Pirates Organization in Nermoni | World Anvil
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Pirates

All you need is a good ship, and a bad crew.

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Structure

Piracy does not abide to many official structures. The ideas of loyalty and brotherhood is what holds a Pirate Crew together. It is not uncommon for there to be scuffles that end in mutiny of a Captain, only for, a few years down the line, to have said captain join upon the ranks of the crew as the captain once again. However, there are those that establish fleets of pirate ships and something known as the The Pirate's Code (As seen Right)   Much like any crew upon a ship, roles or jobs are set in place, somewhat mirroring a hierarchy to The Navy. These ranks are from descending order, highest ranks at the top:   Ranking Roles
Captain - The pirate that is in control of the ship. They typically deal with any kind of affairs that go on on water and land, as well. The Captain's role is to be a beacon to their crew and enjoy prosperity for the crew. Those that do not commit to such an image shall be replaced.   Quartermaster - The Quartermaster acts as the Captain's second-in-command. When the Captain is off the ship, the Quartermaster commands the ship in their absence. The job the Quartermaster is to be given to the same candle as the Captain.   First Mate - Not a required rank among pirates, but well received. The job the of the First Mate is similar to the Quartermaster or Captain, should the two be absence. However, they govern no true authority outside of this scope, and not required in a small crew.   Boatswain - Also resides the same command as a standard officer on any naval vessel, the Boatswain is tasked with keeping the morale of the rest of the crew in high spirits. Depending on the size of the crew, there may be a second one added.   Surgeon - Surgeons are given authority as they are the ones that are designated to saving the lives of pirates... or at least give them longevity to their life. They act as doctors of either the physical means, magical means, or both in regards of their methodology of keeping patients alive.   Powder Monkey - Powder Monkeys are tasked with the simple authority of keeping the munitions supply and powder kegs for cannons and other gunpowder necessities in check. They usually include the idea of a few Gunners below deck if the crew grows to a favorable size.   Crewmate - No true authority, but still are just as important. Most Crewmates are multiple tasks that require most of the attention, and as such, pirates have plenty of Crewmates to make sure the vessel stays afloat.   Cabin Boy - Cabin Boys are young lads and lasses that are usually a bit too young to be give the civil duties of other Crewmates. However, they run errands for the Captain and help out where it is required. A major role they play is if the Quartermaster, while the Captain is away, requires them to hold the ship steady. It is up to the integrity of the types of pirates to determine how these ones are treated.   Crewmate Roles
Cook - As explained for any stand restaurant or eating establishment in Nermoni, these pirates provide a modicum or expertise when it comes to cooking food and other provisions for the crew. There may be one to three depending on the size of the crew and ship.   Gunner - Usually kept under the command of the Powder Monkey, if the job is not already handled. These crewmates are in charge of manning the cannons upon the ship and calling out any issues with munitions to the Powder Monkey if there are any problems.   Helmsman - Normally delegated to the Quartermaster, the Helmsman is the one that drives the ship. While the Captain is the Helmsman by default, it is much more of an smart idea for a Captain to place their faith in either the Quartermaster or their First Mate, if they have one.   Deckhand - "All hands on deck!" is the phrase that a Captain will yell, and Deckhands are the ones that answer that call with action. These pirates are responsible in ensuring that the ship is clean, well-maintained, or when battle arises, being at the command of their Captain. Anything lower than the Quartermaster is considered a Deckhand, while Gunners and Powder Monkeys are exempted.   Carpenter - The role of the Carpenter is one of a simple task, but one that is all too important. They make sure that the ship is kept afloat and reports to the Captain if there is anything that requires the attention of breaking into resources to fix the ship. Much like the Deckhands, these pirates know how to whisper to a ship.   Navigator - Normally appointed to the Boatswain, Navigators ensure they lead the ship into the right direction. While this is defaulted to the Captain, as well, having someone who can read the stars... and read is always a nice boon. The Navigator can also be seen in the crow's nest of a ship looking for land, as well.

