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

[X] Kingston, where your family lives. Generations of piracy and dealing with the spirits leads to more lore than you know what to do with.
[X] Write in: "The Rook"
[X] Interview the crew to see what improvements to the roster might be made
Justification:
For the location: Lore, Lore and yet more Lore, if you need to deal with magic, chances are you can probably find an old dusty tome there, vaguely describing your magic problem and giving you a solution that will no doubt curse you and your ship, sounds like fun.
For the name: Don't really have an preference on the ship, so I picked whatever.
For the Officers: While I would like to hold elections because it always helps if the officers are liked by the crew, I would rather have someone in charge who knows what the fuck they are doing instead of Bob, who happens to be everyone's best mate who enjoys getting pissed on the weekend, and on the weekdays and in both the Morning and Afternoon.

EDIT: Changed the location
 
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[X] San Agustin, where all manner of strange things happen. The inhabitants have become experts in the unusual out of necessity.
[X] Joshua
[X] Interview the crew to see what improvements to the roster might be made
 
[X] Kingston, where your family lives. Generations of piracy and dealing with the spirits leads to more lore than you know what to do with.
 
[X] San Agustin, where all manner of strange things happen. The inhabitants have become experts in the unusual out of necessity.
[X] The Sea Wolf
[X] Interview the crew to see what improvements to the roster might be made
 
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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[X] Simon
[X] Naomi
[X] Miriam
[X] Johannes
[X] Cranston
[X] Sarah
 
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Is there any chance that magical shenanigans might be influencing our senses or perception when it comes to Simon?

[] 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.

[X] plan sparrow

[X] Simon
[X] Michael
[X] Miriam
[X] Leah
[X] Susana
[X] Sarah
 
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[X] plan sparrow

[X] Simon
[X] Michael
[X] Miriam
[X] Leah
[X] Susana
[X] Sarah

Naomi is our helar
 
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Changed my mind to plan sparrow.

People were dropping dead like flies in the Carribean in those days.

Seriously, shit was terrible. And I should've known better than to completely miss that.
 
[X] 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.
[X] 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.
[X] 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.
[X] 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.
[X] 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.
[X] Sarah: A decisive and foresighted woman. Unfortunately lacking in tact or persuasive ability. A better adviser than leader, you think.
 
You realize that when I said Naomi has "clerical duties" I meant that she's basically a clergywoman? Not a DnD-style cleric. She can't heal people other than basic first aid, maybe. Susana's a healer. Just in case that info changes anyone's vote, I'm gonna wait a few hours before closing the voting period. Sorry for not clarifying this sooner!
 
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
 
[X] Go join in on the hunt for leads yourself. Getting something done right means doing it yourself, after all.

We can ask the local spirits too!
 
[X] Go join in on the hunt for leads yourself. Getting something done right means doing it yourself, after all.
 
[X] Go join in the hunt for leads yourself. Getting something done right means doing it yourself, after all.

Can't get the staff these days
 
[X] Go make nice with Susana. She seems to have an issue with you, and that's not good.
 
[x] Go find an alligator to tame. You have a whole list of names ready!

-having a pet sounds nice!
 
[X] Go join in on the hunt for leads yourself. Getting something done right means doing it yourself, after all.
 
[X] Go make nice with Susana. She seems to have an issue with you, and that's not good
 
[X] Go join in the hunt for leads yourself. Getting something done right means doing it yourself, after all.
 
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