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Kol Korran
2012-06-23, 01:31 AM
though this is for a 3.5 campaign, it deals less with mechanics and more with flavor.

i'll soon be starting a pirate campaign. at the beginning the party might be pitted against other pirate teams in the look for treasure, but they will later be able to try and draft them into their ship's crew. the life on the ship and it's crew might be quite important for this game, so i want to find interesting and compelling crew members, who are not terribly complicated to run. (they might escort them on voyages to shore adventures, though i'm not planning much on DMPCing them.

I don't yet know what the characters will be, except one who will be a sort of demon binder dwarf who wishes to reclaim his island, very high social skills.

the campaign is homebrew, with quite a few changes to the D&D 3.5 rules, but i won't require you to read it all. a few things that might be important though:
- the culture the party comes from is composed of many races that are antagonist to the "Empire", who is mostly composed of humans. the general set of mind is chaotic freedom loving, let us live and get riches.

- the main races are elf, orc (the two don't like each other) dwarves (who here are master manipulators and diplomancers), halflings, hobgoblins, raptorans, goliaths, whsiper gnomes, Killoren (wrathful nature spirits), aquatic elves and a sort of a Yuan ti pure bloods. (most think themselves as servitors to the other races)

- the magic traditions of the isles emphasize instinctual spontaneous "vood like" magic. all the practitioners (regardless of class) are called witches. they have sort of spirit familiars who reflect their personality, and can cast small curses/ jinxes (make your nose grow and the like). the more martial classes all have a form of ToB maneuvers.

- the entire are is composed of mostly small islands and there is no actual central goverment (other than the Empire). the races get along with each other, some better, some less, most begrudingly.

- firearms just came into the campaign, they are considered illegal to anyone outside the empire (like many other commodities) and often are just too expensive.

- possible "niche" roles that might be helpful: surgeon (the heal skill does have importance in this campaign), possibly pilot (or secondary pilot), artillery expert (someone to man a ballista), possibly one to deal with underwater dangers.

- other than this all pirate tropes and the like are welcomed

requirements of the potential pirates:
- they should be interesting, even if not immediately. and some quirk to quickly signify them in the party's minds.

- idealy they should pose a threat, but not a mjor one to any single PCs (as they fight against them) so 1-2 combat shticks/ "expertise" is good. however. this part is mostly for people who know D&D 3.5. the party will begin at level 2, not that optimized.

- it could be nice if they have some plot hooks connected to them, to develop from later on. the campaign is a sandbox, and it would be cool to have some "living in ship" plot hooks to draw from.

quite a bit to ask, but do you have suggestions? :smallsmile:


(search word: piratewitch)

jackattack
2012-06-23, 05:32 PM
If you are looking for character bits to help you role-play a few member of each crew distinctively, you might try some of the following.

1. Crewmen based on the seven deadly sins. A lazy pirate, a well-fed hard-drinking pirate, a greedy pirate, a belligerent pirate, a kleptomaniac pirate, a vain pretty-boy pirate, and a pirate who is always trying to pick up women.

2. Crewmen based on various emotions.

3. Crewmen lifted from popular movies and/or television shows. The crew of Serenity springs to mind, or the Dirty Dozen, or even the Minnow. You can be obvious about it, or you can be subtle and see how long it takes your players to catch on.

Dusk Eclipse
2012-06-23, 07:50 PM
I suggest you take a look into the One Piece wiki if you want to see quirky pirates...

Here are some pirates from the Swift Pirates in my Anima Beyond Fantasy Game

Captain Swift: Master Diplomacer and Bluffer, almost all the crew are more capable than him in combat; but he has win the crew over due his quirky personality and charm. He is also addicted to Rum, no not Alcohol, just Rum.

First Crewmate E. Coyote: Masterful navigator at Sea; but is hopeless in land. He is a multiweapon fighter who is wholly focused on attack with so so defenses.

Ship's Doctor: Nick D. Wolf: Chain Smoker; but awesome Doctor, capable of bringing any character from the brink of death to health. Incredible sniper with a handcannon (might want to change it to some sort of archer) a bit of a glass cannon [pun not intended]

Ships Musician Kharyl of the Black Blizzard: Ships musician who only has high ranks in perform (violin)..no it doesn't give any buffs to the party. In reality he is the second best meleer in the crew focusing on single heavy damage strikes and Area of Effect attacks with cold.

