Grabthar 185 Share Posted February 13, 2012 -Skullport Lore- Little is known of the once prosperous town, Port of Stars. Only that the dread pirate known as Blackbeard once called it home. -Hopefully Native can shed some light here since they have some info in the location- In recent days, the Vessel known as “The Obsidian Flame” has made port here, helmed by Captain Barnabas Horatio VillaLobos III. He, along with his slowly growing group of buccaneers, have made the newly re-named “Skullport”, their home and have begun conducting small raids on nearby villages. So named because of the large skull carved into the overhanging cliffs. -A few things you should know about Pirates- Pirates loot, pillage, and plunder for 2 reasons... One, to gain fame all over the lands. Nothing makes a pirate happier then to have people scatter when they see you. And two, to gain enough wealth to pay for their expensive habits. Nobody ever got rich being a pirate... at least not for long. Pirates would routinely blow everything they gained during one raid, well before they pillaged again. That's why they continue to do it. Be it alcohol, fancy clothes, exquisite foods, or other luxuries, Our band of pirates should never be accused of stealing to be the richest in Asulon. We steal to be the happiest. :) MUCH MORE TO COME The Obsidian Flame has been seen onshore of many seaside towns and cities and have begun regular raids of farms and storerooms around Asulon. ((OOC: RP events and how they would work:)) Scheduled weekly or bi-weekly raids- On Saturdays, as they are the servers busiest and would promise the most participation, The Obsidian Flame would cast anchor off the course on the targeted village, city, or nation. Skirmishes would begin with a short bombardment of cannon fire to incite some chaos. Minor damage would be done to a few buildings of choice, decided on either at random or by myself, the leader of the resistance, and the overseeing GM. With fire spread off, small fires could be placed around towns, forcing some citizens not fighting to scramble and put them out. Or turn fire spread on for this part and really give them a need to hurry :). My crew would then board our longboats and come ashore, in a mad dash to gather whatever resources we needed at the time. Different raids would be based on what we needed at the time... If we were after food, fields and farms would be the targets. If we needed ale.. we may just burn down the tavern and take that. Sometimes laborers are needed and a few slaves would be taken. After the initial charge completes, would be the turning point of the battle. This would be the ONLY PvP part of the entire skirmish. Everything up till now would be played out in emotes and dialog. For this section, those with appropriate combat skills will meet in the center of the town for “combat”. Usually a 5 on 5 fight. If we pirates win during this, we collect our spoils and retreat to the ship, leaving the town in (mild) shambles for you to RP clean up. If the defending town manages to defeat us, we drop most of the goods we have gathered, along with certain items we were carrying,(yes we will sometimes leave you goodies) and make a mad dash back out to sea. In the event that the defending town has a large guard or militia at the time, they can have more people involved in the combat melee. Showing their advantage, and most likely stopping the attack in it's tracks. Once we have returned to our ship, the days events would be over. We would then rturn to port and enjoy the loot we received(if any). All members of the crew MUST have accepted villain applications for 1 and 2a, thus making attacks and murders DURING skirmishes allowed. This DOES NOT mean that we will rob all the time. Our scheduled villainy will only occur during skirmish events. All other villainous acts are monitored and kept in check with our Code of Conduct and those that raise hell outside of planned events will be dealt with swiftly. During the rest of the week when we are not fighting with nations, cities, and everyone of Asulon. The crew can be found feasting, drinking, and enjoying all the spoils of the previous raid. They are free to roam Asulon as they see fit, but are warned that being recognized outside of our port could be deadly. They are also prohibited from spreading ill game play amongst you, our community. This RP is not meant to upset anyone. Everything will be roughly planned and NOBODY will suffer(unless they want to). During there off time we do encourage our crew to go out into the world and help to spread the Bad name of our company. Starting rumors, telling stories, inciting fear(all while disguised of course) will help get our names out as the Most Dangerous Marauders on the Seas. Raid frequency will strongly depend on success rate. If we score a large booty on one Saturday, we may not pillage for 2 weeks, possibly 3. But should we fail an attack, we will definitely be back at it the following Saturday. -Becoming a Pirate- Becoming a member of our crew will not be an easy task. One must be approached by either the Captain (me) or my Quartermaster(williewonka01) to even be considered for a position. They must submit and have a VA accepted with minimum evils 1 & 2a before any other steps can be attempted. Then they must submit an “Official Asulon Pillage & Plunder Application.” This must in turn be accepted by myself or my Quartermaster. After formalities are concluded the designated applicant must fulfill a number of tasks designed by the crew to establish the newcomers worthiness and ability. These tasks will include but are not limited to; Bringing certain goods and valuables to the town, no matter how you obtain them, Proving, through action, your developed skill set, Signing the company waiver, denouncing your association with any other outlying governments, and finally, working on the ship as a Powder Monkey for a minimum of 1-2 in game years.(1 week RL) At such time that you complete all of the previous requirements, you will be welcomed into the Company, and receive your first spoils of war. If you try to skip any steps you will be immediately denied. Here is the application format. Post it below when you get to that step please. “Official Asulon Pillage & Plunder Application” MC Name: Forum Name: In Character Name: How long have you been on the server: How many characters have you played in that time: Link to your ACCEPTED Villain App: Link to your Server Application: Lets see your pirate skin: Why should you be a pirate(3-5 sentences): What type of MAJOR RP have you participated in on this server: References(at least 2 good references to your RP ability. Yes, I will be contacting them): 4 Link to post Share on other sites More sharing options...
