Yo Ho, All Hands
The open ocean is a battleground. The British government is fully at war with multiple factions of pirates at one time. Due to their guerilla tactics, occult knowledge, and in large part their cunning the pirates have put up quite a fight against the greatest Navy the world has ever known. This is even with the help of the highly skilled witch hunters known as Bishops, whom answer directly to the queen. All ordained by the Church of England, each experienced exorcists and witch hunters in their own right. Now they are a unified front guiding the British Navy in eradicating the forces of Satan which have taken refuse under the floating flag of piracy.
Anyone foolish enough to listen to barroom rumors may believe pirates fight for freedom, or something as outlandish as democracy. However, the stories of the atrocities they commit at sea should be plenty to discourage any young man or woman from seeking out a recruiter from the shadows. If that weren't enough, the loss of one's immortal soul should dissuade thee, no? If you still believe there's a life outside of the king's rule, then so be it. You'll have to swear allegiance to a pirate lord, and you likely won't have your pick. They'll snatch you up into their war, or leave you trailing behind the boat as bait for sharks to feed their fleets with.
Hoist the Colors High
![](https://th.bing.com/th/id/OIG1.6iyA.JxJw3BXS2YPwdDR?dpr=2.6&pid=ImgDetMain)
The Sea Witch Veronica Boudreaux commands a true loyal cult of a crew. They are the most fitting the description of devil worshipers, though their only goddess is Veronica herself. Members of her fleet carve runes into their skin, take part in ritual sacrifices (usually using captured enemies, but occasionally themselves) and are known to be the most bloodthirsty during raids. To see their black flag waiving a pentagram is to accept one's death, it's said. This reputations is only made worse by the fact that the British Navy has yet to best them in a large scale engagement. Twice they've suffered severe losses and given up ground in the Caribbean thanks to Veronica's devotees.
Yet, occasionally you will hear the British sink a line ship or fend off a raiding party. Every time, Veronica's sailors die to the last man. Some runes seem to induce suicide on command, even when one is captured alive. What dark secrets could possibly be worth protecting that closely?
Heave, Ho, Thieves, and Beggars
![](https://th.bing.com/th/id/OIG1.AYQQMIm9wcR2ZD4Sni.k?dpr=2.6&pid=ImgDetMain)
William Kidd is the leader of the Republic of Pirates whom have their base in Nassau. These vagabonds and miscreants are the closest to the ideals that the pirates so often preach. Though they have their fair share of squabbles between them, they have managed to keep their band together despite regular defeats from the British. Their arcane power is nothing compared to the Sea Witch's cult, but Kidd Himself is said to have powers of foresight that even surpass Veronica's. Perhaps this is why when the Republic and the Sea Cult have clashed, the Republic has muddled through with few losses. All in all they may only be a thorn in the side of the British Government who's good at making money via crime, but they remain the Navy's number two targets nonetheless. Perhaps because if they stand a chance at wiping anyone out in a timely manner, it's the plucky little Republic.
Though it is only the second most profitable of the three pirate nations, most common folk looking to start a life of piracy come to one of their fleets. That is, the fleets of Anne Bonny, "Calico," Jack Rackham, or William Kidd himself. "The Three Dukes," they're called, and they offer the most honest deal. Any crew member may quit at any time without fear of repercussions. Each man gets one share of any loot gained, save for the quartermaster, doctor, and Captain who all get 1.5 shares. This means a sailor has the best chance to make a living under the Republic, and get out alive.
Never Shall We Die
![](https://th.bing.com/th/id/OIG4._vQS0iJMSi8X7a1vcEY9?dpr=2.6&pid=ImgDetMain)
Then, of course, there's Blackbeard himself. The only Pirate Lord who has an unbroken winning streak against the Empire. After the first three engagements with the navy, Blackbeard spent huge portions of gold on buying out the most talented battle mages in Europe. The most destructive elemental mages, the deadliest necromancers (not already employed by Veronica, of course), and then he spent the rest of his coffers on the toughest sell swords from any nation. Fencers, descendants of knightly houses, eastern swordsmen, and even assassins line his decks. If any of the pirate nations can truly be called a Navy in it's own right, it is Blackbeard's fleet. Now that he has this winning streak going, he's more than made his money back on that investment. One would expect the most brutal and money hungry of all pirates to have something big planned on the horizon.
