The Setting: The Savage Lands are a huge area, which many diverse locations and cultures. There is a northern part, a central part in the shadow of the Great Ring, and a southern region. The native population of the Savage Lands is mostly Montoc, who I visualize as a combination of Mayans and Polynesians. The region is the best source of a number of expensive compounds, used as magical components, spices, potion ingredients, and such. Some cultures also prize Montoc slaves for various reasons. This is all called the "Savage Trade" colloquially.
SESSION #1 - October 30th, of the Imperial Year 730: The campaign starts in the small port town of Kalastus, in the Duchy of Riordan. Riordan is a poor region at the eastern end of the Keller Sea, a land that broke away from the Keller Empire generations ago. Its people are primarily fishermen and sailors, with little to trade. The Duchy is ruled by a despotic mage, Duke Marin D'Blaine, who hopes to someday rule this region. This is not likely to happen soon, but the Duke keeps trying anyhow.
Kalastus is a frequent stop for ships trying to pick up crews of questionable background, usually on their way out to sea. The local government earns a tidy sum by ignoring the presence of pirates, so long as they restrict their hunting in local waters - the usual prey is commercial traffic in the Keller Sea and the Hillayet Sea, which draws occasional visits from Imperial war galleys. Kalastus is considered the far eastern end of the Southern Keller Lands, a backwater and last stop for the hopeless and rootless. It is here that the PC's gather to seek new fortunes. The Duke hopes to increase the power and wealth of his small but strategically placed realm through privateering. He believes that by issuing Letters of Marque against Gemiri shipping, he can take advantage of the position of the Duchy of Riordan at the mouth of the Keller Sea. Harming Gemric could earn him allies in Alastin and the Ascendant Keller Empire, his two powerful neighbors. To this end, the Duke's agents are gathering crews and facilitating the commissioning of pirate ships. This is where the PC's come in.
Each of the PC’s has arrived here for their own reasons. All of them have seen the notice posted to the wall of the only inn and tavern worth staying at, a solicitation for ship crews. The ship’s captain, a Halleck named Sluaghadin Doral staying at the inn, quietly conducting interviews to recruit new crew for the caravel Duchess Eudokia, an older ship of Keller design. Though obsolete, the ship is sturdy and fast. The ship is heading out with a fit of new guns, loaned by Duke D’Blaine himself. The Duchess Eudokia’s mission is to travel to the Savage Lands, establish an operating base, and prey upon Gemiri shipping… though Captain Doral is happy to prey on other targets of opportunity.
The ship had been supplied with a master gunner with an atrocious personality, and the Captain is looking for any reason at all not to keep him on. Likewise, the ship is in need of experienced officers. Anyone without visible nautical skills will have to pass some sort of audition… the simplest is “defeat one of the mates in single combat” to earn one a low-status position as a boarder. Alternatively, the women can simply petition the captain directly, with their relevant skillsets. Most of the interviewees are simple seamen, rough types with a sea bag, a short sword, and a few scars.
After interviews and introductions, the PC's all sign and accept the following agreements.
Ship's Articles of Agreement for the Duchess Eudokia
First Mate Basil Diotrephes, formerly of the Keller Imperial Navy
Surgeon Helena Eponyma Agnosta, formerly of the Keller Aristocracy
Surgeon's Mate Lucia Ferrara, "Cortigiana Onesta" from Gemric
INTERLUDE - The Crossing: The voyage takes about seven weeks, interrupted only by a bit of rough weather. No real damage and no crew are lost, so the voyage itself was unremarkable. The first few days of the journey are relatively uneventful; the weather holds, and Captain Doral makes a point of avoiding contacts with other sailing vessels. Fully stocked, with no need to put into port, the Duchess Eudokia makes good time out to the open ocean as she departs the calm waters of the Keller Sea.
The captain tells Basil at some point in the voyage that there are several small islands (the map on the website only shows the larger islands) along the planned route.. "If you do your job correctly, Pilot, we'll be in sight of a number of atolls that'll do. We can load fresh provisions and careen the hull, weather and shore permitting." He shares that his ultimate destination is an island called Grayrocks, specifically a town called Jaska. "I know the local grandee, we can use it as a base. It sites nicely astride the routes between North and South, safe behind a reef. Not the most luxurious of homes, but it will serve. The tricky bit is that it is in the Shadow Isles. But that's where we go. Once we have a safe harbor, then we start hunting."
The bosun Hector is a large, unfriendly looking man who might be Noladen, or an unusually large Sevastin. Despite his perpetual frown, he is quiet and competent, and appears to speak just enough of several languages to accommodate the polyglot mixture of nations represented in the crew. Because of his imposing size, Hector is well-suited for maintaining order aboard the ship. If not carrying out his duties as bosun, he rarely has more than a handful of words to say to the PC's, though he is neither discourteous nor disrespectful. Hector appears to be utterly loyal to the captain first, and then to the crew and ship after that. In addition to the PC's, Captain Doral and his right-hand man Hector, there are approximately fifteen sailors and a dozen landsmen serving as marines.The sailors hail from various parts of the Keller Sea region, whether Hallecks, the Empire, or the odd little nations of the Hyspedes. The sailors follow the usual bell curve one would expect - a couple of semi-competents, a couple of truly gifted seamen, and the remaining dozen are competent and unremarkable. Bosun Hector, who doesn't seem to have a family name, functions as an experienced leader of rough degenerates. Discipline is harsh verging on brutal, but after one or two examples are made, the ship runs relatively smoothly. Ship crews rarely have access to musical performances by beautiful women during a voyage, leading to a single misunderstanding, quickly settled by an easily mended tip-slash with a fine Gemiri rapier. After that, the women experience no problems.
