Tower of Ascension

Tower of Ascension

Boondoggle!

Summary: A broad Code of Laws that applies to each Captain, Ship and Sailor under the authority of The Coin Lords in the Corsair Seas. Each ship or fleet may have additional rules or codes, but the items below must be followed by all. Pirates can choose to operate outside these laws but are generally hunted in, or chased out of, the Corsair Seas.


Code Description
The Captain is Law Afloat The captain's word is final aboard ship, save for a council of senior officers in matters of grave concern.
Oaths Hold Weight A promise made under the Chartist flag is binding; break it, and the sea will not save you.
No Chains Among Us Slavery is forbidden on Chartist ships and in their harbors. Crew are free folk or none at all.
The Strong Share the Spoils All captured plunder is to be divided by agreed shares, with the captain receiving no more than ten times a crewman’s share.
Sanctuary to None Who Betray Traitors to the Chartist Cities are not afforded quarter, whether sailor, captain, or lord.
Blood Feuds Stay Ashore Personal grudges must not interfere with the running of the fleet; vendettas are settled on land.
First Claim to the Dead A fallen comrade’s possessions are returned to their kin, or to the ship's quartermaster if no kin can be found.
Harm Not the Defenseless Merchants who surrender without fight, common sailors, and unarmed travelers are to be spared and ransomed fairly.
Sacred Waters Respected No fighting or raiding within the anchorages of Corsair’s Landing, Taru, Moonshadow, or Rockspire Landing. The settlement and waters around Port Oro are also off limits. Violation is exile or death.
Secrets Are Silver Secrets gained in council or parley are sacred; betrayal of Chartist secrets is met with keelhauling or worse.
War is Waged with Honor False flags and deception are fair, but cowardice and cruelty diminish us all.
No Captain Above the Council All captains owe fealty to the Coin Lords and are bound to their rulings while within Chartist waters. General calls to Arms must be answered in times of Crisis or War.