The Charioteers

Los Cocheros, Rudders




“Trade and cunning speak all languages and open all doors”

Overview

In the earliest days of the Union, there were those who stood and survived at the forefront of the world’s dangers. They were the guardians of supply caravans, sailors through monster infested seas, clearers of gnarled jungles and hunters of monsters. Many among them did not survive and much of those who did formed the core of what would be the Magistrados. But there would always be a need for adventurers, thrill-seekers and mercenaries in the wilds beyond civilization. And those that did not join their dead fellows or go straight and join the military formed a loose guild that provided support and mentorship for those willing to go out there and “earn”. Their fortunes rose along with the Technocracy and the Union itself, reaching an apex during the opportunity filled Ember War. 

Artwork by Nicco Salonga

Symbol

A ship helm over two parallel, horizontal oars. Sometimes, these oars are replaced with jagged spears. The three main Fleets have their own personal take on this symbol.  

Lore: Low

Charioteer lore is primarily the basic knowledge of one specific Fleet and some of the maritime traditions. Especially with the concept of a privateer/pirate/mariner being a popular media trope, this is straightforward and easy to absorb.

Aesthetic

A Risen Charioteer looking for cover from the painful sun.

Explorers, traders, and smugglers are the usual connotation with the Charioteers. Many of these folk dress the part, with patchwork clothing, long coats, and rugged textiles. Pouches, hats, and a variety of other accouterments finish off the look of a person in modest/low means that is prepared for anything and has experienced enough hardship to know better. Some call the look “sea-scavving”, after the Scavver Caravans - but the Cocheros make it their own and add the Illustrados flairs of Caras (guide masks)  and Vayans (colorful mantles)

Outlook

Bravado and Seaworthiness: Many among Los Cocheros adhere to the concept of “Navegabilidad” or “Naveh”, which means seaworthiness. Culturally, the concept is similar to honor and reputation. Those who have “Naveh” are known to fulfill one’s promises at any cost, answer insults to them (inc those to family and friends), and are trustworthy individuals. Those with Naveh are more likely to be awarded with jobs, contracts, and allies. Those without must earn their way back in or continue to be regarded with suspicion and/or pity.




Look for the Worst: The Cocheros are survivors. They know that there is always a catch to any advantage, that nothing comes easily and that opportunities must be taken swiftly. They typically assume the worst in other people and in every situation. Some call them paranoid or pessimistic; having clawed their way through dire straits and sailed through dangerous seas, most Charioteers simply consider the attitude they have adopted as common wisdom.




Coin isn’t universal, but there are folks that will pay for ‘em.

Merchants and Mercenaries: The Charioteers have a reputation for being exceptionally mercenary with their services, doing nothing unless it is paid for. Sometimes this is because they have families and dependents to feed back in the Illustrados isles. Other times, it can be because of accrued debts or the exorbitant cost of maintaining a ship and feeding one’s crew. Regardless of status, a Charioteer knows well their worth to the world and will fight to ensure that they receive their due. 


Physical Ticks: Charioteers are also known for their “ticks”, born of long days at gambling at sea. Some prefer having a coin in their fingers or a hand on their weapon. Others like to chew on straw or to touch their hat. In truth, these so-called "ticks'' are actually feigned, designed to draw others into a false sense of awareness. When people think that a Charioteer blinks when they lie, that Charioteer uses their assumptions to their advantage. Similarly, when people pay attention to coin tricks, they may miss out on the Charioteer’s facial expressions or what their other hand is doing.


Stories and Palaver: When a Charioteer is bored, they start chatting to folk or telling them stories. This leads some people to consider Los Cohceros as air-headed loudmouths who speak without forethought. Truth be told, these individuals are as capable of quiet and thought as most folk. However, stories and tall tales are entertaining ways to pass the time and conversations have a tendency of building bridges and revealing secrets.


Names

The individuals among the Los Cocheros tend to forsake the naming conventions of their locale, usually going with a nickname or a similarly short appellation. While they have rankings within their organization, these are not brought about unless formality necessitates such an act or unless they are a title with weight, such as Capitan. 

Naturally, some follow tradition and use their(first name, middle name, and both last names of their parents. In the current era of the Illustrados, the first family name of a person is decided in advance by their parents. Tradition dictates that they take the name of the birthing parent, but this is often ignored by the working class in favor of their own preferences. The more entrenched and well-off families stick to old matrilineal traditions.


Example Names:

  • Though born Maria Manuela Villanueva-Luna, Capitan Ardy is named after the squirrel Cara that she possesses. A former member of the Magistrados, she has taken her naval and survival skills to the private sector and into the Mid-Atlantic. 

  • Few know of Mundo the Mountain’s birth name, but usually the prodigious strength that gives him his name is enough to make people stop asking. Though many think him a mere carrier of freight and luggage, he is actually the tactician of his crew. 

  • Recruited from Mid-Atla, Antonio Davis is often just called “Ant”. Sometimes, he’s called “Army Ant” for the arsenal of weaponry he likes to carry around. Swords, longarms, and a wealth of knives enough for a small squad grace his personal clothing.




Example Character Ideas

The following are some character concepts that may be seen from this Gremio. If desired, Feel free to use or alter one of these for your character.



Bone-Saw: The high seas and the deadly wilds are a strange place to learn medicine, but necessity often supersedes one’s preferences. More than a few medics on a Corsair or a Bumblebee earn their knowledge through the school of hard knocks, field stitching flesh after a claw swipe or pulling a patient’s life from the brink of a banshee’s scream. Sometimes reluctant and often ill-tempered by their bloodsoaked duties, these individuals can literally spell life or death for the people on their crew when things go awry… as they tend to do. 

