Race: Mixed (all common races represented)
Government: None (Factionless Collective)
Theme: Independence, self-determination, survival without allegiance
The Free People are not a nation in the traditional sense, but a consequence of Andorea’s endless conflicts. They emerged gradually throughout the Second and Third Eras as refugees, deserters, dissidents, failed adventurers, escaped cultists, and political exiles fled the rigid demands of empires, theocracies, and arcane regimes.
Over time, these unbound individuals converged on the remote Meditzersia Isles, a scattered archipelago far from major power centers. There, they formed loose settlements bound not by law or faith, but by a shared rejection of imposed authority. The Free People believe that no faction truly owns truth, land, or destiny, and that meaning must be chosen rather than dictated.
They represent freedom without guarantees—a life where survival, cooperation, and purpose must be earned daily, without the protection or constraints of empire.
The Free People deliberately avoid formal governance, viewing centralized authority as the first step toward oppression.
Key elements of organization:
Local Assemblies
Informal councils formed within settlements
Decisions made through consensus or practicality
Authority dissolves once an issue is resolved
Recognized Voices
Individuals who earn trust through action, skill, or experience
Act as mediators, organizers, or negotiators
Hold influence, not power
Port Meditzersia Compact
An unwritten agreement governing the archipelago’s only major harbor
Ensures neutrality, shared defense, and access to shipyards
Violations are punished collectively, often through exile
There are no titles, no succession, and no binding laws beyond mutual survival.
The Free People maintain no standing army, relying instead on mutual defense and individual capability.
Ad hoc defense groups formed during threats
Comprised of former soldiers, adventurers, and sailors
Disband once danger passes
Permanent defenders of Port Meditzersia
Protect shipyards, docks, and neutral trade
Authority is strictly limited to the port itself
Scouts and messengers who navigate between islands
Often former explorers or rangers
Serve as early warning against external threats
Disputes resolved through mediation, restitution, or exile
Violence within settlements is heavily discouraged
Repeat offenders are cast out rather than imprisoned
Allied with:
None officially
At War with:
None formally
The Free People maintain practical neutrality, but their refusal to swear allegiance makes them targets for manipulation, coercion, and covert influence by nearly every major faction. Many powers view Meditzersia as a strategic vulnerability—a neutral harbor that could tip the balance of trade or war if compromised.
To the Free People, allegiance is a choice, not a birthright. Their greatest strength—and greatest weakness—is that they belong to no one.