Sunday, September 27, 2015

Pirates of Sartosa Army Profile

* I own nothing seen below. Credit goes to owners of Games Workshop and the equally awesome people who did the rest of the pictures. I would also like to thank the makers of the Sartosa Army book, without which much of this would not be possible. If I forgot about someone then credit goes to you. 

INTRO -  Wolves of the Sea

The waters surrounding Sartosa are as deadly as the island itself, where brutal pirates and mighty navies battle for supremacy. Some fight for plunder and glory, while others seek to push the boundaries of human exploration. A sailor's life contains untold freedoms -  and perils to chill the soul. The adventure of a lifetime is waiting just beyond the next cove, ready to make you fabulously rich… or send you straight to the bottom. Dangerous men and women ply the waterways, and only the strongest dare cross swords with them, but the rewards are well worth the risks.

So ready the cannons and prepare the sails, it's time to set sail upon the open sea! With deadly pirate crews and strange ocean monsters to call upon, the armies of Sartosa are a force to be reckoned with. They'll send their enemies straight to the locker, then plunder everything they owned. Do you have your cutlass and rum ready? You'd better! Buck up me hearties YO HO!



LORE OF STROMFELS

Dark Waters: Whenever the power of Stromfels is summoned, the nearby waters bubble and froth, and anyone unfortunate to be near them will suffer for it. This isn't actually a spell, but rather a bi-product of casting from the lore of Stromfels. Any time a spell is successfully cast, nearby water will begin go churn and boil. Enemies of the sorcerer who cast the spell will take damage, even more so if they're in the water.

Wrath of the Shark God: The wrath of the Stromfels is nothing to trifle with. The Pirate Sorcerer summons the power of the Shark God's anger and bestow it upon his followers. This augment spell has the affect of making all touched by it a bloodthirsty fighter. It can either effect a single unit 100 meters away, or all units in a 50 meter radius (328 feet / 164 feet).

Water Blast: The Pirate Sorcerer unleashes a powerful torrent of seawater from his outstretched hands. Functions as a magical projectile with a range of up to 300 meters. With additional power, it can hit targets with even greater force up to 1 kilometer away! (984 feet / 3280 feet).

Drowned Man's Face: The Pirate Sorcerer chants his prayer at the enemy, causing their lungs to immediately fill with salt water, drowning them. With a range of 25 meters (82 feet), a Pirate Sorcerer can kill an individual unit by drowning them. There is little defense against this, other then killing the Sorcerer or hiding the unit in question behind a magical barrier. With added effort, the range can be tripled to 75 feet (246 feet).

Watery Grave: The ground beneath the enemy turns into water, going deeper and deeper as they move, until they eventually find themselves unable to reach the bottom anymore. Has a line of sight range with a radius of effect of 10 meters (32 feet). All terrain in that AOE turns into water that pulls the enemy under like quicksand.

Eye of the Storm: The Pirate Sorcerer summons a mighty wind otherwise only seen during the strongest of sea storms, tearing apart buildings and other structures with ease. This is a powerful spell that allows the Sorcerer to summon a mighty torrential rainstorm up to 1 Kilometer from their position. War Machines, Giant Units, and Buildings are all effected.

Stromfel's Jaw: A huge spectral maw - the very embodiment of Stromfels - erupts from the ground, swallowing any unfortunates whole in its massive jaws. Can be cast up to 50 meters from the sorcerer's position.

Rip Tide: The Pirate Sorcerer creates a tidal wave and a strong current to drown his enemies, pushing them beneath the water. Just ahead of the wizard is the starting position of the wave, and it crashes forward up to 300 meters (though the range can be extended depending on the amount of power put into it). 


RECON  

Swabbies can be used as scouts, and magic can be used for some recon. Flying Galleys can perform aerial reconnaissance. Pirates aren't above kidnapping and torture for information. Overall, not a strong showing. 

PRIMARY UNITS

Pirate Crew
Mobility: 4
Training: 3
Max Range: Pistol
Preferred Range: Varies 

Motley pirates mustered together from disreputable coastal taverns and wharves, barely kept in check by grizzled mates, and hungry for spoils, they put their swords and pistols to the service of any master offering a big enough share of the take. What they lack in training and manners they make up for with frightening bluster and enthusiastic avarice. Hailing from diverse backgrounds, many have nothing in common aside from a shared love of fighting for the chance at plunder.

The backbone to the ship, the crew is drawn together by the lure of the sea as well as the lure of plunder! As sailors, crewmen are experts in seamanship and ship operations. As pirates, they also quickly become proficient in swordplay and in using a variety of weapons, especially pistols. It is said a good pirate crewman needs to know how to read the skies, weather, and winds, but most importantly the moods of his Captain!


Offense: Cutlasses, Axes, Pikes, Spears, Hooks, Pistols, and Blunderbusses

Defense: None, just dodging and luck


Additional Factors: 
-Loyalty is rare among pirates, and many look out for themselves first, and all others second.

-Pirates are in it for the money, and will always take time to plunder whatever they can get their hands on.

-Pirates fight dirty.

-Pirate Crews often attempt to overwhelm enemies with pure numbers.

-Pirates will kidnap people for ransom, or press them into service on their crews. 



Deck Gunners
Mobility: 4
Training: 3
Max Range: Rifle
Preferred Range: Rifle 

Gunners tend the artillery and ammunition of the ship. Their keen knowledge of blackpowder weapons is essential to prevent the potential disaster of a cannon bursting, overheating, or recoiling out of control. In battle, Gunners oversee the banks of cannon, and on land they tend to be armed with the best pistols and other blackpowder weapons from the ship's stores.

Offense: Pistols, but primarily rifles, well maintained and able to lay down fire twice the distance. While Deck Gunners may boast about being the best shots around, in reality they have little formal training. Thus, they rely on delivering concentrated barrages from as many guns as possible.

Defense: None, save dodging, distance, and luck.


Additional Factors: 
-Deck Gunners will fight dirty.

-The rare Deck Gunner with some true skill (known as 'Deadeyes'), often act as snipers, either from the crow's nest of a ship, or high ground on land. They target enemy commanders or other important looking defenders before the rest of the Pirate Crew attacks. 



Swivel Gunners
Mobility: 3
Training: 3
Max Range: Machine Gun
Preferred Range: Machine Gun 

Pirate Gunners sometimes construct and carry into battle a smaller and lighter version of the real swivel cannons normally attached to pivoting mounts on the ship's railing or sides. Some hefty pirates carry the powerful Swivel into every engagement. There are only a few individuals who possess the strength, skill, and bravery required to use such a weapon. The rest… well, let's just say you don't see to many "unsuccessful" Swivel Gunners around Sartosa.

Offense: Though smaller than regular cannons, swivel guns are larger than normal handguns, so big that they must be held up with the support of wooden support. They are cumbersome, and prone to failure due to imperfect castings or poorly mixed blackpowder, but most gunners agree that they make up for it in sheer power. When working properly they can lay down enough firepower to reduce a line of men to bloody chunks.

Defense: None, save dodging, distance, and luck.


Additional Factors: 
-Swivel Gunners are known to be the bravest of pirates.

-In battle, there is about a 1 in 6 chance that something will go wrong with the firing mechanism, requiring the Gunner to stop and perform some quick maintenance. There is also a 1 in 12 chance that the gun might overheat. When that happens, at best the Gunner will be burned slightly. At worst… well, there's a reason that even those that admire the Swivel Gunner don't want to stand to close to him. 



Harpooners
Mobility: 4
Training: 5
Max Range: Artillery (Harpoon Launcher), Thrown Weapon (Harpoon)
Preferred Range: ^^ 

On the open sea, there are worse things to fear than the black sailed corsair ships or the changing weather. The waters are deep, deeper than most souls can imagine, and what lies down there is older than any mortal being can properly conceive. Some sailors fear these beasts... whilst others, like the Harpooner, actively seek them out! With the bravery of a slayer and the keen aim of an elf bowman, these hunters sail the seas in search of monsters to slay, using their harpoons to hook and slay the sea monsters. Many hunter ships sail out of Sartosa each spring season, and very few come back, heavy with the skin, blubber, and bones of great monsters.... so if you ever meet an experienced Harpooner, you know he's either very lucky or very good at what he does. Either way, he's a good ally to have!

Offense: Harpoon launchers: Harpoon launchers are large crossbows that fire a barbed bolt to which coils of rope are attached. Used on the seas to drag and pull large sea creatures to the boat, this weapon can be used on land to hamper enemy monsters.

If a Harpooner needs to get up close and personal with a beast, he'll take his namesake and hurl it at the monsters most vulnerable areas. 


Defense: Agility to dodge the monsters attacks.

Additional Factors: 
-On land or sea they'll target the enemy's monsters.

-After seeing so many horrors on their hunts, Harpooners are almost impossible to scare. 




Swabbies
Mobility: 4
Training: 2
Max Range: Pistol
Preferred Range: Melee 

The lure of the sea often calls many young men to leave their boring lives behind and take up the exciting life of a pirate. Some are the youngest sons of nobles who know they will never inherit, or whose families have fallen to disgrace or poverty. Others are simple farm boys yearning for the open sea and adventure. All though, show some glimmer of talent which the Captain decides is enough to allow them to serve as Swabbies, where they can learn not only the basics of seamanship but also the more important lessons of how to run a pirate ship. Assuming the live through the years of training, they will go on to become feared Captains of their own!

Originally most of them thought that being a pirate meant looting and pillaging town and would be a fun and easy way to make money. Soon they learn that they were hired to fill the crew and do jobs that the older pirates do not like doing. Crewmen too unskilled to do real work, Swabbies clean the decks and do all the other menial tasks. Unbeknownst to them, they are considered the cannon fodder of the force, mainly being there to protect the more experienced pirates from harm until they get into position to strike.

Offense: See Pirate Crew (though their weapons tend to not be as nice or well maintained)

Defense: See Pirate Crew 


Special: Variant: Press Ganger: Many ship captains, particularly pirates and privateers, consider pressing sailors into service to be a practical and time-honored tradition. With willing and skilled recruits sometimes hard to come by, the hardened men and women of press gangs must ensure that their ships have the necessary crew. These individuals delight in "inviting" strangers to their new career at sea by way of a weighty club to the back of the head.

A gang of Swabbies traditionally might frequent seedy dockside bars or taverns to pick up easy drunken targets, but they will also take what they need from the chaos of battle and impress waylaid adversaries on the spot. Only particularly callous and mean-spirited sailors excel at this type of work, and they generally rank among the least popular - albeit warily respected - sea dogs on a given vessel.


Additional Factors: 
-"They ain't true pirates!": The rest of the crew barley notice if any Swabbies run away - they know they'll find them later on and give them thirty lashes if they're lucky!

-Act as cannon fodder 



Dwarf Sea Dogs aka Slayer Pirates
Mobility: 3
Training: 4
Max Range: Pistol
Preferred Range: Melee 

The seas are treacherous and unreliable… two characteristics that Dwarves despise. Therefore, when shipping goods or arranging transport, Dwarf merchants and lords hire only the best and most trustworthy Dwarf sailors available. They swear to protect the cargo or passengers with their lives, and more importantly, with their honor. Over the centuries, countless voyages have transpired without a hitch, but occasionally the gods will not be so kind, and the sailors will fail in their contract. Shipwreck, storm, attack from pirates or monsters, any number of things can go wrong to damage their precious haul or endanger their sworn guest. It matters not if the event could have been stopped by mortals, any honorable Dwarven crew-member, upon failure, will immediately forswear the normal life of a sailor and take up the oath of the Slayer Pirate.

