Pirates
Pirate Empire of Aerenfall
Overview
The Pirate Empire of Aerenfall is a sprawling, decentralized network of seafarers, outlaws, adventurers, and opportunists. Unified under the rule of the Pirate King, it blends diverse races and cultures into one of the most unpredictable and influential maritime powers in the world.
Leadership Structure
- Pirate King:
Quinlan Stal (Captain Quinn), a young, flamboyant leader who rose to power after rescuing the Kraken that now serves as the pirate’s mobile base. Known for his charisma, hatred of slavers, and fierce loyalty from his fleet. - Commodores:
Elite pirate lords commanding entire regional fleets. Examples: - Commodore Hagarr Snorrison (Hagarr the Red) — fierce Celt raider commanding northern seas.
- Others (TBD) — regional leaders with unique alliances and rivalries.
- Captains:
Individual ship leaders, including: - Ravenmane — Corvid-born, bold and daring, known for her rivalry with Captain Vulgar Blubb.
- Captain Vulgar Blubb — a brutal Ogre pirate commanding savage Menatp raiders.
Key Locations
Kraken Island
The Living Pirate Stronghold of the High Seas
Overview
Kraken Island is no mere island—it is a colossal Nautiloid, a living creature of the deep with a vast, wide, flat shell rising above the sea’s surface. Its massive shell is ringed with coral, barnacles, and sand, giving it the appearance of a small, rocky atoll. Beneath the water, its head and tentacles drift silently, propelling the island slowly across the sea, making it one of the most elusive and legendary pirate sanctuaries in all Aerenfall.
Captain Quinlan Stal, the current Pirate King, is said to have rescued the creature when it was young, cutting it free from fishing nets and earning its loyalty. Today, it serves as the mobile heart of the pirate empire, carrying the town of Freetown on its back.
Layout and Features
Outer Shell Ring – The Docks
Around the edge of the Nautiloid’s shell, a ring of ramshackle docks clings precariously to the coral-encrusted surface. Ships from every pirate fleet dock here, using gangways, rope bridges, and even pulley-cranes to offload goods and supplies.
Freetown – The Pirate Settlement
At the centre of the shell lies Freetown, a rickety but lively pirate town built from old ship hulls, driftwood, and scavenged timbers. It’s a maze of winding paths, leaning buildings, and makeshift plazas. Notable landmarks include:
- The Black Net Tavern: The social heart of the island. Deals are struck, fights break out, and songs echo late into the night.
- Freetown Bank: Surprisingly orderly, this pirate-run bank holds deposits, loot shares, and pirate savings. Guarded by neutral enforcers, it operates under strict rules—robbing the bank means declaring war on the entire pirate fleet.
- The Pirate King’s Hall: A lush, well-kept home and grand hall where Captain Quinn resides when not at sea. Here he holds court, settles disputes, and hosts councils with his Commodores.
- Chapel of Pelagrim: A humble sea chapel where pirates offer prayers and sacrifices to Pelagrim, god of the sea, in hopes of safe passage and fair winds.
Cultural Role
- Sanctuary: Only pirates bearing a magical compass attuned to the Pirate King can find Kraken Island. It serves as a hidden refuge, safe from the navies of Albion, Taured, and other maritime powers.
- Council Seat: Major pirate councils, coronations, and trials are held here.
- Symbol of Unity: Though pirates are fractious by nature, Kraken Island represents their collective strength and independence.
Legends
- It’s said the Kraken has a sapient understanding of its pirate allies and will sink enemy ships that approach too close.
- Some believe the Nautiloid is enchanted or even blessed by Pelagrim himself, explaining why it tolerates the human settlement on its back.
- A few whisper that the creature may one day turn on its riders—but for now, it remains the most powerful pirate weapon in Aerenfall.
Freetown: Life and Economy on Kraken Island
Population
- A mix of:
- Pirate families (spouses, children, retirees)
- Dock workers, sail makers, shipwrights, blacksmiths
- Fishers, seaweed gatherers, scavengers
- Cooks, bakers, tailors, brewers, tinkers
- Traders and craftsmen who follow the pirate fleets
Core Economy
Freetown’s survival depends on whatever loot the pirate fleets bring in.
- Pirate ships bring:
- Raw foodstuffs (grains, flour, sugar, dried meats, spices)
- Textiles (cotton, silk, wool)
- Luxury goods (wine, spirits, perfumes, jewellery)
- Metalwork (iron, bronze, steel, sometimes enchanted items)
- Animals or livestock (sometimes intentionally, sometimes accidentally)
- The locals don’t specialize permanently; they shift roles based on supply.
