Raise the Colors and Ready the Spells! - A Fantasy Pirate Quest

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The Caribbean is an interesting place nowadays. With the war over, the whole sea is filled with...
Chargen

Small Nerd

Meganekko
Location
Out There
Pronouns
She/Her
The Caribbean is an interesting place nowadays. With the war over, the whole sea is filled with privateers who just lost their letters of marque but not their urge to plunder. Many of them have joined one up with one Pirate's Republic or another, Nassau if they call themselves Christians and Kingston if they call themselves Jews. Not that either city is filled with paragons of piety, only the sights and smells of all the curses the poorer buccaneers put on their more successful brethren. It is truly fortunate for these pirates that magic only comes at the call of liberty-loving souls and not the tyrants coming from Europe to "put things in order." And by fortunate, you mean for yourself, since you have just become captain of a fine ship whose crew is all pirate, and a pirate captain must be more magical than everyone else on the ship or risk demotion and death. So, Captain, what will you do with your new title?

But before that, what kind of person are you?
Name: [] Write-in

Gender: [] Write-in

Background: [] Your family's been doing this for a long time and passed the trade on to you.
[] You want a life built on your on terms that has more meaning than working yourself to death for profit and nothing else.
[] Your freedom matters to you more than anything, where else to live and work than among other liberty-lovers?
[] Write-in

Magical Specialty: [] No one you know can lay curses as mean and creative as yours.
[] No ailment, magical or mundane, can withstand your skills.
[] The spirits like you, and they're almost always willing to do you favors.
[] Write-in

Now then, what were you planning to do again?
[] There are many great treasures that they say can give their owners all sorts of powers. Better your crew has them than anyone else.
[] In a year's time, the Spanish Treasure Fleet will be coming by again. With the right allies, you can make a killing. Your allies too, even.
[] You think the world could stand to have another Pirate's Republic. It'll take a lot of work, but you can do it.
- [] Build a new city
- [] Capture a preexisting city
[] Write-in

GM's Note: I would appreciate a beta, so please PM me if you're interested.
 
Setting Affairs In Order/Chargen 2
As you climb up the quarterdeck to give the helmsman instructions, you recall a favor you owe. A spirit of the air has asked you to find a statue called the Grand Canard and strip it of its power over the air and birds. Not wanting foul winds for the rest of your life, you agreed to seek it out. There is no better time than the present to start looking.

When it comes to information on the magical, you know no better place to go than
[] Kingston, where your family lives. Generations of piracy and dealing with the spirits leads to more lore than you know what to do with.
[] Nassau, where law is an obscene word. No matter how foul the subject, someone knows all about it.
[] San Agustin, where all manner of strange things happen. The inhabitants have become experts in the unusual out of necessity.

Of course, before heading out, there are two pressing matters every new captain must consider: the ship's name and its officers. Your ship lacks a name, and it falls upon you to choose a name. As for the officers, you have a set of perfectly serviceable people in all the necessary positions, but there might well be room for improvement. Best to make the decision now so as not to cause the problems of reorganization in the middle of a voyage.

What will the ship's name be?
[] Samuel
[] Joshua
[] Samson
[] Write-in

What to do with the officers?
[] Leave them where they are
[] Interview the crew to see what improvements to the roster might be made
[] Hold elections for each position
[] Write-in
 
Drawing Up The Roster
You decide on the name Joshua for the ship. You have a fine lot of sailors under you, they only need the direction you plan to provide, much like the original Joshua. But before you make your way to San Agustin, you will be sure to have officers you trust to do the best job possible, as Joshua did. You might need to look through that part of Scripture again before you use that line of reasoning as a justification for the interviews you're about to conduct, you can't recall at the moment how Joshua governed the Israelites. No matter, that question will keep for later, you need to announce your decisions to the crew right now.

"Hello, everyone! Thank you again for choosing me as your captain, I'll do my best to live up to your expectations. Now, I'm sure you're wondering what I have planned for us. Well, I have a debt to a spirit that needs discharging, and since the payment is finding a magic golden statue and removing its power over the wind, I think it's safe to say that my plans for us are to find all the treasures we can and make each and every sailor on this ship richer than the king of Spain. No doubt you're also wondering what name our new ship will have. I decided on the name Joshua. If anyone has any objections to the name, now is the time."

No one says anything. You continue speaking.