Can't remember this character position Leon D. Ace: Narcoleptic Fire mage used as heavy artillery against other ships and land-bound targets. Also pretty capable in hand to hand combat.

Kol Korran
2012-06-26, 05:15 AM
interesting basis for character building. i'll try to think how to fit these ideas into my game.

any others? :smalltongue:

Dusk Eclipse
2012-06-26, 11:55 AM
There is also the ships cook, who is the best martial artist in several countries while also being the one if not the best cook (He can archieve dice modifiers uo to 300+, the game uses d100 so big numbers are expected: but this big at level 7-8 is difficult; but not unheard of)...he is also the biggest pervert you will ever see and can seduce almost any female NPC he crosses path with.

And Sadly those are all the PC Swift Pirates as the other members of the group didn't want to be part of the crew (spoilsports :smallannoyed:).

TheCountAlucard
2012-06-26, 01:10 PM
My Exalted crew experienced the Cave of the Three Dragons. In said game, the Three Dragons were a trio of Dragon-blooded pirates who had become infamous in their corner of the West. In their heyday, they either built or stumbled upon a sea cave with ambient magic, and bound 111 demons to serve them within the Cave.

One of them was a sorcerer, and had developed a spell to allow their ship to submerge itself for brief durations; this allowed them to bring their ship into the cave through a secret underwater entrance.

Of course, by the time the PCs in my game encountered the Cave, the Three Dragons were long dead; if you wanted to use 'em for your game, they could still be out causing trouble on the high seas. :smallamused:

Radar
2012-06-26, 02:34 PM
Singing (http://www.youtube.com/watch?v=AawQvD8L_h4) pirates (http://www.youtube.com/watch?v=8XawvsLJp-8)!
Hear me out on this one: properly build Bard (or a few bunch of them) can buff or debuff large ammounts of people and turn their otherwise average crew of synchro-dancing extras into competent fighters. You might even think of an augmented version of Ventriloquism or some other mechanical tricks to increase their range.

Ninjadeadbeard
2012-06-26, 03:21 PM
Here's a character I've always wanted to have in my pirate campaign:

William Saltheart, cook. He appears to be a little old human male, usually found with a red bandana around his head, and a thick white beard flowing from his chin. While a tad cantankerous and grumpy, he's always on hand for telling tall tales and singing pirate ballads.

He grew up in the Empire to a noble human father by a low-class Elven "seamstress", shall we say. At a young age he was set out to sea with the navy, but his ship crashed and he and the crew washed up on the shore of a small island, whose tribe of orcs were deep practitioners of "Vood* like" magic. After several years he was accepted by the tribe as a member, but he was eventually taken away from there by another Imperial ship who was passing through. Saltheart couldn't re-adapt to life in the Empire and fled for the sea, even as he was declared a traitor for desertion. Saltheart went on to pirate and battle the Empire as a one-man-resistance army.

Saltheart is now a very old man. Sometimes, if the mood strikes him, he'll tell tales of his adventures on the sea, sometimes revealing locations to old treasures and the like as he reminisces about his pirate days. But don't go thinking that you can just push around "Ole Salty" the Bard and get away with it. Among his tales one might recognize the names of his victims, all pirates of renown and Imperial captains of legend.

*Typo?

Ianuagonde
2012-06-26, 03:58 PM
I've had lots of fun with a druid-based pirate. Mundane skills: weather prediction (survival), fish and ingredient recognition (knowledge nature and survival), plotting the course (knowledge geography?) and healing; both damage and diseases like scurvy. Magical skills: charming the winds, temporarily altering the currents, perhaps summoning aquatic creatures in case of attack. The sudden appearance of giant squids tends to draw enemy fire and attention.

Parrot animal companion optional.

bigstipidfighte
2012-06-26, 10:17 PM
Although the crew probably wouldn't be much good for later recruitment, Exemplars of Evil has a crew of mutated goblinoids in search of a lost city that could have come straight out of the works of H.P. Lovecraft. Captain Gnash and his officers are all well-detailed NPCs.

PHB2 has an affiliation called the Thunder Sail Argosy, a flotilla of three ships the commadore of which has a daughter who is trapped in a crystal ball, and seeks a means to free her, although aside form the captain I don't think any NPCs are detailed.