- When cotton arrives → many work as tailors and seamstresses.
- When flour floods in → bakers and brewers flourish.
- When metal or tools appear → blacksmiths, tinkers, and repair crews become busy.
- When spices or luxuries abound → market stalls open to trade or barter with passing captains.
Supplementary Sources
- Fishing: Fresh fish, salted fish, dried seaweed snacks.
- Seaweed Gathering: Used for food, fertilizer, or even makeshift binding materials.
- Foraging: Fruit trees or hardy plants growing in cracks or cultivated on the Kraken’s shell.
- Trade Among Pirates: Ships sometimes trade among themselves, bartering needed goods on the island.
Shops and Services
While most inhabitants flex between roles, some permanent services are critical:
- Blacksmiths and Shipwrights: Essential for repairs, weapon maintenance, and anchor crafting.
- Dockmasters and Crane Operators: Manage the bustling port.
- Taverns and Rum Halls: Always open, regardless of supply.
- Medicinal: Herbalists or healers tending to wounds, scurvy, or magical mishaps.
- Market Square: An open, ever-changing bazaar where pirate loot transforms into crafted goods.
Community Culture
- Flexible and Opportunistic: Freetown thrives on adaptability; residents shift trades without complaint.
- Barter-Friendly: Coins circulate, but barter and trade (including favours and reputation) are just as powerful.
- Hardy and Proud: These are people who survive on the back of a living sea-beast; they take pride in their independence.
The Black Net Tavern
The best and most popular tavern in FreeTown and is run by Rum Bob.
Rum Bob
Tavern Keeper of the Black Net Tavern, Freetown, Kraken Island
Name: Robert “Rum Bob” MacLarren
Race: Human (Celt ethnicity)
Age: Late 50s
Build: Once powerfully muscular, now broad and softened with age; barrel-chested, with strong arms and a belly that speaks more of ale than exercise.
Appearance: Bald, sun-tanned scalp; weathered skin; a neatly trimmed grey beard. Wears sleeveless shirts to show off old sailor tattoos. His left hand was replaced with a hook after a sea battle in his younger days.
Personality: Jovial, loud-laughing, warm-hearted, but sharp-witted—he’s heard it all, and knows when to hold his tongue. Always ready with a yarn, a rumour, or a little pirate wisdom.
Companion
- Nibbles — A cheeky little pet monkey who rides on Bob’s shoulder or darts between the rafters of the tavern.
Nibbles: - Steals unattended coins or small shiny objects.
- Helps pass drinks, fetch keys, or distract angry patrons.
- Is fiercely protective of Bob.
Role in Freetown
- Owner and operator of the Black Net Tavern, the most famous drinking spot on Kraken Island.
- Acts as an informal information broker—pirates come to him to swap news, share leads, or hear the latest gossip.
- Serves as a sort of community elder: though no longer an active pirate, his reputation is well respected, and he’s often called on to help mediate disputes or calm hot-headed sailors.
Backstory
- Once a notorious raider and privateer, Bob retired after losing his hand in battle.
- Used his share of plunder to build the Black Net Tavern and now enjoys the quieter (but still rowdy) life of a tavern master.
- Claims he’s seen everything from sea serpents to ghost ships—but whether he’s telling the truth or spinning yarns, no one can ever tell.
Quotes
“Ah, lad, that Kraken’s heart beats under our feet, y’know. If she ever gets angry, we’ll all be fish food!”
“I tell ya, that new captain’s got the look—half devil, half poet. Watch her rise, mark me words.”
“Nibbles, no! Drop the man’s coin purse, you little rascal!”
Major Freeports:
- Gornwall (Skandalsea): A semi-lawless freeport welcoming careful pirates.
- Unnamed Tong Freeports (Jinlan Coast): Tong rebel-aligned safe havens.
Culture & Code
The Pirate Code of Aerenfall
As ratified under the Kraken Banner by the First Pirate Council
- The Pirate King’s Word is Final.
When at Kraken Island or under the Pirate King’s banner, no captain, commodore, or fleet may defy the King’s decree. To challenge the King is to challenge the whole. - Every Pirate Has a Vote and a Share.
All crewmembers, from captain to cook, are entitled to a vote in matters of shipboard law and to a fair share of plunder, as agreed by the ship’s articles. - The Kraken’s Peace Holds at Harbor.