"I see. While we wait for favorable winds for traveling to San Agustin so we can start searching for our prize, I will be looking into how best to organize the crew. If you're interested in serving one of the officer positions, come see me in my cabin and give your best arguments for why you should have the role you want. So if you'll allow me to make my way belowdecks, I'll be seeing you all quite soon."

With that, you stop talking and let everyone disperse before going into the captain's cabin. A rather bare room, save for a bed and table that someone's foresight supplied, but you should have many an opportunity to make the place more comfortable. You take the few moments of peace left to steel yourself for the inevitable tide of sailors sure to enter.

Several hours later...

Thankfully, only about a third of the crew was interested in officerhood, but fifty people is still a large number to interview. You've narrowed down the choices to a handful for each position, but the final decision must not be made lightly.

For Helmsman:
[] Samuel: The current helmsman. You've known him for years, and he certainly has the experience the job demands. He is starting to get on in years, though, and he's admitted that he asked to keep the position more from habit than anything.
[] Simon: A new addition to the crew, he claims to have served as a helmsman before, but you don't know how honest he's being. Still, something about him makes you want to give the fellow a chance.

For Quartermaster:
[] Naomi: The current quartermaster and, somehow, the closest thing to a rabbi the ship's Jews have. Probably wise not to alienate the woman with that much sway over half the sailors on this boat. Then again, so much of her time is spent on her clerical duties that it might be best to let her focus on that.
[] Michael: He served as the quartermaster for another ship you sailed on, so you know that he can do what's needed. His focus on numbers gives him a problem with tunnel vision. He sometimes forgets to account for the magical in his calculations.

For Chief Gunner:
[] Dalia: She wants a promotion from serving on a gun crew to charge over all the gun crews. She knows her business but is also rather impulsive when it comes to firing.
[] Miriam: Currently boss over all the gun crews, she would like to keep her job. She's also a bit lax in maintaining safety, though no permanent injuries have happened yet under her watch.

For Boarding Party Leader:
[] Johannes: A skilled combatant, but something gives you the impression that his skills lie more in fighting in a group rather than leading it.
[] Leah: A woman who knows well how to coordinate a group of fighters and certainly adept in using the skills of her comrades in a fight, but she has difficulty responding to unforeseen events.

For Chief Wizard:
[] Cranston: A man who refuses to say much about his past, he claims knowledge of how to conceal the presence of people and ships. Unfortunately, that seems to be one of the only skills he has any proficiency with.
[] Nathan: A man who has several interesting artifacts in his possession, along with no little skill in how to use magic for harm. Also a man without much good luck, to judge by the scars covering his body. He may be cursed.
[] Susana: A newer member of the crew, recently arrived from Manila. You know firsthand her skill in dealing with illnesses, both causing and curing. She does need specific varieties of beetles to work some of her magic, though, and hers are the only examples of the species you know about.


For First Mate:
[] George: A man with an even temperament and easy manner. Not a decisive sort, though. More suited to getting plans done than making them, which might be necessary if you're absent for long enough.
[] Sarah: A decisive and foresighted woman. Unfortunately lacking in tact or persuasive ability. A better adviser than leader, you think.
[] Naomi: Really the only person to ask about two positions you considered for both. She knows what she's doing, but she's still very busy regardless of which office if any she's appointed to.

Once you come to your final choices, you announce your decision to the crew and make ready to travel to San Agustin.

GM Note: To make it easier for me to count the votes, please vote for officers in plan format (for example, Plan Template: Helmsman X, Quartermaster Y, Chief Gunner Z, Boarding Party Leader A, Chief Wizard B, First Mate C). Also, if anyone's curious, the closest official term for what Naomi does for the Jewish crewmembers is posek.
 
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A Wretched Hive Of Scum And Wizardry
After letting everyone know who's going to be in charge of them now, you take a look at some of the rejected candidates. Naomi, thankfully, seems amenable to your decision, but that might be due to her current preoccupation with keeping Dalia calm. What an impressive headlock, you should ask her to show you her technique some time. Samuel has gone belowdecks, presumably to get some rest; it is rather late. Johannes is busy talking to Leah, not that you can make out the words with all the other conversations going on. Cranston and Nathan appear to be in a contest of skill with Susana and each other- and Cranston just lost. Amateur. Last and probably least, George has wandered over to the ship's fiddler, a spirit you made a contract with several years ago, and is probably trying to get a song he likes going. No doubt a party will be starting up, and while that happens, you need to meet with your new officers and get a plan of action for San Agustin ready.

A Few Minutes Later...