Suggested Classes: Builder, Ranger


Cocheros Mercenary: The Charioteers often have a bad reputation among civilized folks for their capacity for violence. But the truth is that the World Beyond the Fall has a great need for those who can beat down the horrors of this terrible new reality -- for those less protection and great need, there exists the Mercenary. What civilization and city has rejected, the outskirts and the wild requires and prizes. Thus do these folk stand ready to dole out punishment and pain for coin and currency. 

Suggested Classes: Ranger, Warrior


Crew Face: Regardless of their travels in the wild, the crew of a Charioteer ship need a face -- this is often their captain but it can just as easily be some poor soul designated to the task. This is someone they use to talk to people, sometimes angry people and occasionally rightfully angry and dangerous people. The role can be a hazardous one, but many take to it with relish -- they like meeting and dealing with people and the risk of death makes their experience all the sweeter. 

Suggested Classes: Ranger, Warrior


Ship Officer: Every crew needs a commanding presence, be it from the leader, their boatswain, or even their chaplain. These individuals exhort their allies to greater effort and lead the way when the path is unclear. Some Officers use a hard-bitten approach to guidance, while others might use parental direction or even verbal whipping. While a Bone-Saw keeps the crew on its feet, the Officer gets them moving, ignoring the curses and derision aimed at them along the way.  

Suggested Classes: Arcanist, Counselor


Rogue Trader: With the rise of the Illustrados Union and the presence of the other Arch-Factions come tariffs and taxes that many worldly mariners balk at following. Rogue traders are common  among the Los Cocheros, trafficking valuables and goods around the forces of law and order. They frequent the ports and the harbors of the eastern coast, though they may run in-land when inquisitors and Jaguar Scouts are too close behind. 

Suggested Classes: Counselor, Ranger




Leadership

The Triune Admiralty (Trinidad de Almirantazgo) are the rulers of Los Cocheros. Currently, these Admirals are “Mad Goat” Mobius, “Latigo” Lopez, and “Costly” Kościuszko.

While it is claimed that their laws are iron and unbreachable, the truth is that they have firm but not absolute control over the Charioteers. In addition to their duties in leadership, each must also govern their own Charioteer Fleet. It is through both bodies of governance that they direct their people and punish wrongdoers (at least, the ones that get caught).

Membership as part of the Charioteers involves yearly dues that help grease the wheels of the Triune. In exchange, mariners and Delvers have access to Charioteer safehouses, contacts (including buyers and bribable harbormasters), and protection from other Charioteers. 

Note: the yearly dues are assumed to be part of a Character’s normal maintenance and does not cost them anything.




Charioteer History


Important Events:

Exploration and Salvage (11 BTF): As the Illustrados continue to build their nation, construction materials and Pre-Fall relics make their way from the mainland to the islands. Though the Senate attempts to regulate these efforts, demand is strong enough for “Delvers” and “Pel” to create their own opportunities. These would be the seeds for Los Cocheros (aka the Charioteers). 

Meat for Sale (30 BTF): The first Juracan’s defeat opens up more revenue -- Delvers and Pel raid its corpse on the behalf of scientists and collectors. Subsequent Juracan attacks lead to the harvest of “Abyssal Paraffin” from their bodies. The Delver ships began to lure Juracan into ambushes or look for their corpses to collect these Superior reagents and sell them to refineries. 

The Charioteer Fleet (49 BTF): Despite incredible danger and immense casualties, the first of the Charioteer Fleets is founded after decades of salvage, hunting, and profit. Uniting beneath the command of Mercury Mercado-Ruiz, they work in legally grey areas and are willing to brave danger. Thus, the Fleet is able to demand their worth from Tecnocracia buyers and compensate their workers and their families. 

Scovo the Shark (54 BTF): While attacks on shipping lanes are an expected occurrence, a series of  disappearances force the Magistrados’ attention. With the help of Los Cocheros, the pirate fleet of Scovo the Shark is cornered by Magistrados naval forces and sent to the bottom of the ocean. While piracy remains a threat, the like of Scovo’s fleet is never encountered again.  The Charioteers bar any of their members from dealing with suspected pirates.

The Tanpa Incident (60 BTF): Scandal and explosions rock the Illustrados Union. The influence of the Tecnocracia is cut down after an attempted coup. Many of their secrets are distributed to the rest of the Union while they regroup and recentralize their power under new management. Many Tecnocracia’s assets are auctioned and the Charioteers take a lion’s share of these resources, including new technologies and ships.

Triune Admiralty (78 BTF): The successor to the Charioteer leadership, Admiral “Machete” Mercado-Ruiz, abuses her power. She bleeds her fleet dry in exchange for personal luxury. A mutiny is led against him, ousting her after 3 years of skirmishes and struggles. The Charioteers organize under the surviving leadership of the mutiny, becoming the three Fleets it is known for today. 

First Contact (83 BTF): The Illustrados make amicable yet cautious contact with the Free Tribes of the Mid-Atlantic region of the North American east coast (aka “Mid-Atla”). Initial meetings with the Templars fare far worse. The Illustrados Union decides to keep at arm’s length, for the purposes of peace and goodwill. Despite this, the Tecnocracia manage to establish relations with the Cartel with the help of the Charioteers.

The War over Embers (93 BTF): Terrible monstrosities led by the sorcerous Harbingers invade from the west and ravage the Mid-Atlantic region. The vicious war against the remnants of humanity follows. The Illustrados Union is late to join, but they bring their technological prowess and Juracan-killing military to bear. The Charioteers lend their assistance primarily in the ferrying of goods and supplies from the Caribbean and assisting in scouting efforts. 