On Kraken Island or in declared pirate freeports, no blood may be spilled between pirate crews. Feuds must wait until open sea. Break this, and the whole fleet will turn on you. - Slavers are Forbidden.
No pirate shall take, trade, or traffic in slaves. Slave ships may be plundered or sunk, but their human cargo is to be freed or protected. Violation brings the wrath of the Pirate King. - Take What You Will, But Leave No Pirate Stranded.
A pirate cast adrift or marooned must be offered aid by any passing pirate ship, unless they are declared outlaw by the Pirate King. Abandoning kin is a sin of the sea. - Every Captain is Master of Their Ship.
Within their hull, a captain’s word is law. But no captain may violate the Pirate Code without risking censure from the Commodores’ Council. - Magic and Treasure are to be Declared.
Any powerful magic item, map, or artefact found at sea must be declared to the crew and divided fairly, or offered as tribute at Kraken Island if deemed a matter of fleet importance. - No Compass Shall Point to the Kraken Uninvited.
Only pirates bearing the attuned compass of the Pirate King may navigate to Kraken Island. Sharing or forging such a compass is punishable by death. - Parley is Sacred.
When parley is called and both sides agree, no attack may be made until the parley is ended. Breaking parley brands you a dog to be hunted. - Every Pirate is Free.
A pirate bows to no king, no nation, no god but the sea. No commodore, captain, or fleet may enslave the will of a free pirate, nor bind them to loyalty without their choosing.
Enforcement
Violations of the code are judged at Kraken Island by the Pirate King or the Commodores’ Council. Punishments range from public flogging or fines to exile, black-flagging (branding as a traitor), or death.
Festivals:
The Convention
The Grand Gathering of the Pirate Fleet
When: Once per year (usually timed with the calmest seas or a major seasonal shift)
Where: Kraken Island (aboard the Nautiloid base, centered in Freetown)
Overview
The Convention is the largest and most anticipated pirate festival in Aerenfall. Once a year, pirate ships from every corner of the seas—Skand longships, Tong stormcutters, Rovingian caravels, and countless galleons, sloops, and cutters—gather at Kraken Island under the banner of the Pirate King.
This is the one time when the entire pirate empire assembles in peace: captains, commodores, quartermasters, deckhands, cooks, mages, and even pets like Roger the parrot are welcome.
Activities
- Revelry: For most pirates, the Convention is a festival of drinking, dancing, singing, and storytelling. New songs and sea shanties are composed, old legends retold, and taverns overflow with rum and laughter.
- Contests: Ships challenge one another to duels, wrestling matches, dice games, magical duels, and storytelling contests.
- Crew Swapping: Some captains take the opportunity to recruit or exchange crewmembers, offering young pirates a chance to prove themselves on new ships.
- Market Days: Kraken Island’s docks transform into a festival marketplace, with exotic goods, enchanted relics, and stolen treasures on sale.
Political Business
For the leaders, the Convention is also the time of:
- The Council of the Black Banner: A formal gathering of the Pirate King and Commodores where matters of pirate law, territory, and strategy are debated.
- Judgments: Pirates accused of serious code-breaking may be judged before the assembled fleet.
- Plunder Division: At the festival’s climax, the treasures gathered from across the year are divided—ships receive their shares, and tribute is offered to the Pirate King.
Symbolism
- Ships hang special festival pennants alongside their flags.
- Pirates exchange tokens or charms blessed during the Convention for luck at sea.
- Bonfires are lit on the shell of the Kraken, casting flickering light across the sea.
Sea God’s Fortune Day
(A quieter, reverent celebration aboard each ship)
- Held once a year, often near the spring equinox, to honour Pelagrim, god of the sea.
- Crews gather on deck, sharing solemn toasts and prayers.
- Offerings are cast overboard—coins, jewellery, food, rum, small crafted charms, or symbols carved from wood or bone.
- Mages or priests may lead formal blessings, but most crews celebrate in their own traditions.
- Seen as essential for maintaining the sea god’s favour; even the rowdiest pirates take it seriously.
- Superstition holds that ships skipping this observance will suffer accidents, storms, or sudden misfortune at sea.
The Blackwater Games
(Every two years — the Pirate Olympics)
- A massive, multi-day event separate from the Convention, focused entirely on competition and proving pirate prowess.
- Held either on Kraken Island or another rotating host location (depending on the Pirate King’s decree).
