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The Free Isles of Kharos

Race: Mixed
Government: Pirate Confederacy
Theme: Freedom, maritime dominance, survival through cunning and force

Origins & Ideology

The Free Isles of Kharos came into being not through conquest or prophecy, but through refusal. During the late Second Era, exiles, deserters, smugglers, failed nobles, and escaped slaves fled the tightening control of empires and theocratic states. They found refuge among a scattered chain of islands too fractured, storm-wracked, and dangerous for centralized powers to bother subjugating.

Over time, these refugees became pirates—not merely thieves, but independent actors rejecting all claims of lawful rule. Authority in Kharos is earned through strength, reputation, and survival at sea. The Isles embrace a harsh belief: no one rules by right—only by what they can defend.

Kharos represents absolute freedom without safety. There are no laws beyond custom, no borders beyond cannon range, and no loyalty beyond what coin, fear, or shared survival can buy.


Governmental Structure

The Free Isles are bound together by loose consensus rather than formal rule.

Key elements of governance:

  • The Captains’ Conclave

    • An irregular gathering of the most powerful pirate captains

    • Meets only when major threats or opportunities arise

    • Decisions are enforced only by mutual interest or threat of retaliation

  • Sea-Witches

    • Arcane figures who wield storm magic, curses, and divination

    • Often act as advisors, power brokers, or kingmakers

    • Feared even by captains, yet indispensable for navigation and protection

  • Port Councils

    • Informal assemblies controlling major harbors and shipyards

    • Govern trade, repairs, and territory within ports

    • Influence shifts frequently through violence or bribery

There is no unified leadership. The Confederacy exists only so long as no one grows powerful enough to dominate the rest.


Military & Internal Security

Kharos has no standing army. Every ship is a warship, and every crew a militia.

Privateer Fleets

  • Fast, heavily armed ships crewed by veteran raiders

  • Specialize in ambush, blockade-running, and trade disruption

  • Often hired as deniable assets by foreign powers

Boarding Crews

  • Elite shock fighters trained for close-quarters combat

  • Use grapples, firebombs, and terror tactics

  • Loyalty is to captain first, Isles second

Stormbound Cabals

  • Groups of sea-witches and arcane sailors

  • Manipulate weather, fog, and currents

  • Guard key islands and secret routes

Harbor Enforcers

  • Local toughs who maintain order within ports

  • Enforce dockside rules through intimidation and violence

  • Justice is swift, brutal, and inconsistent


Foreign Relations Context

  • Allied with (Secretly):
    Umbra Dominion – Smuggling routes, espionage, and deniable operations

  • At War with:
    Gilded League – Persistent trade disruption and naval conflict
    Azure Theocracy – Desecration of sacred sea temples

The Free Isles of Kharos recognize no gods, no kings, and no treaties. Their only constant is the sea—and the certainty that someone will always try to take what they have.