Bluepaw
2012-06-26, 11:39 PM
A pirate captain character I've always wanted to work into a game is a kind of inverse Ahab -- an extremely powerful, respected, and rich Warlock who has acquired his powers on the sea through a pact with an underwater demon (who might take the form of a giant whale or squid). But somehow he's broken the terms of the pact and the demon has now begun to hunt for him. He's a nobody on land, though he'd be safe there; but as long as he remains a pirate captain he's on the run...

avr
2012-06-27, 12:38 AM
There's always the pirate with the unusual pet. A semi-amphibious octopus or a pseudodragon or a small fey or something. Mainly an RP hook to pass him cigars, though it might be handy.

The ships carpenter might be a no-nonsense brute or an artist. Or both.

A collection of anything - brandy, daggers, gems - can be a RP hook.

Bouregard
2012-06-27, 02:30 AM
First Mate Adams

A really really big guy, think heavy weight boxer. In a fight he will use ridiculously large weapons, an anchor as a melee weapon for example or a small cannon as a gun.
He's not the smartest guy on the ship, so he will follow the orders of the leader to the letter, however he values the ship ship itself and his friends in the crew as more important than any captain he'll ever serve under.
If you make him choose then he's a mutiny waiting to happen.



Seaman Harker

A scrawny short pirate, in a fight he will usually supply the other pirates with loaded weapons and ammunition or drag the wounded out of the combat zone, however as someone who can climb into the rigging pretty fast he's not above attacking an enemy at odd angles or from the back.

"Joe (short for Josephine) Harker" A girl joining the pirate crew dressed up as a boy, you know including fake beard and all.
Most of the crew actually know that she's a woman but don't say anything because she's a surprisingly good sailer who are hard to come by and they are not sure how the rest of the (eventually more superstitious) crew will react to the news.

Also the washing room where the crew is bathing has a good positioned peephole that's usually fought over when Joe is cleaning herself at odd hours in the morning while everyone is supposed to be sleeping.


Carpenter Biggins

An old pirate who knows the ship. He prefers to let the other guys handle enemies and will spend his time in a fight repairing any damage to the ship, if threatened however he will use the knowledge of his ship and tools to dangerous effect.

He's the black market guy on the ship. He can sell you anything from drugs to additional rum rations and firearms and even a piece of meat sometimes. He knows every nook and cranny of the ship and has more than one little hidey hole behind a few loose planks. Further he's a good rumour monger

Blind Orc
2012-06-27, 05:29 PM
1) The Destroyers
They don't try to find the treasure, they try to destroy all opposition in order to win. Maybe they like chaos, or maybe they are not smart enough to find it a bad plan, or maybe they just try to intimidate the others into resigning. Or they know they won't win and they care to make a scary reputation.

They will be the bad guys :smallbiggrin: / plot twist: they are actually good guys somehow.

2) The Thieves
Why bother doing the hard work, when you can just steal the treasure from the guy who finds it first? They are pirates, but smart ones. Everyone hates those.

3) The Enemies
A pair of crews...they hate each other. They see this competition as an excuse to kill each other (or to show that they are better).

4) The Victims
They are not good enough to win...but they still try. Maybe something bad will happen to them if they fail? They can be good or bad guys. If they are bad guys the can end up comic relief though.

5) The Winners
Everyone expects them to win. They won last year, and the year before. With ease. They will definitely be arrogant guys, the ones that the PCs will hate, maybe even more than the bad guys :smalltongue:

6) Mastermind
He isn't really trying to win. He tries to take over the world by losing. Maybe he is organizing the hunt too. His plan is really too complex to explain, but it will work. He will probably help the PCs for "no reason" when they need it most. He will turn to be the bad guy after he betrays them. Or not. He needs a *very* loyal crew though.

7) We can try next year
They are guys who don't care to win now...and they just know that if they compete enough times they will win someday. They know their enemies very good. They will probably be filled with non-aging races?