The Armistice at Libertina (96 BTF): After six years of brutal war, Mid-Atla settles to a troubled peace. The Harbingers are destroyed and a treaty between the Templar, the Illustrados, and the Free Tribes is signed at the broken bell of Libertina City.

Current Day (99 BTF): Illustrados technology, people, and culture filter into Mid-Atla. Their own problems and Juracan sightings keep their mighty fleets at home, but threats and menaces surface or are reborn. The Illustrados keeps eyes, ears and influence in the region while minding the limitations set to them by the Armistice. The Charioteers make trading partners with the Cartel and the Scavvers, as well as the Templars’ Carmine Conclave. 


Important People and Groups

Carmine Conclave: A portion of the Temple of the Shattered Mother known for its focus on diplomacy rather than militancy, though they are far from unarmed. Its members are called Carmine Templars or Carminians. 


Cartel (aka the Kindly Cartel): These soldiers, bankers, and merchants comport themselves like businessfolk and corporations of old, but act more like criminals when it suits them. 


The Charioteers (aka Los Cocheros): An Illustrados subfaction of mariners, monster hunters, smugglers, and scavengers. They have banded together to ensure that their services are not only regulated but so that they can protect themselves from their employers and the Magistrados. 


The Free Tribes: A group of communities and tribes based in and around the Mid-Atlantic (aka Mid-Atla) area, but also within the New England, Tidewater, and Midwest regions.


The Iglesia Solar: An Ilustrados faction of clergyfolk, academics, and engineers. They are a major civic force that maintain many hospitals, orphanages, and schools. 


The Illustrados Union: An Caribbean-based Archfaction known for their technological wonders, their mercantile bent, and their naval prowess


Madeline “Machete” Mercado-Ruiz: Daughter of Mercury Mercado and a High Admiral of the Charioteers. Her abuse of her subordinates results in a mutiny that splits the Charioteers into three different Fleets and its current incarnation.


Marisol Anna Celso-Malave (aka Marisol Celso): The genius behind the Celso Engine, a machine that is able to draw Magnetic Mana power from reagents. She is a storied hero among the Illustrados, even becoming a Cacique-General and leading the Union for a decade. 


Magistrados (aka Macana):  An Illustrados subfaction of soldiers, sailors, and scouts. They serve the whole of the Illustrados and are directed by the Cacique-General.


Mercury Mercado-Ruiz: The founder of the Charioteers and the first High Admiral. He organized them into a loose structure that can unite against their rivals and enemies. 


Scovo the Shark: The leader of a pirate lord that orchestrated raids upon the Illustrados’ shipping lanes, disguising their actions as monster attacks. After a decade of piracy, he and his fleet are defeated and scattered by the Magistrados and the Charioteers.


The Tecnocracia (aka Technocracy): An Illustrados subfaction occupied by wealthy investors, engineers, and entrepreneurs. They engage in banking, own several industries, reclaiming ancient tech, and investing in dangerous expeditions. 

Triune Admiralty: The ruling body of the Charioteers, comprised of the leaders of the three biggest Fleets.

The Temple of the Shattered Mother (aka Templars): An northern Archfaction based on their faith to the God-Empress and dedicated to the destruction of wickedness and eldritch evil.

Charioteer Power Groups

Below are the major Power Groups among the Charioteers: the three Fleets of the Triune Admiralty.

Player Characters are welcome to make Crews and characters that are a part of these Fleets, submitting their backstories and Crew profiles to Game Staff for approval.

Devilhook Fleet: A fleet of hardened Juracan killers, monster slayers, and meat sellers.

Four Winds Fleet: A fleet of couriers, ruin delvers, and marketeers.

Mistmarket Fleet: A fleet of merchants, junkers, and information peddlers. 

Devilhook Fleet 

Devilfish, Los Anzuelos de Demonio


"To the last I grapple with thee; 

from hell's heart I stab at thee; 

for hate's sake I spit my last breath at thee."


Basic: A fleet of hardened Juracan killers, monster slayers, and meat sellers.

Symbol: Four harpoons or spears crossed to form the axles of a ship’s helm. 

Territory: The Devilhooks’ shipyards are in the shadow of Vedado city. This Fleet likes to remain close to their former comrades within the Magistrados, sharing drinks, tales, and monster lores. Even the citizenry have grown accustomed to the sight of Devilhook ships towing titanic cadavers to their port.

Overview: Like their heavy hulled ships, the people of this Fleet are gnarled and scarred. They take to grim work with a butcher’s ease but they have also learned hard lessons in working together and recognizing when to cut their losses. Given their preferred prey, casualties are a common occurrence among the Devilhooks but the tales of their valor and the cut of their reputation ensures a steady stream of recruits.

Many Devilhook Crews are ex-Magistrados, including the Fleet’s founder. They have seen horrors and terrors aplenty, routinely hunting down the predators of the shipping lanes or luring pelagic monstrosities from the depths to their barbed spears. Where the Charioteers need slayers, they call upon this Fleet.

On land, the Devilhooks prefer heavier armor, loud firearms, and jagged spears. They maintain their reputation for hardiness and bravery, willing to Delve dangerous ruin and irradiated wasteland for loot. Their markets are thus well-stocked with valuable goods and useful salvage, but most of all: the organs and reagents borne of monsters. If one wishes to find their stalls, an individual merely needs to follow the smell of roasting meats and blood puddings.

