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Hold of the Sea Princes

The Greatest Hive of Scum and Villany on the High Seas

The Hold of the Sea Princes - formerly the Pirate Confederacy - is a democratic confederation of smugglers, merchants, and pirates controling Isla de Amaya and surrounding islands and coastline in the west of the Cobalt Sea. Though neither power would admit it, the Sea Princes are integral to the economies of both Keoland and the Silver Crown.

Surprisingly democratic and honorable, the Sea Princes still are not a nice nation - they are deeply entrenched in the slave trade and their fearsome reputation at sea is not a hollow threat. Brutal as they are fair, the Sea Princes are a unique polity culturally, economically, and politically.

Structure

The executive head of the Sea Princes is the King-Captain or Queen-Captain, who is elected by all the other Sea Princes (or Sea Princesses). The King-Captain has always been elected from among the Sea Princes, but this is not required. The Quartermasters of each princedom then elect a Head Quartermaster, who serves alongside the King-Captain. These positions have no term limits, but a super majority vote of no confidence can remove them from office at any time except wartime.

Each princedom consists of territory controlled by an independent ship or fleet of ships ruled by a Sea Prince and their Quartermaster. Both the Head Quartermaster and the Quartermasters of the Princedoms (often called "Princely Quartermasters") function not simply as Quartermasters, but also as Exchequers for their territory. Sea Princes (effectively Captains of a princedom) and Princely Quartermasters are elected by their princedom by popular vote of the crew in that princedom.

The Crew consist of the sailors on all the ships, and increasingly also consist of land-dwelling artisans and soldiers who are free, unlike the many enslaved laborers working on Amaya and surrounding islands controlled by the Sea Princes. Each individual ship or town may have their own captains, quartermasters, and other officers who serve the local Sea Prince - these too are elected, though only by the townsfolk or crew of that particular town or ship.

Each polity (ship, town, princedom, the Hold) is further organized by a contract. These contracts, evolution of the Pirate's Code, are democratically created by the whole crew (or, in the case of the Contract of the Hold, all of the elected officers in the entire Hold). These contracts are surprisingly fair, stipulating pay in shares of treasure, democratic voting methods for governance and cooperation, compensation for injury, rules of engagement (which typically consist only banning heinous actions against innocent civilians, such as rape), and the rules for holding a Captain's Court.

A Captain's Court is what a Sea Prince vessel does when a ship they assault mutinies against its own captain, the crew cooperating with the pirates while the Captain orders them to fight back. The crew, clearly dissatisfied with their captain, then gets to partake in a court organized by the pirate where the Captain is held accountable for their mistreatment of the crew. This method is also sometimes how Sea Prince crew hold their own captains accountable, though usually it is only a simple matter of No Confidence - with a lot less terror and bloodshed as well.

Culture

Free from the Empires and out for money through risk, the culture of the Sea Princes is a contrasting mix of brutality, fair democracy, risk taking, and careful calculation. Piracy is a business, after all, and while a risky business it is one with high rewards. While violent and enamored with vice (i.e. alcohol, prostitution, gambling, etc.) the Hold is one of the most democratic societies to come out of either empire, while simultaneously being a brutal regime built on slavery and terror tactics.

Recently, as the Hold has formalized into more and more of an actual state and not just a pirate confederacy with a protection racket, nepotism has seeped into governance and the stratified electoral system has acted more and more like fuedalism. That said, the democratic election of officers - even when they are related to their predecessors - keeps a check on any family from amassing too much power, as the removal of such a democratic process would likely be met with great force and resistance.

The culture also has several symbols. Aside from the various jolly rogers found in it's heradlry, the Hold of the Sea Princes sees the starry sword, Blackrazor as emblematic of its nationhood. The first King-Captain, Eero "Starsword" Danuwoa, weilded the blade throughout his career. After he stepped down and Mateu was elected in his place in 199 IA, the sword was passed to him as well. The sword has since become equivalent to a royal crown, as it is now weilded by Queen-Captain Xilhuitl, Mateu's wife.

Aside from cultrual symbols and values, the Hold's people have a sense of honor about them. Honor among theives is no joke, and appearing honorable through loyalty and competence is paramount. While cutthroat political scheming is extremely common among the Sea Princes, everything must be done covertly and with reasonable justifications to support them: obvious intrigue is a quick way to appear dishonorable and be cast out of power via a vote of no confidence. A captain must treat their crew with respect and honor as equals - should they not, a Captain's Court may arise, and such a fate is often one worse than death.

Public Agenda

To secure their territory from Keoish reconquest and fill their coffers through the upholding of slavery in southern colonies and expansion of smuggling, trade, and piracy throughout Procan's Depths.

Furthermore, many Sea Princes with greater foresight are working on ensuring the Hold has the educational and agricultural infrastructure to maintain a population independent from the Empires, though the mountainous geography of the ringshadowed-isles and the lack of skilled educators in the ranks of pirates makes this a difficult undertaking.