The Slayer Pirate lives a much more reserved life than any human pirate. As much as Dwarves love gold, it is not for the pursuit of wealth that the Slayers become pirates. They must regain their honor in death, and only by facing daunting odds. Because of this, Slayer Pirates will take risks that no normal pirate would ever dare, questing after monsters of the deep or steering themselves into firefights between two navies (and then challenging both fleets simultaneously!) Because of this, they often double as hunters on the high seas, making money from the bones and blubber of slain sea monsters.


Offense: Axes and hammers are still the most common weapons among the dwarves, even those that take up a life at sea. At range dwarves also bring their deadly and powerful handguns.

Defense: As Slayers WANT to die in battle, armor is minimal. They do have some dwarf steel (stronger then any man made metal, and slightly resistant to magic), but it is rarely used.

Special: Sea Rover: Many of the more traditionally minded Dwarfs view traveling at sea as tantamount to suicide, an attitude that draws some members of the Cult of Grimnir to journey upon the ocean waves. These Slayers often work as pirates or as crew on the strange underwater Nautilus ships, which no sane Dwarf would ever contemplate. Fearless fighters of the seas, each having slain one or more savage Sea Trolls that dwell off the Barak Vorn coast. They make up the bulk of the crew, and are the finest dwarf sailors in or around Sartosa.


Special: Dwarf Rum: When unable to get ale, the Dwarf pirates brew their own drink. This dangerous stuff is a sort of rum mixed with gunpowder and iron filings, and each bottle has a skull and crossbones on it as a warning. The pirates swig so much of this concoction that they are now immune to drunkenness, though it wreaks havoc with their insides. Before a battle the Dwarfs will knock back a few bottles each, and the resultant intestinal rumblings and gurgling leave an odious mist hanging around the regiment. Though the pirates claim not to notice the smell, the effect is dire on the enemy. Enemies getting into CQC with a dwarf who's recently had some is sure to be repulsed and distracted by the odor. The exceptions to this are the Undead, Daemons, and followers of Nurgle, who ether don't notice or don't care about the stench. Even among other pirates this can get nasty, and non-dwarf pirates tend to prefer to stand far away from their dwarf allies (and certainly never downwind of them!). 

Additional Factors: 
-No matter the danger, no matter the threat, Slayer Pirates will never back down from a challenge. They don't get scared. They don't retreat. They either win, or die. Simple as that.

-Ancestral Grudge: Dwarfs hold grudges for a long time (possibly forever). Dwarfs have a deep hatred of Greenskins and Ratmen, and will never work with them. They are also not overly fond of elves.

-As far as pillaging goes, Slayer Pirates do not generally attack innocents (unless the captain has a particular dislike of humans.) They will generally only attack naval ships, or other pirate ships… nothing tastes sweeter than robbing a robber! If a pirate attack caused the Captain to take the Slayer oath in the first place, the Slayer Pirate will hunt down the offender across the seven seas, and no storm or serpent can stand in his way. Wise pirates know to never attack a Dwarf ship out of Barak Vorn, unless they want a Slayer hounding them and their next three generations.

-Dwarf Rum: Slayer Pirates are the masters of all drinking! After spending enough years on Sartosa, Slayer Pirates have developed a sweet tooth for Rum, although they drink it by the barrel and distill it extra strong. A drop of Slayer rum in a barrel of water is strong to make grog for an entire crew of humans, so foolish is the man who challenges a Slayer in a bar!  



ELITES

Buccaneers
Mobility: 5
Training: 6
Max Range: Thrown Knives
Preferred Range: Melee

A buccaneer is a pirate who specializes in raiding ships and port towns. Buccaneers are flashy, debonair pirates who enjoy the excitement and rewards of piracy and they always try to deliver a good show. They are the pirate archetype, the first one to border an enemy ship with a knife in their mouth and a cutlass in their hand. Usually the first to engage enemy ships in combat, they swing from the ropes and rigging to lead the assault. Eager to be the first ones to shed blood, they swing over the gap between two ships using ropes and the bravest and crazed buccaneers will simply try to literally close the gap by jumping from one ship to the other. Some get killed during these insane actions, especially if the ship are still firing or moving but most of them will make it to the enemy deck and start with what they can do best while the rest of the crew delivers suppressive fire or prepares planks for the less skilled to come on board.

Offense: The prized weapon of the buccaneer is the Cutlass. In their experienced hands it is a superb weapon for close quarters. They also carry a large number of throwing knives, used for killing from a distance, and for distracting foes long enough for the killing blow. Some of the most experienced buccaneers come to battle with a cutlass in each hand and a knife in their teeth, which they spit out at their foes if they get close enough.

Defense: Their chosen fighting style doesn't allow for armor, as it would slow them down and hamper their movements. Instead, they use their quick reflexes and agility to survive whatever the enemy might throw at them.


Additional Factors: 
-Buccaneers rely on agility over strength of arms.

-Buccaneers are experts at boarding enemy ships, and defending ships from enemy boarders.

-To Buccaneers, combat is almost a show. They mix dazzling swordplay and acrobatic feats with charm and witty comments to impress both their opponents and their fellow crew-members. They have occasionally left people alive just so that stories about them can spread. The buccaneers penchant for showmanship is appreciated by their allies, but can lead to them acting recklessly. 



Norse Reavers
Mobility: 4
Training: 4
Max Range: Spear
Preferred Range: Melee

Because little grows upon the rocky soil of the North, the Norse have traditionally turned to the sea for their livelihood. Their Kingships and Longships set out for the shores of Albion, the coasts of the Old World, and even further afield, bringing warriors to pillage and extort what they require. Occasionally they will trade with other races, or hire themselves out as mercenaries in return for goods, but most of the time they will simply fight to get what they want. It is said that the Norse love war, song and ale; but most of all they love war. Old Worlders tell horrifying tales of these berserk warriors from over the Sea of Claws, looting and burning from their dragon-headed vessels, and ravaging the northern coasts of The Empire and Kislev.

Due to their well-founded fearsome reputation they make excellent mercenaries, often taking part in raids with other Sartosan pirates. While most pirates would rather avoid them if possible, some Captains see the possibilities these barbarians can bring to the fight - as long as they keep to themselves and their own ships at all times that is!

Offense: Large battle-axes or short swords. Some have spears for throwing, or may use like another melee weapon.

Defense: Chainmail or furs and large round shield.


Additional Factors: 
-Reavers don't attack with guns on their ship (those are reserved for the monsters of the deep). Instead, they sail beside their target and leap onto its deck, killing the crew in honorable combat. 

-Norse Longships excel in boarding action and are fairly fast, being able to move under both oars and sail. Each carries many warriors; every man aboard is a bloodthirsty fighter able to turn his hand equally to oar or sword.

-Norse Reavers take no quarter, and expect none in return. 



Sons of Stromfels
Mobility: 4 (6 in open water)
Training: 4 (3 when transformed)
Max Range: Melee
Preferred Range: Melee

Stromfels is the Shark God, God of the Dangers of the Seas, and the sworn enemy of Manann and his followers. Whereas Manann is at times a capricious and uncaring God, Stromfels is a far more malevolent deity who takes great delight as a predator who takes the lives of those who sail on the sea. Worship of Stromfels is outlawed throughout the Empire and the Wasteland, and is punishable by death… save in Sartosa, where he is worshipped openly.

The greatest of Stromfel's servants is the legendary beast known to pirates as Daagon, sire of all the Megaladon. These beasts are a seldom seen gigantic breed of shark, ruthless and efficient predators over five times larger than any normal species of their kind. Among Stromfels' most fervent worshippers, there are those who possess a gift - the blessing of the Shark God himself - whereby they are able to transform into aspects of the Megaladon; horrible hybrids of man and shark. These muscular creatures have humanoid bodies, but the head of a ravenous shark, complete with jet black eyes and razor like teeth. The process is extremely painful, but it is through this pain the worshipper proves his faith to Stromfels. This dark magic can only sustain them for so long though, until they shrink back into their weak human forms again.

Offense: Those transformed have the massive jaws of a large shark, with teeth to match, allowing them to rip and tear enemies apart. Their physical strength increases greatly, allowing them to wield large weapons that would take two hands like they were toys. Great Axes and Claymores are common, but so are Tridents and large curved fishing hooks.

Defense: Incredibly thick skin, the Sons of Stromfels can take a great deal of punishment.

Special: The Sons of Stromfel can breath underwater and move about like the sharks they resemble. They also have excellent sense of smell and direction. While transformed, they possess an extreme bloodlust.


Additional Factors: 
-It should be noted that outside of battle, the SOS are human looking. They must pray to Stromfels to engage the transformation, which takes a minute. The transformation is painful, and will only last as long as the SOS can bare it. When they can no longer take it, and the pain overrides the hunger and bloodlust, they will revert to human form.

-The More You Know: Stromfels vs. Manann: Theologians often debate the nature of Stromfels, some claiming him to be a primeval Norscan God, whilst others see him as an aspect of the Blood God. Other scholars muse - never within earshot of a follower of Manann, of course -  that the two Gods are one and the same, that Stromfels is merely an ancient aspect of Manann. Priests of Manann vociferously disagree. Followers of Stromfels see things differently, however, viewing their God neither as an aspect nor sect, but as Manann viewed as he truly is - Manann the Destroyer, the furious and unbridled wrath of the sea.

-Pirates and Religion: While most pirates follow their other gods many find their comfort as followers of Stromfels. It reassures them while at sea that the God of Pirates is also the God of Storms and they feel that praying to the altar of Stromfels before every voyage will make it profitable to the ship and himself. There is usually no acrimony about religions between the pirates because gold always takes priority for them.  



RAPID RELIEF

Powder Monkeys
Mobility: 4
Training: 4
Max Range: Pistol
Preferred Range: Pistol

Some pirates love the smell of gunpowder more than anything. Known as Powder Monkeys, these pirates favor the use of pistols over swords and knives, and go into battle with as many they can carry. Most pistols are expensive, unreliable, and poorly constructed, but they do hit exceedingly hard and armor offers almost no protection, as their lead bullets can penetrate even the strongest breastplate or shield. For that reason, Powder Monkeys rarely put much thought or care into any one weapon, instead preferring to simply compensate for their weapon's lack quality with packing half a dozen of them on their person.

Offense: Pistols, and lots of them. Powder Monkeys go to battle with dozens of the things strapped to their body.

Defense: None


Additional Factors: 
-Powder Monkeys don't tend to carry close quarters weapons, preferring instead to fire their guns directly into peoples faces. At such close range it usually pierces most any armor anyway.

-Powder Monkeys are usually among the first to start picking over dead bodies for loot, hoping to find more guns.

-Even other pirates think these guys are weird. Powder Monkeys are said to mix gunpowder into their food and drink, to give it that "extra spice", and are known to routinely sleep with one or two pistols under their pillow just because they enjoy the smell of a recently fired gun. 



Grog Lubbers
Mobility: 3
Training: 2
Max Range: Several Feet
Preferred Range: Back on the ship drinking 

All pirate love grog, some of them a little too much. Grog Lubbers are nearly constantly drunk, singing sea chanteys all day on deck, or snoring unconsciously below deck. As annoying as they can be, they are usually rather popular with other crew members who tolerate their rather unhelpful behavior with the rigging and sailing in favor of their legendary skills of making grog and fanciful stories told in the taverns.

Grog Lubber is no official title in itself. A lot of individuals can have that name: sometimes it's the ship's cook, with a vast storage of booze. Or it might be a ship's quartermaster, who is in charge of the alcoholic bounty so that the crew is prevented from getting drunk while at work. On some more relaxed ships it can even be a member of the crew, who has a favor for alcoholic drinks - well, almost every pirate does but these individuals can compete with a dwarf when it comes to drinking. Whatever the reason for that title is, pirates never say no to a drop of good Tilean wine, Dwarf rum or Norse mead.