Leadership: Ricardo “Mad Goat” Mobius-Francisco is the Admiral of the Devilhooks. A lifetime of brutal battle and vicious victories have left him a stitched mess of grey flesh, dour demeanor,  and killing skill. He is known for his legendary charge against the traitor Admiral, leaping headlong into enemy fire to skewer his foes. His Crews respect and fear him in equal measure, though he is sometimes distracted by his quest to slay the Juracan (“Ahaveh”) that chewed up his son and husband. 

Four Winds Fleet

Windracers, Flota de la Tornado

“Those who try to catch the wind with their hands only look like fucking idiots”


Basic: A fleet of couriers, ruin delvers, and marketeers.

Symbol: The ship helm of the Four Winds Fleet forms a four-armed cross, each with an arrow-head in a cardinal direction.

Territories: The Windracers are known to call many harbors home. Besides the shadier docks of the major Illustrados city-states, they are said to have bedspaces in the Solar Cathedral in the Yucatan, the Carmine Spire far north, and Snakewater in Mid-Atla.

Overview: For those who send messages or goods in secret and with swiftness, the Four Winds Fleet offers its services for a “reasonable” amount. This Four Winds boasts of ships’ and vehicles’ speed to anyone willing to listen. But their success is also buoyed by their meticulously maintained maps and the boldness of their merchants. 

Like their namesake, the Crews of the Four Winds are always on the move. They use their contacts and their fellow Charioteers to establish safe ports while they move across water and landscape with letters and items. The closest thing a Windracer does to staying in one place is visiting it often and in that sense, they have homes across many pubs and cantinas of the Caribbean and Mid-Atla.

Even their markets and stalls share a similar ephemeral presence. They tend to give some warning before they set up shop in a village or port, but their stalls rarely stay for more than a day. With their far reach however, they often feature rare and exotic items and reagents. If one looks for an item from afar, one can wager that a  Four Winds trader will have it or has the capacity to obtain it.

Leadership: It is said that “Latigo” Lopez-Espinosa’s favorite cargo is swagger and bravado, because this Admiral is always full to bursting with it. They are also known for their fast talk and making fast friends, though wiser minds are uncertain of this reputation’s truth. What can be truly verified is the success of their Fleet -- the Four Winds have made in-roads into the other Archfactions, including the Cartel, the Scavvers, and the Carmine Conclave. Rumor has it that even the Night Kings deal with Latigo Lopez. 



Mistmarket Fleet

Mistmerchants, Agora de la Brume


“Come buyers and sellers! One and all! The wonders of the Mistmarket await!”


Basic: A fleet of merchants, junkers, and information peddlers.

Symbol: A golden and jeweled ship helm where each of the axles starts in a hand that grips the center.

Territories: Mistmerchants often treat with the Tecnocracia, so it makes sense that they have a stronghold in Port-au-Jacques in western Ayiti. Every Illustrados city has a Mistmarket bazaar therein. They also have connections in Snakewater and Port Atlantica, but these are dwarfed by their Windracer kindred.

Overview:  It is said that the Devilhooks are the strongest, the Four Winds are the fastest, but the network of the Mistmarket ensures that they have the other two on retainer. In ports where Charioteers call safe and home, the Mistmarket’s insignia is the most common of the Fleets. Likewise, any major port and interfactional trading hub will have a dozen Mistmarket stalls awaiting custom. This Fleet peddles in wares common and rare as well as goods, services, and information. Some Mistmarkets even have menageries where they sell vicious and exotic beasts and plants -- obviously, they draw the line at selling people (as do all right-thinking groups of the world).

Some Crews of the Mistmarket focus less on selling and more in crafting or refurbishing. These Mistmerchants rent buildings in the communities they visit and create their products within. They either sell these to other Charioteers or directly to buyers, depending on the size of the Crew and their capacity for sales. 

Mistmerchants often adorn their dress with gaudy jewelry and ornamentation, the better to stand out from others. On the other hand, their ships are far less flashier, tending toward slower, steadier vessels. Like the other Charioteers, they take to roadways and shipping lanes with ease. But at least half of Mistmerchant Crews tend to find a community or two and settle there, growing their influence and network.

Leadership: Her difficult birth and her bloody upbringing made life hard for Julianna Tadeusz Kościuszko-Verne. But Apex-tech Metabionics, brilliant cunning and cutthroat viciousness made her an Admiral. She is mostly machine now, having replaced her withered limbs with chrome and gears. Admiral “Costly” Kościuszko is said to constantly update and upgrade her body, lending credence to the rumors of her technophilia.

As if to match her tastes, her vessel is a strange one, capable of faring beneath the waves instead of above it. Indeed, such oddities and wonder are her greatest desires and, some say, weakness. She is said to be close to the Tecnocracia, who shower her with bizarre technologies and magics such as her rumored ability to listen to Vox Tower communications. 



CHARIOTEER Society


Far from being a self-sufficient capsule, Los Cocheros are a part of the Illustados Union’s underbelly and working class. The lucky Charioteer retires in wealth, or at the very least, comfort. Most however, find themselves stuck to the Charioteers by necessity, by debt, or by choice -- many of these folk find their end at the bottom of the Atlantic or in the fangs of some Eldritch horror. 

Most Charioteers spend their days traveling (on water or land), preparing for their next trip/contract, and resting/carousing between contracts. Being on the “job” itself is actually a diminutive amount of time, but it is also the most dangerous portion of a Charioteer’s occupation.

The Crew

Each Fleet is possessed of hundreds of Crews and many of these are possessed of a ship (or more than one ship for the wealthy). Crews number from approximately half a dozen to a hundred people. Some Crews are more akin to local offices or trading posts, staying in one area and making money through their ventures within. On the hand, the typical Charioteer Crew is on the move (by ship or by foot) picking up contracts and bringing back loot.


