"Witches," "Sea Rats," "Water Bandits," "Pirates." All names given to the entrepreneurs of
The Cauldron by the people of Morgrave. But the name that this people gives itself is "Freefolk." Drawn from nearly all ancestries across Morgrave, the Freefolk have quickly formed their own, new, mixed culture that values personal freedom above all else.
Freefolk Society
The Freefolk brave the monster-haunted waters of Morgrave in order to escape the trappings of nations - laws, taxes, fealty, and other requirements of organized societies are anathema to the the Freefolk. Malaria, sea monsters, and lawlessness are better alternatives to the people who call The Cauldron their home. Therefore, towns rarely have any sort of laws or leadership, but very few have no laws or leaders at all.
Most Freefolk towns and ports, especially the larger ones, usually have some sort of governor or harbormaster, who is usually informally elected on account of their even handedness and a general respect amongst the Freefolk, especially the captains. The governors and harbormasters collect a small cut of booty (don't call it a tax!) from anyone docking in town and use it on maintaining the town. At the top of Freefolk society are the captains, rich and powerful individuals. Captains cannot be reduced to a single "type;" some are in it for power, some are in it for wealth, some fell into it, and some rose to it. While there is no real government, the will of the most powerful captains directs the Freefolk.
Freefolk come in all types, but bound by a common disdain of organized society. Many are called to piracy, but the greatest of Freefolk are essentially regular townsfolk: barkeeps, general store owners, doctors, scholars, farmers, whores are professions you can find in Freefolk towns.
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