- Features dozens of contests:
- Sword duels, wrestling, archery, cannon accuracy challenges.
- Magical duels between ship mages.
- Drinking contests, gambling championships, bardic competitions, and storytelling face-offs.
- The Great Race (final event):
A treacherous ship race through a specially chosen course full of reefs, fog, magical hazards, and sharp turns. Victory demands not only speed, but masterful navigation, teamwork, and sometimes creative cheating.
Winning crews earn:
- Prize chests of gold or magic.
- Boasts of glory and bragging rights.
- Special pennants to fly from their ship until the next Games.
Summary Table
Festival | Frequency | Focus |
---|---|---|
The Convention | Annual | Unity, plunder division, politics, revelry |
Sea God’s Fortune Day | Annual | Quiet devotion, offerings to Pelagrim |
The Blackwater Games | Every 2 years | Pirate contests, competitions, The Great Race |
Pirate Magic in Aerenfall
1. Source of Pirate Mages
- Pirate mages are not trained by pirate institutions (because there aren’t any).
- They typically come from:
- Rogue mages — individuals trained in formal schools or guilds but who left (or were expelled) and turned to piracy.
- Members of the Guild of Itinerant Magical Practitioners — a looser, more independent magical association that tolerates wanderers and freelance casters.
- These mages are often generalists or battlefield-focused, not scholars or deep specialists.
2. Magical Specialties at Sea
Pirate mages tend to focus on:
- Air magic — filling sails, redirecting gusts, slowing enemy ships.
- Water magic — manipulating currents, dousing fires, creating water barriers.
- Storm and weather magic — summoning lightning, calling fog, stirring up storms.
- Illusions — tricking enemy crews with false ships, phantom signals, or visual disturbances.
This makes pirate mages pragmatic casters, focused on survival, mobility, and combat advantage—not high ritual or theoretical study.
3. Magic-Engraved Cannons
One of the most distinctive features of pirate magic lies in their artillery:
- Due to the scarcity and expense of black powder (dwarf powder), many pirate ships use dual-function cannons.
- These cannons are:
- Engraved with magical glyphs or runes, allowing them to be fired using either:
- Black powder (if available), or
- Channelled magical energy, supplied and maintained by the ship’s mage.
- This gives pirate ships flexibility and independence at sea, though it requires skilled magical upkeep.
Without a competent mage aboard, these cannons may malfunction, fizzle, or even backfire.
4. Magic Traditions
While there’s no pirate-specific magical tradition, there are legends and superstitions:
- Old sea mages whisper of ship-bound spirits or enchanted figureheads.
- Some say ancient pirate vessels carry “blood curses” or soul-binding spells that give the ship a mind of its own.
- Offerings to Pelagrim, god of the sea, are common among pirate crews, blending superstition with low-level divine magic.
Astrid Thunderdottir
The Storm-Wielding Pirate Witch
Race/Ethnicity: Human (Skand)
Origin: Northern coastal regions, once part of a local witch coven
Current Role: Ship’s mage and storm-wielder aboard her own pirate vessel or allied ships under the Pirate King’s banner
Profile
Astrid Thunderdottir was once a powerful Skand witch, born under the northern storm clouds and trained in the elemental arts of wind, rain, and lightning. Her name, meaning Daughter of Thunder, was no mere boast—her coven marked her early as a prodigy of storm magic.
But Astrid was never one for quiet circles or ritual solemnity.
Drawn by adventure, gold, and the lure of freedom, she left the northern covens behind and turned to the sea, where her tempestuous magic found new purpose among pirates.
Personality
- Bold, flirtatious, sharp-tongued, and utterly fearless.
- Has a roguish charm and revels in the chaos of battle.
- Quick with a laugh, a wink, or a biting insult.
- While she’s no longer formally bound to a coven, she still carries witchcraft trappings—amulets, storm-carved runes, and charms strung into her long white-blonde hair.
Magical Specialties
- Air and storm magic — wind bursts, lightning bolts, fog conjuration, wind-guided sails.
- Ship cannon enhancement — she personally engraves and maintains magical cannons, able to charge them with storm energy.
- Weather manipulation — able to call up small squalls, whip the sea into dangerous waves, or break a dead calm to escape.
Appearance
- Tall, wild-haired, with striking white-blonde locks often tangled with storm charms.
- Wears a mix of pirate leathers and rugged northern witchcraft symbols.