For every Charioteer, their Crew is central to their lives. One’s crewmates are their siblings on the open sea, in cramped quarters, and in the haunted ruin. Presiding over the Crew is the parental/dictatorial figure of the Captain.   

Social Strata

Below are the rankings of people within Los Cocheros, from least significant to most significant. 


  • Lubber/Continental: These folk are not part of the Charioteers. Though Lubbers rank lower than a recruit, a wise Charioteer does not disrespect everyone they meet. 

  • Recruit: These individuals are newly joined to a Crew. They are assigned menial tasks as well as instructional ones to go with their on the job training.

  • Lister: A Charioteer without a Crew to watch their back. Some are considered bad luck. 

  • Crewmate: Most Charioteers are Crewmates. Alongside the apprentices, Crewmates handle most of the Crew’s work. 

  • Officer: This is a supervisory position but also a specialist position. Officers can direct Crewmates during relevant tasks. The officer position can also be granted to those who are proficient with certain required skills (e.g. navigator, cook, first mate, quartermaster, etc). There are usually 1-2 Officers per 5 Crewmembers. 

  • Captain: This is a leadership position, chosen by the Crew. 

  • Admiral: The leaders of the Fleet and leaders of their own Crew (This is only for NPCs and retired PCs)

Upbringing

Most Charioteers are recruited from the working class of the Illustrados, from former Magistrados, or from interested parties among the Free Tribes. Only a quarter of Charioteers are descended from Charioteers, which gives them an edge in learning the job’s ropes but no more prestige than those who come from elsewhere. Los Cocheros is always hiring, but most sensible folk are dissuaded by their shady practices and deadly work environment. 

Though given governmental food, shelter, clothing, and employment, the working class of the Illustrados make up over half of new recruits. They are lured by the promise of the perfect haul that will allow them to retire in luxury and comfort. Thanks to the watchful eyes of the Senate and the recent stumble of the Tecnocracia, Ciudad Juanita and other major city-states are far from dystopian slums. Yet, the dream of adventure and wealth calls out in greater volume to laborers, the artists, and the fisherfolk than those that live in ease -- most wealthy adventurers end up joining the Tecnocracia and the other two Subfactions have significant requirements for recruits. 

Those who join the Charioteers only need to join a Crew and learn their trade. There is an initial period of difficulty where the new recruit is expected to handle the worst menial tasks (e.g. scraping off barnacles, cleaning latrines). Some Crews even make their recruits perform dangerous tasks as a trial by fire, to ensure that they are up to the task of being a Charioteer -- such rites are officially frowned upon. 

A significant number of Charioteers switch to different Crews or strike out on their own after some time in a veteran’s shadow. Naturally, these new Crews charter their new roster with Fleet Leadership to receive some starting equipment from the local Safehouse. Crews with an incredible reputation might even be awarded with a ship of their own, such as a sleek but lightweight Corsair or a sturdy (and slow) Tortoise. These ships are always second-hand and maintenance costs are on the Crew, of course. 

Stigmata among the Charioteers:

With the dangers of their lifestyle, Graft Stigmata are commonplace among Los Cocheros. In particular, many Charioteers find themselves working alongside Scav-tech Metabionics and Corpsegaunt Los Friyos. New recruits and outsiders often remark on how strange it is to work alongside machinefolk and Risen, but these Grafts allow a gravely wounded Charioteer to continue doing their jobs.

Because they often work over water, Pelagic Seraphs are the most common of those Charioteers with Bloodline Stigmata. They are especially prized for their ability to breathe underwater and swim with ease. Thus, these individuals are more likely to survive sea-borne missions and come back to tell the tale.

Laws and Punishments

Because Los Cocheros tend to operate in many different communities and environments, they tend towards following the local laws -- as far as it is convenient for them. Many stories are abound of Charioteers running amok in backwater villages, litter better than brigands. But for the most part, they prefer to be on every potential customer’s good side

That said -- on the ship, on the trail, and in the wilderness the Captain’s word rules the Crew. The Officers enforce the Captain’s orders, watching for insubordination and punishing disobedience. Suspected offenders may be tossed into a ship’s brig or tied up while the Captain finishes up their investigations or determines which sanctions are inflicted. 

Punishments among the Charioteers are as follows: 

  • Toil: A Captain can sentence one of their Crew to a week, a month or even a year of Toil. This is usually humiliating and/or backbreaking work. This is the most common sanction inflicted on Crew members. 

  • Flogging: The pain of a flogging is not insignificant but the real point is public humiliation. This is usually done in full view of the Crew, or in extreme cases in a public square (with local law’s permission). Everyone becomes aware of the punished person’s crimes, which affects their reputation and will be held against them until they redeem themselves. 

  • Dismissal: For egregious offenses, a Captain may choose to eject an individual from their Crew. Most Captains then put the offender in the brig before letting them loose in the next port. Less merciful (and/or angrier) Captains may maroon these individuals in the wild or on an island. Other Crews and the Fleets are usually made aware of the offender’s crimes. 

  • Execution: This punishment is Infrequent but final. Offenders are either hanged, fed to sharks, or killed via firing squad. A vigil is usually held to ensure that the punishment takes and the offender does not return (or is not revived). The leaders of a failed mutiny are usually given this punishment as they are deemed too dangerous to let live.  

The Justice of the Admiralty: Besides the threat of a mutiny, a Captain must also worry about the threat of the Admiralty watching over their shoulders. The current members of the Triune Admiralty are in their position because of their predecessor’s abuses. Thus, they are particular about the treatment of the average Charioteer. This is balanced against the general rhetoric of letting Captains pilot their ships on their own say-so. 

