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  1. Andorea WIP
  2. Lore

The Free People Lore

Race: Mixed (all common races represented)
Government: None (Factionless Collective)
Theme: Independence, self-determination, survival without allegiance


Origins & Ideology

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.


Governmental Structure

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.


Military & Internal Security

The Free People maintain no standing army, relying instead on mutual defense and individual capability.

Volunteer Watches

  • Ad hoc defense groups formed during threats

  • Comprised of former soldiers, adventurers, and sailors

  • Disband once danger passes

The Harbor Guard

  • Permanent defenders of Port Meditzersia

  • Protect shipyards, docks, and neutral trade

  • Authority is strictly limited to the port itself

Wayfinders

  • Scouts and messengers who navigate between islands

  • Often former explorers or rangers

  • Serve as early warning against external threats

Custom-Bound Justice

  • Disputes resolved through mediation, restitution, or exile

  • Violence within settlements is heavily discouraged

  • Repeat offenders are cast out rather than imprisoned


Foreign Relations Context

  • 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.