Offense: Combustible Breath! : Grog Lubbers are usually too drunk to fight with swords or pistols, but they have instead come up a unique way to fight their foes which still allows them to show up to battle raging drunk. By spitting mouthfuls of grog on their enemies and lighting the contents on fire as they do so, they are effectively human flame-throwers, capable on settings their foes ablaze.

Grog Grenades: The most feared grog is that brewed by the Slayer Pirates of the Dwarfs. Most Humans have little use for this drink, which the Dwarfs heavily 'water' with gunpowder and iron fillings for flavor, apart from perhaps as an impromptu grenade.

Defense: None, and being constantly intoxicated doesn't do much for their ability to dodge or run away. 


Special: The Hard Stuff: Grog Lubbers carry a large selection of different alcoholic beverages into battle. Different drinks affect him in different ways.

-Pirate Grog: Your basic stuff.

-Norse Mead: Sends the Lubber into a mad frenzy.

-Dwarf Rum: Boosts the Lubber's toughness.

-Lustrian Wine: Increases the Lubber's physical strength.

Of course it should be remembered that if the Lubber drinks to much, they'll pass out right on the battlefield.


Additional Factors: 
-What is Grog? Ah, an excellent question my dear reader. In cause you didn't happen to know: One of the by-products of the sugar plantations of the Sartosa is rum, a clear distilled beverage of fermented sugarcane juice that is aged and colored a dark shade of brown in barrels of oak. Pirates and other seamen, who have little cash to spend and with jobs requiring at least a modicum of sobriety, drink a beverage known as grog instead. This is a mixture of rum watered down with the ship's supply of stagnant water, occasionally flavored with nutmeg, stored fruit, cheap wine or simply more sugarcane juice.



Wokou Raiders
Mobility: 4
Training: Varies
Max Range: Pistol
Preferred Range: Ambush!

A pirate is a pirate, no matter where he hails from, even if he's from the far off Eastern Sea. Those sea dogs are just as much thieves, cutthroats, and bottom feeding scavengers as any Old Worlder… if anything, they seem to do it slightly better, a trait that earns them no small number of jealous glares.

Wokou Raiders specialize in moving contraband from one area to another while avoiding detection by authorities. Sometimes a Wokou Raider's cargo is illegal goods, such as drugs or slaves. Other times, a smuggler hides legal goods to avoid paying duties or taxes, and some may even use their abilities to help smuggle escaped slaves to freedom. Wokou Raiders may work on a ship that does nothing but smuggle goods from one port to another, or they may freelance, working on ships that require a smuggler's services for a short time. Expert sailors, the job of the Wokou Pirates also includes keeping the ship fully manned… meaning if you need someone drugged, sweet-talked, or kidnapped into joining the crew, the Wokou Raiders are your men!

Offense: Much the same weapons as other pirates, but instead of the Cutlass, they favor the Oriental Longsword. A weapon that excels at piercing armor, they are expertly crafted and jealously guarded by the Wokou Raiders from their western counterparts.

Defense: Varies. Some have armor they've stolen, others have no armor at all.


Additional Factors: 
-Wokou Raiders come from all parts of life in the East. Some are peasants seeking to rebel against the authorities of their homeland, others are political exiles. Dishonored Samurai, Despicable Ninja, Hung Tribesmen… all can find their place aboard a Wokou ship, united in their hatred of authority figures, hobgoblins, and the belief in the inferiority of the westerners. 


Dark Maidens
Mobility: 4
Training: 4
Max Range: Battlefield
Preferred Range: Melee

A ship's figurehead animated by a woman's soul, the Dark Maidens are those who have been driven mad by loss; never able to rest until they have found those they've lost or avenged those that killed them.

Some Pirate Mages manage to bind these animated constructs to their will, for the waters around Sartosa are hardly lacking with sunken ships of all kinds and size for the Dark Maidens to dwell in. The wailing of the Dark Maidens drives nearby beings into insanity, so great is the mourning in these distant echoes. With time they learn to channel it to a terrifying screech, with devastating effects for any enemy facing them. Although fearful allies in battle, these female figureheads instill fear in the hearts of the pirates too, for they can never know if one of them might have killed one of the Dark Maiden's beloved ones at some point in the past...

Offense: They may use a sword, but they are just as capable of killing with their hands, for they possess a dark strength no mortal could achieve.

Defense: Animated constructs, the Dark Maidens feel no pain. Their bodies are wood and iron from the bows of ships, able to take a bit of damage before being destroyed.

Special: Maiden's Cry: All their grief and anguish released in a powerful cry, those that hear it are driven mad, unless they can somehow muster their will against it.


Additional Factors: 
-Being made of wood, the Dark Maidens can become flammable if they dry out.

-Even pirates fighting WITH the Dark Maidens find them creepy.

-How to become a Dark Maiden: For every crew that's lost, there's always a young maiden widowed, spending every hours waiting by the sea side, watching for a love that will never return. They know that to wait is useless but to give up hope is not acceptable either. So they spend their time sitting at the beach and watching the sea, hoping that the next wave will carry their beloved ones ashore. Mourning consumes them and they quit their work, untie the bonds that connect them to friends and family and spent their time eternally waiting for their lovers. And as they mourn, they change. Calling out their lover's name a million times, and begging to the sea to return their soul mates, some widows tap into something dark and ancient. Dark spirits slip into the cracks of their broken minds. These spirits mingle with their minds and souls and soon actions taken by them aren't fully under their control and some decision might even not be their own.

Eventually, the longing of the widows to see their men again and the presence of the dark spirits within their mind drive them out to the sea. Thus they rise from their place where they have waited for hours, days or years and step into the water. Salty waves engulf them as they walk further out into the blue. Few of them can actually swim and the ones who can soon die out of exhaustion. They all drown, sinking into the deep darkness, surrounded by silent water, which shall be their grave forever. However, instead of finding peace, their spirits can't yet part from this world, not until they've caught a last glimpse of their beloved ones. Driven by this desire, other feelings such as sorrow, hate for the ones who killed their men and the malign spirits within them, the souls leave the bodies while they are still sinking to the sandy bottom and roam the seas in search for their soul mates.

While on their search, the widows' spirits sure see wonders beyond imagination: some may swim through the sunken city of Chupayotl while others catch a glimpse of the titanic creatures living in the very dark and cold deep. All of them will eventually encounter a figurehead of some kind. It might be a Bretonnian warship, with a proud image of the Lady of the Lake, or an Arabyan merchant dhow, depicting an exotic spirit. Or perhaps a High Elf craft, with a beautiful woman at the bow. Whatever reflection it is they see, they feel attracted to them and by transferring their ghostly essence into these figures, they invigorate them. Soon, the newly revived figurehead manages to disengage itself from the prow. From then on they roam the seas and oceans known as Dark Maidens, for now bound to a physical form, they bring death to those they encounter; hoping that among them may be the one who killed their brothers, sons or husbands.



SHOCK & AWE

Deck Cannons
Mobility: 3
Training: 3
Max Range: Artillery
Preferred Range: Artillery 

Most large guns used on ships are too heavy to bring to fights ashore. Deck Cannons, however, combine portability with a deadly punch, allowing them to be used as mobile artillery. Aboard a ship they offer the advantage of rapid re-positioning, unlike the ship's main guns, whose aim relies on the vessel's orientation. Though not as devastating as Imperial Great Cannons, deck guns can decimate enemy troops at close range, either before beginning a boarding action or in defending against one, maximizing casualties before melee begins.

Offense: Cannonballs. Sometimes pirates will replace the standard cannonball with a Chain-Shot (balls linked by lengths of chain, able to tear down a mast or larger enemy or slice smaller ones in half), Scatter Shot (small pellets, rocks, scrap, anything, all fired to produce a cloud of shrapnel); or Heat Shot (cannonball wrapped in tar and oil, causing it to catch fire when shot… though there is a small chance that the cannon will explode, if it doesn't, it will create a burning explosion where it hits).

Defense: Cannons made of iron, mounted on wood, surrounded by pirates.

Additional Factors: 
-Firing is not as easy as it seems. When done from a ship, the operator must take the movement of both his own and the enemies ship.

-It can be dangerous operating these cannons, and many men have lost a limb from the forceful recoil of the cannon. 



Sea Serpent Riders
Mobility: 5 (7 in water)
Training: 2 (Sea Serpent), 5 (Rider)
Max Range: Melee
Preferred Range: Melee 

From the deeps come the most wretched and foul of sea monsters, the Sea Serpent. Tales of large sea serpents have colored the accounts of seagoing folk since the first ship sailed beyond sight of land. Yet proof of these large and elusive creatures is remarkably difficult to come by, for not only is the ocean vast and the true sea serpent rare, but these creatures are quite adept at both avoiding capture and destroying ships bent on such a daunting task. Due to the sea serpent's hermit-like nature, many sailors take to ascribing the sighting of such a beast to an omen, although whether the sighting portends peril or providence depends as much upon the ship's morale as it does anything else - the sea serpent itself has little interest in prophecy, and only its hunger determines how dangerous its proximity to a curious ship can be.

They are cowardly scavengers and ambushers, but dangerous enough when cornered. They are often trained by some of the bravest (or craziest) pirates of Sartosa, who ride these beasts into battle. Even though they are sea creatures by nature, they can also move and fight on land. Sea Serpent Riders acts as shock troops in battle, where their ferocious mounts descend on their foe with snapping jaws dripping with poison and use their tails to crush foes beneath them.

Offense: Massive Bodies that crush what they pass over. Mouths large enough to swallow a man whole. Teeth that drip with venom. A large tail that can lash out and crush a building in its wake. The Sea Serpent's entire body is a weapon. The rider will likely have a blade or pistol on him.

Defense: A very hard scaly body. While not as strong as a dragon, it can still take a fair bit of damage.

Additional Factors: 
-Very Very Rare. 


Flying Galleys
Mobility: 7
Training: Varies, depending on the crew
Max Range: Artillery
Preferred Range: Artillery 

The Flying Galley is a small, armored hull or 'gondola' suspended below a huge gasbag filled with hydrogen. Unfortunately, hydrogen is highly inflammable, so a Flying Galley tends to be crewed by reckless volunteers. It is powered by a steam-driven propeller mounted on the gondola. Smoke is emitted from an exhaust funnel, leaving a smudgy trail behind it. The Flying Galley can ascend or descend by altering the amount of gas in the gasbag, and steers by means of rudder flaps. It is capable of moving in any direction except directly into the wind. Flying Galleys leave smoky exhaust trails as they punch their way through the clouds, their swivel guns spitting fire and iron as they desperately fend off Wyvems and Manticores.

On Sartosa, these war machines have found high popularity and great demand, as the richest Pirate Lords vie to add them to their own fleets.  For those so fortunate, the Flying Galley gives the pirates access to the skies and the tactical options it brings, being able to target enemies from relative safety from high above - as long as the flammable gas in the balloon holding them afloat is not set ablaze at least!

Offense: Cannons, at least two Swivel Guns.

Defense: Being high above the enemy, and far away from any attack they could launch. The Ship is wood and metal, while the balloon is... well, just a balloon.

Additional Factors: 
-Can be used for aerial recon.

-With a Flying Ship, you always have the higher ground!

-Can travel any direction except directly into the wind.

-The balloon that holds them up if filled with a HIGHLY flammable gas. If destroyed or burned, the ship will plummet to the ground/sea below.

-Semi Rare to Uncommon.  




Hell-Hammer Cannons
Mobility: 1
Training: 3
Max Range: Artillery
Preferred Range: Artillery 

Hell-Hammer Cannons are massive war engines, typically found only on the Hell-Hammer warships of the Empire. They are so large that they usually need one or two ogres to load and fire it - or half a dozen crewmen. The gun can only be fired a few times each battle, as the ship simply cannot hold many cannonballs of the required size or enough gunpowder to repeatedly fire the cannon. But by far their biggest drawback is the chance that the cannon may misfire - an event almost sure to sink the ship it might be mounted on. A sobering thought for any Captain.

