What’s The Story, Muthur?

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TTRPG, Player Advice, Narration JimmiWazEre TTRPG, Player Advice, Narration JimmiWazEre

“I Attack the Goblin.” D&D Combat Can Be Much Better Than This

‘I make a flurry of blows attack and two bonus attacks' turns into an active contribution to the narrative of the battle being collectively spun at the table.

By JimmiWazEre

Opinionated tabletop gaming chap with a Yellow belt in Wado Ryu Karate. Lol.

 

TL;DR:

D&D martial classes get stuck saying "I attack" while spellcasters get flashy options. The fix isn't a house rule, it's narration. Steal moves from a real martial art (or fake it with a simple formula) and every swing becomes a scene instead of a dice roll.

Introduction

A legitimate criticism often leveled at D&D is that the magic users get all these interesting attacks with an array of spells, whereas martial classes just attack.

The counter of course, is that there’s nothing stopping you from narrating a martial attack however you like. But is that fair? Do most people know how to describe the different moves a master swordsman or martial artist would make?

I Do Karate

I’m currently a player in a Curse of Strahd campaign, and for the first time ever - I’m playing a Monk. Almost immediately, I was faced with the aforementioned problem. But then I realised that not only do I know a whole bunch of kicks, throws, counters, blocks, and combinations thereof. I can sort of act them out a bit at the table for the lols.

That means when it's my turn and I want to perform a flurry of blows with two bonus action attacks, I get to spin a yarn: my right fist arcs across the goblin's temple in a hammer blow, then that same hand grips his stunned shoulder and hauls him in towards a gut punch from my left, before I plant my right foot on his knee and flip-kick him in the chin, settling back into position like some kind of superhero landing.

Sure, that last kick isn't any karate I actually know, but once you get confident making these rich descriptions it's hard not to let your imagination run away with itself. And just like that, "I make a flurry of blows attack and two bonus attacks" turns into an active contribution to the narrative of the battle being collectively spun at the table.

 

 
 
 
 

 

You Don’t Need A Blackbelt!

You don't need a style or a belt to do this. Every attack description is really four ingredients:

  1. The body part doing the work (elbow, knuckles, shin, shoulder)

  2. The verb or direction it moves in (snaps, arcs, drives, sweeps)

  3. The target (temple, ribs, back of the knee)

  4. The effect (staggers, folds, drops, sends stumbling)

Mix and match those four and you'll never say "I hit it with my sword" again. "My pommel drives up under his jaw, snapping his head back" is just ingredient soup, and you don't need ten years of dojo time to cook it.

Here’s Some Basic Karate Terminology If You Want To Try Narrating It At The Table

| Oizuki | A punch driving from your waist, twisting at the end, and connecting with your opponent's stomach. |
| Gyakuzuki | Like Oizuki, but performed with your off-hand. |
| Mawashi Tetsui | An arcing hammer strike to the temple with the side of the fist. |
| Tate Shion Nukite | A lunging straight handed strike to the ribs with the hand open and palm down. |
| Mae Geri | A snapping forwards front kick (think the “This is SPARTAAA!” kick from 300) |
| Mawashi Geri | A Roundhouse kick |
| Sokuto Geri | A side kick |
‍ ‍

Front kick similar to Mae geri

Conclusion

Whether you borrow my terminology, raid a martial art you actually know, or just build sentences out of the four ingredients above, the point's the same: the gap between martial classes and spell casters isn't in the rules, it's in the retelling, my dude! A flurry of blows is only ever as boring as the three words you use to describe it.

Hey, thanks for reading - you’re good people. If you’ve enjoyed this, it’d be great if you could share it on your socials - it really helps me out and costs you nothing! If you’re super into it and want to make sure you catch more of my content, subscribe to my free monthly Mailer of Many Things newsletter - it really makes a huge difference, and helps me keep this thing running! If you’ve still got some time to kill, Perhaps I can persuade you to click through below to another one of my other posts?

Catch you laters, alligators.

 
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Videogames, Python, Game Development JimmiWazEre Videogames, Python, Game Development JimmiWazEre

I guess I’m a videogame developer now, too

I found a video which talks you through making a videogame in PyGame (that’s another Python library, like PySpark). Massive thanks to the author for making a really good tutorial, that’s really easy to follow.

