organization, equipped with its own stores of supplies, weapons, and tools necessary for long voyages and unpredictable encounters. Many ships are outfitted with modifications tailored to their captains' needs, such as hidden compartments for smuggling, reinforced hulls for ramming, or enchanted sails for greater speed.   Resource management is another essential aspect of their infrastructure. The Free Flags rely on a combination of plunder, trade, and self-sufficiency to sustain their fleets. Coastal outposts and hidden gardens on remote islands serve as sources of food, fresh water, and medicinal herbs, cultivated and maintained by members of the organization. These locations are often guarded and kept secret, ensuring a steady supply of necessities even in hostile regions. Additionally, the Free Flags maintain an extensive network of informants and allies within coastal cities, enabling them to acquire resources discreetly through trade or theft.   The Free Flags’ infrastructure is also deeply influenced by their culture of adaptability and resourcefulness. Their ports and ships are constantly evolving, modified and improved as new challenges arise or opportunities present themselves. This fluid approach to infrastructure ensures that the Free Flags can survive and thrive in a world where they are often hunted and outnumbered. Despite their decentralized nature, the shared values and traditions of the Free Flags create a sense of cohesion, enabling their infrastructure to function as a unified whole despite its fragmented and unconventional design.

"The Tide Bows to No Crown."

Type
Military, Navy
Demonym
Free Flags is Flagbearers. Among the Iron Tide, the term Ironclads
Government System
Meritocracy
Power Structure
Confederation
Economic System
Barter system
Legislative Body
The Council of Captains serves as the Free Flags' primary legislative body, responsible for drafting the loose codes that govern their operations. Each Drift Haven elects a representative group of captains who convene periodically to discuss issues ranging from maritime law to territorial disputes. Decisions are reached through debate and majority vote, with respect given to the voice of senior captains whose experience carries significant weight. While the Council's authority is theoretically binding, enforcement is inconsistent, as independent ships often interpret the laws to suit their needs.
Judicial Body
Justice within the Free Flags is administered by the Tribunal of the Seas, a panel of three to five experienced captains or first mates chosen from the fleet. This tribunal convenes only for serious disputes, such as accusations of betrayal, theft, or mutiny. Trials are held publicly at Drift Havens or aboard neutral ships, with judgments passed quickly to avoid prolonged conflict. Punishments range from restitution and demotion to exile or execution, depending on the severity of the crime. For minor offenses, individual captains often act as arbiters, resolving disputes through their own interpretation of justice.
Executive Body
The Grand Corsair, an elected figure among the most respected and influential captains, serves as the Free Flags' executive leader. This position is largely symbolic, providing guidance during crises and representing the Free Flags in external negotiations. The Grand Corsair's authority is limited, as each captain maintains autonomy over their own crew and ship. However, in times of war or significant threat, the Grand Corsair can issue decrees aimed at uniting the fleet. Supporting the Grand Corsair is the Quartermaster's Assembly, a group tasked with managing resources, coordinating raids, and mediating conflicts between captains.

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