"Okay, let me get this straight," Susana begins. "To make one of your spirit friends happy, we're looking for a magic statue of some kind, all we know about it is the name and apparently it lets you decide how the winds blow but we're gonna make that not work...somehow. So we're heading where all the weird shit gathers and hoping it'll just turn up."

You nod. That's...blunter than you would put it, but it sounds accurate enough.

Simon chimes in. "If Captain Verde remembered the name right, I think it could have the shape of a duck. Grand Canard means 'Big Duck' in French, after all."

Susana sighs. "This is still the dumbest thing I've ever helped with. Why did I vote for you? No wait, I didn't. Because I knew someone with as many favors as you would have weird debts like this. Not like it matters, there's not much for me to do until you actually find the damn thing."

Sarah asks, "If the statue's name is French, shouldn't we be looking in places where the people speak French? Going to a Spanish colony seems like a waste of time."

Michael says, "For all we know, the statue was found by Frenchmen and taken to any number of places. Even the English call El Dorado by the Spanish name, the statue's name tells us nothing about where it currently is."

This argument will go on for hours if you let it, best to step in.

"Enough. I have no idea where to begin our search for this magic duck, so if anyone has a better idea than San Agustin, give it to me!"

No one answers.

"Very well. Michael, Simon, get a course ready for when we head out tomorrow. Leah, Sarah, start looking for people who can investigate discreetly. I'll not have angry spirits kill us all for my actions."

With that, the meeting is adjourned, and everyone goes to bed.

Several Days Later...

Ah, San Agustin, the city where alligators roam the streets and people lose their pants to strange potions on a regular basis. While Leah and Sarah's agents comb the streets and public houses and other places for information, you need to decide how you'll spend the time here.

[] Go find an alligator to tame. You have a whole list of names ready!
[] Go make nice with Susana. She seems to have an issue with you, and that's not good.
[] Go join in on the hunt for leads yourself. Getting something done right means doing it yourself, after all.
[] Write-in
 
Ace Detectiving
While you trust Sarah and Leah to choose good people to make discreet inquiries, San Agustin is too big to cover in a reasonable amount of time without many more people involved. Fortunately, that is easily rectified. You know some people. Well, spirits, but whether they're people or not is a riddle even Aristotle might break his brain on. Close enough, in your book. Shrugging off that metaphysical quandary, you get your summoning equipment ready.

After finding an empty space and drawing out a circle in gunpowder and dog slobber, you do your best impersonation of church bells ringing and wait a few moments. One flash of smoke later, a group of small spirits appear.

"Not your best ringing, Verde," Joseph says.

"Ah, cut him slack, this is a pretty obvious rush job. I mean, gunpowder?" Ah, Francis, how you have not missed his condescension.

"If you two could let the man talk? I want to know what this is about," Ann cuts in, staving off what you know from experience would become an hours-long argument about whatever new grievances Francis and Joseph have with each other this time.

You nod your thanks to Ann and say, "I need you three to look through this city for any leads on where to find a statue called the 'Grand Canard.' It might be in the shape of a duck, and it definitely has some sort of magic power connected with the wind. There's already some of my crew-"

You wait for the congratulations on your promotion to finish before continuing. "Some of my crew is doing their own investigations, so try to avoid getting in their way if you can. I don't want to insult the women who picked those sailors for the job."

"And what's in it for us? You haven't paid us for anything since that time we did surveillance on that German woman," Ann asks.

"I don't think I paid you for that one," you tell her. Oh dear, your memory might be going.

"Different enough from the jobs we'd been getting at the time to be payment enough," she says, though the gleam in her eye makes you wonder if that's whole story. There had been a little less gold in that treasury than you expected.

"Right, well, I need you three on a more permanent basis for the foreseeable future, since me and the crew are going into treasure hunting business, so how does a share of the profits sound?"

The three take some time to discuss the proposal before Ann tells you "And summon women more often. I can't take hanging around these two exclusively any more."

You nod assent. That's no real hardship. So then Ann, Francis, and Joseph head off into the city while you decide to head into the docks and see what information you can get there. Upon entering, your eyes are soon greeted by the sight of Simon trying to calm down a man whose hand has somehow fused with a ship's hull. Simon catches sight of you and waves you over.

"Captain! This is my friend Martin. Can you help get his hand free? I couldn't do anything."

[] You're highly unqualified for this. Best not to accidentally make things worse.
[] Well, you can cut Martin's hand off and see if Susana can do something about the injury. Or just ask Susana what she can do before you resort to amputation.
[] Nathan might have an artifact that's useful for this situation.
[] You think there's a spirit who could help you. Maybe.
[] Write-in

GM Note: Just a heads-up, midterms season is starting for me, so updates this week and the next may be a bit irregular. Thank you for your patience.
 
