Pirates
From World of Kralis
Through out the world there are individuals that thrive off the wealth of others: thieves, beggars, cutpurses, burglars, bandits but there is none greater than those that hunt the great seas and the vast openness of the sky: pirates. Piracy is of course the robbing of ships (both sea-going and air-going vessels) or attacking coastal villages and cities.
The world of Kralis is awash in piracy as there are numerous seas, both inner and outer, and the wide open sky above the land. Each of the various seas (Sea of Ithangar, The Blood Sea, Sea of Tarn, Sea of Tears, Sea of Magnara, Sea of Dragons) are home to many pirates. The most notorious islands, the Isles of Morghal, ( in the Sea of Ithangar) are the most well known by those that hunt pirates and those that seek to become a part of their ilk. Another well known piracy alcove are the Isles of Dread in the Bay of Sorrows in the Sea of Tears.
While piracy deals with robbery of vessels or attack of coastal locations, there are, however, several different definitions of piracy. There are three types of "pirates". There are the "true" pirates that rob ships for personal gain, they are infamous for robbing ships, sinking them and hoarding the valuables that they have plundered. They move their ill-gotten goods through thieves guilds and other fences at various ports. These types of pirates are often cold hearted killers, killing all those aboard, or making them "walk the plank". Very few will allow sailors of "conquered" ships to live, those that do are often sold it slavery or forced into working on the pirate ships.
There are pirate-raiders that attack and terrorize coastal villages and cities, plundering them quickly while the city guard is at a disadvantage, and fleeing to sea. They rely on strong, able bodied warriors more than competent sailors. Often these ships are a part of a pirate-lords armada. They kill, ravage, and raze their targets spreading fear amongst all the cities and towns of the various coasts.
Finally, there are the "honorable" pirates, these are privateers that raid on the request of one government or another. They generally target pirate coves or targets owned by other governments. Privateers are considered "legal" when they are in the home waters (those waters that can be protected by the nation's own ships) and pirates beyond these waters. Most privateers posses letters of marque indicating their legitimacy within home home waters. As long as these "privateers" do the bidding of their chosen monarch, then they enjoy the protection of that government. If they attack the shipping of their national government or fail to provide the country with a share of their profits, then all legal protection under the letters of marque are removed, and they are declared pirates that find themselves with a price on their head and are denied access to the various ports that they use to sell their plunder.
Privateering is governed by an internationally recognized set of rules, which means at least in theory that if they are caught by other nations, performing acts of piracy, they are considered enemy combatants rather than a pirate. This include Empire of Resha, Duchy of Mashrapur, Empire of Rinsha Adynshra, Barony of Michan, and the Kingdom of Nazhryn. Yet, the Duchy of Mashrapur, the States of Kraz Nal Tyr and the Haaran Empire of western Kralis and the Kingdom of Nashatras, and Lathia of eastern Kralis do not observe these "niceties", treating any one that behaves like a pirate as a pirate.
Runnin' A Pirate Ship
There is a great deal to running a ship in general and this is the same as running a pirate ship. Most privateer and illegal pirate ships tend to arrive by night, leave by night and load or unload their holds during the night as well.
Once a pirate or privateer ships has set sail the captain will make for a small inlet or such in order to put forth the laws and formalities of the ship.
First the "presumed" captain will call forth for a vote of confidence in himself as captain of the vessel. It is at this time and no other a "presumed" captain maybe challenged for the position by another member of fit quality and has the backing of the rest of the crew. This is not considered a mutiny. The "presumed" captain and the challenger may each then state their cases as to why they should be the captain for the voyage. In general, these are settled with a vote by the crew, and tends to go the way of the "presumed" captain as he or she tends to be the person that has gathered the officers, is using his own ship and has somehow paid for all the supplies for the voyage. Challengers are generally voted down and left as a crewhand, but many times especially vengeful captains may have the interloper and challenger left a drift near an island with pistol with one shot and a cask of rum, other times they are through overboard, and still others they are keelhauled.
Second, the newly voted captain states the rules of the voyage (see below). These tend to be the usual rules at and an aye vote is called for.
Thirdly, the captain then explains the division of the booty.
Finally, the captain makes his speech of his and the crews intentions upon the voyage, which tend to always be to raid, plunder, and leave no foe alive or capture all foes for a bounty to be paid by slavers, kings, or governors of port cities or colonies.
Pirate Code
While nearly all pirates have a small personal code that they follow, there is a unifying Pirate's Code, as written by the Court of Pirates, and was authored by Sweeney and Teach hundreds of years ago. Since then it has been adopted by every pirate, and often privateers.
It is a long list of rules on how pirates are expected to behave and is meant to promote limited cooperation among pirates and to protect the acts of piracy in general. It is based on agreements and the running of the business of piracy.
- All adherents of the Code pledge to be bound together as a brotherhood of pirates, sharing alike in one's fortunes and troubles. Every member shall have an equal vote in the affairs of the moment and equal share of the provisions or strong liqueurs.
