First off: Sawbones, Moonie, Reeva or Mygg, if you’re reading this, DON’T!

I’m running a pirate-themed homebrew campaign set in a homebrewed place which I’ve plonked down in The Sea of Falling Stars. I call it The Southern Isles, and its rife with piracy. The de facto ‘government’ is The Southern Islands Company, who run the place for profit and starve the population with high taxes and tithes, and who brutally suppress any rebellion. I’ve used every pirate and maritime trope I can think of in planning the plot, creating encounters and filling it with characters.

I figured this will help me add flavour to the world, and could be a good resource for anyone planning a similar campaign, or one shot or whatever.

Edit: I should maybe note I already played quite a bit in this setting and after a long hiatus I am starting it back up for Season 2, so partly this is a way for me to get it all fresh in my head again.

  • Boz (he/him)@lemmy.one
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    2 years ago

    How do pirate captains manage the health of their crew, particularly in the areas of nutrition and disease?

    On a more granular level:

    1. What are the staple, easily-stored foods, and how are they supplemented with fresh foods?

    [Are we talking ship’s biscuit and salt beef with regular landfalls to get fruit and vegetables? Is there magical cold storage so they can have frozen whatever? Do they take vitamin supplements? Do none of these things happen, so long voyages always result in nutritional deficiencies, including scurvy?]

    1. What level of medical knowledge and expertise are available in your world in general, and on ships in particular?

    [Are they even at the level where they know and acknowledge that scurvy is caused by poor diet? Is healing all magic and four-humors pseudo-medicine? Is it difficult to get a competent physician to join a pirate crew, leading to bullet wounds being treated by barbers or dentists?]

    1. How do pirate captains deal with contagious diseases, and what are the most common shipboard epidemics?

    [Is quarantine a thing? …in a confined space? Do they have the germ theory of disease at all, or is the focus on “bad air” and ventilation, or demons, or divine disfavor…? Are they looking at flu, plague, body lice, intestinal parasites, syphilis, all of the above…? Do crew members generally comply with the orders of the captain and/or surgeon, or are you likely to have half the crew sick, and the other half mutinying?]

    1. How are battle wounds dealt with?

    [Related to 2, but you’ll want specific protocols for different kinds of injuries, removal of bullets, shrapnel, or arrows as relevant, suturing techniques or lack thereof, bandage material, disinfectant or lack thereof, pain management—other than liquor—if any, ways of dealing with infection, if you want to go there, and, of course, prosthetics, because, IMO, you can’t have a pirate setting without the option of peg legs and hook hands, and anything else bad you think might happen to characters in battle].

    1. How much value do captains place on keeping a crew alive, vs just replacing crew members when they die from injuries or disease?

    [Fun fact: the British navy—and other Western navies—used to deliberately overcrowd ships at the start of the voyage because they knew a large portion of the crew would die, and they wanted to retain enough sailors to make it home. Quite possibly the death rate would have been lower without the initial overcrowding, and it definitely would have been lower if they had invested in medical care rather than extra recruits. I suspect pirates were, historically, as bad or worse in this respect. The extent to which captains in your world see crew members as replaceable vs repairable will be demonstrated by your answers to the preceding questions, or, if you’d rather go the other way, might help you decide on the answers].

    …all of which probably makes it sound like I hate maritime dramas, which is totally false, lol, I love them, I just have a really morbid imagination.

    • jossbo@lemmy.mlOP
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      2 years ago

      Ooh you’re challenging me here!

      1. We’re talking ship’s biscuit/hard tack and salted meat for the most part. If they want to up morale they might buy spices or other dried ingredients. And yes, savvy quartermaster would also buy fresh fruit/veg regularly to supplement this. You’ve made me realise that the party hasn’t done this yet, so unless they stock up on fruit at the next port, they’ll start getting scurvy amongst the crew. Magical refrigeration would be possible, but expensive and rare.

      2. Yes it would be tricky to find a competent ship’s doctor who was willing to join a pirate crew. Magical healing may be more realistic, most would not help with scurvy. Experienced sailors would know about the need for regular fruit/veg.

      3. Contagious disease is definitely a thing that could happen, and the cause could be natural infections or germs, or just as easily a curse, demons, divine intervention. I don’t think there would he much knowledge of germ theory per se, but even during the plague people know to quarantine the sick. It would be hard aboard a ship and the crew may resist it though, yes.

      4. Battle wounds could be treated either wit mh magic or the use of surgery or regular medicine. Infections are a problem and they are most likely to simply lop off the offending limb, resulting in wooden legs and hooks for hands, etc. Because I agree those are absolutely necessary.