Culture

The culture of pirates is one of an enigma. One can never truly pinpoint what types of culture pirates normally provide. However, the idea of games, women(and men), singing, sailing, and plundering are all rather large staples to most pirate crews. There is no true way of being a pirate, but those within respected pirate fleets and other companies will tell you that the loyalty to your crew is the upmost importance; loyalty and good tidings with your men and women among your crew is the best thing you can ask for.

Military

While not classified as a military organization, there are different types of Pirates. These pirates can be broken up into five main types: Scallywag, Ghost, Privateer, Scourge, and Scourge.   Scallywag - These pirates are branded as hostile pirates and either pirates or pirate crews that have knowingly broken The Pirate Code in ways that scurvy could not. While pirates themselves give a bad name to sea thieves, these ones are the stereotypes that color pirates in a bad name.   Ghost - Pirates that have been cursed, or have since been long dead. Typically, the curse either does not allow them to tread upon land, immortality, or other fates worse than death. Most are marked hostile, but most are just simply unfortunate.   Privateer - Crafty pirates that have cheated the system of becoming branded criminals and sail under the banner of a major nation. While not completely exempted or pardon for many of the crimes they commit upon the seas, they are a rather powerful asset to any nation, regardless. These ones lean towards breaking The Pirate Code, but are not deemed Scallywags since it is understandable to most other pirates.   Landlubber - These are the pirates that are not normally taken seriously, or pirates that are considered "goodie-two-shoes". There are not a good portion of these pirates, as these pirates prefer the land more than the seas. These ones always follow The Pirate Code.   Scourge - The standard pirate. Their compass points grey all the time, making it rather obvious they will hunt down a Scallywag for killing a merchant's family... only to rob him blind as he bows to them in gratitude  These ones, however, follow The Pirate Code as an act of guidelines than actual rules.

"Piracy's a crime, and crime doesn't pay! And we go home poor at the end of the day! But, I'd rather life in rags than be chained to a desk with a wife that's a hag!"

Founding Date
870
Type
Illicit, Other
Alternative Names
Sea Rats, Undesirables, Pillagers, Sea Scum, Dishonored Sailors
Training Level
Untrained
Veterancy Level
Experienced
Demonym
Pirate
Government System
Anarchy
Economic System
Barter system
Controlled Territories
The Pirate's Code
I. Every man has a vote in affairs of moment; has equal title to the fresh provisions, or strong liquors, at any time seized, and may use them at pleasure, unless a scarcity (not an uncommon thing among them) makes it necessary, for the good of all, to vote a retrenchment.     II. Every man to be called fairly in turn, by list, on board of prizes because, (over and above their proper share) they were on these occasions allowed a shift of clothes: but if they defrauded the company to the value of a dollar in plate, jewels, or money, marooning was their punishment. If the robbery was only betwixt one another, they contented themselves with slitting the ears and nose of him that was guilty, and set him on shore, not in an uninhabited place, but somewhere, where he was sure to encounter hardships.     III. No striking one another on board, but every man's quarrels to be ended on shore, at sword and pistol. (The quarter-master of the ship, when the parties will not come to any reconciliation, accompanies them on shore with what assistance he thinks proper, and turns the disputant back to back, at so many paces distance; at the word of command, they turn and fire immediately (or else the piece is knocked out of their hands). If both miss, they come to their cutlasses, and then he is declared the victor who draws the first blood.)     IV. If any Man 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.     V. If at any time you meet with a prudent Woman, that Man that offers to meddle with her, without her Consent, shall suffer present Death.     VI. If an adversary demands parley, you can do them no harm until the parley is complete.     VII. Any man who falls behind is left behind.     VIII. The Code calls for pirates to respect their fellows on the account. Knowingly targeting and sinking other pirate ships is strictly forbidden.     IX. Killing a surrendered enemy is not allowed.
X. Every Man Shall obey civil Command; the Captain shall have one full Share and a half of all Prizes; the Master, Carpenter, Boatswain and Gunner shall have one Share and quarter.

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Articles under Pirates


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Author's Notes

Since the party is more than likely going to be a pirate crew, this section is going to have a good bit more information than most other sections in Nermoni.


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