Sufficient reports of abuse to the Admiralty will result in the Captain being questioned. If the Triune are not convinced, they may assign an Auditor to observe the Crew for a few months. Woe betide a Captain caught abusing their position. Similarly, a Captain whose Auditor is killed or disappeared is in dire straits. These offenders are treated harshly with a very public Execution being the common punishment. If extremely lucky, a Captain might get away with a flogging or dismissal. 

Territory

Spreading far beyond the Illustrados, the Charioteers have safehouses and enclaves in many different ports and trading posts. Drawn to strangeness and profit, they are often unbound by caution and territorialism. 

Carmine Spire

This is the northernmost port that the Four Winds have access to and it has drawn the Mistmarket along with it as well. The Carmine Conclave are rumored to be debauched and indulgent, but not so the keepers of this port city. Charioteers who brave the Strait of Saints are advised to ensure that their cargo is legitimate and their papers immaculate.

Catedral de la Sol Orden/Solar Cathedral

This is the major stronghold of the Iglesia Solar, a faction that works begrudgingly with the Charioteers. While the Iglesia have their own ships, the Cocheros’ vessels allow them to reach libraries and lores  far beyond their meager reach. For their part, many Charioteers follow the Redeemed Sun and are glad to be of service to its clergy -- on good day, they may even offer a discount. 

Vedado

The Devilhooks’ shipyards are in the shadow of this major Coabana port. This Fleet likes to remain close to their former comrades within the Magistrados, sharing drinks, tales, and monster lores. Even the citizenry have grown accustomed to the sight of Devilhook ships towing titanic cadavers to their port.

Port Atlantica

This is a casino town of sin, indulgence, and pleasure. It is also home to the Golden Fortunes Cartel. There is little wonder then that the Four Winds Fleet visit it very often. As a rule, the Four Winds do not stay overlong in one place -- their “homes” are those that they grace very often with their presence.

Port-au-Jacques

This Ayiti city is within a stone’s throw of the Tecnocracia headquarters. Thus, it has become a major stronghold of the Mistmarket Fleet. Technological advances in construction and other industries have transformed Port-au-Jacques into a powerhouse of research and progress, rivaling that of Ciudad Juanita. 

Sharpton

The city-state of Sharpton in Xaymaca is known for its scholars and the universities that push the limits of magical knowledge in the Illustrados Union. It is natural then for the Charioteers find constant employment from the academics and Channelers of this city.

Snakewater

This town is considered a backwater port, but it is becoming a contender to Port Atlantica within Mid-Atla. The Mistmarket has a small amount of influence in the area, something they seek to grow alongside the town’s prosperity. 

Charioteer Religions and Rites




Charioteer Faith

Many of Los Cocheros are followers of the Iglesia Solar, keeping their beaded sun bracelets and necklaces close to their hearts. These individuals are usually contributors to the Iglesia itself and freely tithe their earnings so that the church can maintain hospitals, orphanages and other civic organizations. 

The rest of the Charioteers veer toward not having any faith at all or keeping to other religions within the Illustrados’ sphere. One of these is the “Dweller Beneath”, a Wildling Whisper of the oceanic depths and drowning death.

  • Iglesia Solar, Redeemers, Solarites/Solaria

    OVERVIEW: Primarily known as the Iglesia Solar, the Church of the Redeemed Sun is a faith focused on charity, selflessness, and meditative prayer. Dedicated to several solar divinities, it has become a philosophical and spiritual religion that is focused on self-improvement and contemplation. Many scientists and engineers subscribe to it and are contributors to the church as an organization. Indeed, it is their contribution and their civic minded advances that have won them many adherents among the peoples of the Caribbean and the Illustrados.

    As per the written Visions of “Santo Rivero”, the Church is guided by five Wildling Whispers. Each is a reflection of a syncretized figure from the old mythos of the region. They also inspired the five Solaric Virtues and the five Solaric Sins. Though the Church worships them as a whole, each has its own specific portofolio.. Most folk dedicate themselves to one of the Icons.

    — Auroral Serpent: As a two-headed feathered serpent with a sun in its mouths, this Whisper controls winds, water, earth, and flames. He is associated with Harmony.

    — Burning Gate: An intermediary between humanity and the eldritch. Those who look unto infinity are reminded of humanity’s insignificance and the folly of the self. He is associated with Humility.

    — Giving Star: Brought warmth, and agriculture to humanity so he is associated with maize or similar crops. Through him, folk were able to prosper and thrive. He is associated with Charity.

    — Lucent Crown: Enthroned on a mountain and wielding cosmic power, he created celestial bodies, animals, and humanity, bringing light and balance to the world. He is associated with Inquiry.

    — Radiant Eagle: Associated with bravery, fierceness, and rulership. Though he used to be a divinity of kings, he is now a Whisper associated with Loyalty.

    SYMBOL: A stone sunburst surrounded by 5 stars or circles. Many Solarites carry a sun themed medallion with at least 5 large beads, representing a Tenet. Shrines feature clay statues or graven images of a Solaric Icon.

    SHRINE TYPES: Hallowed Shrines built to the Iglesia Solar are varied according to Solaric Icon that it is built to

    — Auroral Serpent: Ancestral, Storm

    — Burning Gate: Ancestral, Deep

    — Giving Star: Pyre, Verdant

    — Lucent Crown: Ancestral, Verdant

    — Radiant Eagle: Primal, Pyre

    TENETS: Below are the commandments of the Iglesia Solar, which follow their philosophical and contemplative perspective of the world.

    — Charity/Caridad: The Sun is radiant and ever giving. So should it be that we too give of ourselves to those in need.

