BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

The Free Isles of Fortune Bay

"If you can buy it, its there".

Off the coast of Northern Vangard lies the daring straits of Fortune Bay. Volcanoes, maelstroms and unassuming ship-killer straits lie in wait for those not worthy to sail. Those who have however, control the trade several kingdoms. Most goods transported by sea must pass The Free Isles, and they know how to collect. Taxation, piracy or just selling supplies at cutthroat rates is how Fortune Bay gets its name.

Structure

A loose collective of Captains and Merchants make the ruling council of Bilgeport. They do work in tandem with the other Free Isles, but rarely impose their rulings upon them. Most who come to Bilgeport have exhausted most conventional types of work and have settled for a life on the seas. In theory, anyone clever enough, or strong enough can rise from obscurity to Captain in The Free Isles, but for someone to rise, someone must fall.

Public Agenda

The Free Isles are former colonies of the Althoran remnants of Vangard. Hundreds of years ago, they fought for their freedom, and became a "nation" in their own right. The meritocratic spirit of the Isles is a major draw, and people of all kinds make their way there.

Assets

Most trade between the peoples of Vangard and beyond must pass through the Free Isles. As a direct consequence of this, the Free Isles have grown rich on piracy, taxation and supplying other traders. There are several strongholds and forts across the isles, but the Free City of Bilgeport is by far the largest and most extravagant.

History

The Free Isles are former colonies of the Althoran remnants of Vangard. Hundreds of years ago, they fought for their freedom, and became a "nation" in their own right. Despite having been independent for centures, most other nations and factions view them as upstarts and children in the political arena.

Territories

The Free Isles are held mostly due to the fact that holding it has proven historically to be more trouble than it is worth. By virtue of their dangerous fauna and nature, the Isles are dangerous enough, but its populace is downright savage in most cases.

Military

The Admiral's Council are known to conscript other captains in times of war, but the rag-tag millitary forces of the Free Isles are usually directed by the Admiral of War.

Religion

The Free Isles religion is a product of its eclectic populace. It is almost a requirement to follow several gods, as only following one could potentially make the others jealous. Most captains also serve as a religious figure to the Freemen.

Foreign Relations

There is an inevitable peace surrounding the Isles, as they are notoriously difficult to deal with during times of war. Their blockades can in effect cripple nations dependent on trade, but as they are one themselves, they take little more than what they feel they are due.

Agriculture & Industry

Whilst there are certain fruits and crops that take to the Isles, most food and supplies are traded for. Fishing from the fortune bay however is wildly prized across the world for their exotic flavour.

“A man owes loyalty to his gods, his captain, his lover, but above all his ship”.

Maps

  • The Free Isles of Fortune Bay
Type
Geopolitical, Stratocracy
Alternative Names
The Pirates of Fortune Bay, The Freemen, The Free Isles
Demonym
Freemen
Government System
Stratocracy
Power Structure
Semi-autonomous area
Economic System
Market economy
Currency
Most hard coin and gems can be spent in the Free Isles, but bartering for supplies and curios are also used in everyday trading.
Legislative Body
The Articles of the Free Isles were written centuries ago by the first captains to ply their trade in Fortune Bay. Ever since, a council of Admirals have kept these articles, and imposed upon others their importance.
Judicial Body
Captains are expected to follow The Articles, but if a Captain is in breach, he is held responsible by the Council of Admirals.
Official State Religion
Subsidiary Organizations
Official Languages
Neighboring Nations

Remove these ads. Join the Worldbuilders Guild

Guild Feature

Display your locations, species, organizations and so much more in a tree structure to bring your world to life!

Comments

Please Login in order to comment!