Grabthar 185 Author Share Posted February 13, 2012 The Pirate Crew There is a defined hierarchy on board of a any pirate ship, which follows the most important functions. This hierarchy is not geared towards who has more say on board, but what the chain of command is in any particular situation. Captain Most pirate Captain's were democratically elected by the ship’s crew, and possess qualities of leadership and courage that inspire their crew to follow them and rely on their prowess in battle. Daring and decisive during any engagement, the captain is commonly looked upon with respect, as a knowledgeable leader of men. During chase or in a battle the captain's power is absolute and he can discipline anyone who disobeyed his orders. He also has life or death power over anyone taken as prisoner. The captain has skills in navigation and seamanship, but first and foremost he has the type of personality required to hold together a rowdy crew of seamen. Other than battle, the captain usually would be delegating most of the everyday tasks to the Quartermaster or other junior officers. He needs to be overseeing all shipboard activity with the barest level of discipline necessary to keep an even keel. Since most pirate captain's were elected, they could be replaced at any time by a majority vote of the crewmen. For example some captains were voted out and removed for not being as aggressive in the pursuit of prizes as the crew would have liked. And others were abandoned by their crews for being a little to bloodthirsty and brutal. A few were even murdered by their own men. Quartermaster The Quartermaster is next in line after the captain in exercising authority over the crew. His authority on the ship takes up where the captain’s leaves off. Whenever the ship is not in chase or battle, the Quartermaster makes most of the decisions regarding the day-to-day ship activities. The Quartermaster's main purpose was the distribution of things. He distributed rations, work, prize, and punishment. Pirates didn't trust authority and therefore saw no reason to let all the power of a ship rest on one man. Therefore they split the power between the Captain, who led the ship in battle and navigated the ship, and the Quartermaster, who usually led the way on most boarding parties, and kept custody of all prize or booty. As expected all gold, silver, or coin was taken, but beyond that, it was the Quartermaster who decided what else was worth taking. He made his decisions based on time and on how much room the ship had. If the ship was already cramped, exotic materials may be burned rather that stolen. The Quartermaster was sometimes elected by the crew to represent their best interests and he receives an extra share of the booty when it is divided. Above all, he protects the Seaman against each other by maintaining order, settling quarrels, and distributing food and other essentials. The Quartermaster also watches over the treasure until it is divided among the crew. The Quartermaster also settled individual quarrels and if need be, acted as a witness to any duels, to insure that duels were fair and just. Serious crimes were tried by a jury of the crew, but the Quartermaster could punish minor offenses. Only he could physically punish a seaman after a vote from the Crew. Boatswain The Boatswain supervises the maintenance of the vessel and its supply stores. He is responsible for inspecting the ship and it's sails and rigging everyday, and reporting their state to the Captain. The Boatswain is also in charge of all deck activities, including weighing and dropping anchor, and the handling of the sails. He would be responsible for the crew's morale and work efficiency as well as the maintenance and repair of the hull, rigging, lines, cables, sails, and anchors. ((Lumberjacking- 75+, Axe Mastery- 75+)) Ocean Guide This is the officer who is in charge of navigation and the sailing of the ship. He directs the course and looks after the maps and instruments