Avian Federation of Trade

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When Pannotians think of Avian Ferox, the birdlike subtype of Ferox who have feathers, wings, talons, and beaks, they will most likely think of the Avian Federation of Trade, or the AFT. This economic powerhouse consists of thousands of airships that dominate trade between cities across the known world. Federal Avians are efficient, shrewd, and litigious, with their wars being fought by pen and ink, through fines and warrants, and occasionally, with strategic aerial warfare. Their laws are patriarchal by design, with strict rules about nearly everything that happens onboard their airships. Their counterparts are the Harpies, the largely women-led rebels who have spent the past ten years committing acts of sky-piracy against the Federation, while maintaining neutrality toward other world governments. The Harpies believe in independence and freedom, and will plunder and pillage any wealthy Avian airships on their way to achieving their goals, all while following the code of their unofficial leader - the infamous Harpy Queen.

History

In their early history, tribes of Avians were small and scattered, migrating with the seasons and living off of what they could gather. Around the mid-1500s, when the Humans in their Kingdom of Galudon saw a massive influx of diversity to their own once-secluded kingdom in the wake of their full unification, Avian Ferox were among the many curious immigrants. Still largely individualistic until this point, Ferox tribes began to congregate in a massive migration they referred to colloquially as “The Great Flock”, which saw many settling into the comfortable human cities with their high, safe walls.

It was because of the pressures of war that human engineers began to develop and manufacture their own airships, using technological assistance from the Eiruk. Galudon saw a benefit in their Avian population, then, as the naturally-flying Ferox were able to offer advice on how to pilot their new ships. They could even read certain weather patterns without the need for equipment, with an instinctual sense for air currents and atmospheric pressure. Instead of hiring Avian Ferox to become pilots in their military, however, they struck a deal with them instead. While humans would pilot their own airships into battle, the Ferox who helped train them would be given their own airships. These aircraft would not be a formal part of Galudon’s military, but were instead to be used as merchant vessels, each with a captain who operated under their own authority as a private company. These privately-owned airships could then accept charter work from Galudon to protect their own trading routes and cargo, and thus could be outfitted with weaponry that could be carried across the continent, while maintaining legal neutrality. The agreement between Galudon and these companies essentially boiled down to the granting of airships to private Ferox citizens, in return for high taxes paid on any trade they completed using the ships, and the unspoken understanding that the Ferox would harass enemies of the Glaudonians out of the skies.

Using this loophole, scores of privateers could ferry supplies that Galudon needed to support its future wars. They could also ignore particular embargoes that were halting trade amongst the warring humans and, on occasion, were known to smuggle illicit trade goods across the continent. The Avians had a knack for reciting legal-sounding language, talking their way around business deals, and navigating the law as swiftly as they could sail a ship through a storm. The economic success of these Avian Ferox companies could not be overstated, as they continued to build out their fleets, each with its commandants and captains.

Their success peaked when they discovered the Feline Ferox Udjamu Cities in the year 1630. With ancient wealth born from a fertile valley and rich deposits of precious metals, trade with the Udjamu Cities marked the beginning of a gold rush that would change the power structure of Avian Ferox trade companies forever.

The Avians at this point were still primarily independent, especially following the peace that eventually settled over the Human kingdoms. But, suddenly, there was unimaginable wealth to be made by connecting abundant Feline food and trade goods to new markets far beyond their current reach. The Feline Cities of Amsai, Dekhasai, and Khessarai, alongside their colonies, had been in constant wars with one another since their ancient origins. As Avian Ferox traders tried to establish dominance over one another in the new trade routes, they were tragically pulled into the bloody conflict, and forced to choose sides among the cities. Airships were raining from the sky in catastrophic fashion, Feline and Avian Ferox lives alike being lost in the struggle to establish who would profit most from this new economic opportunity.