By JimmiWazEre

Opinionated tabletop gaming chap

 

TL;DR:

A backend database developer takes a work Python course, then runs with it — building two free games from scratch: Meteor Blast (a top-down shooter with custom pixel art and powerups) and P0N6 FL1P! (a cooperative Pong twist where you work with the AI to keep a rally going). Both are available on GitHub.

Introduction

Hey folks, how’re you doing? I’m gonna go right on and pretend you answered: “Good thanks”, great to hear it. Bit of an unusual one for you today: So, I’m a backend database developer by trade, right? And if you know anything about the industry, you’ll know it’s moving in the direction of cloud computing and PySpark.

Which is all well and good, but I found myself with a rapidly aging skillset - cranking out SQL scripts triggered by BASH. So when the opportunity came up at work to do a week long crash course in Python - I thought: “yeah why not, sounds good”.

I made a thing!

After I finished the Python course I wanted to consolodate my learning. For you guys at the back, that’s just a business jargon way of saying that I wanted to put my learning into practice before I forgot it! So I found this video on youtube by Clear Code which talks you through making a videogame in PyGame (that’s another Python library, like PySpark). Massive thanks to the author for making a really good video, that’s really easy to follow.

I ended up finishing his first Pygame tutorial/project which brings you to a point where you’ve got a barebones engine for a top down, 2d meteor shooting game. Then I went a bit nuts, I replaced all the stock art with pixel GFX that appeals to me (AI gen, or derived from AI gen), added particle explosions, a splash screen, an animated background, powerups, and a persistant leaderboard. The end product is something I’m pretty proud of:

 

 
 
 
 

 

So, I made another thing!

I wanted to follow Meteor Blast up with something that I could make without such a heavy reliance on tutorials or other external resources (I still used them ofc, but less so) so I decided to remake the classic game, Pong.

About halfway through making Pong, I decided that it was an interesting tech flex, but an awful game. The issue is that the AI paddle is so dumb that beating it takes a couple of seconds at most. That’s when it hit me - what if the objective wasn’t to beat the AI, but rather it was to work with it to keep a rally going for as long as possible?

P0N6 FL1P! was born! Like Pong, but way better, and with powerups!

 
 

Conclusion

So that’s what I’ve been up to lately, and I’m hoping that I’ve got another bun in the oven too - I’ll post about that if and when it happens, so no promises.

If you’d like to play either of my games, they’re available for free (Meteor Blast & P0N6 FL1P!) from my Github as executable files (Windows and Linux only I’m afraid, Linux users like me will need to “chmod +x” the file once it’s downloaded before it runs). I’m still finding the odd bug on them too, so if you find one, drop me a comment below to let me know.

Hey, thanks for reading - you’re good people. If you’ve enjoyed this, it’d be great if you could share it on your socials - it really helps me out and costs you nothing! If you’re super into it and want to make sure you catch more of my content, subscribe to my free monthly Mailer of Many Things newsletter - it really makes a huge difference, and helps me keep this thing running! If you’ve still got some time to kill, Perhaps I can persuade you to click through below to another one of my other posts?

Catch you laters, alligators.

 
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TTRPG, Review, Game Design, Quinn's Quest JimmiWazEre TTRPG, Review, Game Design, Quinn's Quest JimmiWazEre

Better World building At The Table Is Easy - Quinn’s Quest Reviews Stonetop

Quinn's Quest season two covered Stonetop, a fantasy TTRPG that tackles the classic lore-gap problem where GMs know everything and players know nothing by baking collaborative world-building directly into its rules. Rather than slowly feeding players lore over many sessions, it prompts them to co-invent the world as they play. Nifty like a fox.

By JimmiWazEre

Opinionated tabletop gaming chap

 

TL;DR:

Quinn's Quest season two covered Stonetop, a fantasy TTRPG that tackles the classic lore-gap problem where GMs know everything and players know nothing by baking collaborative world-building directly into its rules. Rather than slowly feeding players lore over many sessions, it prompts them to co-invent the world as they play. Nifty like a fox.

The Juice

Sad times, Quinn's Quest season two has just wrapped up and now I've got to wait even longer than the amount of time between his regular episodes before season three is released, piecemeal.