History

Established as an alliance of privateers-turned-pirates in 178 IA, the Pirate Confederacy was made from the ashes of the Privateer's Guild following the Clergymen's Wars. During the conflict, several privateers - both backed by the Empire of Keoland and the Empire of the Silver Crown - had amassed great wealth by attacking enemy ships. Rather than retire, these privateers used their existing infrastructure to turn to piracy.

After the 183 IA pirate victory in the Battle of Amaya due to war-weary imperial defenses and magical superiority, the Confederacy had acquired a large island with defensible ports and strategic location. From this base, the Pirate Confederacy raided Keoish and Silver Crown holdings in the south and the Cobalt Sea, using their position and captured goods - and people - to dig into the lucrative spice and slave trades. Spices from the south could be smuggled into the cobalt sea and sold, circumventing imperial tarrifs. Meanwhile, captured natives and colonists from the Cobalt Sea could be sold to plantations in the south, or used by the Confederacy themselves.

The Confederacy's power grew, as did their defacto control over nearby islands, cutting off imperial expansion into the northwest of Procan's Depths. By 187 IA, the Empire of Keoland could no longer ignore the pirate's actions - especially their capturing of colonists as slaves from the Southern Coast Colonies - and, retreating from loosing north eastern wars, the empire brought it's navy to bear against the Pirate Confederacy. Initially, the empire struggled to succeed; their navy was not as experinced or developed as the pirates', and they struggled to hold territory through the brutal winter of 188-189 IA, as Pirate-Governor Eero "Starsword" Danuwoa pushed deep into imperial territory. By 192 IA, the Keoish navy was improved with better ships, better soldiers, and more deck wizards. The resulting two years of campaigning saw the Empire of Keoland beat the Pirate Confederacy out of the Southern Coast Colonies and back to Isla de Amaya.

This war, dubbed the Cobalt Reconquista, was brought to an end in 194 by the Treaty of Amaya. This treaty saw a ceasefire between the Empire of Keoland and the Pirate Confederacy, which was reformed to the Hold of the Sea Princes, with Keoland formally ceding Amaya and other nearby islands to the Sea Princes, who they reluctantly recognized as a legitimate state (a concession made only after the Sea Princes threatened to launch a renewed campaign of sea-based guerilla warfare).

Over the following twenty years, the Sea Princes have mostly shifted from outright piracy (at least, piracy targeting Keoland - the Treaty of Amaya made no mention of the Empire of the Silver Crown or other polities) to smuggling and a return to contract privateer work. While illegal in much of the Cobalt Sea, the slave trade remains a lucrative business for the Sea Princes, and their control over the northwest has led to some trade (legitimate and pirate-based) expansions with native peoples in the region. Following the death of King-Captain Mateu in 207 IA, his wife Xilhuitl was elected Queen-Captain and now weilds Blackrazor as fits her office.

Demography and Population

The Hold of the Sea Princes is mostly dwarves and humans from the Keoish Empire and the Empire of the Silver Crown (mainly the heartlands and coastlines), but has acquired many natives from the south and the north (Tabaxi, Jan Pana, etc.) as well as humans from the interior and Kor from the far north. Many tieflings and fallen aasimar are driven to the Sea Princes due to stigmatization in the Empires.

Territories

The massive Isla de Amaya is the beating heart of the Hold, with surrounding islands to the north, west, and south as expanded territory. Parts of the northwest Salmon Coast are even controled by princedoms.

The majority of Sea Prince territory, however, is the ocean. They control the western Cobalt Sea (at least the surface of it) and they have access to the best trade routes between the southern colonies and the Salmon Coast.

Military

Being a confederacy of pirates, almost the entire crew population of the Sea Princes is a capable and cutthroat navy. They have a much smaller army, consisting mostly of sailors stationed ashore and the occasional town militia. Their navy is so vast and experienced that they are arguably the preeminent naval power of all Procan's Depths.

Technological Level

The Sea Princes are coming into their own as skilled shipbuilders, and some have noted an intermingling of Jan Pana canoes with Imperial boats complimenting the largely imperial-style sailing ships. These ships are built out of local or imported lumber, and equipped with "repossesed" crystals to survive the ringshadow that darkens much of the Hold every winter.

The proliferation of deck wizards to defend against the many magical perils of sea travel has made the Sea Princes the nation with the most spellcasters per capita in the whole region. After all, if every ship necessitates at least one, if not multiple, mages - and just about everyone lives on a ship - then spellcasters will be prolific in the nation. These spellcasters are almost entirely immigrants, however, having received training from outside the Hold.

Beyond magic and shipbuilding, the Hold of the Sea Princes mines and, occassionaly, smiths both copper and iron, though blacksmithing is not nearly as prolific and artful as it is in the empires the Hold was born of.

Religion

Various religions are practiced within the Hold of the Sea Princes, and no one church is the state religion. The most widely practiced religions are the Church of Procan and Dwarven Religion, but with how diverse the Sea Princes' population are, spirituality abounds. Monastic orders, animistic belief systems, folk religions, organized churches, and dragon worship all coexist and intermingle.

