Adventures in Arcadayn
"Corsairia" (The Pirate Coasts)
By Tim Emrick


In spite of the Earl of Bolyon's charter and his legendary stubbornness, the westernmost shores of the Krithian Empire have yet to be tamed. A great number of pirate crews have taken refuge here--so many that the seaboard of Bolyon has been dubbed "Corsairia," or "the Pirate Coasts." The pirate fleets harass shipping throughout the western Great Sea, most frequently in the Storm Isles and the northern shores of Westmarch. The Empire periodically sends warships to hunt down the pirates, but enough outlaws will flee inland or beyond the Tortu Strait to allow them to return in strength when Krith's navy grows weary.

Some sailors claim that beyond the Strait, west of the Landrings, the pirates have entire kingdoms of savages in their thrall. The truth of these tales is questionable at best, especially because many pirates use them in order to boost their fearsome reputations. The pirates working in the Great Sea have no permanent rulers beyond their captains, except for occasional charismatic rogues who acquire an "admiralty" over an entire fleet of rovers.

Symbol/Arms: Some pirate captains may have their own insignia, but the most common device is the blood-red banner unfurled only after the ship closes with its prey. (Bloodletter cultists always use this banner.)


Culture Level: Nomadic.

Currency: Pirates use whatever treasure they take as booty.

Divisions: Numerous ships and fleets.

Government Type: Usually Dictatorship (the captain); overall: Anarchy.

Languages: Krithian (M/A) and/or Sivian (M/A), occasionally others.

Population: Unknown (and usually highly variable)

Racial Stock: Most pirates are (or are descended from) men of Krith or Haldinibar. Some crews may include Northlanders, Dalemen or Desert Men.


Climate: While all of Westmarch is warm with dry summers, the Pirate Coast proper is notably drier due to being in the lee of the Landrings. The winds change unpredictably; weeks-long doldrums are not uncommon, and dangerous weather frequently moves south from the Storm Isles. Due to these extremes, the Tortu Strait (at the northern cape) is rarely safe to navigate.

Agriculture & Resources: Pirates prefer to live off of plunder, but a few well-established crews will have small subsistence farms to supplement their raiding. These holdings will usually be tended by prisoners taken in battle.

Religions: Pirates usually worship either the Bloodletter or Morovira, depending on their blood-thirstiness. All members of a ship's crew will usually be at least nominally of the same faith, and will have a pronounced distrust of any other religion or its priests.

Military: See GURPS Compendium II, pp. 94-99, about naval combat. Ships are TL3 with no cannon; pirates will attempt to board and capture the target ship and its cargo. In a land battle, most pirates would be Irregular Infantry (II).

Nonhumans: Pirates are superstitious about almost everything. Nonhuman crewmen would be extremely unusual, but not impossible--for example, an elfkin captain whose tactical genius offsets his unusual appearance. Were-sharks can be found in these waters, but are only tolerated among crews worshiping the Bloodletter.

Pirate Traits, Skills and Equipment: The most appropriate character types are Corsairs (p. AN44) and Sailors (p. AN48). All corsairs have Social Stigma: Outlaw and must be at least competent at Seamanship and Sailor skills, and one or more weapons. Experienced sea-dogs will also have Fishing, Intimidation, Merchant, Meteorology, Navigation and Survival (island/coast). Most crews will have the Pirate's Code of Honor, and some of the more "romantic" captains will have a Reputation built around a personal Code of Honor (respect all women, allow worthy enemies an honorable death, etc.).

Please note that many seamen do not know how to swim. Crews worshiping the Sea Mother might have more swimmers than usual (especially if a priest is aboard), or they might just be twice as paranoid about water.

Like most mariners, pirates are a superstitious lot. This might manifest as a fear of magic (manaphobia), a Compulsive Behavior related to avoiding ill omens, or simply a variety of dislikes. While many captains employ a "ship's mage," the crewmen will more often fear than love this person, even if (or especially if) this spell-caster is a priest of the crew's patron god.

Pirates avoid armor due to the dangers of falling overboard while encumbered. Their preferred weapons are Broadsword, Shortsword and Knife, with a scattering of other arms learned in a previous career or looted from a captured ship. With the exception of those polearms useful in boarding actions, and tridents among Morovira's devotees, two-handed weapons are rare.

History: The coasts of Bolyon have never been hospitable to settlers, but provide ideal hiding-places for pirates and other outlaws. Earl Bolyon received his charter __ years ago, but has had little success in curbing the corsairs' activities.

Nothorc is the nominal capital of Bolyon, just across the Thowalk River from Westmarch. The town has an excellent harbor, and violently changes hands between the Krithian earl and various corsair warlords on a regular basis.

Names: Naming practices vary by the pirates' place of origin (or that of their ancestors, if born here). Corsair captains often adopt impressive nicknames (Skull-Face, Bloody Harkle, Mast-High Mog, etc.) in order to inspire terror.


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This page last updated 11/5/2003 by Timothy E. Emrick. | Copyright 1998-2003 Timothy E. Emrick.