Anyway, this episode's review was for a game called Stonetop. I'd never heard of it before and the impression that I got was that it was in the vein of a classic fantasy OSR game. That's fine, I have enough of those already, but if it weren't for the hefty price tag, I'd have probably picked it up for the sake of doing a review here.

What did catch my attention though was a section where Quinns talked about how a classic failing of fantasy TTRPGs plays out: the GM reads a book consisting of hundreds of pages worth of lore and, ideally, knows the world inside and out. The players however do not, and yet they're the people expected to make interesting decisions about how their characters would behave. This creates an awkward dissonance.

Quinns went on to say that this is typically resolved over the course of many many sessions whereby the players' cups are gradually filled with GM-fed lore snippets to the extent that they have a competent grasp of the in-game universe. But this takes time, and is therefore an imperfect solution.

 

 
 
 
 

 

It seems that Stonetop has a special design philosophy to address this though. Within its lorebook, for each area Stonetop presents the GM with some questions to ask of the players about the thing that they're experiencing. This of course is not a new idea, but rarely have I seen it put so overtly and baked into the rules.

stonetop kickstarter image

For instance, one striking feature is that when players run out of hit points, they're told that they see a magical doorway, and beyond – the Lady of Crows. The player is then asked to describe exactly what they see – thus co-inventing some of the game lore about the afterworld alongside the GM. This idea extends to everything, from locations, to NPCs and monsters, and crucially, the lorebook itself provides GMs with these question prompts – no need to rack your tired brain to come up with an interesting turn of phrase in the moment!

There's something genuinely refreshing about a game that treats lore not as a fixed canon to be downloaded into players' heads, but as something to be discovered and shaped collaboratively at the table. It sidesteps the usual slow drip of world-building entirely, and replaces it with something more immediate and personal. When your character glimpses the afterlife and you get to decide what it looks like, you’re also helping to build the world and getting a stake in it from an angle you don’t normally get to see. That's a powerful thing to put in the hands of players, and I'd love to see more games take a leaf out of Stonetop's book.

Conclusion

Hey, thanks for reading - you’re good people. If you’ve enjoyed this, it’d be great if you could share it on your socials - it really helps me out and costs you nothing! If you’re super into it and want to make sure you catch more of my content, subscribe to my free monthly Mailer of Many Things newsletter - it really makes a huge difference, and helps me keep this thing running! If you’ve still got some time to kill, Perhaps I can persuade you to click through below to another one of my other posts?

Oh yeah, and if yoiu enjoy Quinn’s Quest as much as me, why not join his Patreon?

Catch you laters, alligators.

 
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TTRPG, Pirates, Pirate Borg, Worldbuilding JimmiWazEre TTRPG, Pirates, Pirate Borg, Worldbuilding JimmiWazEre

Who Was Woodes Rogers? Pirate Borg World Building

To understand Woodes Rogers is to recognise two distinct chapters of his life which without a doubt go on to change the course of history for Caribbean piracy. Since Rogers must play a pivotal part in my Pirate Borg campaign - as with Blackbeard, we’ll start with his relevant real history up until 1719 where my campaign picks up.

By JimmiWazEre

Opinionated tabletop gaming chap

 

TL;DR:

Woodes Rogers was a Bristol merchant captain turned privateer who circumnavigated the globe, captured a Manila galleon, and still ended up bankrupt and imprisoned. He later reinvented himself as Governor of the Bahamas, using pardons and force to dismantle the Pirate Republic at Nassau. By 1719, he had restored British control, but a handful of dangerous pirates still remained.

Introduction

To understand Woodes Rogers is to recognise two distinct chapters of his life which without a doubt go on to change the course of history for Caribbean piracy. Since Rogers must play a pivotal part in my Pirate Borg campaign - as with Blackbeard, we’ll start with his relevant real history up until 1719 where my campaign picks up.

Early Life

Rogers was born in 1679 in England, to a Bristol mercantile family positioned comfortably at the upper end of the middle-class. His Father, Woods (Not “Woodes”!) Rogers Snr, was a merchant sea captain. Growing up in a major Atlantic port, Rogers Jnr likely gained his seamanship through apprenticeships aboard trading vessels.

Then, when Rogers Snr died he left his ships and business to his son, this gave him a privileged foundation upon which to forge his own career as a merchant captain in the Caribbean in the early 1700s.