The open ocean is a battleground. The British government is fully at war with multiple factions of pirates at one time. Due to their guerilla tactics, occult knowledge, and in large part their cunning the pirates have put up quite a fight against the greatest Navy the world has ever known. This is even with the help of the highly skilled witch hunters known as Bishops, whom answer directly to the queen. All ordained by the Church of England, each experienced exorcists and witch hunters in their own right. Now they are a unified front guiding the British Navy in eradicating the forces of Satan which have taken refuse under the floating flag of piracy.
Anyone foolish enough to listen to barroom rumors may believe pirates fight for freedom, or something as outlandish as democracy. However, the stories of the atrocities they commit at sea should be plenty to discourage any young man or woman from seeking out a recruiter from the shadows. If that weren't enough, the loss of one's immortal soul should dissuade thee, no? If you still believe there's a life outside of the king's rule, then so be it. You'll have to swear allegiance to a pirate lord, and you likely won't have your pick. They'll snatch you up into their war, or leave you trailing behind the boat as bait for sharks to feed their fleets with.
Hoist the Colors High
The Sea Witch Veronica Boudreaux commands a true loyal cult of a crew. They are the most fitting the description of devil worshipers, though their only goddess is Veronica herself. Members of her fleet carve runes into their skin, take part in ritual sacrifices (usually using captured enemies, but occasionally themselves) and are known to be the most bloodthirsty during raids. To see their black flag waiving a pentagram is to accept one's death, it's said. This reputations is only made worse by the fact that the British Navy has yet to best them in a large scale engagement. Twice they've suffered severe losses and given up ground in the Caribbean thanks to Veronica's devotees.
Yet, occasionally you will hear the British sink a line ship or fend off a raiding party. Every time, Veronica's sailors die to the last man. Some runes seem to induce suicide on command, even when one is captured alive. What dark secrets could possibly be worth protecting that closely?
Heave, Ho, Thieves, and Beggars
William Kidd is the leader of the Republic of Pirates whom have their base in Nassau. These vagabonds and miscreants are the closest to the ideals that the pirates so often preach. Though they have their fair share of squabbles between them, they have managed to keep their band together despite regular defeats from the British. Their arcane power is nothing compared to the Sea Witch's cult, but Kidd Himself is said to have powers of foresight that even surpass Veronica's. Perhaps this is why when the Republic and the Sea Cult have clashed, the Republic has muddled through with few losses. All in all they may only be a thorn in the side of the British Government who's good at making money via crime, but they remain the Navy's number two targets nonetheless. Perhaps because if they stand a chance at wiping anyone out in a timely manner, it's the plucky little Republic.
Though it is only the second most profitable of the three pirate nations, most common folk looking to start a life of piracy come to one of their fleets. That is, the fleets of Anne Bonny, "Calico," Jack Rackham, or William Kidd himself. "The Three Dukes," they're called, and they offer the most honest deal. Any crew member may quit at any time without fear of repercussions. Each man gets one share of any loot gained, save for the quartermaster, doctor, and Captain who all get 1.5 shares. This means a sailor has the best chance to make a living under the Republic, and get out alive.