On the plus side, even with these limitations, their destructive power is truly awesome: they can easily rend great holes in enemy ships, and often sink the biggest of enemy vessels with a single shot. There is not a single Captain on Sartosa who would not eagerly have a Hell-Hammer in his fleet.

Unfortunately, no foundry on Sartosa comes even close to being able to craft such a behemoth weapon, so the only way for the pirates to lay their hands on one is to steal it. However, when trying to plunder a Hell-Hammer Cannon the pirates have to be careful, for an Imperial Hell-Hammer warship rarely travels alone, and put up no small display of fight. Therefore, these devastating cannons are quite rare on and around Sartosa. Those Captains lucky enough to hold a Hell- Hammer Cannon in their possession can expect to be the awe of other Captains - and the target of more than one assassination attempt as the others try to steal it from him.

Offense: See Description

Defense: A LOT of Metal. 

Special: Variant: Ironfist Mortar: Most of this weapon's hull is taken up with a huge mortar, whose squat muzzle points ominously skyward. Ironfists don't often venture far out to sea as their principal role is the demolition of enemy coastal towns. Although invented by the scientists of the Empire, Ironfists are used both by and against many of the nations of the Old World, for wherever cities are built beside a river the Ironfist can bring immense firepower to bear from an otherwise inaccessible position.

Special: Variant: Triple Barrel Cannon: This unique version of the Hell-Hammer combines three smaller cannon barrels together in order to unleash a volley of cannon balls in quick succession. Anyone or anything unfortunate enough to stay in its firing arc are most likely obliterated in a hail of fire. On the downside, loading the three barrels takes considerable time, only allowing it to fire half as often as a normal cannon.


Additional Factors: 
-Very rare

-Cumbersome to use due to their size.

-If the weapon should misfire, the resulting explosion kills everyone around it, and could potentially sink whatever ship it is on.

-The cannon only has a few shots, due to the weight of the cannonballs and the weight restriction of ships. 



Turtigon Battle Platform
Mobility: 5 (In the sea), 1 (On Land)
Training: 2
Max Range: Hundreds of Feet (breath attack), Artillery (If Cannon Tower)
Preferred Range: Melee 

The rarest of all monsters, the Turtigon was always a creature of mystery and legend. Stories of a two- headed, man-eating, fire-breathing turtle the size of a man-o-war seemed like a tall-tale, even among Leviathan Hunters. Sailors speak of a shrine to the beast built upon the Isla Cruces, deep within the Fool's Point Rocks. Here dwell primitive tribes of Jungle Kobolds, misshapen apelike Goblins, adapted to swinging through the dense tree canopy that flourishes over the Isla. These fearsome savages worship the beast, raiding passing ships to kidnap sacrifices to their double-headed turtle god.

Some pirates manage to steal some eggs from that very island from time to time, and sell them to various captains. After the eggs hatch, the monsters are brought up learning to respond to commands. Usually after the death of many crewmen and a ships or two set on fire, the pirates manage to tame the beasts and use them in battle as beasts of war. When some of the larger pirate fleets set sail from the island of Sartosa, they do so accompanied by some Turtigons with platforms build on their back from which the crew controlling them ride in relative safety. The Turtigons are controlled mainly by one pirate holding a long pole with some meat at one end in front of the two heads, thus steering it in the right direction. Each of the Turtigon's maws is a massively sharp, iron-hard beak that can easily slice through the thickest armor as if it were made of paper.


Offense: Entire Body! A massive beak, it breaths fire… this thing is freaking Gamora! With TWO HEADS!

Death: Sheer size, and a shell that can take multiple hits from artillery before being put down.

Special: Battle Platform: The Turtigon is ridden by three crew members. They can be armed with a wide variety of weapons. One of them will have a long stick with a piece of meat on it to direct the creature.

Special: Cannon Tower: Some Turtigons have large towers built on their backs that can be used to house multiple cannons.


Additional Factors: 
-Insanely rare, likely the rarest unit in this profile.

-Very difficult to train, but those that are, are actually less likely to go on wild rampages that kill their own side.

-A Turtigon can actually survive with just one head. If one head is killed, the Turtigon is weakened, but if it can survive the battle, it will drag itself back to the sea, and eventually the other head will regenerate, though this is a long and arduous process that leaves the Turtigon drained of energy. Those belonging to pirates will be guarded during this process, and fed when they've awoken (either with recently taken food, or with fresh screaming captives). 



Sea Giant
Mobility: 3
Training: 3
Max Range: Artillery (Thrown Boulder)
Preferred Range: Melee 

The seas of the Old World are populated by many fell beasts, from the dreaded Black Leviathan to the legendary Kraken.  Among these beasts are the Sea Giants, most often found in the deepest depths of the seas where they make their dwelling in the cones of long dead undersea volcanoes. Sea giants have power over the forces of the seas, and are a living embodiment of its bounty and destructive wrath. Sea giants seldom come into contact with surface dwellers, but have been known on rare occasions to exact bounties from coastal cities to insure the safety of its navies and merchant vessels. Sea giants are most commonly encountered within a few hundred miles of their lair, tending to their domain and battling off incursions of Gargantuans, Leviathans and other such destructive forces of the undersea.

Sea Giants sometimes emerge from the depth to join up with the Pirates of Sartosa - whom they normally leave alone as long as proper bounty is paid - to go on raiding on the mainland. As long as their bounty is paid, they are more than happy to help out in battle before disappearing into the depths once more.


Offense: Typically they'll hurl large boulders at their enemies as a ranged attack, usually targeting any siege engines. On land they can just stomp on things that annoy them. When battling against surface ships their tactic is to disguise themselves by creating rough waters around them. They then hammer the hull with their mighty fists until it is holed, without ever revealing themselves to the crew. Once holed, they tear the hull apart and drown the crew. When fighting beneath the waves they increase the water pressure around themselves in an effort to destroy interlopers and trespassers.

Some Sea Giants use boat anchors as melee weapons.


Defense: Sheer size and thick muscles. Sea Giants are very stubborn, refusing to die even as cannons pepper their bodies with wounds.

Special: Nets: Sea Giants may carry nets into battle. Normally, these are used to catch giant squid or small whales for the giant to eat. In battle, it can tangle scores of men, or larger monsters.


Additional Factors: 
-While you'd never call one clever, they are much smarter then normal giants.

-Sea Giants can breath underwater.  



SPECIALIST SUPPORT

Pirate Captains
Mobility: 4
Training: 6
Max Range: Ship
Preferred Range: Barking orders at his crew 

Pirate Captains roam the oceans of the Old World seeking profit and adventure over the next horizon. These bloodthirsty pirates attack other ships for plunder and leave no survivors. On a sea-going vessel a Captain's word is law. Sailors, however, are a fractious lot; a Pirate Captain must be clever, strong-willed and a bit ruthless to stay in command. The seas of the Old World are an anarchic place, and a man (or sometimes a woman), is free to carve their own destiny - usually on the bodies of their foes. The most important thing, though, is running the ship. A ship does not run itself. A captain must know every detail of the ship, and be able to do any job any of his crew can do - and do it better. He must also quickly judge who can step in to replace a fallen crewman - and who cannot. He is judge of more than that: he must keep order on his ship, establishing and enforcing the rules, often brutally with lash or blade as needed. Yet, no matter how firm he is, he must also be fair; his crew will endure his rules so long as he delivers on his promises and is not random or arbitrary.

Pirate Captains are expert leaders of men, roguish and often loved and hated by their subordinates. They are young leaders trying to prove their worth to other captains on the sea. Most lead their men with camaraderie but some lead by force of will. It's a hard life for them and their men but if they survive riches and glory will come their way.


Offense: See Pirate Crew, though their weapons are the best, and they tend to be more likely to bring magical weapons to battle.

Defense: See Pirate crew, though some may have magical armor.

Special: Variant: Pirate Lord: The most famous, or is that infamous, of the pirate forces are the Pirate Lords. These men and women are the most skilled, adventurous and strong willed warriors who lead raids all over the world. Pirate Lords often start their careers as deck hands and through time advance in rank by fighting skill or extreme luck (usually both!) to their current position. This means that for a person to reach this position they must be both a skilled warrior and bold leader of men.

Commanding a flotilla of bloodthirsty marauders, Pirate Lords are the true lords of the sea. Many Sea Captains envy their position, so Admirals must be quick-witted and charismatic to see off attacks; after all, once at sea, almost anything can happen, and only the survivors can tell the tale. Because of this, many Pirate Lords are paranoid individuals who are jealous of their power, and most are quick to end any imagined mutiny with their loyal crew.


Additional Factors: 
-A Booming Voice: The Captain has spent many a battle bellowing orders to his crew, yelling above the roar of the cannons and the screams of the enemy.

-Life at sea is regimented. Watches are kept and logs must be updated. Sloppiness can lead to failure, a rope left to fray can snap in battle, a logbook which is incomplete can lead to the ship foundering, lost and and alone. The captain's day is spent barking orders, but also constantly evaluating the situation and solving problems before they arise. The promise of profit or plunder can keep a crew in line, but the captain must eventually deliver, and it must be clear to the crew that his vision, knowledge and discipline are what got them to that point.

-Only the roughest toughest sea dog can rise to become captain of his own ship. A good Captain has to be bold and decisive in combat, and a forceful personality to hold together his unruly followers. Though often elected by the Crew, he must command their respect and fear, and more importantly ensure their continued loyalty with plenty of gold!

-Mutiny! : A Pirate Captain that cannot deliver the gold, cannot maintain a ship, or the loyalty of a crew, does not stay a Captain for very long. In the event of a mutiny, a Captain is usually killed (or at the very least thrown off his ship), and a new Captain takes his place. 



Pirate Sorcerers
Mobility: 4
Training: 5
Max Range: Battlefield
Preferred Range: ^^

Pirates rarely put up with sorcerers or priests, thinking these individuals are eccentric at best, and - more likely - utterly insane at worst. To most pirates, temples are for plundering and monasteries for burning. There are, of course, exceptions to every rule. In desperate situations, captains have been forced to call upon the need of magicians… in those situations, the only possible way to find one is to sail to the mainland of Tilea.

Here, all sorts of miscreants can easily be found, and it usually doesn't take much in terms of convincing in order to get one of the many renegade wizards - usually outcasts from the Imperial Colleges or Hedge Wizards of the country sides - to join up with the pirate crew, for the promise of booty and adventure is one that nearly everyone in Tilea seeks. And what better way to experience it than as part of a pirate crew?

Those wizards who join up with the Sartosans inevitably become known as Pirate Sorcerers, a rather fitting name considering they usually tend to take up the trappings and style of life of the rest of the crew. A far cry from the normal wizard with his long robes and books, the Pirate Sorcerer instead wields a cutlass in one hand and a bottle of rum in the other!


Offense: A Pirate Sorcerer may use magic from any ONE of the following Lores: Fire, Metal, Heavens, Death, Shadows, or Stromfels.

And a cutlass and pistol for when there's no time for spell slinging' !

Defense: Various magical shields, or simply legging it when things get hot.


Additional Factors: 
-Primarily, Pirate Sorcerers take up support roles. They send sheets of flame at enemy vessels or targeting burly, hostile sailors with blasts of arcane might from the rear of a boarding party.

-Most pirates give their Sorcerers a wide berth, knowing their destructive power, and thus sorcerers sometimes find themselves ostracized from the rest of their crewmates, misunderstood by their less gifted and more superstitious compatriots. In battle, however, pirates do all they can to protect their magic wielding allies from harm, knowing that their powers can mean the difference between victory and swinging from a gibbet.

