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.