- Carries a carved storm staff, which doubles as a lightning focus.
- Sometimes wears a small braided necklace said to be crafted from the hair of her former coven sisters.
Reputation
- Feared by enemy captains as “the Storm’s Daughter”, known to call down tempests mid-battle.
- Respected by pirate captains for her practical power and no-nonsense reliability.
- Some whisper that she still communes with northern spirits and that she may have cut a deal with a sea giant or storm god.
Notable Crews & Characters
The Ruby Lady
Flagship of Pirate King Quinlan Stal
Type: Fast galleon
Captain: Quinlan Stal (Captain Quinn)
He is of a mixed ethnicity, no one is sure what ethnicities but he does have some Chen features. Quinlan is a flamboyant adventurer and wanderer. They say he rescued Kraken island from some fishing nets when it was just a baby, diving into the water to cut it free himself. Quinlan is only a young man in his 20s but he made a great impact on the pirate community that he was named pirate king after black Bart, the previous pirate king was killed by Taured naval forces. When not holding court, Quinlan is aboard his ship, the Ruby Lady. It's a fast galleon that is said he won in a game of cards from a Marestra shipbuilder. . He has a special dislike for slavers, hunting slave ships and banning slavers from Kraken island. His crew a fiercely loyal to him.
Crew: Bosun Bolg (Ogre first mate), Salty Sal (navigator), Colm Molloy (mage), Cookie Jibb (cook), plus a fiercely loyal pirate crew
Ship Description
The Ruby Lady is a sleek, swift galleon known for outrunning pursuers and punching well above her weight thanks to a blend of superior navigation and magical firepower.
Her most striking feature is the figurehead:
- A carved dark-haired woman in a flowing red dress.
- Around her neck hangs a carved medallion with a large embedded ruby.
- Rumours abound that the ruby holds a powerful enchantment, but no one outside the captain’s circle knows its true nature.
Inside the ship, near the back of the hold, stands a small but well-maintained altar to Pelagrim, god of the sea (Lesser Gods ). The crew regularly leaves offerings of salt, coins, or rum, believing it grants them the favour of the waves—and perhaps explains their near-supernatural luck at sea.
Notable Traits
- Uses magical cannons and firearms instead of black powder, managed by Colm Molloy.
- Considered one of the fastest ships on the seas, thanks to Salty Sal’s uncanny navigation.
- Feared and admired as the pirate king’s personal flagship, making it a symbol of both unity and danger across the pirate fleets.
Crew Roster — The Ruby Lady
Flagship of the Pirate King Quinlan Stal
Command
- Captain: Quinlan Stal (Captain Quinn) — Pirate King of Aerenfall; young, flamboyant, fiercely charismatic.
- First Mate (Bosun): Bolg (Bosun Bolg) — Ogre; refined, well-mannered, physically imposing, enforces discipline.
- Quartermaster: Richard Sneddson (Quartermaster Sneddy) — Originally from Marestra, Mercantile Republic of Taured. Known for his sharp wits and keen eye for deals, Sneddy is a flamboyant character with red-brown hair, grey eyes, a long waxed mustache he loves to twirl, and a sharp little soul patch beard. A master of balancing loot shares, supply management, and crew morale.
Special Roles
- Navigator: Salty Sal — Corvid woman; sharp-tongued, unmatched navigator, mysterious past.
- Ship’s Mage / Gunner: Colm Molloy — Celt from the Emerald Isles; master of magical cannons, dabbles in storm magic.
- Cook: Cookie Jibb — Brownie woman, over a century old; deadly despite her size.
- Master Carpenter: “Chippie” Connor Planer — Master woodworker, originally from the Kingdom of the Black Forest; mixed ethnicity (brown hair, blue eyes, tanned weathered skin). In downtime, carves intricate statuettes and whittled figures.
Support Crew
- Ship’s Surgeon: Angeliqua “Angel” Souldust — Half-elf healer; ageless and graceful, trained in the arts of healing in the Elven flying metropolis of Celestalis. A quiet, empathetic presence aboard, known for tending a delicate herb garden in pots lining the ship’s sickbay.
- Deck Crew / Able Seamen: Mixed Corvid, Skand, Celt, Ogre, and other backgrounds; loyal to Quinn.
- Lookout (Crow’s Nest Duty): Rotated among the sharpest-eyed or nimblest crew.