Never Shall We Die
Then, of course, there's Blackbeard himself. The only Pirate Lord who has an unbroken winning streak against the Empire. After the first three engagements with the navy, Blackbeard spent huge portions of gold on buying out the most talented battle mages in Europe. The most destructive elemental mages, the deadliest necromancers (not already employed by Veronica, of course), and then he spent the rest of his coffers on the toughest sell swords from any nation. Fencers, descendants of knightly houses, eastern swordsmen, and even assassins line his decks. If any of the pirate nations can truly be called a Navy in it's own right, it is Blackbeard's fleet. Now that he has this winning streak going, he's more than made his money back on that investment. One would expect the most brutal and money hungry of all pirates to have something big planned on the horizon.
You just read the overall backdrop for a pirate roleplay in a world where witchcraft is very real, and commonplace amongst outlaws! Due to witch hunts which have lasted for centuries since the middle ages, witches have long delt with criminals and the underprivileged. Hid and operated amongst them. So with the rise of piracy has also come a new place for voodoo, paganism, witchcraft, Wicca, those with psychic powers, and all manner of demi humans to flourish freely outside the religious rule of the British empire. It is my attempt to combine certain portions of DND fantasy, classic occult fiction, and pirates of the carribean-like adventure! I do hope it sparks something creative within you, and you'll join us as we sail!
My last idea, titled The Spirit Guardian Championship, was admittedly a little hard to follow. And half baked with not a full character sheet. I've tried to do my due diligence this time. Any questions I haven't answered, please ask below! I will be active now less than three days a week for a few hours to post and moderate the overall roleplay. With your help, I hope we can go several chapters and keep turning up the power scale!
As you probably noticed, historical accuracy is laughable at this point. The names I listed which do have basis in history likely did not sail at the same times, and Blackbeard wasn't active AT ALL until the early 1700s. We are merely using the infamy of their names and caricatures to impose certain themes upon the plot. Any historical references from around the 16th and 17th century is basically fair game, as long as it doesn't leave the bounds of black powder and sextants technology wise! This includes possible travelers from other continents finding their way to the Atlantic Ocean (somehow? Go wild!)
On Blackbeard specifically, imagine if all the rumors and persona he spent so much time building up were all true! What if he was the most fearsome, cold hearted, bloodthirsty, battle crazed warmonger they all believed him to be? That's this Blackbeard. Mind you, he still isn't stupid and he still doesn't act without a purpose. He is simply the most active in targeting and destroying the British Navy. Maybe he's right.
You can expect the main plot to involve the war between pirates and the British. Of course, a pirate crew is going to be doing quite a bit of side questing to wherever there's gold! This may involve: cursed islands, monster hunting, ancient ruins, rival pirate crews, robbing merchant ships from many different nations, and anything else fantastical that fits in at sea. The power level is going to start relatively low with lots of room for growth! More explained in the character sheet section.
My last idea, titled The Spirit Guardian Championship, was admittedly a little hard to follow. And half baked with not a full character sheet. I've tried to do my due diligence this time. Any questions I haven't answered, please ask below! I will be active now less than three days a week for a few hours to post and moderate the overall roleplay. With your help, I hope we can go several chapters and keep turning up the power scale!
As you probably noticed, historical accuracy is laughable at this point. The names I listed which do have basis in history likely did not sail at the same times, and Blackbeard wasn't active AT ALL until the early 1700s. We are merely using the infamy of their names and caricatures to impose certain themes upon the plot. Any historical references from around the 16th and 17th century is basically fair game, as long as it doesn't leave the bounds of black powder and sextants technology wise! This includes possible travelers from other continents finding their way to the Atlantic Ocean (somehow? Go wild!)
On Blackbeard specifically, imagine if all the rumors and persona he spent so much time building up were all true! What if he was the most fearsome, cold hearted, bloodthirsty, battle crazed warmonger they all believed him to be? That's this Blackbeard. Mind you, he still isn't stupid and he still doesn't act without a purpose. He is simply the most active in targeting and destroying the British Navy. Maybe he's right.
You can expect the main plot to involve the war between pirates and the British. Of course, a pirate crew is going to be doing quite a bit of side questing to wherever there's gold! This may involve: cursed islands, monster hunting, ancient ruins, rival pirate crews, robbing merchant ships from many different nations, and anything else fantastical that fits in at sea. The power level is going to start relatively low with lots of room for growth! More explained in the character sheet section.