Also, as an aside, you might remember Blackbeard being from Bristol too. It is speculated that Thatch and Rogers may have been previously acquainted, which would indeed make for a nice twist, as their stories cross over again in 1717.

Privateering In The Pacific

In 1701 when the War of Spanish succession broke out among the European powers, governments would often issue “letters of marque” to sea captains, permitting them to engage in legal acts of piracy against the Kings enemies and keep a very substantial portion the profits. This activity was known as “privateering”.

For the young Rogers, when he was approached by the legendary explorer William Dampier in 1707 with a proposition to go privateering in the South American Pacific against the Spanish in search of a Manila galleon, the offer proved too tempting by far. And so financed by the high and mighty of the Bristol community such as Thomas Goldney II and Thomas Dover, Rogers would depart Bristol on the 1st August 1708 on a 3 year expedition, accompanied by Dampier acting as his Sailing Master on board the frigate; Duke, and it’s sister ship, the Duchess.

voyage of woodes rogers denoted by dotted line

The journey had a mix of highs and lows for Rogers. In February 1709, the Duke spotted a campfire on Juan Fernández Island off the South West American coast which lead to the rescue of Scottish sailor Alexander Selkirk. Selkirk would join them on their expedition as a valued seaman and his rescue became the inspiration for the story Robinson Crusoe by Daniel Defoe. These events would go on to make Rogers famous upon his return to England.

Some smaller skirmishes then happen for a few months with varying success until mid December 1709, with his crew near mutiny after disease, deaths (including his younger brother Thomas) and losses to capture, Rogers finally sighted the Manila galleon; Nuestra Señora de la Encarnación y Desengaño off the coast of Cabo San Lucas. The Desengaño was a transport ship running between Mexico and the Philippines, caught unprepared for battle with her big guns stowed in the hold.

Worth roughly £150,000 - £200,000 at the time (tens of millions today) this was too much of an opportunity to refuse. As dawn broke the combat was brief, after rounds of returned volleys, and a full broadside from the Duke, the death count stood at 9 on the British side vs. 20 amongst the Spanish. The most severe wound was probably inflicted against Woodes himself, taking a musket ball to the face - shattering his jawbone, which he then (allegedly) accidentally swallowed! Nonetheless victorious, Rogers placed the Desengaño (renamed the Bachelor) under the command of Thomas Dover (It would seem that Rogers collected men called Thomas like I collect Pirate Lego…) with Alexander Selkirk as Master of Sail.

A few days later as expected, the far larger galleon; Begoña arrived on the scene. With Rogers injured, his council of ships elects to tackle this second ship without the Duke and though initially staying back, the Duke soon joins in regardless. However, it was too late, they were beaten off and forced to make a retreat. One of Rogers’ commanders would later remark that ‘with the Begoña’s near impenetrable hull, it was more like they were attacking a castle than a ship’. Counting up the tally - Rogers took a further painful injury to his foot, the Duchess lost 20 men, and the Duke; a full store of ammunition. The expedition limped away.

 

 
 
 
 

 

You Could Have At Least Bought Me Dinner First

On his way home, severely wounded, low on supplies and generally not in a great place, Rogers stopped off at the Dutch port of Batavia in what is now Indonesia to have a musket ball surgically removed from the roof of his mouth, to top up on supplies, and to sell off one of the lesser prize ships in his small fleet; the Increase, to make the return journey simpler.

Unfortunately, from an English legal perspective, this area was under the lawful monopoly of the East India Company (EIC), and Rogers’ unapproved independent trading activity there constituted a major no-no. Any non-essential trade undertaken by Rogers opens him up to the EIC having a legal claim to all the proceeds from his voyage.

 
woodes rogers
 

When he finally docked back in England on 14th October 1711, a combination of paying compensation to the EIC, paying off his loan plus interest to his Bristol backers, the Crown taking its cut, and finally losing a lawsuit brought about by his crew over unpaid shares, Rogers was only left with about £1,600 in proceeds from the venture (Roughly £300,000 today).

This was both significantly less than he would have made had he simply remained a merchant captain, and more importantly, not enough to pay the cost of his business and private debts incurred whilst he was away. As a result, “National Hero”; Woodes Rogers, ‘the legend who successfully circumnavigated the globe’ was declared bankrupt and briefly imprisoned for not paying his debts… and a year later to add insult to injury his wife left him after their fourth son died in infancy.