Commodore Hagarr Snorrison
Known as Hagarr the Red, Redbeard the Pirate, or simply Captain Redbeard
Title: Commodore of the Northern Seas
Ethnicity: Celt
Nationality: Danheimer
Allegiance: Pirate King Quinlan Stal
Crew: Fierce Northmen, composed mainly of Skand and Celt pirates
Profile
Commodore Hagarr Snorrison is the undisputed pirate lord of the northern seas. His flaming red beard and thunderous laughter are legendary from the coasts of Danheim to the edges of the Skandalsea.
He commands not just a single ship, but an entire fleet of longships, raiders, and fast northern vessels, all sworn to serve under the banner of the Pirate King. Hagarr is one of the few Commodores trusted with autonomy—Quinlan Stal gives him broad authority to control pirate activity in the cold, storm-lashed northern waters.
Personality and Reputation
- Fierce, boisterous, and charismatic. Hagarr is beloved by his men, feared by his enemies, and tolerated by the delicate alliances that make up the pirate hierarchy.
- Known to fight alongside his crew, wielding a heavy war axe in boarding actions.
- Despite his rough exterior, Hagarr is loyal to the Pirate King and respects the Pirate Code—but he’s no fool and keeps an eye on the shifting tides of pirate politics.
Titles and Names
- Hagarr the Red – For his distinctive beard and the blood he’s spilled in countless raids.
- Redbeard the Pirate – His most common pirate epithet, known across the seas.
- Captain Redbeard – Used by his own crew or those wishing to flatter him.
Fleet and Territory
Hagarr’s domain includes:
- Pirate activity along the northern coastlines, especially Danheim and the Skand territories.
- Seasonal raids against northern merchant ships, lightly defended coastal settlements, and rival pirate vessels.
- Safe harbor in ice-cave coves and fjord hideouts where his fleet repairs and resupplies.
His ships are often decorated with red sails or blood-red banners, reinforcing his fierce reputation.
Captain Ravenmane
Bold, Bawdy, Busty and Black-Haired Pirate Queen of the West
Name: Unknown (rumored to be Sara)
Alias: Ravenmane
Ethnicity: Corvid
Origin: Kingdom of Albion
Base of Operations: Freeport of Gornwall
Allegiance: Western Commodore (under the Pirate King)
Ship: The Nightingale’s Fang
Appearance
- Long, jet-black hair, often adorned with raven feathers.
- Striking figure, often dressed in black and white, favouring sharp contrasts that highlight her Corvid roots.
- Carries a long-bladed rapier with an ornate gold hand guard, a weapon as elegant as it is deadly.
Reputation
- Known as one of the boldest pirate captains in the western seas, equally famous for her tavern antics and ferocious boarding tactics.
- Flamboyant, daring, and highly charismatic, she’s often the loudest voice in the room—and usually the most dangerous.
- Though born of landlocked Albion, she adapted swiftly to sea life, proving herself a master of both lake sailing and ocean piracy.
Pirate Flag
- A striking design: white background, black skull and crossbones, and a black crow silhouette perched beside the skull.
- This banner is instantly recognized by sailors across the western seas, often sending weaker ships into instant surrender.
Crew and Advantage
Thanks to her quartermaster, “Kegger” Cuddy Ironmonger (a topsider dwarf with black powder connections), Ravenmane’s ship is one of the few pirate vessels equipped with:
- Black powder cannons (instead of magical artillery).
- Superior boarding tactics supported by dwarven-engineered weapons.
Rumoured Letter of Marque
It is whispered she holds a secret Letter of Marque from the King of Albion, allowing her to raid the kingdom’s enemies legally. Whether fact or fiction, Ravenmane is careful not to attack Albion ships, and her political ties remain one of the greatest mysteries in the pirate world.
Captain Vulgar Blubb
The Ogre Terror of the High Seas
Race: Ogre
Affiliation: Pirate fleet under the Pirate King (barely tolerated)
Crew: Menatp wildmen, outlaws, and black-hearted killers
Ship: The Maelstrom Maw — a brutal, heavily armored vessel known for ramming, grappling, and dragging ships into whirlpools or reefs.
Reputation
Captain Vulgar Blubb is one of the most feared and reviled pirates sailing the seas of Aerenfall. Even among pirates, he’s considered vile, treacherous, and violent, commanding a ship filled with savage Menatp cutthroats.
- Known for ambush tactics, sea magic traps, and monstrous cruelty.