It was only after the majority of Avian airships had crashed - destroying the local landscape, setting fields ablaze, and polluting waterways with debris - that six powerful Avian Ferox captains came together to form an accord. These Captains would return to Galudon and ask for more ships and the ability to outfit them for war, with the agreement that Galudon would receive taxes on their trade as a sort of tribute so long as the new Federation could govern itself autonomously. Pooling their ships, leveraging their loyalties, and with an array of new weaponry, these six founders were able to amass a fleet that quelled the fighting for good. Once the Avian Ferox were united, they brought the Felines to heel as well by forcing a truce among the three major cities, thus ending the ancient conflicts between them.

With this new peace, the six Avian Ferox each founded their own company that made up the Federation, which would maintain its own complicated knot of trade rights and disputes through a hierarchy of self-governing bodies. It is nearly impossible to interpret the law of these companies, which vaguely follow the law established by a body of six governors, who each have 15 committees consisting of 24 directors, each of whom oversees a score of commandants, who in turn refer to their captains, and so on. The web of interconnected charters, warrants, bills of right, trade agreements, and territory disputes would take years of study for an outsider to even begin to parse, not to mention the social and political intricacies of maintaining dignity, respect, and might among their colleagues in the open skies. Gender roles were strictly enforced, as only men were permitted to hold positions of note, such as captains, directors, and executives, allowing those in power to continue to manipulate their workers.

For over a hundred years, the six monopolistic companies that made up the Avian Federation of Trade would govern themselves in relative peace. As the founders grew old and died, they were replaced by a board of Executives who continued to oversee their individual six companies. In addition to carrying trade goods and food from the cities, they would also participate in the Udjamu slave-trade, ferrying back those captured by Feline conquests or sold by Wolven raiders such as the Stjarnvarg. When the Udjamu City of Amsai upset this trade by outlawing slavery in their city in 1765, and thus barred the slave trade from their skies, the Avian Executives recognized that this could lead to a steep loss in profits. While they couldn’t threaten war by outright blockading Amsai of all trade, five of the six executives pledged to halt their companies’ trade activity with Amsai, leaving only one dissenter.

The sixth Executive of the Federation decided to take a financial and reputational hit and continue to trade out of Amsai, becoming the only Avian Company to continue doing so. Working closely with the budding Courtesans Guild, which was gaining power in the oligarchical city following its liberation, the company was able to continue operating despite the now severely strained relationship it had with the rest of the Federation. Additionally, it became the preferred partner for various other kingdoms which had outlawed slavery, creating a sort of cold war within the trading companies for the first time based on political ideologies.

This cold war would come to a head in 1815. The Courtesans Guild, it seemed, would continue to be an economic boon for any who could trade with it. But the Federation was still too heavily invested in the slave trade - and the cities who engaged with it - to be willing to bend to Amsai’s will. Switching tactics, the Executives attempted to soothe tensions by loosening some of their restrictions on gender roles, and even allowed a woman to be promoted as an Executive for the first time in AFT history. But for the Federation, this move would backfire spectacularly.

Fed up with the pitiful amount of power being given to women and emboldened by the success of the Courtesans Guild with whom she shared a close relationship, this executive would completely break off from the rest of the Federation with a declaration titled the “Writ of Free Commerce”. Effectively beginning a civil war within the Avian Federation, she dissolved her company’s affiliation with the Federation and granted every captain in her service the independence to oversee their own procedures, becoming a loosely associated consortium of free companies, and her own fleet. This earned her the disapproving moniker of “The Harpy Queen”, a sexist jab at the woman to whom they could now conveniently point and blame for the current unrest. Many captains would immediately sign on with the other companies, only looking for the best economic opportunity that quickly smoothed over the conflict for their ships.

However, a sizable percentage of captains would remain loyal to the Harpy Queen, and many women who wanted to finally have their chance at economic freedom were scraping together to buy aircraft and become Harpies themselves. The term Harpy became the label for any privately contracted airship which did not fall in line with the five Executives and monopolistic Federation. While they continued to carry on with legal commerce, keeping neutral relationships with kingdoms and cities across the world, Harpies would also attack Federation ships, plundering and seizing cargo and liberating captives in their holds.

The Federation could not ask for help from the Feline cities of Dekhasai and Khessarai, who did not want to risk breaking their treaty with Amsai and reopening those ancient wars. And they could not expect help from Galudon, who had long ago banned the slave trade within its kingdom and did not wish to be seen taking a pro-slavery stance. Caught in a web of their contracts and loyalties, the Federation would receive no help, as they now had to deal with the constant threat of sky piracy from other Avian airships.