      5. Interesting question. I’d say it largely depends on tge Captain. Generally conditions aboard a pirate ship are much better than sailing in a navy, or for the Southern Islands Company (and i think this is largely historically accurate). They are better paid and more highly valued. And they have a say in how the ship is run. There had to be some incentive to join tgenoirates rather than the navy). That said, there are some more ruthless pirate captains who treat their crews worse and see them as more expendable. Its up to the party how they run their ship, but if they mistreat the crew too badly, they may have to deal with a mutiny.

      • Boz (he/him)@lemmy.one
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        2 years ago

        Very thorough! I like your framework of needing to provide an incentive to join the pirates rather than the navy. That’s exactly the kind of organizing principle I find useful with world building.

        Fresh vegetables have vitamin C, too, so you could give them credit for that. If the actual party gets scurvy, and you want to make it a plot point, I recommend you make their most recent battle wounds reopen. That’s a real potential symptom of scurvy, and is likely to confuse them. Technically, it wouldn’t be the first symptom, iirc, but it’s easy to communicate in the context of a campaign, and scarier than bleeding gums, though I think the root cause is the same. (Something about connective tissue breaking down).

        I mean, depending how vicious you want to be, lol, I am the kind of person who weaponizes realism in fiction or games. I think a little unexpected horror helps people focus on the story.

  • relevant_ace@lemmy.world
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    2 years ago

    Sounds like fun. I’ll have a go at some questions.

    How do they get the profit? If the local population are starved and downtrodden, the stolen pirate goods have to go somewhere else. Is there some black market organisation they’re linked to which gives them the funding to run the place like their personal kingdom?

    Is it oppressed in the sense that collaborators are treated well while the rest just try to survive? Or like a population of slaves and a couple slave drivers to keep them in line? How does the local community run? What are they able to do to make a living and what are they there to do? There has to be something there to be exploited in the first place.

    Is the government an actual pirate crew that owns the joint or just a group that lets piratss come in and do business? What sort of security do they use? Personal army? Mercenaries?

    • jossbo@lemmy.mlOP
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      2 years ago

      The Southern Islands Company (SIC) is basically a stand in for the East India Company. They wear red coats and speak with posh English accents, and are basically a private army, owned by a merchant company, who in turn operate with the blessing of their home government. They are a human colonial force. There are developed towns with a merchant class, who do quite well, and an underclass made up of pirates, other races and the indigenous people of each island. The Company takes a cut of all the food that, is grown, and have recently begun increasing their cut to the point that the underclass are going hungry (and getting angry). The indigenous people are treated the worst, some sold into slavery others just worked like slaves.

      The local pirates stand in opposition to them and its mostly SIC affiliated merchants who get raided. The SIC do their best to hunt down the pirates, but they are spread quite thin, particularly in the Western parts of the Isles.

      There is a black market run by the pirates to sell their booty, and a lot of the goods end up back in the hands of the company, either trough seizure or through the more corruptible Company men.

  • Koopa_Khan@lemmy.world
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    2 years ago

    Traditionally, pirates elected the captain and bosun. They would recall people in these positions if they didn’t like the decisions that were made. Does your crew do this?

    How is the loot shared? How are routes decided?

    Source for above.

    • jossbo@lemmy.mlOP
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      2 years ago

      Yep, the pirate captain that helped them take their ship do so on the condition that they implement some version of The Pirate Code. All major decisions are decided by vote, with each crewman also getting a vote. In practice I would rarely have the crew vote against the party, just cos that’s no fun. But morale has been getting low, and if they don’t address it, they may decide they want a new Captain and try for a vote, giving the players a crisis to deal with.

      Loot is also shared out equally, except the captain/officers get two shares. The players decided that they all collectively share the position of captain, while also having other roles. So they all get twice what the crew gets. I believe this is pretty accurate historically.

      I just let the players decide the route though, I’ll only get the crew to protest if they haven’t taken a prize for a while, or if I think the crew would have an issue with the specific destination they choose. One of the players has the role of navigator so she does a check to see if she does a good job of that. If she doesn’t, I roll on my encounter table and something gets in their way, slows them down, or attacks.

  • sonderiaom@sh.itjust.works
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    2 years ago

    Didn’t see what the classes/abilities were of the players but depending on those, would the Dinosaur polymorph/wild shape options be available?

    • jossbo@lemmy.mlOP
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      2 years ago

      We have a death cleric, a transmutation wizard, a bard and a fighter. So it won’t come up, but I’m allowing most things, I want the vibe of the campaign to be fun and chaotic and it’s worked well so far

  • Royal_Bitch_Pudding@lemmy.world
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    2 years ago

    Are there any sky ships yet? If no, is anyone working on it.

    How many moons are there?

    What are the constellations named?

    Are there 3 headed monkeys?

    What sort of weird/odd games do the pirates play for sport? E.G. a loogey hocking competition.