Ports and Pirates
The Universal Pirate's Code
A old book with a bunch of hand-written notes.
An old book containing a list of codes and guidelines most pirates live by.
The book is riddled with a bunch of handwritten addendum and side-notes by multiple authors.
A LOT of the text is either faded, blank, or missing.
The Universal Pirate’s Code
Honoured and Enforced by the Seven Swords of the Sea.
A little guide into increasing the longevity of one’s pirate career.
A few words to new sailors wishing to be a Pirate:
- You are not above the Pirate’s Code.
Even if not recognized by a Sword, all hidden secrets and lost treasure can be found eventually.
- Honour is not a lost virtue.
- Following these rules can be difference between respect amongst peers or being cut down like rabid dog by those who have power.
Proper Ship Conduct
- Unless recognized as a Pirate Lord, no captain shall raise a fleet of ships least he wishes to be the biggest target on the open sea.
One may also perhaps have recognition for a fleet as a privateer fitting of rank and title among that government.
But such action shall also mark him an enemy of the Seven Swords.
- An unspoken rule, but man or woman, all are considered equal at sea if one can carry a blade.
- Honour the dead. All men sent to sea shall also receive his toll of 2 Gold for the underworld. Any who endanger the crew to the wrath of spectres shall be punished.
- He that sees a Sail first, shall have first chance to a Pistol or Small Arm aboard of her.
Conducting Ship Combat
- He that shall have the Misfortune to lose a body part in time of battle, shall receive compensation, and can remain aboard as long as he shall think fit. Parts are as follows:
- 100 Gold – Eye, Finger
- 400 Gold – Leg below the knee
- 500 Gold – Non-Dominant Hand
- 600 Gold – Dominant Hand
- 700 Gold – Leg above the knee
Given the vast distances ships can be apart from each other, determining another ships intent can be tricky. One could reply on ship type and the colours raised to determine one’s course of action. But if those judging criteria is actually to one’s detriment or one wishes for an non-obvious form of action, one can fire a coloured flare to indicate your more preferred action.
Red – Hostile Intent ex. The simple wish to be known you’re attacking.
Green – Non-hostile Intent ex. Indicating the ship is a friendly vessel, Passage is safe.
Blue – Diplomacy on the Sea ex. Prisoner exchange.
Yellow – Diplomacy on Land ex. A Parley attempt.
White – Intent to surrender Self-explainatory mostly.
Sword arm forward, Other hand raised – Neutral Negotiations
Indicates the party is open for both diplomacy and combat depending on the opposing parties actions.
Both hands forward
Indicates diplomacy is wasted on this party. If the other party is in neutral Negotiations, he/she can reply in turn, triggering combat, or raise both hands to invoke parley if diplomacy is truly valued.
Sword arm raised while armed – Parley
Indicates the Invocation of Parley, the most honoured form of diplomacy on the high seas. Any attempts for diplomacy must be honoured and considered before any resolution through combat can commence. If the Parley invoker wields a pistol, his/her attempt can be made more apparent by discharging his shot into the air. Diplomacy through Parley must be done so on land.
Both hands raised and visibly unarmed
Indicates an attempt for surrender.
One can ignore/dishonour his opponent’s attempts on diplomacy, but do so at his/her peril. Especialy if one chooses to dishonour one’s attempt for Parley. Fate can be a very fickle mistress.
Handling with Defeat and Prisoners
What about duelling?
That’s a different handbook. Where do I find one?