To this day, Harpies continue to harass the other companies of the Federation, doing legitimate trade while also slipping into ports where they can smuggle ill-gotten goods, and commonly attacking Federal airships with ferocious swordplay and ship-to-ship combat. These Harpies are also well-known for attacking slaving ships across the world, freeing those on board and welcoming them into their service. Their anarchy is a constant thorn in the side of all who roam the skies, but to some, they are the only people standing against the economic tyranny of the Avian Federation’s trade monopolies. Most of them follow the laws of the land, or at least keep up the facade they do, while engaging in piracy secretly. Others are infamous brigands who use the chaos to their advantage, only out to take whatever they can and kill anyone in the way. To the people they’ve freed from slavery, however, they are the heroes who brought them home, or gave them a new one in the clouds.

Philosophy

Avian philosophy is about order and chaos, or control and freedom, depending on whom you ask. The AFT believes that law and order are the tools by which a society becomes great, and that with anarchy comes unrest, disruption, and catastrophe. It has nothing to do with morality, or with good and evil, but everything to do with logistics. The hard-hearted privateer and the kindly tradesman both thrive in a society where they obey the same laws, and follow the same purpose. On the other hand, in a society where you are limited by laws placed upon you, are you truly part of the natural order? Or are you being unnaturally forced into a role where you don’t belong? The Harpy philosophy is about individualism and freedom. It means seizing whatever you can, by whatever means available. It can be cruel, or it can be kind. But your reach only extends as far as the people who know you, and respect you. It is their choice to serve, or to mutiny, and it is your responsibility to keep order for your own ship. And above all, a person should be able to make those choices for themselves.

Naming Customs

Avian names tend to reflect Galudonian customs, with most of their names sounding quite Human in nature. The only difference is that some may choose to replace the letters “p”, “b”, and “v” into sounds which are easier for Ferox with beaks to pronounce, such as “ch”, “k”, and “t”. For example, changing the name “Vanessa” into “Tanessa”, or “Paul” into “Chaul”. When a name does have letters that are difficult for a beaked Ferox to say, they can have more of a clicking sound in their pronunciation.

Common Masculine Names: Alton, Ettward, Attison, Godrick, Otswald, Percibal

Common Feminine Names: Ananda, Ettily, Paulette, Hazel, Chelle

Common Gender Neutral Names: Alcott, Kingsley, Avery, Harper, Charey

Equally important as the name of a person, is the name of their airship. Airship names of the AFT tend to be proud and pompous, meant to evoke nationalist pride or valor. Harpy ships take the opposite route, selecting names with strong personalities that impose fear or show wildness.

Example AFT Ship Names: Swift Wind of the Western Sky, Stalwart Vanguard, Soaring Investment, Duty and Diligence Example Harpy Ship Names: Iron Talon, Torment, Summer Sun, Decadence, Fire and Sky, Butcher’s Blade, Harpy Queen’s Pecker

The prefix used by a ship (SS, CSS, etc.) is specific to the AFT. It is meant to convey to other company members the purpose and status of the ship.

Prefixes in the Avian Companies:

S.S. - Single Ship - Denotes that no vessels are under the command of this ship, and it operates as a small part of a larger company. The captain has no authority over any ship but this one.

C.S.S. - Commandant Service Ship - The Captain aboard this ship has control of several other ships who follow their rule.

E.G.S. - Executive Governance Ship - The personal vessel belonging to an Executive, who has authority over all other airships in their company. (Colloquially, Pirate Harpies call these ships “Eggs”, and dream about sacking them).

I.S. - Independent Ship - This ship does not belong to any company, accepting charters only on the authority of its captain. Since most Avian airships belong to the monopolistic companies, this is typically a sign that the ship is a Harpy vessel, though it is not proof of piracy or lawbreaking, only of independence.