    — Humility/Reflexion: Just as the Sun reflects and illuminates all, so too must we reflect and study our memories and surroundings to see the truth in things and beyond ourselves.

    — Inquiry/Curiosidad: New and old sciences await our minds in the darkness of ignorance. We must seek them out through study and learning.

    — Loyalty/Pureza: A Solarite is beloved of family and of friend, seeking to protect them against harm and nurture them to greatness.

    — Harmony/Templanza: In deed and in word, a Solarite must be measured and balanced in their efforts.

    SINS AND ATONEMENTS: A sin in the eyes of the Iglesia Solar is a stumbling block against redemption and enlightenment. They also represent the baser natures of humanity that must be overcome in order for societal and spiritual harmony. Atonement for committing a sin is usually in the form of guided meditation at a monastery or a campus, though actual crimes against society and humanity are given up to the authorities. Some fringe sects of the Iglesia suggest self-flagellation, meditative starvation, or similarly extreme practices.

    — Apathy/Desidia: Ignorance is said to be the first sin but the true wrong is continuing in it. Solarites must hone their minds with study, practice, and charity

    — Desire/Codicia: While fire burns whatever it can reach, Solarites must be above all such attachments to money, power, and flesh.

    — Hatred/Odio: The Redeemed Sun must avoid the poisons of hatred and of wanton violence. While one’s own defense cannot be ignored, actions must be tempered with need and caution.

    — Pride/Orgullo: The Redeemed Sun is ever burning of itself. Know that there is more to the world than one’s self and that the self is but one star in a cosmos of infinity.

    — Treachery/Traición: The Redeemed Sun illuminates but never blinds. So too must a Solarite avert their words and deeds from deception and oath breaking.

    WORSHIPERS: The Iglesia Solar is the biggest religion of the Illustrados Union, with a few adherents and followers among the peoples of the Mid-Atlantic region.

    Its worshippers are called Solaria in the Caribbean but Mid-Atlantic calls them Solarites. These pious folk tithe and attend the Church organization, which is peopled by both priests and engineers that live in their monastery-campuses. The former are ministers of rite and of people, some are skilled in healing while others are skilled in counseling or in teaching.

    CLERGY: The priests and ritualists of the Iglesia Solar are a deeply civic class of people. Their campuses are not only for meditation and prayer, but they also feature universities, libraries, laboratories, clinics, hospitals, soup kitchens, and orphanages among their holdings across the Illustrados Union.

    These clergyfolk are often called “La Tea” (pronounced Lah Teh-Yah), even though the term technically only applies to the second rank of the priesthood. They are just as often called Redeemers in Mid-Atla due to their philanthropic work.

    LEADERSHIP: The Sinodo del Sol (the Solar Synod) provides the leadership of the Iglesia, whether in their headquarters on the Yucatan Peninsula, on the Illustrados islands, or even far afield in Mid-Atla. The five individuals that make it up deliberate and decide on Iglesian policy, on Iglesian dogma, and on major tribunals. These Espejo del Sinodo (eng. “Mirrors of the Synod) are led by one of their own, called an Arbitro who administers discussion and debate, only lending their vote in ties.

    The current Arbitro del Sinodo is Alphonso Aguilar del Espejo, a Psion respected for his prudence and his skill in Talismanic magics. While politically neutral, he is known to be of the Lucent Crown Order - they focus on the implementation of the new sciences over the veneration of spirits.

  • OVERVIEW: : The Dweller’s form is vague and shadowy, but is often multi-limbed and multi-eyed, like a titanic devilfish or squid. Charioteers pray to the Dweller so that storms and monstrosities pass them by without harm. Followers of the Dweller also ask that their souls be taken to their true destination instead of drowned in the depths and devoured by monstrosities.

    SHRINE TYPES: Ancestral, Primal, and Deep

    SYMBOLS: Tentacles from beneath surging upward, grasping an orb (which can also be a sun or a moon, depending on artistic/factional differences

    — Tenet 1: Keep the memory of the dead -- Deep Priests are performers of funeral rites, ensuring that the deceased are remembered and celebrated (or cursed, if they were wrongdoers). This Tenet also means being respectful to every creature that is slain, both friend and foe. This involves taking a part of one’s kill and sacrificing it (see below)

    — Tenet 2: Sacrifice the Harvest -- The Dweller’s followers will sacrifice a small part of their catch or their loot to the Whisper. This sacrifice is more of a token rather than a thing of value, tossing it into a body of water or burying it beneath the earth. Failure to do so may cause the Dweller to take the sinner instead.

    SINS: Obstruction -- Preventing the Dweller Beneath from taking what is their due and disrupting the cycle of death and life is the greatest of Sins.

    WORSHIPERS: Los Cocheros, some Magistrados, and some coastal Illustrados communities.

    CLERGY: Deep Priests are leaders of life and death rites in their community. They minister to births, baptisms, funerals, and marriages.

CHARIOTEER Tenets

  • Back your Crew: In times of trouble and in times of plenty, you are expected to support the members of your Crew as though they were family. Indeed, like family Crews may fight and bicker. But when it counts, Crew members stick together. 

  • Captain’s Word: The commands of a Captain are law to their Crew. This is especially the case in the wilderness or in the open sea, where no law binds anyone. Similarly, the Admirals rule their Fleet in the same sense -- Captain, Officer, and Crew must follow their Admiral’s course. That said, recent events have made mutiny a more accepted option among the Charioteers -- a Captain that cannot control or reward their Crew deserves to be usurped. This acceptance of retaliation against abuse and bad leadership does not extend to allowing a Crew to kill their Captains.