-The majority of Pirate Sorcerers are considered officers, but they rarely assume traditional positions of authority such as a captain's first mate. Instead, they are considered advisers as well as weapons, and powers such as the ability to locate treasure or change the direction of the winds are highly prized among sea- faring magic wielders.



Masters 
Mobility: 4
Training: 5
Max Range: Varies
Preferred Range: Varies 

While it may seem that the common pirate is the only career that will be of use aboard ship, nothing could be further from the truth. Any large ship is a complex entity, akin to a floating village with many different roles needed for it to operate. Those who command the ship, the officers, have lives of privilege aboard the vessel, with access to private cabins, an officer's mess and, on a pirate ship, an additional share of booty. Masters manage the running of a ship. They are often also officers but need not be. Masters often have aides in their roles known as mates; one should be careful not to confuse these with the officers of the same name. The four most common types of Masters are listed below:

The Bosun: Boatswains (or Bosuns as they are often called) are responsible aboard the vessel for the upkeep of the rigging, the hundreds of lines and cables throughout the ship which keep the sails operating properly. They are experts at moving throughout the ship's maze of ropes, swinging from one yardarm to another to ensure the overall soundness of the rigging. Although a true officer, he is of common birth and does not eat in the officer's mess on a naval ship. His common birth also makes him responsible for conducting floggings on ships of all stripes, as this is not a job for a gentleman.

Offense: See Pirate Crew, though he will also carry a whip for flogging (either lazy crew members or enemies).

Defense: See Pirate Crew

The Look-Out: One or two riggers, preferably with strong eyesight, will act as the lookout for each watch. Stationed in the crow's nest, a barrel lashed to the top of the highest mast, they monitor the horizon for land or sail. His job is to watch the seas and to report every important event taking place as far as he can see: changing of weather, hostile ships or some to plunder and the appearance of some mighty sea creature.

Offense: See Pirate Crew, though pistols are much more common.

Defense: See Pirate Crew, though distance is his best defense.

The Master Gunner: Master Gunners are in charge of not only training the cannon crew, but also of keeping the all the guns maintained and rationing the ship's store of powder. Stories of Master Gunners range from stuff that they are born from a cannon to that their breath is blasting powder rather than air. A master gunner assisting a pirate warband or cannon crew during battle is a welcome support, for only he knows how much black powder should be used or what to do when your pistol doesn't work - assuming he hears you.

Offense: See Pirate Crew, though he tends to hang out around the cannons as well.

Defense: See Pirate Crew

The Navigator: Navigators have the critically important task of getting a ship where it is supposed to go. Old World Navigators typically use charts to set their course, though they are often also capable of navigating by sun and stars. Navigators know the secrets of wind and tide, which makes them seem somewhat mystical to their sailor brethren and they are often regarded as a breed apart. Navigators are, by necessity, cartographers, charting the course of their voyages so that they may retrace them or that others may follow their route.

Additional:
-A Bosun will make sure the ship runs properly, and that the sails remain in working condition. They also manage the discipline of the crew, punishing those that earn the Captain's ire.

-A Look-Out is necessary for spotting incoming enemies, weather, or monsters.

-The Master Gunner makes sure that the Crew don't use up all their black powder, and helps maintain the weapons systems.

-Navigators keep a ship and crew on course, making sure that even through harsh weather or the chaos of battle, they are heading where they need to be.



Ship's Mates
Mobility: 4
Training: 5
Max Range: The ship
Preferred Range: By the captain's side 

Mates serve on ships as the second in command, answering directly to the Captain of the vessel. They are responsible for ensuring that the Captain's orders are carried out, which can be a trying task with even the most professional of crews. Mates have to be stern but fair, earning the respect of their crew or they will swiftly find themselves the butt of many practical jokes and far worse if a mutiny should occur. Mates are always experienced sailors, often with several voyages under their belt and there are few ports they haven't drank, fought, or caroused in.

Each ship has several Mates to serve under the Captain and ensure his orders are carried out properly. They are second only to the captain and responsible for enforcing his will. They also keep a careful eye on him as well for any signs of weakness or hoarding from the Crew, as each Mate would love nothing more than to become Captain himself one day. Until that day though they readily obey his commands, oversee the crew and the ship, and stand with their Captain ready to plunder and ravage any ships they find. Each Mate stands bravely next to their captain in battle, hoping to win his favor. Failing that, being the first to witness his demise gives the Mate ample opportunity to seize command of the ship himself.


Offense: See Pirate Crew, but generally of a higher quality.

Defense: See Pirate Crew

Special: Mates are often Masters in their own right (see Masters, above)


Additional Factors: 
-The 'true' captain of a vessel in many a sailor's eyes, the mate often has a broader grasp of the ship's operations than a sea captain. To do his job effectively, he needs to have a thorough knowledge of the ship's layout, cargo arrangements, provision stores, weapon stores and crew berths. He is also in charge of doling out the crew's pay after a successful voyage.

-The mate is the captain's go-between with the crew, so the mate needs to be well-acquainted with every man on board the ship. The mate must be able to provide the captain with immediate information concerning the ship at all times. However, he does not hold the same authority as the captain, so is not always in the loop as to the ship's course or the true purpose behind each voyage.  


-Shaky Loyalty: As long as the Captain appears strong, the Mates are totally loyal. If they begin to show weakness, the Mate may turn on them, hoping to take the position of Captain for themselves. 


HEROES & LEADERS
Carmen Sicilieri - The Pirate Princess
Mobility: 4
Training: 6
Max Range: Pistol
Preferred Range: Pistol

The current and longest tenured of the rulers of Sartosa is the Pirate Princess, Carmen Sicilieri, who has ruled through her strength of will and inspiring fear for many years. The Merchant Princes of Tilea have debated much over the years but have never been able to deal with her. While wishing to see her removed, they do not wish to act aggressively against her publicly because of her reputation of retaliation. Towns that have tried in the past have been removed from maps because of the force that Carmen brought to bear against them.

Nasty, brutal, villainous, bloodthirsty, mean hearted women like Carmen don't come along very often... unless you're a pirate. Carmen is one of those natural born leaders that inspire terror, fear and cold shivers down one's spine.

Carmen stirs up strife and conflict where she can, the better to plunder all sides. Her following may be small, but she exerts her power unreservedly on the waters. The Pirate Princess is vicious, temperamental, and greedy. She instructs her followers to sow chaos and harvest gold from the bellies of captured ships.

Carmen is slow to take sides and quick to abandon them, and cares little for laws and justice (though revenge is always an idea she can get behind). In a conflict, what matters is not who is right, but rather who has the best loot. The ocean waves do not consider the allegiance of a ship before capsizing it in a storm, and neither do she think overmuch about the ships she plunders.

Carmen has no affection for the creatures of the sea, and she has no prohibition against killing sea monsters or aquatic creatures. She cares nothing for what happens on land, and has no objection to murder - even that of other pirates - though she looks down on weak captains who cannot adequately control their crews.

Offense: See Pirate Crew.

Tidebreaker: "Taken from the belly of a large sea monster slain by Carmen many years ago, this cutlass glimmers with a menacing light and is capable of slicing through the thickest of armor."

Defense: See Pirate Crew

The Blasted Skull: "This talisman is said to have belonged to a cruel sea hag long ago. This mystical skull conjures a magical barrier around the wearer, and curses those who would seek to harm her."

As long as Carmen has this skull with her, she is surrounded by a magical shield that stops most melee, projectile, or magic attacks (save for the really overpowered ones). Also, there is a one in six chance that those attacking the barrier will find whatever damage they would have inflicted on Carmen inflicted on them instead.


Additional Factors: 
-A Booming Voice: See Pirate Captain

-Pirate Princess: All crew around her are less likely to break and run due to fear or panic, because no matter how scary what they're facing is, they believe Carmen to be far worse.

-Straight up Evil and not to be trusted.  



Jaego Roth - Captain of the Heldenhammer
Mobility: 4
Training: 6
Max Range: Pistol
Preferred Range: Pistol

The legendary Captain Jaego Roth was the only son of the Sartosan explorer and cartographer, Indigo Roth. In his prime, Indigo Roth was a large and fearsomely intelligent man. He was known to the common people of Tilea simply as the Mapwright, for he sailed the farthest reaches of the Great Oceans in search of knowledge, and his sea-charts were the finest in the land. The Mapwrights's name passed on the lore of the Old World for his nautical exploits. The same is true of his son Jaego who, with his last act, become one of the most celebrated captains of the high seas.

The story of Captain Roth's burning need for vengeance upon the Dreadfleet begins within his father's warship, the Enlightenment, a warship permanently moor at the Rusting Harbor of Sartosa. When the Mapwright lost both his legs to a Sea Giant attack, the weather-beaten old explorer finally retired his warship and settled with his family. After all, he had already made maps of all the island and coastline of the Old World - and, if rumor was to be believed, of lands much further afield. The Mapwright enjoyed a great deal of respect in Sartosa, though his wife would regular scold him for filling the mind of their son Jaego with stories of the surreal realms that lay beyond the veil of midnight and the curse of the restless dead.

The young Jaego was raised within the Enlightenment's labyrinth corridors and empty barracks. Every vertical surface and ceiling was plastered with maps and charts; even the most threadbare rug bore depictions of Araby, Ind or Cathay. Such scenes of far-off lands and tales of derring-do had a profound effect upon Jaego's young mind. The Mapwright's son fancied the life of a pirate lord, and spent most of his days at sea aboard his uncle's boats, fighting imaginary monsters with a wooden sword. As Jaego grew into a powerful and determined leader of men, his father deteriorated further, sinking slowly into nightmare-haunted senility. The old explorer seemed to have become obsessed with his last voyage, rambling on about ship's graveyards, Vampires and sentient whirlpools. Word in the tavern' was that the Mapwrights had seen too much; that his most recent maps owed more to madness than to the conquest of the unknown.

Jaego could not bear to see his elderly father, once an intellectual giant, deteriorate into a mad old fool. He left home, setting sail to find his destiny. His father's gold afforded him a decent ship and a crew that could almost be considered trustworthy.

Over the next three decades Captain Roth became a figure of awe across the Great Ocean. His extensive knowledge of the strange and unusual geography of the high seas stood him in good stead; little-known island because Roth's hidden bases, short-cuts through deadly reefs allowed the captains to escape even the ardent pursuits, and lucrative deals were struck over the delivery of strange and rare ingredients to rich southern sorcerers. Roth also proved to have a astonishing gift as a naval tactician, hiring his services as a privateer to any who could meet his price - his sleek and deadly warship, the Nightwatch, had sent a dozen vessels to the bottom of the sea before Roth's first year of captaincy was out.

As Roth passed a half-century in age, the lure of piracy was replaced by a longing for the shores of his home. After a near-disastrous raid upon the mosquito-ridden shores of Lustria, Jaego Roth began to tire of adventure and the ever-present risk of death. The captains had seen thousands of comrades and crew fall in battle over the years, and just as his body had become scarred and tough, his resolve had hardened too. He would forsake the life of a reaver, return to the wife and child he had left behind in the Rusting Harbour of Sartosa, and make amends for taking the open sea as his mistress instead of caring for his own.

When Roth returned to Sartosa he was greeted by a city in flames. He made haste to his family's magnificent boathouse, but he was too late - his homestead was consumed by fire. Roth sprinted though the burning city port towards the remains of the Enlightenment and fought his way inside. Though he was too late to save his family, the artifacts left by his father were to set him upon the deadliest quest ever undertaken on the high seas.

Offense: See Pirate Crew

Repeater Pistol: A compact pistol that is able to fire off three shots before it needs to be reloaded. The bullets are fired fast enough that they are able to pierce most armors.