- Every pirate shall obey the Code. Anyone who fails shall be marooned on a desert island, and left ashore with a loaf of bread or hardtack, a bottle of water, and a pistol with one load.
- The captain of a ship is to be elected by a majority vote of its crew. If any time a crew, with sufficient evidence, finds their captain to be lacking in ability or offensive in nature, a new captain may be freely elected amongst the ship's members. The captain shall be made aware of the situation and will graciously step aside, assuming another position on the crew. Failure to follow this procedure will be deemed mutiny.
- Any pirate who has suffered an injury from pillaging, plundering, hijacking, swashbuckling, or other pirate duties shall receive compensation for the wound from common stock.
- Every pirate shall obey civil Command; the Captain shall have one full share and a half in all Prizes; the Master, Carpenter, Boatswain and Gunner shall have one Share and quarter.
- If any pirate shall offer to run away, or keep any Secret from the Company, he shall be marooned with one Bottle of Powder, one Bottle of Water, one small Arm and shot.
- Every member shall have an equal share of fresh provisions, however they may be acquired, and may take pleasure in such provisions at will, except in times of scarcity. Until said scarcity is voted over, it is necessary for the common good of the crew to adhere to rations. Anyone who takes more than his equal share of provisions at any time shall be marooned. Any Pirate susceptible of eating any foodstuff rendered pernicious shall see the ship surgeon post haste.
- Each man shall keep his weapon, whether it be a cutlass, sword, pistol, or other piece, clean at all times and ready for action.
- If a pirate is the first to locate a prize and should find among this plunder a weapon that is better than his own, he may take it as his own. The rest of the items will be chosen in turn with the captain first, master second, and so forth in seniority. Ship's musicians may lay claim to any instruments found among the spoils.
- No pirate shall strike another while on board the ship. In the event of such an occurrence, the quarrel shall be resolved on the shore by a pistol, sword, or in another agreed upon manner as deemed by the captain. Limbs or other body parts lost in duel are not to be compensated as those lost in battle.
- Lights and candles must be snuffed out of eight o'clock. If any man desires to drink after such time, he shall do so on the open deck without lights.
- Every member of the crew shall be allowed a shift of clothes. These may be obtained by plundering, stealing, or borrowing.
- If a pirate is captured by an enemy ship, he has the right to declare parlay, or temporary protection, until he may have an audience with the enemy captain. At this point, he cannot be harmed. Parlay is not considered concluded until said captives and captains have completed negotiations.
- The captain shall have 13 shares of a prize. The quartermaster shall have seven shares. The ship healer shall have one-and-one-half shares. The master gunner, carpenter, sailmaker, and boatswain shall receive one-and-one-quarter shares. All others shall have one share each. The company may vote to temporarily withhold the cook's share should his food kill a shipmate.
- He who falls behind shall be left behind.
- Take what you can, give nothing back.
- Compensation shall be as follows, in pieces of silver:
- Loss of right arm: 600
- Loss of left arm: 500
- Loss of right leg: 400
- Loss of left leg: 300
- Loss of right foot: 200
- Loss of left foot: 150
- Loss of eye: 200
- Loss of ear: 30
- Loss of finger: 50
- Trigger finger: 100
- Little finger: Life be cruel, mate
- Head: A watery place to rest at the most.
In the event of the loss of a limb, the ship healer or carpenter may be able to restore lost appendages with what around. Spare planks or other miscellaneous items found on board may be rigged as a makeshift prosthetic. If injury is debilitating to the point of preventing a pirate from performing his duties as an able-bodied seaman, the quartermaster will provide a new assignment. Replacement limbs lost on duty should be compensated at no less than half-cost of natural limbs.
Pirate Phrases
Accord - A settlement or compromise of conflicting opinions.
Ahoy - An interjection used to hail a ship or a person, or to attract attention.
Avast - Used as a command to stop or desist; to demand attention.
Aye - Agreement or acknowledgement; yes.
Barter - To trade goods or services without the exchange of money.
Becalmed - The state of a sailing vessel which cannot move due to a lack of wind.
Belay - (1) To secure or make fast (a rope, for example) by winding on a cleat or pin. (2) To stop, most often used as a command.
Berth - A space for a ship to dock or anchor.
Bilge rat - (1) A rat living in the bilge of a ship. It is considered the lowliest creature by pirates, but many pirates take to eating the animals to survive. (2) An insulting name given by a pirate.
Black Spot - A black smudge on a piece of paper used by pirates as a threat. A black spot is often accompanied by a written message specifying the threat. Most often a black spot represents a death threat.
Blighter - A fellow, especially one held in low esteem.
Boatswain (also bosn or bosun) - A warrant officer or petty officer on a merchant ship who is in charge of the ships rigging, anchors, cables, and deck crew.