necessary for navigation. Since the charts are often inaccurate or nonexistent, his job is a difficult one. It is said that a good navigator is worth his weight in gold. He is perhaps the most valued person aboard a ship other than the captain because so much depends upon his skill. ((Some form of mapping mod)) Carpenter A person in this valuable position worked under the direction of the ship's Boatswain using their skill to not only repair battle damage to masts, yards, hatches, and the hull, but to keep the ship's leaky seams in check with wooden plugs and oakum fibers. He would often have separate quarters combined with a workspace. There could probably be no more highly regarded artisan in a pirate ship crew when your life and livelihood depended on the soundness of the wood around and beneath you. ((Lumberjacking- 50+, Axe Mastery- 50+)) Gunner The Gunner is responsible for the ship's guns and ammunition. This includes sifting the powder to keep it dry and prevent it from separating, insuring the cannon balls were kept free of rust, and all weapons were kept in good repair. A knowledgeable Gunner is essential to the crew's safety and effective use of their weapons. ((Blacksmithing- 75+)) Cook A well versed cook is essential in keeping the crew healthy and happy. Knowing the needed dietary intake of everyone can be a difficult job, but having a knowledgable cook that can turn minimal materials into vast amounts of edibles can keep any ship afloat. Knowledge of plants and their healing abilities is also helpful as the cook acts as the crews sole medic. Tending the Port's farms help to gather needed supplies. ((Cooking- 75+, Farming- 75+)) Musicians Those who could play drums, bagpipes, trumpets, accordions, fiddles, and other instruments were so well liked that they escaped torture if captured by pirates. With entertainment at a premium on most uneventful days at sea, they would be expected to play a jig to dance to, lead a shanty for work tempo, or provide dinner music. Musicians would usually play prior to and during a battle, blaring out martial tunes, nautical favorites, or simple loud noise to inspire the crew. ((Own at least 1 disc, preferably more)) Able Seamen The common sailor, which are the backbone of the ship, need to know the rigging and the sails. As well as how to steer the ship and apply it to the purposes of navigation. He needs to know how to read the skies, weather, winds and most importantly the moods of his commanders. Striker Often overlooked, the Striker was a native of the Wilds. They are expert hunters who fish and hunt wild game when the crew is ashore. Their knowledge of local plants aids in collecting edible fruits and vegetables. Their expert ability at hunting and fishing earns them a spot among the crew, Their hatred of government assures their loyalty and ferocity in battle. They are not kept aboard for their seamanship, their job is to catch fish and kill Alrasians. ((Fishing- 75+, Archery- 50+)) Powder Monkeys Many powder monkeys are probably pressed into service, being kidnapped and forced to serve aboard the ship. Often the powder monkeys are young lads no more than eleven to thirteen human years old. They mainly assist the Gunner and learn most of the ships basics but are paid very little (if anything), treated poorly, and are expendable. Chiefly responsible for the creation, and finding of gunpowder, they spend a lot of time standing in front of a furnace. If they manage to live a few years, they might eventually make it to a position of more importance on the ship. Often, due to their harsh life, powder monkeys are quick to try and desert a ship. ((Blacksmithing- 0.)) Prisoners / Brig The ships Brig is a hold specially made to hold prisoners of raids and skirmishes. Willing prisoners are sometimes forced into service on deck of the ship. Everyone aboard must have a combat skill above 50 to show prowess in fighting. 3 Link to post Share on other sites More sharing options...