YOU my dear player will be acting the role of a vagabond or ne'er-do-well who for one reason or another finds themselves in Liverpool. In an illegal pirate bar known as "The Galley," though there's no sign to tell you so. Here, a known pirate by the name of James Monroe is recruiting for a crew. His sloop is docked and leaving in the morning, but no one has heard word about how exactly one gains entrance. There's no telling which of the pirate lords he swears allegiance to, either, until you join. (Though it's probably Kidd or Blackbeard, considering the lack of cult scars) There's nothing left to do except show up, at that point. That, and hope whatever the entrance requirements to a pirate crew are don't break you before you've set sail.
Name: James Nathaniel Monroe
Age: 26
Occupation: Captain
Height: 6'2"
Weight: 180lbs
Appearance: James likes to hang loose clothing over his long and muscular frame. Better to be unassuming than show off the dense muscles years of work and fighting have sculpted for him. He has long curly uncombed hair, and a scruffy beard. Otherwise he looks like any other handsome bugger in England.
James is a drifter like the rest of them. At fifteen he became a cabin boy in a privateering ship. Then, when the privateer work died off and so many of those ships became pirate ships, the choice to transition into the life was made for him. Life at sea, specifically stealing and killing, has been all he's ever known. Now at 26 it seems rather impossible to him to pick up a trade, apprentice under a blacksmith or leather worker. No, what would be the point?
Instead he'll stay on this path until he reaches the horizon. Maybe whatever's there will be worth it. Maybe his life will be cut short. One thing he's always known: it's the ocean he loves. It was what attracted him to the job in the first place. The chance to go anywhere except the old port of Liverpool. A ship is a ticket to freedom. Every sailor feels this and knows it. Since he first set foot in one the wooden planks have felt more welcoming than any cobblestone street or forest path.
For a time James stayed on his original ship. Under a man named Jefferson. One day they lost a proper sea battle to Veronica's own ship of which she was already captain. It was unclear why they had attacked, but before they all knew it they were being given the choice. Join today or sail away with their lives but no loot. James chose to join after seeing Veronica's supernatural prowess. This was before she demanded a religious commitment from her crew, and James enjoyed his time there at least as much as he enjoyed his first job. Veronica even informed him he had occult talent. He had apparently inherited druidic blood on his mother's side. Which made sense considering she was Irish. This led to his development in Biomancy. Though he uses it in certain gruesome ways specialized for combat, that portion of magic is actually of the Life Domain.
Now, Captain Kidd has gifted him with a sloop of his own. It was Kidd who taught him what piracy really is. Really, piracy is a rebellion. Against the government, against the gods, against one's own life circumstances. It is not only a means to make money, though it can be quite good at that if you're clever, piracy is what a person does when the whole world has fucked them over and they want to tell it right back to go fuck itself.
So with this spirit he's recruiting. James doesn't necessarily believe himself to be a "captain-ly," individual. He doesn't believe he particularly deserves the job. He does, however have the experience. Really, he learned from Kidd, a Captain's job should be to lead the crew in battle and mediate disagreements. Maybe come up with a good plan or two to decide who to rob. Other than that, the whole crew should be equal.
Kidd is a bit more sympathetic, but James believes the way Veronica and Blackbeard do piracy gives them all a bad name. The English papers can call them all cold blooded murderers because of their body counts. James sees himself and the Republic as the greatest band of thieves ever assembled. He intends to make sure the world knows that one day.
Instead he'll stay on this path until he reaches the horizon. Maybe whatever's there will be worth it. Maybe his life will be cut short. One thing he's always known: it's the ocean he loves. It was what attracted him to the job in the first place. The chance to go anywhere except the old port of Liverpool. A ship is a ticket to freedom. Every sailor feels this and knows it. Since he first set foot in one the wooden planks have felt more welcoming than any cobblestone street or forest path.