Defense: See Pirate Crew

Special: Arcane Moondial: "This eldritch moondial was left Roth by his father is more to it than it seems. It has the power to allow the bearer to travel through space and time itself. Roth used the Moondial to breach the ethereal boundary of the Galleon's Graveyard in order to battle Count Noctilus."

Once per day Roth may use the Moondial to turn himself, and any ally that is near him into an ethereal being.

Special: Arabyan Spy-Glass: This spyglass allows the user to see the smallest details over long distances. Jaego can use this trusty spy glass to examine the combat ground, spotting any yellow dogs who try to sneak about!


Additional Factors: 
-Booming Voice: See Sea Captain

-Will of Steel: Roth has seen much, from monsters to madmen to daemons. There is nothing that truly scares him.

-Roth is an excellent navigator, able to find his way through any troubled waters and find even supposedly nonexistent islands.

-Roth is so experienced, so knowledgeable, and so charismatic that he has never once experienced a mutiny. His crew are about as loyal as one could expect from pirates.  



Aranessa Salspite - Queen of Tides, Captain of the Swordfysh
Mobility: 4
Training: 6
Max Range: Battlefield
Preferred Range: Melee

Among the most feared of all the lords of Sartosa is the Queen of Tides, Aranessa Anja Saltspite. Rumors has it she is the daughter of the sea god Manann himself; that she rose fully grown out of the waves in a froth of gore, and that saltwater flows though her veins instead of blood. What is known beyond doubt is that Aranessa is as merciless as the ocean.

Aranessa has always had a peculiar connection with the ancient god of the sea. She has sailed to the ends of the world and back again through the most violent of tempests and emerged unharmed. There is no warmth in her soul, and she has no love for Man. Only the open ocean and the glitter of gems can make her scowl melt, but as her scurvy crew maintains, on the occasions that she deigns to smile, it is like the coming of the new dawn.

The true story of how Aranessa Saltspite became such a gifted seafarer begins in the chill water of the far north. Aranessa was born into the ruling family of Skjold, a coastal settlement of the Norscans. The chieftain, a proud warrior king in need of a strong successor, was not pleased at all to find that his pregnant wife had delivered him a daughter instead of a son. Worse still the infant had been born a mutant - her conjoined legs were scaled and twisted into a grotesque fan of spined flesh below the knee.

Physical mutation has always been a death sentence among Aranessa's pitiless tribe. Before the sun had set, the mewling babe was hurled from the tallest cliffs to be drowned by the pitiless sea.

Miraculously, Aranessa survived. Borne by a shimmering school of daggerfish that swam in the shape of a crowned sea-sire, the infant was delivered into a cove of golden sands, where she was tended by a trio of sea-nymphs. Suckled and cared for by these lithe ocean spirits, Aranessa grew strong upon a diet of gymmcrab, algae and cold black kelp. Before her tenth year Aranessa was spear-fishing for sharks, fanged rays and mermanticores. Her shell-decorated cave became cluttered with gifts from the sea that washed up with each new dawn.

It seemed like every full moon a new vessel would founder near her cove, or a galleon would find itself inexplicably shipwrecked within easy reach. Bright- eyed, the child Aranessa absorbed every scrap of knowledge to be gleaned from the well-appointed ships that had mysteriously come to her.

Aranessa eventually tired of her island paradise and decided to rejoin the ranks of humanity, though she knew that a mutation such as hers would lead to persecution and death. Numbed by rum and with teeth gritted, she amputated her strange lower legs with a sharpened cutlass, and cauterized the wounds herself without so much as a whimper. Aranessa had already fashioned replacement legs from the jagged blades of sawfish, and bound them tight to her ragged leg-stumps with leather belts that she found in the captain's quarters of a rich merchant galleon. Constantly cleansing her wounds with saltwater, it was less than a week before Aranessa was able to walk. A scowl etched on her beautiful features, she ventured out into the open seas upon an intact rowing boat that had washed up on her beach. Before three night had passed she was picked up be a roving pirate galleon, the Swordfysh.

Mute, peglegged and strange, Aranessa was the subject of the much curiosity from the sailors aboard, though she quickly proved to them a slit throat. Daily she climbed into the rigging, and thereupon into the crow's nest, where over the coming weeks she more than proved her worth as a sharp-eyed lookout.

Over the decade Aranessa learned to swear like a sailor, to fight like a pirate, and to navigate like a scholar. She absorbed all there was to know about the art of sailing like a sea-sponge, rising through the ranks of the Swordfysh's crew with ease. Every cannon she fired was on target, every duel she fought was victorious, and every course she plotted led unerringly to treasure. She became the ship's lucky charm, then its first mate, and eventually, when her captain was devoured by sea-gargoyles, its commanding officer. She earned the nickname Saltspite in the years that followed, hunting down the wolf-ships of the Norscan fleets with a cold vengeance that made even her own crew invoke the sign of Manann for protection. When the Imperial Fleet approached the Swordfysh with letters of marque, intending to enlist her in the war against Chaos, she opened fire upon them too. Aranessa would be beholden to no man, living or dead. 

Offense: See Pirate Crew. Her own legs are made from the jagged blades of sawfish.

Sawfish Sabre: It is said that Aranessa crafted this sabre herself, mimicking the razor-ship teeth of the sawfish that make up her legs. This weapon causes grieve wounds, and victims more often than not die after an encounter due to the heavy loss of blood. In addition, the blade is coated with a virulent toxin made from various fish. Finally, the blade is magical in nature, likely blessed by the sea god himself.

Leviathan's Bane: This old harpoon is covered in rust yet is still strong after many years of use. Able to slay the mightiest of creatures, a single throw from this magical weapon can pierce multiple ranks of foes with ease. After it is thrown, Aranessa merely has to wish for the weapon to return to her, and it is so.

Defense: See Pirate Crew

Special: Blessed of Manann: Aranessa and any ally near her are able to fight, run, or sail longer then others due to a blessing.

Special: Living Tsunami: Aranessa's prayers can bring down Manann's wrath on her foes. This manifests as her casting the Rip Tide spell from the Lore of Stormfels, but with far more power behind it then any normal sorcerer could hope to achieve.


Additional Factors: 
-Booming Voice: See Sea Captain

-Aranessa possesses a great hatred of Chaos, and an even greater one of Norsemen. If she spots either, she will hunt them down with a vengeance that scares even her own crew.  



Giacchino de Falco - The Crazed Captain
Mobility: 5
Training: 6
Max Range: Pistol
Preferred Range: Varies

When mentioning Captain Giacchino de Falco, most pirates burst out into laughter and rarely feel anything but glee (or in the best case, pity) for the man. He once belonged to the highest circle of Sartosan nobility, the Pirate Lords. Turning out to be a cunning commander and an exceptional swordsman, he soon was able to acclaim the status of lord for himself. Being accepted by the other lords and granted command over his own flotilla, he ventured off seeking adventure and glory.

One day his ships returned without him, under the command of his first mate. It was clear that Giacchino has fallen victim to mutiny, most likely due to his spontaneous outbursts of weirdness and his secretive manner, with him not even telling the crew why he actually was sailing the seas and what he was searching for. As custom holds it, he was left behind on a deserted island with nothing more than a pistol with one shot. From there his tale begins to take on a doubtful turn; despite their obvious contempt for this poor lad, most pirates talk with superstitious awe about his escape from that island and the adventures which followed. Legend has it, that he waited long enough in shallow water for the wildlife there to get accustomed to him, only to then catch two big turtles, tie them together and to afterwards use them as a living raft. Pirates debate over what he used to tie the turtles together, whether it was rope made out of palm leaves or perhaps even his back hair. Giacchino's answer - as with many other questions relating to his past - is a strange look and, if possible, an even more cryptic answer.

Upon his eventual return to the civilized world, Giacchino swore bitter revenge with the purpose to kill his first mate with the one shot he was left behind with. The following hunt took him almost every place of the Old World and beyond. He spent some time in the jail of Marienburg, being accused for having tried to kidnap the Burgomeister's daughter, but managed to escape. Giacchino managed to find parts of his old crew and hire new members, some partly qualified, and some partly peculiar characters. For a couple of weeks he was even the god of a Southland tribe and was almost burnt alive by his worshippers if not for the timely intervention of his crew.

Giacchino's search for his first mate didn't necessarily add to his mental well-being. On every occasion he demands to be called "Captain" Giacchino de Falco, for he is no longer entitled to wear the title of a Pirate Lor until that matter is cleared. Further on, he seems to be afraid of some giant se monster, which, according to him, is hunting him due to some shrouded bargain he didn't fulfill. Therefore Giacchino's already strange behavior reaches unknown pinnacles when he travels across the seas. He adorns himself with all kind of talismans, charms and whatever he can find to escape a destiny only he knows about, and he is not willing to share the details.  

Offense: See Pirate Crew. Giacchino has also used random items in battle, such as bones, oars, nets, dirt clods, empty rum bottles, really whatever catches his fancy.

The Caitiff's Cutlass: It is not known where Captain Giacchino actually found this cutlass. Every time he tells the story, apart from it being quite confusing, a little detail is different. It is known however; that the cutlass seems to respond to how much danger the wielder is in, allowing him to parry attacks with even greater ease. How convenient it also is that the blade is somewhat longer than other pirate cutlasses, so Giacchino can keep a "sharp distance" from his enemies when needed.

Basically it's a magical sword that increase Giacchino's skill proportional to the amount of danger he's in. Facing a few low level nobodies? Barley active. A massive horde or a Named Opponent? A massive jump in skill. Considering Giacchino was already a sword master BEFORE finding the blade, this has made him one of the deadliest fighters on the seas, something even his staunchest critics can't refute.

For range, Giacchino also has several pistols. But one of them is very special to him. The pistol he was marooned with, with one shot in it, meant for his treacherous first mate. In preparation for the day he finally exacts his revenge, Giacchino has become a crack sniper, carefully and deliberately aiming before firing. He almost never misses anymore, and those he targets never live much longer.

Defense: See Pirate crew. He's incredibly agile and a very fast runner. He also has the devil's luck, as he has constantly avoided assassination attempts, natural disasters, and his own madness putting him in the locker.

Special: Lucky Charms: Captain Giacchino de Falco literally collects charms and other items which he believes might help him ward off the horror he is followed by. Thus he has a talisman, be it a jar of dirt or exotic feathers, for every opportunity. This does seem to grant him a minor resistance to magic.


Additional Factors: 
-Any who falls behind is left behind: Giacchino isn't likely to go back for any men who are injured or hampered while fleeing the battle, and he wouldn't expect them to help him either.

-Utterly and completely insane.

-Giacchino is not well respected by other pirates, especially other pirate captains, who tend to view him as either disgraceful or just plain pathetic.

-Such is his hate for his first mate that he often sees him on the opponent's side of battle, his madness making a random soldier or general or what have you appear as his enemy. When or if this happens, that person becomes the target of his rage, and he won't stop until they are dead. However, once he has ended their life, the vision fades, and they become who they really were in his eyes, always to his frustration and rage. Strangely, the madness fades quickly if he attempts to use his one shot on them, as though the various idiosyncrasies of his mental illness won't allow him to use his one shot on a hoax.

-Strange and Confused: Known for fits of great emotional outbursts, Giacchino is a truly weird character. How his crew has put up with him for so long, we can only guess. While his madness manifests in an infinite number of ways, the six most common are listed below:

--Did no one come to save me just because they missed me?: Disappointed with the apparent lack of affection for him, Giacchino sits down and sours while his crew desperately tries to encourage him. Until his mood improves, he and his crew won't move from that spot.

--Up… is down!: In a sudden stroke of utter madness, Giacchino orders his crew to immediately turn in the reverse direction.

--Now we're being followed by rocks! : Spouting utter nonsense, Giacchino sets off in a random direction, with his confused crew following after.

--Now where is that monkey? I want to shoot something: Looking for a suitable target - any target - Giacchino immediately starts swinging and firing towards whatever is in front of him.