Foreign Relations

The Sea Princes is in a precarious peace with their longtime enemy the Empire of Keoland, and while not openly at war with is hostile to the Empire of the Silver Crown. The Sea Princes are similarly hostile to some neighboring Jan Pana groups, while working cooperatively with a few others (mostly the remaining large confederacies). The Sea Princes are, however, on decent terms with nearby Underdark settlements, who they occassionally come into contact with. They are actually quite friendly with Merfolk Empire and much less friendly with the The Confederacy of Dar Elestri. Finally, to the Sea Princes the Sea Devils are an outright threat.

That said, the Sea Princes are extremely important economically to the black markets of every neighboring society, whether they like it or not.

Agriculture & Industry

Mainly controlling mountainous islands deep into ringshadow, little agriculture is practiced within the Hold. Some coastal territories can grow crops, while fish and local wildberries (especially salmon and salmonberries, respectively) are staples, but most agricultural products are traded or looted from neighbors - especially the southern plantation colonies. This threatens the Sea Princes with famine, and encourages peaceful trade and territorial expansion.

What industry is practiced is mostly mining operations on Amaya started by Keoland, and taken over by the Sea Princes when they took over the island. These mines are almost entirely staffed by slave labor, and mostly extract copper and iron.

Trade & Transport

Built on maritime piracy (and later trade), the Sea Princes' entire culture revolves around sailing. Legitimate trade with colonial powers is emerging, but the largest maritime industry in the hold today is smuggling between the colonies, avoiding heavy imperial taxes. Piracy is also still common in the Hold, and mostly targets ships from the Silver Crown.

The many ships of the Hold also allow for maritime transport to dominate. Ferries, floating villages, and cargo ships transport people far more than roads. After all, much of the territory is mountainous islands - not exactly ideal road locations. This also means that any and all mainland territories are river-centric, as navigable waterways allow the Sea Princes to maintain their way of life.

Most ships in the Hold are sailing ships, ranging from small yatchs to huge warships. These ships largely prioritize speed, to prevent victims of piracy from escaping. This means that civilian and economic transportation throughout the Hold is comparatively fast.

Education

The Sea Princes have no formal education system, as they really only have a generation of native-born sea princes born within their borders. The fledgling nation, born of a pirate confederacy, relies on immigrants and practical knowledge learned on-the-job to fuel skilled labor.

Infrastructure

The many ports of the Hold possess docks and shipyards focused on maintaining the navy with resupply stations and repair businesses. These towns are some of the only physical settlements in the Hold, alongside subjugated imperial colonial towns and forts, which are little more than frontier towns with only walls and mail systems to compliment the housing. Most infrastructure is based around ships and naval transport, leading to a lack of roads that are not critical for transporting goods such as ore and lumber from the interior to the nearest port. This means that, deep inland, navigable rivers are the only reliable method of transportation and control.

Political Influence & Intrigue

As a confederation of pirates, with a strange mix of democratic and fuedal structures governing the Hold, political intrigue is common among the Sea Princes. Individuals jockey for power in upcoming elections, try to vote out their rivals, and maintain honor and face by covering these actions up - should they look too obvious, they will never win an election. This has led to infighting and corruption in some areas, and it is even suspected that Queen-Captain Xilhuitl was behind her husband's rise to the throne - and his untimely and sudden death.
Founding Date
178
Type
Illicit, Syndicate
Capital
Alternative Names
The Sea Princes, The Pirate Confederacy
Predecessor Organization
Training Level
Semi-trained
Veterancy Level
Experienced
Demonym
Pirate, Sea Prince
Leader
Leader Title
Head of State
Head of Government
Government System
Democracy, Representative
Power Structure
Thalassocracy
Economic System
Palace economy
Currency
  • Keoish Coins
  • Dwarven Crowns
Major Exports
The Hold exports few goods, but among them are timber and metals, harvested by slaves from Sea Prince lands. The Sea Princes also "export" stolen goods of all sorts (though mostly spices, silks, and alcohol) though in this case they operate more like fences than exporters.
Major Imports
The biggest import in the Hold is agricultral goods, especially spices and tropical fruits. These things cannot be grown locally, and currently are a major foodsource for the Hold.

Perhaps more important than agricultral goods, however, is the importation of magical crystals from the mainland. Found only in rare meteor crash sites, these crystals are integral for navigating the seas during the winter in ringshadow, as they heat the ship and melt any ice that may form in nearby waters. These crystals are not found anywhere in Sea Prince territories, and as such must be imported - or, more often, stolen or smuggled - into the Hold from the Empire of Keoland or the Empire of the Silver Crown, which both control locations producing these crystals.
Legislative Body
The Crew and Sea Princes, along with other lower officers
Judicial Body
Captain's Court
Executive Body
King-Captain, Sea Princes and other officers
Location
Official Languages
See also:
Social Opnions on Piracy
Generic article | Apr 8, 2022

The Cobalt Sea is rife with piracy, but what does everybody think of this practice?

Ceasefire

The Empire of Keoland and Sea Princes, while technically at peace, are engaged in a ceasefire, and Keoish authorities still prowl the Cobalt Sea, putting a stop to piracy whenever they see it. The peace cannot last long.


Character flag image: Sea Princes Jolly Roger by DM Tzaritsa

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