Grabthar 185 Author Share Posted February 13, 2012 Charter o' the Fallen Stars In order to prevent disputes, the pirate crew shall impose rules of conduct upon themselves whilst aboard the vessel. This set of rules is called the charter. The pirates’ charter emphasizes division of plunder, giving the elected officers a higher share. Also, the charter provides an insurance policy for pirates who are injured. 1. Every man shall obey civil Command; the Captain shall have one full share and a half in all Prizes; the Quartermaster, Boatswain, and Ocean Guide shall have one Share and quarter. Every man shall be called fairly in turn by the list on board of prizes, but if they defraud the company to the value of even one minas in gold, jewels or money, they shall be marooned. If any man rob another he shall have his face scarred, and be put ashore where he shall be sure to encounter hardships. 2. If any man shall offer to run away, or keep any Secret from the Company, he shall be marroon'd with one Portion of Bread, one Bottle of Water, one Bow and a single arrow. 3. None shall strike another aboard the ship or within the Port of Fallen Stars, but every man’s quarrel shall be ended at the Paddock by sword or bow in this manner: at the word of command from the Quartermaster, each man being previously placed back to back, shall make 12 paces, turn and fire immediately. If any man do not, the Quartermaster shall lash his hands so as he may never fire straight again. If both miss their aim, they shall take to their blades, and he that draws first blood shall be declared the victor. 4. That Man that shall not keep his Arms clean, fit for an Engagement, or neglect his own Business, shall be cut off from his Share, and suffer such other Punishment as the Captain and the Company shall think fit. 5. If any Man shall lose a limb in time of an Engagement he shall have 400 minas in recompense. 6. If at any time you meet with any Woman, that Man that offers to meddle with her, without her Consent, shall suffer present Death. 7. The musicians shall have rest on the day of Joma only, by right, on all other days, by favor only. 8. Every man shall have an equal vote in affairs of moment. He shall have an equal title to the fresh provisions or strong liquors at any time seized, and shall use them at pleasure unless a scarcity makes it necessary for the common good that a retrenchment may be voted. 9. All goods looted shall be returned to harbor for stately use. Gold, iron, gems, and minas will be divided amongst the crew upon return. -Our Sea Shanty- 2 Link to post Share on other sites More sharing options...
Grabthar 185 Author Share Posted February 13, 2012 Portraits to show our ideas. The port town: Some pics of our proposed site. An already existing pirate cove :) In the Bay The Tavern The Gallows and Hanging stocks The Jail House Meeting Hall Tower Storage Hold ??Secrets?? The ship: Rough sketch of our Flagship "The Obsidian Flame" Nearly finished ship with the new "Pirate" texture pack my wife is making. 3 Link to post Share on other sites More sharing options...
Hiebe 2493 Share Posted February 13, 2012 This will be epic.... Link to post Share on other sites More sharing options...
Arbrek the Ancient 140 Share Posted February 13, 2012 This a new Dwarf thing? Because, if so, I'm excited! :3 Link to post Share on other sites More sharing options...
no longer active 734 Share Posted February 13, 2012 First the bandits now pirates? What are the dwarves coming too? Link to post Share on other sites More sharing options...
Phelrin 60 Share Posted February 13, 2012 Hmm...It would seem that suicide would be quite difficult with a bow and arrow Link to post Share on other sites More sharing options...
Grabthar 185 Author Share Posted February 13, 2012 I added a few things. How's it look? Link to post Share on other sites More sharing options...
Charles_Grimlie 1072 Share Posted February 13, 2012 Regardin the Gunner, though I can understand the blacksmithing skill for repair, it is inconvienant for creating TNT to fuel the cannon battery. How will we obtain gun powder otherwise? Through sales or the use of powder monkey? Link to post Share on other sites More sharing options...
Grabthar 185 Author Share Posted February 13, 2012 Regardin the Gunner, though I can understand the blacksmithing skill for repair, it is inconvienant for creating TNT to fuel the cannon battery. How will we obtain gun powder otherwise? Through sales or the use of powder monkey? Gunpowder gathering is unreliable at best, so we will have to buy (or steal) most of it. Powder monkeys will be charged with making it though. The blacksmith requirement for gunner is based on repair of metal objects(cannons) and the TnT work. Since high BS is the only way to place it at higher ground levels. Still working out the kinks, Really need to speak with native a good amount so I can figure some minor points out. Link to post Share on other sites More sharing options...
Brent 281 Share Posted February 14, 2012 Yes, this kind of stuff is what the server needs to turn it around. I want to be one :( Link to post Share on other sites More sharing options...
TEEbrown 348 Share Posted February 14, 2012 Two words. Love it. Link to post Share on other sites More sharing options...
no longer active 734 Share Posted February 15, 2012 Good lore and all. Good luck and stop by Karik lots! Link to post Share on other sites More sharing options...
Phelrin 60 Share Posted February 15, 2012 Good lore and all. Good luck and stop by Karik lots! Err....The only reason we would be stopping by Karik would be for a raid.... Link to post Share on other sites More sharing options...
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