It is not a requirement - though commonly a point of pride - to announce the name of one’s airship along with their titles. This is not limited to Captains, as many Ferox are proud of the ship on which they serve. For example, “Commandant Wilkem Harriston Nightingale, of the C.S.S. Ever-Sure”, or “Autrey Black, I.S. Bloodfeather Quartermaster”. When written down, ship names should be italicized, but their prefixes should not.

Life in the Sky

For those who work in the companies of the Federation, life is a set of strictly regimented schedules. Efficiency is a prized trait, and profit means everything. They see themselves as small parts of a larger flock, always with the promise of comfort and wealth on the horizon. All air-sailors see their ship as their home, even if they have to share their cabin with others. When not sailing, they take to port and enjoy the local inns. Some may even keep sweethearts and some personal property in the trading ports that they frequent the most, and this is usually the goal that a low-ranking worker will strive toward. As one becomes more wealthy, they may expand into having multiple villas worldwide. As one gains control over multiple airships, they may choose to convert their home ship into a luxury vessel, and leave the arduous voyages to their subservient ships. The desire to be high in the clouds never really leaves these Ferox, even as they grow too old to work. Those who become physically unable to sail may still take up desk jobs in the trading cities, in high towers owned by their companies, where paperwork and documentation are stored.

To sail the skies is never without risk. There is always the chance of catastrophic failures, though thankfully Avian Ferox can fly. For the non-Avian Ferox who take on this work, or for the captured locals they ferry to the Feline slaver cities, a flight failure almost certainly means death. There are also fires and collisions to consider, dangerous machinery, and atmospheric hazards like lack of oxygen or pockets of pollution. These ships travel over countless miles of settled and unsettled lands, meaning they must be aware of local customs, avoid sailing into any place unfriendly to them, and be aware of dangerous wildlife that might patrol the skies for prey.

However, all of this pales compared to the threat of sky-pirates. The bane of all trading vessels, Harpy pirates are notoriously clever, brutal, and fearless. Hiding in wait behind the crest of a mountain, or rising from a misty valley to suddenly appear below an airship’s belly, the sky will swarm with feathered pirates carrying swords and close-range firearms. In moments, they can climb aboard a ship and seize control. The goal of pirates is rarely ever to crash a ship, as that would damage the cargo and kill any possible refugees being held below decks. They also do not always kill crew or captains, if they can be reasonably subdued - in fact, many captains surrender peacefully and expect to be repaid by insurance from their companies. Still, prideful Avians may fight to the death to protect their reputations, and these battles are as spectacular as they are gruesome. Particularly zealous Harpies who wish to see the Federation crash and burn may even go out of their way to run an airship into the ground, with no care for the loot or lives on board.

Short-range firearms like pistols and blunderbusses are popular among air-sailors. While flying, swords and axes are popular weapons, held either in the hands or in taloned feet. Talons themselves are brutal weapons, with some pirates securing blades to their legs to make their kicks more vicious. On the deck of an airship, gunshots ring and blades clash until one crew stands victorious, and the other is at their mercy.

Piracy is punishable by death, and pirate crews are typically executed on site. The members of the crew will have their wings bound, and they will be chained with heavy ankle weights, before being hanged off the side of their own ship, which is towed into the nearest city as a display meant to deter other pirates before the ship is seized by the Federation. Prisoners of renown, most commonly captains, will instead be used to make a gruesome statement. Wings that grow from their back will be severed, and those whose wings are part of their arms will have one arm amputated so that they cannot fly. Then, they will be transported to a large city for a public hanging. While it is rare, sometimes a pirate can escape execution by giving up the location of a treasure hoard or providing information that leads to the arrest of other pirates - though this is only available to crew members, as captains are always executed. Any sky-pirate who is not executed will at least have their wings severed, so that they cannot ever safely sail the skies again, and all Avians will know them for their crimes.

Fashion

Among wealthy company leaders, fashion is highly manicured and expensive. Powdered wigs, ironically, are incredibly popular among the most elite feathered Ferox, such as company directors and commandants. Wealthy businessmen love to show off their status and success with stiff suits, ruffled collars, and vibrant silk and velvet fabrics with gold trim. They enjoy decorative elements like damask, lace, and filigree. Those who have taloned feet do not wear shoes, but will wear spats that latch around the feet and lace up the front of the legs.