8) The guys who will probably lose but the PCs will help them and they will win
Everyone mocks them for no good reason. It looks like they are DOOMED without the help of the PCs. They know it. They plan to win this year, because it will be the last year they can compete. Somehow they are not the Victims, because the miracle will happen, and the PCs will join them :smallsigh: (FFX)

Kymme
2012-06-27, 07:16 PM
I ran a pirate campaign not to long ago. One of the NPC's on the main parties ship was a dwarf named Cookie, who had a disease nicknamed regenerative leprosy. Basically, his leprosy would cause him to loose small body parts (like fingers and toes) and then they would regrow. Having this disease has numbed, so he doesn't actually feel pain anymore. Also, he can take sword wounds, and they heal much faster than any normal people. He is a brutal fighter, who weilds a greatclub studded with shark teeth.
Hope this helps!

Blind Orc
2012-06-27, 08:05 PM
I ran a pirate campaign not to long ago. One of the NPC's on the main parties ship was a dwarf named Cookie, who had a disease nicknamed regenerative leprosy. Basically, his leprosy would cause him to loose small body parts (like fingers and toes) and then they would regrow. Having this disease has numbed, so he doesn't actually feel pain anymore. Also, he can take sword wounds, and they heal much faster than any normal people. He is a brutal fighter, who weilds a greatclub studded with shark teeth.
Hope this helps!

He was named cookie because ppl would confuse his dropped body parts with cookies sometimes? :smalleek: can't un-think.

Serpentine
2012-06-28, 05:07 AM
Um... I once randomly came up with a character concept for someone's ocean witch character thing once, based on my "character-making cheat-sheet" thing. It looked like this:

A True Neutral Druid Pirate, who might also be a Witch and ride around on a giant turtle.
- Fear: Phobia of being on dry land. Dreads ecological disasters.
- Fetish: Has a soft spot for children. Enjoys storms.
- Virtue: Is willing and able to listen to and try to accommodate all points of view.
- Vice: Has no patience for buffoons, fools, blow-hards and the arrogant - or those perceived as such.
- Alignment priority: Is a bit of a balancer - believes the ocean itself is above and more important than mere quibblings of ethics and morality, although given the choice she enjoys the company of the Chaotic more.
- Short-term goal: Booty.
- Long-term goal: A united pirate force that not only seeks booty under her direction, but is an army against the enemies of the ocean.

Born on the sea, to an unnamed woman who died of a fever before reaching land. Not knowing if there was anyone looking for her, the captain of the vessel decided to keep her. She is a slave, more or less, although she is unofficially fully able to choose with whom she travels and for whom she works, and few would be able to stop her if she decided to leave, even were they willing. If asked, she would say she belongs to the sea. As a child she worked as a general deckhand and sailor, but as she grew older a deep connection to the watery world around her developed. As she exercised this connection, she became in high demand as a weather witch.
She has only stepped onto land once, in her early teens - an adventure that very nearly resulted in disaster at the hands of some over-zealous drunks and a harem scout. Since then she has kept her hair short and her clothes baggy, and her feet firmly planted on a good solid deck.
The turtle is one of several survivors of a clutch that she insisted on rescuing when the trading vessel her pirate crew attacked started leaking Alchemist's Fire all over their hatching ground. She dived into the stinking, flammable ocean to retrieve the ones she could. Some were lost, some eaten by opportunists, and some were too poisoned to survive, but some half-dozen thrived under her care. When it came time to release them again, one refused to go.

Kymme
2012-06-28, 11:49 AM
He was named cookie because ppl would confuse his dropped body parts with cookies sometimes? :smalleek: can't un-think.

HA! Nope, sorry to disapoint. He was the cook.

Kol Korran
2012-06-29, 09:20 AM
I suggest you take a look into the One Piece wiki if you want to see quirky pirates...


Ship's Doctor: Nick D. Wolf: Chain Smoker; but awesome Doctor, capable of bringing any character from the brink of death to health. Incredible sniper with a handcannon (might want to change it to some sort of archer) a bit of a glass cannon [pun not intended]

Ships Musician Kharyl of the Black Blizzard: Ships musician who only has high ranks in perform (violin)..no it doesn't give any buffs to the party. In reality he is the second best meleer in the crew focusing on single heavy damage strikes and Area of Effect attacks with cold.

The PCs will probably take the main positions of the ship. i'm looking for more of an "underling/ low officer" kind of thing. i loved the doctor and musician though. i think i will make the doctor the kind who tries to push you into dangers, diseases, strange drugs and toxic fumes "to make you stronger". he will always push you a cigarette. might be funny as one of our players is a chain smoker and we kid around the subject.