For a time James stayed on his original ship. Under a man named Jefferson. One day they lost a proper sea battle to Veronica's own ship of which she was already captain. It was unclear why they had attacked, but before they all knew it they were being given the choice. Join today or sail away with their lives but no loot. James chose to join after seeing Veronica's supernatural prowess. This was before she demanded a religious commitment from her crew, and James enjoyed his time there at least as much as he enjoyed his first job. Veronica even informed him he had occult talent. He had apparently inherited druidic blood on his mother's side. Which made sense considering she was Irish. This led to his development in Biomancy. Though he uses it in certain gruesome ways specialized for combat, that portion of magic is actually of the Life Domain.
Now, Captain Kidd has gifted him with a sloop of his own. It was Kidd who taught him what piracy really is. Really, piracy is a rebellion. Against the government, against the gods, against one's own life circumstances. It is not only a means to make money, though it can be quite good at that if you're clever, piracy is what a person does when the whole world has fucked them over and they want to tell it right back to go fuck itself.
So with this spirit he's recruiting. James doesn't necessarily believe himself to be a "captain-ly," individual. He doesn't believe he particularly deserves the job. He does, however have the experience. Really, he learned from Kidd, a Captain's job should be to lead the crew in battle and mediate disagreements. Maybe come up with a good plan or two to decide who to rob. Other than that, the whole crew should be equal.
Kidd is a bit more sympathetic, but James believes the way Veronica and Blackbeard do piracy gives them all a bad name. The English papers can call them all cold blooded murderers because of their body counts. James sees himself and the Republic as the greatest band of thieves ever assembled. He intends to make sure the world knows that one day.
James is a balance between strength, speed, and technique. He hits hard enough to do serious damage to a bigger opponent, is fast enough to keep up with a smaller one, and talented enough to take on smarter or more versatile enemies. This of course means he'll never win a straight contest against a specialist. He must choose which skill to apply to which situation in order to succeed.
He likes to train with many different kinds of weaponry, really any he can get his hands on. In this way he has become a true jack of all trades. He is proficient with rifles, pistols, blunderbuss, large and small cutlasses, batons, daggers, and has even spent some time fencing. Every once in a while a French sailor makes their way onto a pirate deck.
Unarmed, James quite likes wrestling the way the Greeks and Romans did it. He finds it useful for incapacitating and restraining an opponent, so that they can no longer hit you.
He likes to train with many different kinds of weaponry, really any he can get his hands on. In this way he has become a true jack of all trades. He is proficient with rifles, pistols, blunderbuss, large and small cutlasses, batons, daggers, and has even spent some time fencing. Every once in a while a French sailor makes their way onto a pirate deck.
Unarmed, James quite likes wrestling the way the Greeks and Romans did it. He finds it useful for incapacitating and restraining an opponent, so that they can no longer hit you.
Flintlock Pistol × 2: slightly extended barrel for accuracy and range. Sanded grip for comfort.
Light single handed Cutlass. Standard cup hand guard. 3.5 foot blade.
Light single handed Cutlass. Standard cup hand guard. 3.5 foot blade.
Magic Type: Biomancy
Basic Effects: James's spell work allows him to absorb and produce organic material at will. This could be weapons or other intricate shape made of bone, extra limbs, even copying the organs of other living creatures. Both magical and natural. Poison sacs, gills, jagged teeth, night vision, anything nature has created is at his disposal. When it comes to magical beasts, he must first come into contact with said animal before he can reproduce it's anatomy.
The cost to casting spells in this style is the organic material must come from somewhere. Plant material will do in a pinch, but animals (and people) do much better for when large mass is needed. A bit of blood won't do, either. To create a venom sack and fangs in his mouth, he would need to absorb an entire rat, for example. He can store an amount of organic material within his body equivalent to his own body weight, and usually does so at all times to be ready for an engagement.