Bonny Lass - A pretty young girl or sweetheart.
Bring a spring upon her cable - To come around in a different direction.
Buccaneer - heavy drinking, cruel pirates.
Bucko - A familiar term meaning friend.
Come About - To bring the ship full way around in the wind. Used in general while sailing into the wind, but also used to indicate a swing back into the enemy in combat.
Commandeer - To take arbitrarily or by force.
Coxswain - A person who usually steers a ship's boat and has charge of its crew.
Crack Jenny’s tea cup - To spend the night in a house of ill repute.
Crimp or to Morghai - To procure (sailors or soldiers) by trickery or coercion, or one who crimps.
Davy Jones' Locker - The bottom of the ocean. To send someone to Davy Jones' Locker is to send them to a watery grave.
Eunuch - A man or boy whose testes are non-functioning or have been removed. An ineffectual, powerless, or unmasculine man.
Furl - To roll up and secure, especially a ship’s sail.
Give no quarter - The refusal to spare lives of an opponent. Pirates raise a red flag to threaten no quarter will be given.
Handsomely - Quickly or carefully; in a shipshape style.
Hearties - Comrade; good fellow; a term of familiar address and fellowship among sailors.
Heave to - An interjection meaning to come to a halt.
Hornswaggle - To cheat.
Interloper - One that trespasses on a trade monopoly, as by conducting unauthorized trade in an area designated to a chartered company; a ship used in unauthorized trade.
Jack Ketch - The hangman. To dance with Jack Ketch is to hang.
Jack Tar - A sailor.
Keelhaul - To punish someone by dragging them under a ship, across the keel, until near-death or death.
Letter of marque - A document given to a sailor (privateer) giving him amnesty from piracy laws as long as the ships plunders are of an enemy nation. A large portion of the pirates begin as privateers with this symbol of legitimacy. The earnings of a privateer are significantly better than any of a soldier at sea. Letters of marque aren't always honored, however, even by the government that issues them. Captain Kidd had letters of marque and his own country hanged him anyway.
Loaded to the gunwalls - To be drunk.
Love - A term of endearment.
Maroon - To intentionally abandon on a deserted island with nothing but a pistol and a single shot.
Mate(y) - A name to address someone as a good chum.
Mettle - Courage and fortitude; spirit.
Morghaid - The practice of conscripting men as sailors by coercive techniques such as trickery, intimidation, or violence.
Mutiny - Open rebellion against constituted authority, especially rebellion of sailors against superior officers.
No prey, no pay - A common pirate law meaning a crew received no wages, but rather shared whatever loot was taken.
Onesies - Oneself. To be "all by my onesies" is to be "all be myself".
Parley - A right outlined in the code of the brethren whereby an adversary may demand to be taken to the captain unharmed.
Pilfer - To steal or filch.
Plunder - (noun) Property stolen by fraud or force; booty.
Poppet - A darling.
Pressgang - A company of men commissioned to force men into service such as on a vessel, specifically a pirate ship.
Raise the colors - To raise, specifically a ship’s flag as a signal of attack.
Rape, Pillage & Plunder - Most common actions associated with pirates; phrase used to describe a pirate's way of life.
Robert's your uncle/Fanny's your aunt - All will be well; simple as that.
Rope’s end - Another term for being flogged.
Rudder - A vertically hinged plate of metal, fiberglass, or wood mounted at the stern of a ship or boat for directing its course.
Run a rig - To play a trick.
Run a shot across the bow - A command to fire a warning shot.
Sail ho! - An exclamation meaning another ship is in view. The sail, of course, is the first part of a ship visible over the horizon.
Save - With the exception of; except.
Savvy - To understand; comprehend.
Scallywag - A reprobate; a rascal; a deceitful and unreliable scoundrel.
Scoundrel - A mean, worthless fellow; a rascal; a villain; a man without honor or virtue.
Scupper that! - An expression of anger or derision meaning "Throw that overboard!"
Shiver Me Timbers - An expression of surprise or strong emotion.
Show a leg! - A phrase used to wake up a sleeping pirate.
Smartly - Quickly.
Splice the main brace - To have a drink or perhaps several drinks.
Strike the colors - To lower, specifically a ship’s flag as a signal of surrender.
Square - To bring into balance; settle.
Swag - Stolen property; loot.
Take a caulk - To take a nap. On the deck of a ship, between planks, was a thick caulk of black tar and rope to keep water from between decks. This term came about either because sailors who slept on deck ended up with black lines across their backs or simply because sailors laying down on deck were as horizontal as the caulk of the deck itself.
To go on account - A pleasant term used by pirates to describe the act of turning pirate. The basic idea was that a pirate was more "free lance" and thus was, more or less, going into business for himself.
Topgallant - Of, relating to, or being the mast above the topmast, its sails, or its rigging.
Weigh anchor - To haul the anchor up; more generally, to leave port.
Whelp - An impudent young fellow