--But you HAVE heard of me?! : Confounded by the enemy's lack of knowledge regarding his person, Giacchino sets upon explaining his importance with complete disregard for his own safety. Giacchino won't leave that unit alone until they've grasped the magnitude of his greatness!

--It's CAPTAIN Giacchino de Falco! : Outraged at the improper use of his title, Giacchino lashes out at the foe. He enters a hate-filled state of frenzy until the enemy has been suitably punished. 



Long Drong Slayer - Captain of the Fair Fregar
Mobility: 4
Training: 7
Max Range: Pistol
Preferred Range: Melee

Long Drong, who as his name suggests was a rather tall Dwarf and claimed a dubious line of descent from Drong the Hard, legendary Dwarf ancestor known from many sagas, began his career as a Dwarf seafarer in Barak Varr. He worked his way up from cabin Dwarf to captain of the Dwarf trading ship The Barrel of Ale which brought fine Dwarf brews by the sea route to far away colonies. That was until one terrible voyage around the coast of Sartosa. A storm blew up, the worst for a hundred years, and the ship foundered on the treacherous rocks. Although the crew was washed up on the shore, the entire cargo of rare Dwarf ales was lost.

This disaster was something no Dwarf could bear, and no self-respecting Dwarf captain would wish to survive. Long Drong knew his career as a Dwarf trader was over. He resolved to become a Slayer on the seven seas and to seek a heroic end worthy of a saga. His crew, who were just as shamed by the loss of the cargo as their captain, followed his example and swore upon their ancestors to lead a life of roving Sea Slayers until a worthy death ended their shame and redeemed them in legend.

Having thus sworn, Long Drong, now known as Long Drong Slayer, trekked inland to his destiny, which was to become the most notorious pirate ever to lurk on Sartosa. His first act was to storm the stronghold of the dreaded pirate Capitano Sisicco and capture his ship and treasure stash. With the latter, Long Drong hired Dwarf craftsmen to rebuild the flimsy vessel into something a Dwarf could be proud of, not sparing the iron! He also hired Dwarf smiths to forge cannons for the vessel, which Long Drong named The Fair Fregar after a famous Dwarf maiden of Barak Varr, rumored to be very beautiful. A figurehead representing her was carved by the crew. Unfortunately, neither Long Drong nor any of his crew had ever seen a real life Dwarf maiden, so they had to rely on their imagination and hearsay. The result, parts of which were shod in brass, made an awesome ram on the prow of the ship!

The prisoners, now chained in Long Drong's dungeons, were freed in return for telling him all they knew about buried treasure and handing over any maps they had. Long Drong learned that the key to success was often the possession of a pay chest full of gold with which to hire a mercenary army and hold it together under your command. Many such pay chests had been lost in battles and there were mercenary generals willing to pay handsomely for their return, even double the value of anything in the chest, or a great fortune for the empty chest alone. This was because recovery of a lost pay chest is a matter of pride among mercenary generals, who regard such chests in the same way as other races do their army standards!

So Long Drong let it be known that, being a seafaring Dwarf, he could seek out and rescue a lost pay chest wherever it may be in the known world and return it to its rightful owner. All he asked was to keep any treasure that he might find in it, plus a reward in gold equal to as much as the chest would hold! By the standards of mercenary generals this was but a small price to pay for the restoration of honor and respect, and soon offers to hire his services came flowing in by swift messengers.

Thus the Fair Fregar voyaged to many distant lands; Araby, Lustria, Albion, and many uncharted islands, and brought back various pay chests which may or may not have been genuine. In doing so Long Drong raided the treasure hoards of many notorious pirates and corsairs and made countless enemies determined to get their revenge on him. A price was on his head, everyone sought to accomplish his doom. What more could a seafaring Slayer ask for! His only friends turned out to be those mercenary generals from whom he had restored honor, and these soon began to hire Long Drong and his pirate crew to fight as a regiment in their armies. Their task, needless to say, was to seek out and capture the enemy pay chest on the battlefield. Only reckless Dwarf Sea Slayers, seeking a heroic end would take on or succeed in such a task. As yet Long Drong has still to meet his doom!

Offense: A large warhammer and axe in addition to the traditional cutlass. Long is also festooned with pistols, allowing him to pick off enemies to cowardly to approach the dwarf and meet their doom properly.

Defense: None

Special: See Slayer Pirates


Additional Factors: 
-As a dwarf, Long Drong is known to hold a grudge. Anyone who gets on his bad side can expect him to still be nursing it generations after the fact.

-Long Drong WANTS to die, so he has no fear in battle, and nothing the enemy throws at him will make him back down.  



Krusher the Anchorman
Mobility: 4
Training: 5
Max Range: Pistol
Preferred Range: Melee

Like many Ogres, Krusher made his way to Tilea as a mercenary for hire, traveling all across the countryside, until there was nothing but water before him. Here he joined the crew of a merchant ship, safe guarding them from pirates ␣ that is, until the pirates made him a better offer whereupon he promptly joined them instead. Having forfeited any trust he might have had as a mercenary by betraying his employer, Krusher's fate was now sealed. Not that this bothered him much, as the life of a pirate had all he had wished for, as long as he didn't have to on too long voyages at sea. But then again, what captain would have the courage to argue with him on this particular issue? He is a fierce fighter, and while he may not make an honest living, he is a firm believer in the Pirate Code, practicing it with the same fervor that other invest in religion. He is a hearty ally, and a terrifying opponent.

Offense: Great Swords, Clubs, he also carries a brace of handguns that can fire two shots before reloading.

Lucky Smasher: Krusher gained his nickname during a maelstrom off the Estalian coast, where the anchor broke loose of the windlass, dooming the entire crew. Their lives were saved by the young ogre warrior on-board, Krusher who single handed held onto the cable throughout the storm. Krusher has used it in every battle since, wielding the lucky chunk of metal in his massive fist.

Defense: Thick muscles and fat.

Special: Giant Parrot: A perfect example of Ogre-see, ogre-do, Krusher became quite envious of fellow pirates with parrots on their shoulder, that he demanded a parrot big enough to fit on his shoulder. The result is, it appears, is a hapless Gnoblar painted with beautiful plumage. While it's definitely unable to fly it can still bite, and Krusher is certainly content with that.


Additional Factors: 
-Krusher sticks religiously to the Pirate's Code. 


Fleur & Estella - Also known as 'Flint and Steel'
Mobility: 4
Training: 6
Max Range: Pistols
Preferred Range: Together

Fleur and Estella are the daughters of famed Bretonnian buccaneer HenrĂ­ Morgaine and Estalian corsair Calico Carlos, born of a simple working girl in the port of Sartosa. Though only half-sisters, this didn't stop the two from taking care of each other with their mother's passing from illness when the younger Fleur was only five years old. Growing up in the slums of the city, each day was a fight for survival, and the only way to make through was by relying on each other. Living day to day by means of stealing, scoundrel and the odd threat, the two girls grew up to be true pirates in all but name. When Fleur and Estella were old enough, they joined a pirate crew, disguised as men.

One year, the ship they served on was anchored off a small island outside the Tilean coast, the pirates celebrating recent victories in their typical hard- drinking tradition, when suddenly a Tilean Man O'War surprised them. The drunken male pirates quickly hid below deck, leaving only Fleur and Estella to defend their ship. The women yelled at their pirate mates to "come up, you cowards, and fight like men," and then angrily raged against them, killing one and wounding several others. Discovering that the only two crew still fighting were in fact women, the captain demanded his men to get out and fight, lest he'd forever be known as a coward who'd let himself be outdone by two women in battle!

The pirates fought on, and eventually managed to drive off the Tileans after much bloodshed and many lives lost - mostly due to the prowess of Fleur and Estella. But with their disguises discovered, they now feared they might be keelhauled by the crew - or worse. However, the captain saw fit that the two women should be rewarded for their bravery, and let them stay in the crew, even going as far as promoting them to Ship Mates. No one in the crew dared dispute this, and it had little to do with the captain!

Both Fleur and Estella are known for their violent tempers and ferocious fighting, and they share a reputation as "fierce hell cats." Their fellow crew members know that in times of action, no one else is as ruthless and bloodthirsty as these two women are.

Offense: A cutlass in one hand, a pistol in the other. They often fight together, taking the enemy from either side, or having one strike from the front while the other sneak attacks. Estella is a better sword fighter, and is a master of parrying her enemies melee attacks. Fleur is an extraordinary shot, and can load her guns faster then most men can even think. She can get four shots off from her brace of pistols before her enemy gets one!

Defense: See Pirate Crew. Estella looks after her younger sister, and becomes filled with fury is Fleur is injured.


Additional Factors: 
-See Ship's Mates


Mr.Bill - Pirate Mercenary Quartermaster of Great Renown
Mobility: 4
Training: 7
Max Range: Rifles
Preferred Range: Melee

The pirate known as Mr Bill is an impressive, hulking figure. A giant of man, Mr Bill always goes to battle with a striking multitude of weapons. His excuse is "to have the righ' tool for the righ' job", but everybody knows that he simply loves to wreak as much havoc as possible - and how could this be better accomplished than with a ton of weapons on you? Among the pirates he is known as "The Quartermaster", because despite his appetite for destruction, Mr Bill knows quite a lot about weapons and armors. Whenever his services are required, which he always ensures to be costly, he is asked to check the gear of the crew and to make any applicable adjustments.

His reputation is made up by many rumors, tales and overrated eye-witness reports. Some sailors claim that he sailed to the world's end and returned, unimpressed by what was to be seen there. The same goes for another rumor - it is said that he once was even a captain, though he quit his tenure, because it was apparently too boring, shouting all day and pondering over maps.

The truth, or what Mr Bill has confirmed so far, is that he was born in the Empire as Wilhelm Schwarz. He enlisted as a swordsman in the Emperor's army, but he was soon fascinated by the deadly handguns and the roar of cannons. Deciding that the Imperial Academy at Nuln would suit his interest better, he decided to enroll there. Being in the Empire however, he wasn't allowed to quit his place in the local swordsman regiment.

Outraged, Mr Bill deserted and ventured off towards Nuln. Luckily for him, he encountered a group of mercenary ogres on the way, whom he somehow convinced not to eat him on the spot. Unluckily for his pursuers, the ogres chose to eat them instead. Mr Bill wandered with the ogres for several years, seeing places few men would ever see, all the time avoiding being eaten by his monstrous companions. He was very impressed by the way ogres do battle and he has tried to copy some of their ways. Upon the eventual arrival on Sartosa, Mr Bill found himself surrounded with so much gunpowder, pistols, handguns and cannons that he decided to make the island his new home.

Having years of experience from traveling to every corner of the known world, as well as a vast knowledge of almost any kind of weapon, Mr Bill soon found himself being highly desired as Quartermaster on many ships, equipping the pirate crews with the best weapons and armor available. From then on, he would serve as a mercenary on many different vessels, always going where the pay is high and the cannons are loud!

Offense: Any weapon. All the weapons. You can never have enough according to Bill. He's wandered into battle with rifles, shotguns, pistols, clubs, swords, crossbows, hammers, spears. If it can cause death and destruction, Mr.Bill will take it. And two more like it. Just in case.

Hook-Iron Fist: Having witnessed the devastating effect of ogre iron fists, Mr Bill decided to apply them too. In keeping with pirate traditions, he crafted his to resemble a hook hand. He is quite good at parrying attacks with it.

Defense: Leather Armor

Special: Lizzy, the Salamander: Found in the jungles of Lustria, this small lizard has since then stayed with Mr Bill for whatever reason. Aside from being a lovely pet, Mr Bill uses Lizzy to light the fuse of his Swivel Gun, as well as any enemy that comes within range.