Advanced Spells:
Touch of Entropy: though this is technically a basic effect of his powers, it can be quite effective in combat. Touching an enemy begins absorbing their flesh at the point of combat. It takes only moments of grabbing a wrist for his fingers to reach bone. Best to pull away one's hand immediately.
Nature's Tax: a healing spell of sorts. This ability allows James to regenerate his flesh and organs as long as he has the organic material to replace what was lost. He cannot use this power if his brain or heart stop working, or if he loses consciousness.
Osseus Platemail: James generates a suit of armored plates made from bone. Of course it is not seamless to allow for movement, and is very similar to Knight's armor in many respects. The difference being to get out of it it must be reabsorbed. The gaps in the armor can be taken advantage of the same with a thin sword. This ability would use all of James's reserves if there is no other organic material around. It is strong enough to block musket fire, and maybe one canon ball without shattering.
Beast Form: inspired by a werewolf crew mate he once knew, James designed his own beast form using his powers of generation. It is a creature the size of a Clydesdale. This of course means it takes much more organic material than the Osseus armor. It is semi-bipedal, with massive claws and fangs. The piles of muscle it has can snap a mast in half if it charged at it. The bony spines on its back are pointed and sharp. Even it's senses are superb. The nose of a hounded, ears of a bat, and the thing even has sets of gills and lungs. The only thing it can't do is regenerate since so much energy is used in it's creation, James is left exhausted afterwards.
![](https://th.bing.com/th/id/OIG3.sF0xHLpdliV7O_e7KlFc?dpr=2.6&pid=ImgDetMain)
(All of James's abilities use mana in addition to the organic material cost)
Basic Effects: James's spell work allows him to absorb and produce organic material at will. This could be weapons or other intricate shape made of bone, extra limbs, even copying the organs of other living creatures. Both magical and natural. Poison sacs, gills, jagged teeth, night vision, anything nature has created is at his disposal. When it comes to magical beasts, he must first come into contact with said animal before he can reproduce it's anatomy.
The cost to casting spells in this style is the organic material must come from somewhere. Plant material will do in a pinch, but animals (and people) do much better for when large mass is needed. A bit of blood won't do, either. To create a venom sack and fangs in his mouth, he would need to absorb an entire rat, for example. He can store an amount of organic material within his body equivalent to his own body weight, and usually does so at all times to be ready for an engagement.
Advanced Spells:
Touch of Entropy: though this is technically a basic effect of his powers, it can be quite effective in combat. Touching an enemy begins absorbing their flesh at the point of combat. It takes only moments of grabbing a wrist for his fingers to reach bone. Best to pull away one's hand immediately.
Nature's Tax: a healing spell of sorts. This ability allows James to regenerate his flesh and organs as long as he has the organic material to replace what was lost. He cannot use this power if his brain or heart stop working, or if he loses consciousness.
Osseus Platemail: James generates a suit of armored plates made from bone. Of course it is not seamless to allow for movement, and is very similar to Knight's armor in many respects. The difference being to get out of it it must be reabsorbed. The gaps in the armor can be taken advantage of the same with a thin sword. This ability would use all of James's reserves if there is no other organic material around. It is strong enough to block musket fire, and maybe one canon ball without shattering.
Beast Form: inspired by a werewolf crew mate he once knew, James designed his own beast form using his powers of generation. It is a creature the size of a Clydesdale. This of course means it takes much more organic material than the Osseus armor. It is semi-bipedal, with massive claws and fangs. The piles of muscle it has can snap a mast in half if it charged at it. The bony spines on its back are pointed and sharp. Even it's senses are superb. The nose of a hounded, ears of a bat, and the thing even has sets of gills and lungs. The only thing it can't do is regenerate since so much energy is used in it's creation, James is left exhausted afterwards.
(All of James's abilities use mana in addition to the organic material cost)