What should have been a glorious, if not bittersweet swan song for Rogers was turned into a nightmarish betrayal at the hands of accountants and lawyers.

Divide & Conquer

Alright, alright - I’m getting to the Golden Age of Piracy now. Calm thee sen down! I just wanted to make sure that you understood Rogers’ position. He’s financially taken a massive hit, and frankly, life has kicked him hard in the happy place - but he’s gained a strong national reputation as a man who can deliver, and as a proven sea commander.

In The Republic of Pirates, Colin Woodard describes Rogers as “courageous, selfless, and surprisingly patriotic [and as a man who would empty] his pockets in support of projects he believed would further the public good”. This is perhaps the reason that despite the hardship that befell him at the hands of the English system and life itself, he would restore his standing and fortune with a plan to rid the Caribbean of pirates on behalf of King and country.

Using his considerable fame, influence, and network, Rogers petitions parliament for an opportunity to reestablish the English colony of the Bahamas, placing himself as governor and being granted a share of any profits in exchange for ending the pirate republic at Nassau and reestablishing the fort and garrison to secure the port from the Spanish.

To say that the method he proposes for this raises some eyebrows in court would be an understatement. Rogers wants King George to offer a pardon to all and any pirates in Caribbean. He knows that this will split the pirate community and that any pirates who remain will be severely weakened by their drop in numbers.

It’s approved. Seven ships, 100 soldiers, 130 colonists, a stack of King’s Pardons, supplies, religious pamphlets, three Royal Navy escort vessels and of course - the newly appointed governor of the Bahamas; Woodes Rogers all set sail from England on 22nd April 1718 for the Caribbean.

The Pirates of Nassau had months of warning prior to Rogers turning up, indeed many had already decided which way they were going to land on the matter, and two distinct factions appeared. On one hand, those who sided with Benjamin Hornigold favoured honestly accepting the pardon - having only turned to piracy out of desperation in the first place, whereas those aligned with Charles Vane’s fundamentalist vision of being free men and women preferred to either reject the pardon outright, or accept it dishonestly, and return to a life of piracy as soon as was convenient. In this regard, even though he had not even arrived at the Caribbean yet, Rogers’ plan to split the pirates was already coming to fruition.

Why Nassau Mattered

At the height of the Golden Age of Piracy, Nassau was the closest thing pirates had to a capital. With no strong government, a sheltered harbour, and access to major shipping lanes, it became a haven where pirates could repair ships, recruit crews, and spend their plunder freely.

Whoever controlled this port effectively controlled whether piracy in the Caribbean could thrive or be strangled.

Governor Of The Bahamas

On the 24th July 1718 Woodes Rogers in the Delicia and his company of vessels sailed into the region of Nassau. The Captain of the Rose, Thomas (ofcourse!) Whitney was sent to recon the harbour. There he met a warning shot from one Captain Charles Vane in a captured French Brigantine. Whitney deployed a flag of parley, and approached Vane with some trepidation to demand why he had fired upon His Majesties ships.

Vane’s response was a letter to be delivered to Woodes Rogers, in which he threatened to violently defend himself, unless the King’s Pardon also came with a guarantee that Vane’s ill-gotten gains would not be seized, and that his attempts to fence them off would not be interfered with.

In truth, Vane was only buying time. He was effectively trapped in Nassau’s harbour with his French brig and his loot, and he needed to formulate a plan to escape. At 2am on the morning of the 25th July 1718 Captain Vane’s French Brig was launched towards the English ships blockading the harbour, fully aflame, cannons double-loaded. As the last pirates on board jumped over the side, the Royal Navy was in full panic, crew were being scrambled, anchors hauled, and sails loosed. The Navy ships under Rogers broke ranks to avoid what was essentially a floating bomb making its steady way towards them.

Free to make rapid preparations for departure, Captain Vane was greatly amused several hours later as the Navy returned just in time to witness his escape alongside his crew of some 90 men, and booty in a nimble sloop (according to Colin Woodard) called the Katherine - slipping directly through their fingers.

Despite the escape, Nassau was lost. Rogers took control of the island, repaired the fort, and re-established it as a British military outpost. Pardons were issued. Some, like Benjamin Hornigold, accepted and even turned pirate hunter in service of the Crown.

a bahamas postage stamp featuring captain woodes rogers

By 1719, the Pirate Republic was finished, but piracy itself was not.

