The Thirteen

## **Profile**

Ruthless marauders, invading from the seas to pillage and cripple any of the settlements along the various coasts across Ekros. Known by their namesake The Thirteen is made up of 13 Fleets led by ruthless Admirals all under the rule of their High Fleet Marshal.

Each Admiral has autonomy to raid as they wish but conflicts between different fleets must be addressed before the High Fleet Marshal. Conflicts between captains within an Admirals fleet can be settled under the admirals authority. Captains can petition their admiral for temporary leave to raid or address interests as a solo ship and crew but there is absolutely no transfer of people or ships between fleets except by the grace of the High Fleet Marshal (who would be loathe to entertain such a prospect without very special circumstances being present).

Members of The Thirteen are highly volatile with very little regard to anything but other members within whom they see as brothers and sisters. There is a code of honor within that every member follows. Feared for their ability to destroy major ports and disrupt trade heavily, they are often paid off either to avoid feeling their wrath or to put pressure on other regions and cities.

The High Fleet Marshal is a position elected from among the 13 Admirals under them. It is a job for life with elections only being raised upon the previous Fleet Marshals death. It is one vote per Admiral, no other rules stand. Admirals are free to vote for themselves, threaten, bribe and blackmail as they wish. It is worth noting that in the event of a tie that the contest is settled in combat. With thirteen votes a tie is statistically unlikely yet it happens on nearly every vote as all wish the top position.

As an admiral leaves a fleet by elevation or death then the captain's of that fleet vote in the replacement under the same rules as the higher level election and often the same outcome unless the Admiral leaving is elevated to High Fleet Marshal in which case they are able to break the tie by nominating a favourite.

The High Fleet Marshal has their seat on the 13ths base port at an unknown location (Archipelago Turtle perhaps, mobile harbour and port island). When they wish to strike out they command authority to take ownership of whichever fleet they wish with the fleets admiral becoming their second in command. It is both a sign of an Admiral being in favour and potentially an irksome chore for said Admiral. However it can also be a punitive measure if the High Fleet Marshal draws out such tenure for a protracted period.

Each fleet has a different territory to exploit as they wish with tithes delivered to the Base port. Territories like most high level decisions are handed out by the High Fleet Marshals. Successful Admirals or those in favour being given the choice locations. This is however a poison chalice as failure to capitalise on such a bountiful opportunity can soon have the Admiral fall out of favour.

The Thirteen is a product of such ruthless competition. There are no fools in the officer ranks of the thirteenth. The fools died before the could even be considered to for those levels.

The Thirteen profit by utilising smugglers as well as selling to "friendly" ports. These ports may have paid for protection against raids but it boils down to the cost of doing business. Sometimes these ports gain a governance that comes to believe that the fleet needs the port more than the port needs the fleet. These conflicts are swiftly set aside... and perhaps a neighbouring port will flourish instead.

There is disparity between fleets. Success is not universal and the sea is a cruel mistress. Ships can be lost to weather and... things from the deep. A fleet can become impoverished by circumstances which will require the Admiral find success in creative ways or perhaps step aside... or even overside for a better candidate. Assassination is a legitimate way to raise in the ranks. If you cannot defend yourself through wit, skill or strength then it is your look out. On the other side high quality prize ships suitable for piracy are not an everyday occurance and adding such a craft will raise a fleets success and standing.

Different fleets operate in different manners. Some may split up to take merchant ships at sea alone or in small sub fleets. Others may focus on brute force at full strength taking on other fleets harbours or ports to sack even the strongest defenses. Damaged and unfortunate fleets may specialise in ambush hit and run raids, subterfuge or seek out line high value targets as paid assassination or for ransom.