Kharl might be a very odd addition to the ship, but might enable me to add gypsy violin music to the game!


There is also the ships cook, who is the best martial artist in several countries while also being the one if not the best cook (He can archieve dice modifiers uo to 300+, the game uses d100 so big numbers are expected: but this big at level 7-8 is difficult; but not unheard of)...he is also the biggest pervert you will ever see and can seduce almost any female NPC he crosses path with.

not sure i can make it the best martial artist (or he'll steal the PCs thunder, but i love him being a huge pervert.


My Exalted crew experienced the Cave of the Three Dragons.
i think i will use these as either antagonists, or their cave as a source of hidden treasure hunt, i need to think about this a bit. some of the witches in my campaign are called Draco, and are said to gain their powers from dragons, so this could be nicely thematic.


Here's a character I've always wanted to have in my pirate campaign:

William Saltheart, cook.

*Typo?
i was indeed a typo, meant to be "voodoo". i won't use william Saltheart just yet, as it might give the PCs to early an access to the Empire's secrets. beside- Saltheart will need so hefty protection (or subterfuge) as the Empire actively hunts anyone who might spill their secrets.

i like the character :smallwink:



PHB2 has an affiliation called the Thunder Sail Argosy, a flotilla of three ships the commadore of which has a daughter who is trapped in a crystal ball, and seeks a means to free her, although aside form the captain I don't think any NPCs are detailed.

I'll look into the PHB2. the idea sounds fun!


A pirate captain character I've always wanted to work into a game is a kind of inverse Ahab -- an extremely powerful, respected, and rich Warlock who has acquired his powers on the sea through a pact with an underwater demon (who might take the form of a giant whale or squid). But somehow he's broken the terms of the pact and the demon has now begun to hunt for him. He's a nobody on land, though he'd be safe there; but as long as he remains a pirate captain he's on the run...

that could be cool, but not as an underling on the PCs ship. they are starting at a farly low level, and the idea is for the NPCs to provide spice, not steal their thunder. but perhaps an adversary? or an ally with a strange curse? warlocks fit very well in the campaign. i'll need to think where to put this guy, but the idea is good. thanks!


First Mate Adams

A really really big guy, think heavy weight boxer.
one of the player might allready be this guy i think, but we'll need to see. if he isn't, then he is interesting.


"Joe (short for Josephine) Harker" the woman in disguise! should have thought of that. as some might play women, and we'll waver the traditional gender restrictions rules, i might change this to perhaps some sort of exotic race or condition that hides well.


Carpenter Biggins

i like this guy! perhaps i'll put him as the ship's builder, joining on board (providing they don't steal a ship from the empire)


1) The Destroyers

2) The Thieves

3) The Enemies

4) The Victims

5) The Winners

6) Mastermind

7) We can try next year

8) The guys who will probably lose but the PCs will help them and they will win

um... thanks for the enthusiasm, but i was looking for individual pirats that may oppose the party, and then join it.


I ran a pirate campaign not to long ago. One of the NPC's on the main parties ship was a dwarf named Cookie.

i love cookie! not sure he'll be the cook (another PC may vie for that position), but he can be brough in many ways.


Um... I once randomly came up with a character concept for someone's ocean witch character thing

sea witches may vwork well in the campaign. we got no druids, but spirit shamn, bard or warlock might suffice in their ways (refluffed). she doesn'yt feel quite like a sideckick to the PCs though, so i need to think how to put her in. perhaps as an ally NPC pirate captain? or not captain? perhaps they will pick her up later for a series of quests? i'll need to think about this.

thanks everyone for the great ideas! :smallsmile: got some splendid ones going already!

TheCountAlucard
2012-06-29, 09:44 AM
i think i will use these as either antagonists, or their cave as a source of hidden treasure hunt, i need to think about this a bit. some of the witches in my campaign are called Draco, and are said to gain their powers from dragons, so this could be nicely thematic.Nifty - if you like, I can PM you with some more information about both. :smallcool:

Dusk Eclipse
2012-06-29, 11:59 AM
The PCs will probably take the main positions of the ship. i'm looking for more of an "underling/ low officer" kind of thing. i loved the doctor and musician though. i think i will make the doctor the kind who tries to push you into dangers, diseases, strange drugs and toxic fumes "to make you stronger". he will always push you a cigarette. might be funny as one of our players is a chain smoker and we kid around the subject.