  • Bravado and Seaworthiness: Many among Los Cocheros adhere to the concept of “Navegabilidad” or “Naveh”, which means seaworthiness. Culturally, the concept is similar to honor and reputation. Those who have “Naveh” are known to fulfill one’s promises at any cost, answer insults to them (inc those to family and friends), and are trustworthy individuals. Those with Naveh are more likely to be awarded with jobs, contracts, and allies. Those without must earn their way back in or continue to be regarded with suspicion and/or pity.

Life Rites

The Charioteers have few birth rites of their own, since most are recruited instead of born -- therefore they adhere to their own familial traditions or to the rites of the Iglesia Solar. 

Birth (the Offering)

Those born to a Charioteer parent are subject to a rite called “the Offering to the Deep”. It is a rite of those that serve the Dweller Beneath: recently born infants are ceremonially submerged in a body of water three times. Ideally the Atlantic Ocean is used, but any body of water will do. For each submersion, the child is offered to the Dweller, growing louder with each repetition. Rare is the instance that the infant actually dies, but those who are “blessed” with such a tragedy are considered to be incredibly fortunate and will have lucky lives. The “secular” version of this involves the sea being asked to bless the infant -- strangely, no infant fatalities have ever been recorded by those who use this method. 

Adulthood (the Spirit Hunt)

In the myriad communities of the Illustrados Union, one rite that the majority subscribes to is the Spirit Hunt. When a group of children reach the age of 18, their guardians take them into the wilderness or a remote but secure area. The children are then unleashed for one whole day with the goal of catching an animal 

The Spirit Hunt is muddled by history and obfuscated by local traditions. In Puerto del Encanto, it is said that the caught animal will grant a blessing to its catcher. In Ayiti island, such animals are slain in a hunt so that their aspect strengthens the hunter. In Caubano island, the animal’s spirit will aid the adolescent in their direst moments. In some parts of the mainland, the animal is slain and its skin is worn so that it protects its slayer’s soul from misfortune.

Ultimately, the would-be adults craft a unique mask called a Cara. This resembles the animal they connected with -- and they carry it everywhere with them, remaking it if they lose it. Taking or destroying someone else’s Cara is disrespectful, marking the thief or vandal as someone that cannot be trusted.

With the advance of years and the mists of antiquity, this rite has changed and lost most of its meaning from its original form. Its sanctity has fallen on the wayside. Wealthy adolescents go on safaris and are assisted by hirelings, coming back with exotic and highly esteemed Cara (e.g. jaguars, or eagles) or even parafauna Cara. Impoverished folk make do with rats, crows, and other scavengers.

Adulthood (the Proving)

When a Charioteer becomes a part of the Crew (i.e. no longer a recruit/child), their change in status is celebrated by the whole Crew carousing at the next port. This promotion usually occurs after an individual has proven themselves to the Crew. This may be at the resolution of an on-the-job crisis or an Officer-made test to test loyalty and proficiency

Marriage (the Joining)

Weddings among the Illustrados are loud affairs filled with family and friends. There is typically a short rite, ministered by clergy (and of a higher position if either celebrant is also clergy). The minister assists the marrying couple in their declaration of love and affection for each other. In some of the Illustrados, they are styled as the earth and sky coming together while they are the sun and moon or sea and sky in others. Tokens of love are then exchanged, such as rings or amulets. This rite is followed by raucous celebration, with singing, dancing, hired entertainment and the like.

It is common to add local customs to one’s wedding. Some appease the spiritual world with the ritual sacrifice of an animal or the controlled destruction of a treasured possession. Others ensure that certain foods are served or offered to the heavens during the feasting portion of the ceremony. Among a significant portion of the population, a single bite of meat and a single bite of vegetable is exchanged in addition to the marital tokens.


Funeral (the Descent)

Dweller funeral rites have proliferated across the Charioteers wherein they largely prefer it, even compared to the rites of Iglesia Solar. Among the followers of the Dweller Beneath, they cremate their fallen and scattered their ashes and bones into the sea. For less ideal situations, the deceased body is buried or cast overboard after carnivorous fish are lured nearby. This returns the body to the deep and allows the soul to sink and meet the Dweller Beneath for their judgment.

View of the Afterlife

A Charioteers’ view of the afterlife is dependent on their faith. Those who follow the Iglesia Solar believe that in an afterlife of sun and plenty, provided that a soul lives a life of compassion, charity, and honor. To that end, followers are invited to assist the church in their various humanitarian efforts such as maintaining hospitals, orphanages, soup kitchens, and similar activities.


For the followers of the Dweller Beneath, they believe that when the spark of life threatens to leave the soul of a mortal, Dweller reaches out with invisible arms and takes it deep into the depths of his watery home. This is why it is important their funeral rites involve sinking a body with stones into the ocean or burying deep underground. Once it is there, the Dweller judges a soul and gives it the opportunity to tell the tale of its life and sing the song of its days. If the Dweller is sated, the soul is sent to an afterlife of harmony and joy. Otherwise, the Dweller allows the entities beneath the waves to devour the soul.

View of Magic

Charioteers are more likely to be accepting of Arcanists and other “uncommon individuals”. The life of Los Cocheros draws all kinds of folk, sometimes from desperate circumstances. This brings with it some empathy for things that normal people would consider “strange”.  


On the other hand, many Charioteers are superstitious and wary of “unlucky” or “accursed” magics. Thus, certain kinds of individuals are looked upon with some suspicion or distaste -- in particular Diabolists, Necrotheurges, and Xenotheurges. Some Crews will not work with these folk unless the contract requires it, believing that they are a danger to the mission as a whole and that forbidden magic brings misfortune with it.