Additional Factors: 
-Quartermaster: He knows how every weapon on the ship works, and how to make them even deadlier.

-He is an expert at finding the weaknesses in enemy armor, and piercing them. 



Doctor "Doc" Exmelin - Almost Professional Surgeon / Cook / Carpenter
Mobility: 4
Training: 5
Max Range: Melee
Preferred Range: Melee

Surgeons are a rare sight on battlefields, as they are a valuable resource for generals. They are able to path up some of the wounded and send them back into the battle, or grant those bend hope a quick and merciful death. It is even harder to find a surgeon on the seas, though the richest of merchants can afford some. The pirates often try to capture them at every occasion possible, since Sartosa has few men or women skilled in the arts of healing. Sartosa has Doctor Exmelin though. Wither his tenure as "the best surgeon on the island" is true, is debatable - something that pirates treated by him do a lot!

"Doc" Exmelin arrived on Sartosa after being kidnapped by pirates during a raid on a Marienburger merchant ship. The only reason he survived was a piece of parchment and a book - the first being an official document of the Medical Academy of Marienburg, officially stating Exmelin being a practiced physician. The latter is supposed to be a book written by Exmelin himself, concerning all matters of anatomy. More likely however, is the rumor that Exmelin was cast out from the academy of Marienburg, and that his "diploma" is nothing more than his letter of dismissal, with being stolen by him upon his departure.

Exmelin had luck however, for few people on Sartosa can properly read, and the officials of Marienburg were not so stupid to pursue him all the way to Sartosa and demand the pirates hand him over. First the "Doc" had to work day and night, for the word of him being a real surgeon quickly spread all over the island and pirates were coming from every town, village and cave. Soon, however, rumors started to spread about the doctor's brutal and often ineffective treatment. Soon, the flow of patients ebbed away. Seeing no future options on the island, Exmelin started to ask pirate captains if they were in need of a surgeon accompanying them on their journeys. Of course, they had heard of his "skills" too, but with the payment he demanded so low, the opportunity to return with more men alive convinced many of them. It is unsure if the captains make such a wise decision in this, and they tend to either turn a blind eye to the complaints of their sailors, or distribute extra shares of loot and grog to prevent any mutiny.

The "Doc" has only survived to the present day because of his "diploma", with which he manages time and again to convince his denouncers that he is indeed a practiced physician, with the feelings of pain after an operation being a normal thing. He had to take up additional work however, for the captains do not pay him for doing nothing until a battle starts and there are wounded to look after. Thus Exmelin works as a cook, carpenter and surgeon at the same time, without actually excelling at any of these labors. He can often be seen with a blood encrusted meat cleaver, whereas the pirates are unsure whether it is the blood from their last meal or Exmelin's last patient. "Doc" Exmelin also uses a wooden mallet for carpeting, which also does a good job at pounding meat - or narcotizing patients.

Although the good doctor has a more dread appearance than the bosun or captain himself, he continues to work hard and try to improve his skills. He insists on joining the pirates in every battle, be it on land or sea, where he usually drags some poor, unfortunate souls behind the lines in order to operate on them. Interestingly enough, his presence among any pirate crew somehow seems to help preventing them from getting injured in the first place .The various captains he served under have not yet executed him on, because, after all, "Doc" Exmelin is the best Sartosa has.

Offense: A meat cleaver, a wooden mallet, and a scalpel

Defense: None

Special: The Surgeon's Mate: "This is a book Exmelin claims to have written himself, full of valuable tips and tricks for any surgeon. It is, however, debatable how true this statement is; as Doc Exmelin can be found starring at the same page for hours, slowly putting words and phrases together. Some debate whether or not he can even read at all!"

When Exmelin brings this book with him to the field, he doubles the amount of damage he can heal on the patients he 'tends' to.


Additional Factors: 
-Field Surgeon: Doc Exmelin accompanies the crew to any battle and hangs out near the rear. Over the course of battle he will drag injured or dying men behind the lines and 'heal' them as best he can. While his methods are unorthodox and not always successful (and always very painful), more men have lived then if he wasn't there at all.  


ARMY X-FACTORS:

Morale: 45: Pirates tend to prefer fighting when they know things are in their favor. While they can fight for a cause, the sight of a large opposition force may cause them to flee to save themselves. Strong willed Captains can prevent this, but even they might decide to cut and run. 

Logistics: 60: Pirates can live with low supplies for a long time, they can also steal things, and they know how to get more thanks to supply lines (their own or others). 

Espionage: 30: Pirates certainly want to know about a fight ahead of time, they will almost certainly cheat if they can. But despite the desire, the overall methods by which they can do so are limited. 

Discipline: Varies depending on the crew-members and the captain. Some are highly disciplined, while others just get to the battle and rampage. 

Army Intimidation: 76: Hordes of ships with black flags, a multitude of cannons, scared and wild-eyed crewmen, flying galleys, giants, and monsters. They can make for quite the intimidating sight.

Reinforcement Rate: Medium to High: There are plenty of pirates in Sartosa, and if numbers ever run low, they'll pressgang more folks into it!

ADDITIONAL INFO:
-The Pirate's Code: The only law worth noting in Sartosa is the so-called 'Pirate's Code." It stresses both personal freedom and loyalty to your captain, crew, and ship (in that order). Not everyone in Sartosa adheres to this code, but its pervasiveness means all its inhabitants know how the code works, if only to keep safe their own hide.

A man is considered in his right to kill another if his honor is violated in some way, and in most cases "might equals right." However, in a city ruled by pirates, killing a man in the streets usually brings retribution from his fellow shipmates and most people know that there are serious consequences for doing so.

The rules are not always followed, but every pirate knows them by heart. Even in the streets, scuffles occur and pirates kill each other over trivial matters. But amongst members of the same crew, a good pirate captain will make sure the code is strictly enforced, making sure that do no unjust harm to each other. 


Described here are some of the unwritten rules of the Pirate's Code. However, there are endless variations and interpretations, which can be twisted as needed (and as long as you can convince others that you are correct). 
  • Everyone shall obey orders from the Captain and his officers.
  • A crewman has the right to defend himself and his honor.
  • A man can challenge another for a fair duel, but the challenged gets choice of weapons. No other person can interfere in this duel until one man is dead or relents.
  • Booty will he shared out as follows: 1 share to every ordinary seaman: 3 shares to the captain: 2 shares to the master carpenter, boatswain, and gunner.
  • Anyone caught attempting to desert will be marooned. He may take only a weapon and a bottle of water.
  • Anyone being lazy or failing to clean his weapons will lose his share of the booty.
  • The punishment for hitting a crewman is 40 lashes on the bare back.
  • Everyone may vote on every important decision.
  • Everyone may have a share of captured drink and fresh food. 
  • Anyone found stealing from another member of the crew will have his ears and nose slit open and be set ashore. 
  • No one may leave the crew until each man has made 500 gold coins. 

-The Pirate Lords: Almost all pirates dream of hitting the big score and retiring in Sartosa, where they can live like gilded noblemen. The most successful captains buy or build massive villas inside Sartosa proper or among the rocky hills along Mourt Ertinia. Some give up the life entirely and sell off their ships, whilst others retain control, running their operations like a legitimate business. Either way, the Pirate Lords live as the idle rich do anywhere.

As the richest and most influential people on Sartosa, the Pirate Lords often act as the de facto leadership there, settling disputes and making "suggestions" that would be akin to law in other lands. Most of the time, the Pirate Lords are content in letting the inhabitants of Sartosa deal with their own affairs. Competition and rivalry among the Pirate Lords are fierce and some hold tremendous grudges towards their peers. However, in the effort of keeping things stable, overt actions against their enemies is avoided and "problems" are dealt with through proxies, quiet assassinations, and other skulduggery.

Piracy is the lifeblood of Sartosa and the city holds its arms open for anyone who adheres to the Pirate's Code. Although the city does have a modest economy producing seafood, ships, rope, and the like, most of the money and goods that come into Sartosa are the result of pirates sacking the merchant ships plying the Tilean Sea or small, unguarded towns along the coastline.


-Life At Sea: The life aboard a ship is a tough one: men live in cramped conditions, working constantly in shifts to deliver precious cargo to one of the many ports of the Old World or patrolling its many waterways to protect coastal towns and villages from plunderers, raiders and all sorts of pirates. Nourishment is bad and diseases spread quickly, and medicine is not always in ready supply. Days can be hot without a single breeze, and the seawater offers no comfort. Storms can ravage a ship with little warning, sinking even the mightiest vessels. Disillusioned crew may resort to mutiny, and then sides must be chosen and repercussions faced if you're on the loosing side.

Life on a pirate vessel may seem more relaxant. The crew has little to do except for hunting down merchant ships and raiding and plundering seaside villages and town. In addition to that, a pirate ship's crew usually has more members than a normal ship that size. This is because a pirate captain cannot hope to plunder any vessel without more than enough men. Thus the duty is split between more deck hands, so the rest can relax and the pirates are in general more fit for battle than other ship crew.

However, even on a pirate ship the Pirate Code is valid and the pirates must stick to it. This results in punishments being more severe than on other vessels. The discipline is miserable though - when the captain or one of his mates aren't looking, there are a lot of brawls, back-stabbing, and other nasty "accidents" going on. The reasons for those are as different as the pirates aboard a ship: some try to rise through the ranks with those dirty tricks, while brawls and knife fights erupt over what piece of loot belongs to whom or over such mundane things as a bottle of grog. There is only one thing which can really unite a ragtag band of pirates - that being a merchant ship on the horizon, ready for plundering. The cannons are then loaded and cutlasses sharpened, and the entire crew eagerly awaits the clash between the two ships.


Personally I'd say stick to land, but considering the universe this all takes place in it's not like it would be any nicer or safer. The ground's just slightly more stable. Usually. 

-Naval Warfare: Enemy ships are, if possible, approached from behind or lured into shallow water or sand banks. When the pirates are in optimal striking position, they rise the Jolly Roger, announcing the other ship's doom. Then, broadside after broadside is unleashed upon the enemy. Wood splinters, oars are smashed, sails are torn apart and masts topple. Men go overboard or are pierced by bullets and grape shot. Cannonballs are wrapped in oily rags and set ablaze, and sooner or later a ship will catch fire. In most encounters, the preyed on ship will fight back and thus casualties will be high on both sides. Sometimes these first, frightening, forceful initial clashes are enough for one ship to surrender. There are stories, though, of such fire fights lasting for hours with neither side gaining the upper hand.

While Imperial, Tilean, and especially Dwarfen captains prefer to keep their adversaries at bay and decimate them through supreme firepower, the prates prefer the overwhelming tactic of boarding actions, taking the fight to close quarters. Boarding actions are times of visceral drama, with each ship's crew fighting for supremacy using blood-stained cutlasses, flintlock pistols, and bony talons. Boarding planks and pikes are prepared, all the while some pirate members prepare themselves amid the rigging to swing over to the victim ship. Cannons are loaded with scatter shot ammunition to clear the enemy deck and crew and marksmen snip at high ranking officers, helmsmen and captains alike. Vengeful captains seek each other out for viciously fought duels, whist far above them pirates swing from stout ropes into the midst of the foe. Primitive bombs are detonated within the enemy warship's hull, masts are damaged and shots are fired off at point blank range.



VICTORY GAINS

Pirates will certainly pay for someone else to do the fighting for them (or at the very least with them, to soak up some of the bullets). Now, they may double-cross those people further down the line, but some pirates will make comfortable working relationships with any mercenary guilds that are in this new land. Slaves will also be a common thing taken, either to be sold or strong-armed into working as new crew.

Technology & Wealth: High: Pirates will straight up steal anything they can get their hands on. Enemy technology will be stolen just as much as gold or jewels by some of the more bloodthirsty captains and used to make ships and crew all the deadlier. 

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