Kharl might be a very odd addition to the ship, but might enable me to add gypsy violin music to the game!


not sure i can make it the best martial artist (or he'll steal the PCs thunder, but i love him being a huge pervert.



Those pirates are the PC's in the game I am playing in, so that is why we get those nifty titles and claims (although the DM decided to show us that while powerful we were big fishes in a small pond and...now we have stumbled upon the ocean so yeah.)

I am glad I was of help though.

ZeroGear
2012-06-29, 12:58 PM
When I ran a pirate campaign, there was one group that really scared my players, The Flamir Pirates. You are free to use them if you wish.
They are a large group worth several fleets, so the most the party would have run into was a small scout ship. Anyway, They are known for two things: being ruthless, merciless, brutal, sadistic monsters; and a good number of them being, well, as queer as they are brutal (no offense to anyone intended).
Their leader in particular, and his name escapes me at this moment, was an Orc (barbarian) that wore tight fitting leather armor, carried a big club, and liked hurting men (double entendre intended). He was the most sadistic of the lot, and always got first pick at the prisoners.
Every time there was a ship with a skull-and crossbones with hearts for eyes, the group fled at top speed in the opposite direction.
I enjoyed using these reoccurring villains of unspeakable terror, I hope you would too.

BRC
2012-06-29, 01:36 PM
Sir Kentworth and the Lady of Alberdine.
Sir Kentworth, human with an immaculate uniform and the manners of a nobleman, wears the uniform of an Imperial Navy captain. His ship, the Lady of Alberdine, and his crew, appear at first glance to be the paragon of Imperial Naval discipline and order.
However, they are not Imperial, and will attack Imperial ships, as well as pirates, on sight.

If asked, Sir Kentworth will claim that the current holder of the Imperial throne is an imposter. He says that his family served the Imperial throne loyally for generations, and when a silent coup occurred, he carried the true heir to safety. If he is to be believed, then the true heir to the empire is hidden somewhere, while he goes out, battling the forces of the Usurper and trying to recruit support and raise funds to take back the throne.

Kentsworth is the very image of politeness. Though he punishes those he deems in violation of True Imperial Law (he is apparently the only one who knows what that is), to everybody else he is the perfect gentleman, especially if he thinks they may help him in his quest. His crew is very skilled and very loyal, and their knowledge of Imperial naval tactics and principles allows them to avoid pursuers and launch sneak attacks.

However, some parts of his story ring very, very false. There WAS a man named Charles Kentsworth who came from a family of Imperial soldiers, however he was remembered as a drunk and a scoundrel who was supposedly executed after stealing from the Imperial coffers. The Lady of Alberdine was a real ship, but it was lost with all hands in a storm a year before it supposedly conveyed Kentsworth and this "True Heir" to safety. Though he talks in glowing terms about the True Heir, he never gives details. The name, location, or even gender of this Heir is unknown, but to hear Sir Kentsworth he/she is the wisest, kindest, most just ruler the empire would ever have.


There is one more strange thing about Sir Kentsworth. The Lady of Alberdine does not frequent regular pirate ports, it does not take in supplies or repairs and while he will attempt to recruit others to support him, he never actually has them join his crew. And yet, despite being badly damaged multiple times, the Lady of Alberdine always escapes, only to appear again a few days later in perfect condition with a full compliment of Imperial sailors and marines, and with Sir Kentsworth, unharmed, his uniform immaculate, standing on the deck.

Sir Kentsworth and his men use a large number of Firearms with great skill, though it is not clear how they acquired them. Kentsworth is normally polite, but if his story about the True Heir is openly doubted or questioned he will fly into a rage. However, even the most obviously insincere acknowledgement of the True Heir will be taken as genuine. Upon encountering him, most pirates find it better to play along than to face his guns.