At any level of wealth, Avian Ferox tend to be grand and expressive with their clothing. Bright colors and long coats, large sleeves, and layers of belts and buckles are all very popular. They enjoy jewelry, especially jeweled rings for their fingers or around their large bird-like toes. Accents like dyed feathers and silk flowers can be tucked into one’s own hair or plumage. Ankle jewelry is typically not worn, because it evokes the look of the ankle-weights used to hang pirates, however there is something to be said for bold fashion choices that purposely play with that symbolism.

Because of the inherent dangers of operating an airship, injuries are sadly common. Many lose limbs like hands or legs, but thanks to having wings, a simple peg or hook shaped prosthetic is often serviceable for an Avian Ferox to continue working. Of course, more complicated prosthetics are preferred by those who can afford them.

Families

Many sailors have families scattered in trading towns across Pannotia, with some even having multiple families who may not know of each other’s existence. Since Federal companies are mostly crewed by men, their wives are left to tend to their children in various cities, where they integrate while mostly maintaining Galudonian cultural norms. Children are taught to read and write, and mathematics that might help them keep ledgers. The children of powerful and wealthy Ferox, naturally, receive higher education so that they may someday achieve a prestigious position in the companies as well.

Children of Harpies and pirates are less fortunate, sometimes entirely forgotten by their parents until they become old enough to work on an engine or haul cargo. For young Avian Ferox in big cities who feel overlooked and forgotten, the dream of sailing the open skies may be the only thing they look forward to. They eagerly try to find work on any airship they can, which sometimes leads them to signing on with the wrong crew.

Once aboard an airship, it would be overly poetic to call the crew a family. Most often, the crew are simply workers from various cities around the known world, who likely share some Galudonian customs, and manage to work together even if they don’t necessarily get along. They might share some mutual respect for their captain, and over time perhaps they will feel a fondness or a personal connection to the airship or company they serve.

There are, however, some Harpy ships that do begin to see one another as something of a found family. Those who band together for a purpose, whether that be to seek their fortunes, to bring down company men, or just to explore the world, can find a lot of camaraderie with their shipmates. Additionally, the right to mutiny their captain imposes enough mutual respect among the crew and the leadership that they are generally treated fairly and paid well.

Avians in Galudon

Avian Ferox have historic roots in Galudon, and continue to be present there to this day. There are many Avian Half-Ferox as well, whether half-human or sharing traits from another subtype of Ferox, with half-feline half-avian being relatively common. Anyone can try to find work, whether with the Avian trading companies or with Harpies, provided they can prove their worth.

These colorful Ferox are not typically shy, knowing that making a name for oneself is as important to good businessmen as it is to notorious pirates. They can be courteous or vicious, no matter where they fall on the spectrum of being law-abiding or anarchic. They are typically well-travelled, often speaking multiple languages, or carrying stories of far-off cultures and places. Sailors love to tell stories of their adventures, and are exceptionally good at memorizing tales, poems, jokes, and songs. It’s sometimes said that when an Avian dies, a library is buried with them, as they carry their curated collection of memorized stories with them to the grave.

Trivia

  • Large cities where airships dock and trade commonly have spires belonging to one of the AFT companies. These spires are sometimes the tallest buildings in a city, even if not the largest.
  • Ancient cave paintings that have been discovered high in inaccessible mountain ranges have led some to speculate that early migratory tribes of Avian Ferox used to build temporary shelters on cliff faces and jagged peaks, safe from predators.
  • Some rumor that the only outsiders who have regular contact with the Purpaurean Rabbit Ferox are Avian Executives, who store some of their wealth in the safety of Cavumborough’s undercity.
Races

Humans | Eiruks | Dwarf | Infernals | Venyra | Thalzar | Nephi | Nymphs | Giruk | Anomalies | Ferox | Tzchaari



Accreditation
Writers LekkuLord, LadyLekku
Artists LekkuLovers
Processors LofiCloud, Bimberi
Last Editor LadyLekku on 03/28/2025.