A handful of key figures still remained at large:

  • The defiant and unrepentant Charles Vane

  • A newly risen, and already unstable Calico Jack Rackham

  • The soon to become infamous Anne Bonny and Mary Read

Woodes Rogers Timeline

1679 | Born in Bristol, son of a merchant captain

Early 1700s | Inherits family business, becomes merchant captain operating out of Caribbean

Aug 1708 | Departs Bristol with William Dampier on privateering excursion, circumnavigating the globe to the Pacific South America to capture a Manila galleon

Feb 1709 | Rescues Alexander Selkirk from Juan Fernández Island. Inspires story of Robinson Crusoe

Dec 1709 | Captures Manila galleon; The Desengaño worth £200,000. Severely injured in battle via gunshot to the face

Dec 1709 | Retreats from combat against Manila galleon; The Begoña and decides to return home

1710 | Makes port at Batavia for facial surgery, and to sell ‘the Increase’ in affront to the monopoly of the East India Company

Oct 1711 | Docks at the Thames, London, England. Is quickly faced with legal disputes, robbing him of the proceeds from his privateering excursion.

1712 - 1713 | Imprisoned for debts, and released

1717 | Makes plans to restore control of Nassau from the grip of the Pirate Republic by issuing King’s Pardons

Apr 1718 | Sets sail for Nassau with retinue of Naval warships and transports

Jul 1718 | Arrives in Nassau, allows Charles Vane to escape, but brings many pirates to heel including Benjamin Hornigold

1719 | Restores fort and garrison at Nassau

Conclusion

For my Pirate Borg campaign, Rogers represents order clawing its way back into a lawless sea, backed by merchants, soldiers, and the Crown. But his victory is incomplete. The pirates who remain are more desperate, more dangerous, and with fewer places left to run.

Hey, thanks for reading - you’re good people. If you’ve enjoyed this, it’d be great if you could share it on your socials - it really helps me out and costs you nothing! If you’re super into it and want to make sure you catch more of my content, subscribe to my free monthly Mailer of Many Things newsletter - it really makes a huge difference, and helps me keep this thing running! If you’ve still got some time to kill, Perhaps I can persuade you to click through below to another one of my other posts?

Catch you laters, alligators.

 
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TTRPG, Pirate Borg, Worldbuilding, Factions, Pirates JimmiWazEre TTRPG, Pirate Borg, Worldbuilding, Factions, Pirates JimmiWazEre

Pirate Borg Factions - Blackbeard And The Scourge

Drawn by instinct deeper than memory, the corpse made its way toward Chesapeake Bay to reclaim what had been severed from it. When Blackbeard stood whole once more, something happened. Unlike the rest of the Scourge, he retained his will.

By JimmiWazEre

Opinionated tabletop gaming chap

 

TL;DR:

An ancient Abyss awakens the drowned dead of the Caribbean. Blackbeard rises with his will intact, commands the Scourge, and sets out to break the English, control the ASH trade, and crown himself king of the Dark Caribbean.

Introduction

Ahoy. Did you catch my post the other week about the real history of Blackbeard? I said that I’d follow up with how I’ve built upon that real history to bake Blackbeard into the fantasy lore of Pirate Borg’s Dark Caribbean setting.

Well, this is gonna be just that, so buckle down your flintlocks and secure your cutlasses. Let’s goooo.

In The Beginning

I can’t jump straight to Blackbeard without first setting the stage. Much of my lore builds directly on the official History of the Dark Caribbean from the Pirate Borg Core Rules (p.25), with my campaign beginning in “Chapter 5,” where “Blackbeard, a sorcerer, returns from the grave with an army of the dead.”

But before those events and before the timeline in the book even begins, there are a few crucial pieces of history to establish.

Pre-History

Deep beneath the Caribbean Sea lies a cosmic scar. Gods only know how long it had been there or from whence it came. It’s a rift in reality that opens into an Abyssal existence beyond mortal comprehension. Madness made geography.

In ages long forgotten, proto-Mesoan peoples encountered this rift. In attempting to understand the madness and magic emanating from it, many souls lost their sanity. Those who studied and survived came to recognise the malign intent of the forces within.