The "marines", as they are called, are an mixed bag. Eight of them are Hallecks, cheerful brawlers who served together in a mercenary company that fought in the west. They have a low opinion of Keller Imperials as footsoldiers, and they razz both Basil and Helena daily... it appears to be good natured testing of boundaries, with no actual insults intended. Three of the marines are Alastin, one of whom is a devout Selectionist - plenty of religious arguments from that one - but the Alastin seem to have lots of experience with cannon and gunpowder weaponry.. In addition to the expected Kellers, there is a cheerful but incomprehensible Montoc named Kweegeg who is short, round, and skilled with knives, and a badly scarred Pershamon warrior who goes by the name Ashur, who is a truly gifted shot with his composite bow. The Montoc and the Pershamon archer keep to themselves, for the most part serving as lookouts up in the masts. The Halleck and Alastin groups tend to compete physically, usually during training... both groups spend their time in sloppy but enthusiastic training. Their equipment would qualify them as "medium infantry"... brig, mail, and leather armor, polearms and shortswords for arms. The two largest Hallecks (very large men indeed) brought large shields and flails instead. All of the marines have missile weapons: the Hallecks all brought crossbows, two of the Alastin brought muskets, and one brought a 1" bore "Troll Gun".
SESSION #2 - Mid-December, of the Imperial Year 730:
Captain Doral has a map that shows the location of one particular pirate haven, “Jaska” located behind a reef on the eastern shore. He believes it will be a good place to start operations from, as he knows the “Governor”. He also hints that there may be other ships joining the operations on behalf of the Duchy of Riordan. Unfortunately, by the time the Duchess Eudokia gets within sight of Grayrocks, her supplies are nearly exhausted. Once in sight of the island, two small sloops hew in on the “Duchess Eudokia”, plainly intending to attack her… pirates doing their pirate thing. Each of the sloops carries two swivel guns loaded with scrap shot and twenty boarders, dirty pirates armed with swords and axes and a few guns. After a short and vicious fight, one sloop flees while the other slowly sinks. The PC's take on 16 prisoners, two of whom later join the crew. They are from a rival port called Rakkam, on the other side of the island, at war with Jaska over limited supplies. After this battle, the crew of the “Duchess Eudokia” finally arrives at Jaska. They opt to go ashore for a bit, to stretch their legs and replenish their supplies. Shore parties will need to take boats ashore, and then walk a short distance to the palisades. Once inside the walls, the fun begins. Jaska is essentially a larger version of Jamestown, with a population of about 300 people (including a large number of feral-looking children) living behind a rough palisade of stacked stones, timber, and sand. Wood is scarce, most of it cannibalized ship hull timbers. Livestock is limited to goats and pigs, also semi-feral looking. Nevertheless, Jaska appears to work… a fountain in the middle of the town appears to produce plentiful fresh water, though it is under heavy guard at all times.
Features and Factions in Jaska
Guvnor – Torkel Midham, late of Terathmin. His father lost a dispute with the rulers of Terathmin a generation ago, so he took his ship and wound up wrecked here, where he founded the town. Torkel controls a “militia” of twenty residents that man the walls, with some skill at arms. They are armed with an assortment of captured weapons, and mostly wear quilted armor and old helms. Guvnor Torkel lives in a long and fancy dugout home, where he holds court.
Peasants – Farmers and fishermen who supplement the gains of the pirates. Sixteen families of dubious religious background live in separate dugout homes, fishing, hunting, tending goats, pigs, and fields of tubers... yams, potatoes, and so forth.They occasionally do double duty as pirates, but only rarely.
"The Wreck", Jaska's Inn – This "inn" is constructed in an nverted cog hull, combined with dugouts to expand the first floor. A tavern and kitchen occupy the ground floor, while apartments and a bordello fill the second floor. The "Wreck" as it is called is run by the Merchant, but the barkeep/administrator is simply called Ostler.
Merchant – The pirating business in Jaska is monopolized by a man just called "Merchant". He lives in a decent looking two story building, of wood and drystone. The first floor is a shop and secure storage for piratebooty, while the 2nd floor is the residence for the rich guy. The merchant controls a small gang of ten goons, all better equipped than the other pirates or the militia, available for short-term hire.
Healer – The Helmars, an one eyed old man and his wife, alchemists and herbalists both. They serve as healers and potion grinders, and apparently serve as diviners - letting the pirates know when prey will be out, in exchange for a share of the booty. They take pay in coin or components, but often send customers out to find ingredients in lieu of payment. Their son is captain of one of Jaska's sloops.
The Navy – Jaska is home to three single-masted sloops and their crews, each a gang of 15-25 pirates and a captain. These include “Green Tail”, under Cap’n Drumlin, “Feisty” under Cap’n Helmar, and “Thunderer” under Cap’n Savoy, with a cannon. Each ship's crew has its own longhouse, but most do have a small pen of pigs, goats, or chickens to supplement their raiding. Each longhouse is home to a few noncombatant wives and children, and a domestic slave or two. These gangs are rivals, and only respect for the Guvnor makes this all work. Booty is usually stored at the Merchant's place, where it is converted to coin, and prisoners are usually tied up in a dugout building under lax guard.