- Barely tolerated by the Commodores and the Pirate King; his usefulness as a battering ram against enemy fleets is all that keeps him from being exiled or hunted.
- Rumored to have no loyalty to the Pirate Code, making him a dangerous wildcard.
Rivalry with Captain Ravenmane
- Once, both captains were after the same legendary treasure—a lost vault of enchanted relics and gold said to be hidden in a sunken temple.
- Vulgar, always the backstabber, lured Ravenmane’s ship into a whirlpool trap, nearly sending her crew to the depths.
- But Ravenmane, resourceful and cunning, escaped the trap and snatched the treasure first, leaving Vulgar fuming in her wake.
- Since then, they’ve sworn mutual revenge:
- Ravenmane wants to humiliate or defeat Vulgar, proving herself the better captain.
- Vulgar wants to crush her ship and take her head as a trophy.
Why This Rivalry Matters
- This feud is known across the pirate fleets, with crews picking sides or betting on when they’ll clash again.
- Their personal vendetta threatens the stability of the Pirate Empire, as both captains bend the rules and risk dragging others into their vendetta.
- It’s said even the Pirate King watches carefully—whether to intervene or to let them tear each other apart remains uncertain.
Relations with Major Powers
Region | Relationship |
---|---|
Taured (West) | Antagonistic; constant naval clashes. |
Skandalsea (West) | Tolerant if pirates behave; pirates welcome in Gornwall. |
Northfolk/Skands | Complex; mix of raiding, trade, and rivalry. |
Jade Empire (East) | Officially antagonistic; Tong rebels offer pirate sanctuary. |
Nubians (South) | Generally hostile; a few hidden pirate coves. |
Albion | Maritime influence only via Marestra. |
Legends & Ghost Stories
Pirates are a superstitious lot by nature with a lot of beliefs but one story stands out above the others.
The Tale of the ship O’ the Damned
A Cursed Ghost Ship of the Aerenfall Seas
Once, she was the Meridian Belle, a proud merchant galleon captained by the seasoned and respected Captain LeChau. Known for swift crossings and careful navigation, LeChau ran cargo routes across the seas of Aerenfall—and occasionally carried passengers, earning a reputation as a gentleman of the waves.
That reputation crumbled the day he accepted a mysterious passenger: Medias the Sage, a pale, soft-spoken man who boarded under the cover of dusk, his belongings few and cloaked in velvet. Medias kept to his cabin during the day, emerging only at night to pace the decks under the moonlight.
At first, no one questioned it. But then the disappearances began.
The Vanishing Crew
Night after night, one crewman or passenger would vanish. At first it was written off as accidents—someone falling overboard, bad weather, drunken mishap. But as the numbers dwindled, the truth surfaced.
Medias was not a sage at all. He was a vampire, a dark scion of House Maldis, a master of spirits and torment. He had been feeding on the crew, draining them dry and casting their bodies into the sea.
By the time the ship neared port, only two souls remained aboard: Medias himself, and Captain LeChau.
The Curse
Rather than kill the captain, Medias gifted him a darker fate:
He turned LeChau into a vampire, binding his soul in a perverse pact. Then, with cruel amusement, Medias slipped away—vanishing into the night, leaving LeChau alone aboard a bloodstained, haunted ship.
The Meridian Belle was never seen again by the living.
But sailors speak of a ghostly vessel now known as the Ship O’ the Damned, captained by Vampire Captain LeChau, who roams the seas capturing lost souls and spirits to fill his ghost crew.
Sailors’ Tales
- Some say the ship can fade into the ethereal plane, appearing half-translucent on moonless nights.
- Others swear they’ve seen it glide out of unnatural banks of fog, its sails tattered, its lanterns glowing a sickly green.
- Those who hear the wailing of its ghost crew are warned to turn back—the ship is known to hunt the living, dragging ships into the spirit world, never to return.
- A few daring captains claim to have glimpsed LeChau himself: a pale figure at the helm, red eyes shining, surrounded by chained spirits bound to his will.
Symbols & Flags
- Pirate ships fly a standard Jolly Roger in the top-left corner, with custom symbols on the main field.
- Ruby Lady: Crown symbolizing the Pirate King.
- Ravenmane: A raven in flight.
- Vulgar Blubb: A fierce ogre maw.
Summary
The Pirate Empire of Aerenfall is a vibrant, chaotic force — not a formal nation, but a roving brotherhood of sea adventurers bound by shared code, mutual rivalry, and the ever-shifting tides of fortune.
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