Using rituals uncovered in their desperate search for meaning, they sealed the rift and constructed an aquatic city upon it — a living capstone over the wound. That city would become Atlantis, deep in the heart of what is today known as the Bermuda Triangle.

In time, the ancient Atlantean people fractured. The splitting branch, known as the Doradians, abandoned their watery city and journeyed to the mainland Yucatán, seeking distance from the source of their horrific dreams. There, their advanced culture endured in an altered form focused around a golden city.

Recently

Against the backdrop of the Greater Antilles War (The Caribbean theatre of the War of Spanish Succession 1701 - 1714), Cultists of the Wretched (disciples of the entity that dwells within the Abyss) dispatch an agent to the jungles of the Yucatán.

Among the ruins of the ancient Doradian culture, that agent became The Sunken One, and completed a ritual to relocate the Abyssal gateway - wrenching it free from the restraining powers of Atlantis and transferring the wound to the oceanic region South of Cuba.

The Abyss was no longer sealed. The resulting upheaval shattered the region, releasing unnatural magics in its wake. Port Royal was destroyed in the resulting earthquake.

 

 
 
 
 

 

Unintended Consequences

The Sunken One did not foresee what would follow: The Abyss is not a wound that can be exposed without consequence. When torn free from the ancient restraints of Atlantis, its corruption bled outward into the sea and to the sky alike, and the ocean began to remember its dead.

Sailors lost to storm and cannon, slaves thrown overboard, mutineers sunk in chains, entire crews swallowed by hurricane. The Caribbean now returns them all. These risen corpses became known as The Scourge, they aren’t clever or strategic, merely repeating the last violent patterns of their lives: boarding, burning, hunting, killing. They are driven by a rage which they cannot put words to.

pirates of the Caribbean

But the Abyss does not act within boundaries. It did not take long for the corruption to reach the waters off Ocracoke Island. There, in the shallows where his body had been cast aside, one Edward Teach rose again.

Drawn by instinct deeper than memory, the corpse made its way toward Chesapeake Bay to reclaim what had been severed from it. When Blackbeard stood whole once more, something happened. Unlike the rest of the Scourge, he retained his will.

monkey island II lechuck's revenge

Whether this was design, accident, or selection, none can say. But the mindless dead began to gather to him. Ships crewed by the drowned altered course. The Queen Anne’s Revenge, more terrible than ever, returned. Silent decks turned toward his black flag.

The Scourge had found a king, Blackbeard found his armada, and the Caribbean found its Harbinger.

The Scourge As A Faction

I follow the Cairn 2nd ed school of thought for how to run sandbox factions. See this video by LowKeyTTRPG for more information about how that mechanically works - but in essence, you take a “faction turn” (roll some dice) between game sessions. Factions should have goals that the players can feel the affects of and their success in terms of their goals should be a product of the resources they have available to them vs the obstacles in their path.

If we look at Blackbeard’s real history it stands to reason that he’d be motivated by revenge, and a lust for power and reputation. With that in mind I’ve got three goals for the scourge under Blackbeard:

1) Break The English in the Caribbean

Humiliate and cripple the English authority at sea.

Resources

  • Queen Anne’s Revenge.

  • Undead crews and ghost ships.

  • Fear and reputation.

Notable impacts as goals completed

  • Major English ports fall into chaos (martial law, burned docks, naval retreat).

  • English Naval presence reduces.

Obstacles

  • Royal Navy patrols.

  • Pirate captains unwilling to fight England directly.

  • English spies inside pirate ports.

2) Control the ASH trade

Weaponise ASH as leverage and corruption tool.

Resources

  • Unending ASH Reserves.

  • Contact with Governor Claude Barlette.

  • Smuggler Networks from his old life.

Notable impacts as goals completed

  • ASH price doubles.

Obstacles

  • Pirates!

3) Crown himself king of the Dark Caribbean

Resources

  • Undead Crews.

  • Fear & Reputation.

  • Abyssal Necromancy.

Notable impacts as goals completed

  • Nassau-style pirate councils dissolve or are slaughtered.

  • Pirate captains must swear loyalty or be hunted.

Obstacles

  • Charismatic rival captains.

  • Internal dissent from living allies.

Conclusion

Let me know in the comments if you want me to do a real history and lore for any of the other factions!

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