Ace Doctoring
You do have a healer on the crew. Susana's probably willing to look this man over.

"I'll be right back with someone who can help," you say to Simon and his friend before leaving.

Fortunately, Susana is willing to see what she can do, though you think her main motive is curiosity more than anything. Still, showing her something interesting might buy you some goodwill, so you won't complain. After looking over the poor man for a few minutes, Susana produces one of her beetles from...somewhere and sets it on the man's wrist, where the insect starts to burrow into the flesh. You walk a small distance away and ignore the screams.

After a little while, the noise dies down, and Martin now has a stump that Susana is inspecting. She nods to herself and produces some substance you can't identify. Whatever it is, the stuff quickly turns Martin's bleeding stump into a not-bleeding stump. He'll need a prosthetic, no doubt, but there are certainly worse fates. Simon walks over to you with an unreadable expression on his face.

"Well, I suppose I should thank you, Captain, even if this wasn't what I was hoping for."

"You could thank me too, I did the operation," Susana says to him. How did she get over here so quickly?

"Thank you, Lady Susana, for helping my friend," Simon says. "I certainly owe you a debt."

"If I may," you interrupt. "I think you might want to leave your friend alone for a while, Simon. Amputation puts you out of sorts for a long time. He needs to recover."

Simon hesitates a moment before nodding curtly and heading back to the Joshua. Susana heads into the city a moment later, giving you a nod of her own as she leaves. Well, there went the middle of the day.

Now what?
[] Go back to the ship yourself, you doubt the rest of the day will be any more productive
[] Continue to hang around the docks and see what else might pop up
[] Go into San Agustin and see what there is to see
[] Write-in
 
Letting The Day Go By
At this point, you have no real desire to see what further inanities you might encounter, but you will take one for the team. And see what Susana's up to, maybe. She's not the personable type, so what could she be doing in the city? You decide to brave the depths of this den of iniquity.

After getting thoroughly drunk with Miriam and blacking out, you find yourself holding the reins of a large carriage, asking yourself how to work them. How did you get here? Not that it matters at the moment, you're on a collision course with a beautiful house. Good thing it's not yours, these horses aren't changing direction. You jump off and wait for the noise of the crash. There it is. You feel a little bad about the potential occupants of the carriage, but this isn't the first time something like this has happened to you.

The moon has come out now, so you take a moment to look at the sky. The sight of the stars never fails to make you happy. Anyway, time to decide how you're spending the night. You won't be leaving port for at least a few days, so you have a few options. Conveniently, you just noticed several interesting ways to avoid sleeping right in front of you!

[] There looks to be a pit fighting ring nearby. Taking part yourself or watching someone else fight are equally appealing right now.
[] Hey, another tavern. You're not blacked out, so you're not drunk enough.
[] A fancy rich person has come along. You feel like robbing someone.
[] Someone's piercing scream has split the air. Maybe you can be a hero and balance out the deaths you possibly just caused.
[] On second thought, you'll just head back to the ship and sleep. No need to cause more misery today.
 
Balancing The Scales
If somebody asked right now, you'd readily confess some lingering guilt about your activities earlier today. So it's impressive good luck that an opportunity to balance the scales has just come up. Someone just screamed, and that means someone's in trouble. You head in the direction of the noise and find a pair of muggers menacing a person whose features are distinctly unclear. How strange. You approached the scene from behind the muggers, so you knock their heads together and watch them collapse. You've always wanted to try that, and it is indeed satisfying. Right, best make sure the would-be victim is okay.

"You all right then?" you call out.

No answer. Must be frozen from the stress. Might as well continue being heroic and offer the poor fellow something nice to balance out the whole "nasty torment" thing. Rifling through the pockets of the muggers, you find a fair amount of money and what looks to be a map. Not that you can read it, but someone on your crew might know what it says. You'll be keeping that, the money can go to your frozen friend like you'd planned. You need to figure out what to do with this stiff, actually. No signs of life at all. It's starting to unnerve you.

[] Find somewhere safe-looking to deposit this person. You don't the first thing about who this is, after all.
[] Take them back to the Joshua. Safe enough place to deal with the matter.
[] See if you know any spirits who can help. Your contacts have a wide variety of skills.
[] Just leave them here. You have a mystery to solve.
[] Write-in
 
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