There is one strange member of his crew that does not fit the image of an Imperial warship. A mysterious witch known only as Gull, he wields a staff with a Seagull's head on it and wears rough clothing covered with strange runes. He does not appear to hold any rank onboard the ship, but most of the crew, and even Sir Kentsworth defer to him, reffering to him as an "Advisor to his majesty". The true extend of Gull's powers is unknown, but some believe he is responsible for the Lady's continued success.
Potential Plot Hooks

1: Sir Kentsworth is lying or delusional. When in need of repairs or resupply they just scrape off the name and go to an Imperial shipyard, using Gull's magic to make people believe them to be legitimate. Crewmembers are recruited from the Imperial navy.

2: Sir Kentsworth is telling the truth, there really WAS a coup. A secret colony of Imperial loyalists is hiding somewhere, waiting to return.
Gull may or may not be the True Heir.

3: Sir Kentsworth and the Lady don't even exist. They were all conjured into existence by a powerful spell. They are simply magical constructs with the delusion of humanity.

4: Sir Kentsworth and his entire crew have been mind controlled. Years of Mass Suggestion spells have made them willing slaves to Gull's secret agenda. They honestly believe they are serving a true heir, when in fact none exists.

Note: If asked about Kentsworth, Imperial officers will say he's talking nonsense. He's just a lucky pirate who stole the name of a dead man and a sunken ship, and has spun this story about a "True Heir" to mislead honest citizens of the Empire.



Edit: also
Potential crewmember: Carter Dallen and Hush.

Carter Dallen is a fast-talking Halfling, born in a pirate port to parents he doesn’t remember, he grew up on the streets, stealing and running odd-jobs to survive until he was old enough to go to sea. He enjoys telling many outlandish stories (most of them clearly lies or exaggerations), but is only a passable sailor at best. To hear him talk, he has personally killed eight dragons and once captured an Imperial ship of the line singlehandedly, but in battle he fights mostly to preserve his own life. At some point, he encountered Hush.
Hush is a strongly built mute hobgoblin covered in strange tattoos of an unknown origin. Hush is everything Carter is not. He rarely makes any attempt to communicate with others except with the most basic gestures, but will obey orders with stoic fortitude. Hush demonstrates a very wide skillset and a keen intelligence. Not only a skilled sailor and deadly combatant, he has demonstrated talent with survival, carpentry, medicine, even some basic magic, though he will never acknowledge any orders outside the duties of a basic pirate seaman, only demonstrating his other talents when they are needed, usually to the great surprise of everybody except Carter, who rarely discusses his silent companion. Though he occasionally seems to express annoyance with Carter’s antics, Hush will not allow his friend to come to harm, following him like a shadow. Hush will ignore any order that requires him to leave Carter's side. Generally, when one orders Carter and Hush to do something, Carter will slack off and do barely, if any, work, while Hush, tirelessly and skillfully performs the work of two men.
Stat Carter as a low-level Bard/Expert, he fights with a dagger, and usually takes the Full Defense action.

Hush should be statted as a Ranger or Factotum though feel free to keep his abilities and level secret, and just add skills or abilities as you see fit. He Duel-Wields Kukuri’s with deadly efficiency. He may be a level or so higher than the party, but unwilling to use the full extent of his talents unless the situation gets desperate. That is to say, He's willing to help them sail the ship, but if they order him to do much else, he will simply pretend not to hear them. In battle his effectiveness is somewhat limited by his determination to protect Carter. Even if Carter hides in a cabin, Hush will stand guard by the door instead of going on deck and joining into the fray.

Despite his usually talkative nature, Carter is reticent about Hush's origins. If he knows anything about his silent companion, he isn't telling anybody.

Kol Korran
2012-06-30, 12:34 AM
They are a large group worth several fleets, so the most the party would have run into was a small scout ship. Anyway, They are known for two things: being ruthless, merciless, brutal, sadistic monsters; and a good number of them being, well, as queer as they are brutal (no offense to anyone intended).

though potentially amusing/ terrifying, it won't sit well wit hmy group. thanks anyway.


Sir Kentworth and the Lady of Alberdine.
Sir Kentworth

There is one strange member of his crew that does not fit the image of an Imperial warship. A mysterious witch known only as Gull

Edit: also
Potential crewmember: Carter Dallen and Hush.

hhhmmm... i like Kentworth and the Lady to appear later in the game. might be quite an interesting NPC and complication.

as to Carter and Hush, they would fit perfectly as potential crew. thanks!